OK, here we go...
So you've got your new tiles drawn for your title screen... now to arrange them properly on the title screen.
First thing you'll want to do is open your graphics editor and jump to the title screen graphics (44000 in ROM with
no header - for the rest of the tutorial, I will assume no header). You'll want to have the viewer set like this:

Specifically, sixteen tiles across, with the top left serif of the F as the first tile. This is important. I'll explain why in a bit. Keep that graphics editor window open in the background.
Now, open your hex editor. Actually, possibly the best way to do it is to open your ROM in Geiger's SNEX9X Debugger and use the hex viewer, but it's not necessary to do that. it just makes viewing your results quicker.
You're gonna want to jump to 46000 in ROM (if you're using Geiger's, you'll jump to 8E000, the LoROM offset).
You'll see the following:

This is a map of all of the tiles in the title screen, Left to Right, Top to Bottom. Each tile is represented by two bytes.
Each "B3 04" represents one black (blank) tile.
"But what does it mean?" you may ask.
Good question.
These two bytes represent a (I'm told) pretty standard format of graphical representation. The bytes are reversed, so B3 04 actually means 04B3. Several pieces of information are encoded into these two bytes. In order to properly interpret the information, you have to know what the bits of those bytes represent. The sixteen bits of these two bytes represent the following:
vhopppcc cccccccc
v: vertical orientation - 0 = right side up, 1 = upside down
h: horizontal orientation - 0 = forwards, 1 = backwards
o: priority - this has to do with layering. it's not important here because there is only one layer, but if there were two layers of graphics, this bit would determine whether the tile was the one on top or the one behind
ppp: palette - SNES loads eight palettes at any given time, and the one being used by the tile in question is determined by these three bits: 000 = palette 0, 001 = palette 1, 010 = palette 2, 011 = palette 3... 111 = palette 7
cc cccccccc: Character - these ten bits determine which tile is being used out of the (predetermined) array. Technically, this enumeration allows for the use of up to 1024 different tiles, but FFIV only loads 324 into VRAM at a time, so this value will never be higher than 0101111111 (or 17F in hex)So, using the first blank tile as an example, let's look at a tile and see what's going on.
B3 04
means: 04B3
in bits: 00000100 10110011
v h o ppp cc cccccccc
0 0 0 001 00 10110011v=0: The tile is right side up
h=0: The tile is forward-facing
o=0: the tile is in the back layer
ppp=001: the tile uses palette 1
cccccccccc=0010110011: the tile uses tile #B3
OK, great tile B3. So what the heck is tile B3?
Well, this is where the particular arrangement in your graphics editor comes into play. If we label the axes of the array...

Row B, Column 3 is the empty tile between "1991" and "SQUARE."
Each horizontal row of tiles on the title screen is represented by four lines of data, meaning each row is 32 tiles, represented by 64 bytes in this fashion.
Let's look at a second example - the first tile that is
not B3 04. That would be this one:

that's 84 08
or, 0884
or, 00001000 10000100
v h o ppp cc cccccccc
0 0 0 010 00 10000100v=0: The tile is right side up
h=0: The tile is forward-facing
o=0: the tile is in the back layer
ppp=010: The tile uses palette 2
cccccccccc=0010000100: the tile uses tile #84
Referencing the grid above, row 8 column 4 is the top left of the orb on the hilt of the sword. But you probably could have guessed that.
So that's how all this works. The rest is just determining where your newly drawn tiles are going to be placed and changing the data from (presumably) B3 04 to whatever properly represents your tiles.
As far as which palette to choose... Assuming you eventually want to have the letters "fade in" like I had them do in TfW, then your letters should be simple in color: for now use palette 1 (001), which is the palette used by the copyright date,
etc.. When I come in and do my thing, I'll be making changes, but keeping them plain white will assure visibility in the mean time.
Helpful hint: in case you didn't know, the Windows calculator can be used to easily convert numbers between hex, decimal and binary. In the menu at the top, change the view from "Standard" to "Scientific." you can then click the radio button of the format you're starting with, type in your value, then click the radio button of the format you want it converted to.
Hopefully that all made sense, but feel free to ask if you need anything explained in more detail.