What is not settled, said as such.
Every picture comes from the ROM, but none has yet been compared byte for byte with the openMSX VRAM.
The code goes from stage 7 to 6 and then down to 0 (p01:7C59). It has not been checked by playing.
Each type comes out with the drawing from its record, or with the first one of its animation when its routine changes it on coming out. The animations are not drawn. The beams, columns and growing tongues (0x23, 0x24, 0x39-0x3C, 0x41) have no fixed drawing and are not on the sheets.
The 2PLAYERS text at p10:B92B is only written because p01:61E7 jumps without loading DE. Drum hits 0xB0 and 0xC0 read outside their table (p04:6AAA).
When the pause ends, the SCC channels are switched on with the value of 0xE1C0, which is the game state (p04:65B7).
Their types and what they do are known (p03:ABC2), but they are not drawn.