What about finding characters' sprites, is it the same?.
If simply busting out the tile editor and scanning the ROM, or one of the other methods if available for your system (the SNES is not as nice as some later stuff here with things like compression searching) has not worked then in some ways it is.
You would probably want to find a point in the game where the sprite you want has not been loaded in VRAM (VRAM viewers are available in many emulators, it is how many sprite rippers get things). You can also see it unloaded (if starting a new dungeon, going into a different room, going back to menu, starting credits... anything you might have done to try to force corrupted sound or graphics to sort themselves is worth trying here) if you want. Do remember you have cheats and turbo mode when playing in an emulator.
Anyway it will likely load in the same place in VRAM every time.
You would get to just before it is loaded in VRAM, set the break on write to that location, do whatever in the game to get it to load and then the emulator should flash up saying "this thing just wrote the area you told me to watch". Hopefully it is a copy from ROM somewhere, if not then you get to follow it back a few steps to where it fished it out of the ROM (you need not even really understand the steps in between that for many things, though if it is (de)compression you are watching happen then you would want to as that will be necessary to know how it works).
About the only thing I would note is different systems might have multiple methods of fishing things out of the ROM -- simple CPU directed memory reads are great and all but way before the SNES then hardware makers realised tying up the CPU fetching data when it could be crunching numbers instead was less than ideal, to that end we have Direct Memory Access aka DMA. Some other systems, usually ones based on a CD or that have a file system, will instead have a dedicated read command/memory area/handler but it is still going to be location in the ROM and how much of it to read.
There are a handful of tracing (the act of working backwards using breakpoints and such is called tracing) guides for the SNES but I have not read them to see if I like them in recent times, though you can certainly have a scan through of what is here. I normally instead link https://www.romhacking.net/documents/361/
which is for the GBA, and for a command line activated emulator at that, but the principle is the same whether you are on a commodore 64 or Switch game released yesterday.