What you see there is actually a source code. When this is compiled, you will get an exe (program), and with it you will be able to decompress the gfx.
I can also give you an example of ASM (learning by example is usually very effective).
ASM (for SNES):
org $01d87d
NOP
NOP
JSL $0EFE00
org $0efe00
CMP #$2727 ;check if block is moved
BEQ $0F ; if yes branch to after first RTL
LDA $7F2000,x
STA $7F5000
LDA $00 ; set old block value to 00
STA $7F2000,x
RTL
LDA $7F5000 ; branch here if 27
STA $7F2000,x ; store intermediate instead of 27
RTL
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The upper ASM Assembled:
EA EA 22 00 FE 0E (auto-written at D87D= org $01d87d)
C9 27 27 F0 0F BF 00 20 7F 8F 00 50 7F A5 00 9F 00 20 7F 6B AF 00 50 7F 9F 00 20 7F 6B (auto-written at 77E00= org $0efe00)
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Understanding the "conversion":
see this?
LDA $00
STA $7F2000,x
RTL
LDA is actually A5, value 00 is then byte 00, so A5 00, then STA= 9F, address reversed, so $7F2000 is 00 20 7F, 6B is RTL,
upper code is then A5 00 9F 00 20 7F 6B in hex (this is what assembler is doing).
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Location:
the org $0efe00 is actually a SNES address, which is 77E00 as PC or hex address (this is the definition of the new location of the code to be written)
we jump here with this: JSL $0EFE00= 22 00 FE 0E in hex
the original code to be hacked was traced, it is here:
D87D= org $01d87d.
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Original code was A5 00 9F 00 20 7F (located at D87D), but we "hacked" it into C9 27 27 F0 0F BF 00 20 7F 8F 00 50 7F A5 00 9F 00 20 7F 6B AF 00 50 7F 9F 00 20 7F 6B (located at 77E00, previously empty space). Jump is only necessary because we don't have room on original place.