Huh, this was an interesting little adventure in #NESdev.
The tiles in the #Castlevania ROM's PRG (i.e. mixed in with the game code instead of in their separate graphics chip), are exactly shifted by 8 bytes (game instructions don't have to align to 16-byte boundaries of tile sizes).
This made it really difficult to find Simon in there. I didn't even realise what was wrong at first, but now I get it: the high plane of each tile was mixed with the low plane of the next one. Shifting fixed it.