Which tile editors are you using?
When I mentioned WindHex, it automatically recognizes ZSTs and hides the CPU data (which is the first 0xC13 bytes in the file) and then after that is 0x20000 bytes WRAM, 0x10000 bytes VRAM and 0x10000 bytes APU RAM.
If you are using a different tile editor you will have to manually scroll to the right address ($C13) to see the start of the RAM data. (I am pretty sure I remember that magic number correctly.)
If you can find your matching data within WRAM (the first $20000 bytes, or would be $20C13-40C12), then it is easier to trace, since you can look for the routine copying it to WRAM.
Also, it looks like graphics are stored in a lower bitdepth. For SNES, the tile editor is probably defaulting to 4bpp, but 2bpp is more commonly used. It might even be 1bpp. You will have to find the key for your tile editor to adjust that so it looks right.