So it turns out the secret credits screen can be shown, in the original Japanese release (the one with the double-spike-death bug), with a certain keypress (CCCCCCUDLR, wait for demo, A+B+C+D+Start, apparently). Never mind.
Anywho, I had a stab at mapping a stage from Sonic 1 using my autostitcher a few days ago. It worked fairly well but the palette rotation for waterfalls confused it (since when that's all you can see, it looks like scrolling). So, my solution is to try to modify Gens again with a checkbox that will, when checked, disable all palette changes (ie. maintain the current palette and ignore updates). I imagine this will be useful for a lot of other games too, but if you reply here with encouragement it'll increase the probability that I'll actually persevere with it.
Technical note: the palette (CRAM) can be updated in four or five different ways on the Mega Drive, and unfortunately some of those ways are things like DMA which will be a bitch to filter (and also probably slow things down a bit). My first approach was to neuter the code that updates the internal 16-bit palette lookup table based on the current CRAM contents, but it never quite worked right and it's hell to debug because it's in assembler. I may persevere with this a bit. My next approach will probably be to take a palette snapshot and force-apply it at the start of every rendered line, but that adds up to 3.5MB/s of writing...