Oh man, you should have just asked me
https://www.dropbox.com/s/echwwnkzdzy7gvj/WC98%20Tools.zip?dl=0I had that one saved up for ages, hopefully it helps you out on something.
I believe it has everything up to the point where I left the last update at.
It should have everything both DarkSamus993 and rainponcho did as well, all of the scripts and other stuff required for extracting the assets and compressing/compiling them back into the game.
All that's needed is a file called "Wrecking Crew '98 (Japan).sfc" inside the /game/ folder and it should work just fine.
I also tested the Credits you made, and they seem to work wonderfully!
All of the characters are now fully translated!
Thanks again, minucce!
If you don't mind, I'll prep up the patches to update the Wrecking Crew '98 translation and call it complete now

As for these untranslated tiles:
I did see untranslated tiles. Maybe they're unused?

From what I remember, and I briefly do, I think they're unused assets.
This is 安全第一, which stands for "Safety First".
This specific phrase appears when you defeat an enemy by making a 9-block combo of Pink Walls, serves as some sort of insta-kill. When you achieve that combo, a sign of Bowser with a helmet, and that phrase, appears on the opponent's side.
You can easily test it out in-game with the following cheat code:
Instant Win (Press A)
C21F2780
C21F280D
C21F3CC9
C21F3D00
That's the one I use to easily win and test stuff out quickly.
Quickly enter a match and press A, you will win almost instantly and you will see that sign appearing, with the proper words translated.
I'm unsure if those untranslated graphics are used or not during the Credits sequence, I haven't checked with a VRAM viewer, but that's the only place where those graphics might show up.
Although, if those graphics DO end up showing up there, since the credits sequence only shows Bowser's graphics in the framing, they might be effectively unused.
As for Super Castlevania 4, I did some more digging with bsnes-plus and its Tile debugging features, and I think I have found the tilemapping for the title screen.
The title screen tiles seem to be around $292300 (in the SC4 Uncensored ROM), each tilemap address seems to be two bytes, corresponding to the tiles themselves.
They all seem to follow a pattern like $1X XX. I have yet to determine which tiles will overwrite the ones for the left puddle and the ones at the bottom, but at least I know where to screw around in the ROM now.

I'll continue updating the WC98 translation, and then I'll continue with the SC4 stuff as well today

PS: Btw, I noticed the Uncensored ROM is 4MB, but when actually viewing it in a Hex or graphics editor, it stops having data after the 3MB range, would it possible to trim it down to 3MB instead of 4MB?
I don't believe you don't know Vitela's SA-1 and FastRom patches.
https://github.com/VitorVilela7/
https://github.com/VitorVilela7/fastrom/tree/master/super-castlevania-iv
December 01, 2021, 06:27:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Oops, it seems that it is compatible if applied after FastRom
I have to check why I thought that the only way was applying the asm after the Uncensored. I'll check it this weekend in my main laptop.
Oh I was asking because you only said "your new patch is not compatible with FastROM", but SC4 is not the only SNES game I have worked on, that's why I had to ask
which project you were referring to, since you didn't mention the name of the game or project

It's nice to know Vitor has a FastROM hack for SC4, and more so that it is compatible with SC4 Uncensored!
I might add the FastROM feature into it, just to it also removes the annoyances of slowdowns, thanks for bringing it up!