I hate to tell you this but you really need to know how assembly language works. I actually converted Qhimm's assembly listing in Griever to C, so I could port it to Unix. It just performs CRC calculation based on table lookup.
Anyways, the answer to your question of finding the block that is checksummed is through trial and error. Change one byte, then load the game.
Another approach is to look through the assembly listings of whatever executable you are trying to figure out. But as I stated above, you need to know how assembly works, and how variables are passed. On machines with multiple registers like MIPS, there addresses can be passed in the registers, but on the x86, they are passed by pushing these addresses on the stack. Another problems is that this will generate megabytes of assembly code that is hard to figure out. It is also extremely time consuming. On the computer this is easier because executables have a defined structure and also because there exists debuggers that let you trace each instruction.. For the PSX, you'd have to rely on emulators to provide this debugging feature but I havn't found any that really allow you to do this. The executables on the PSX are in some proprietary Sony format that isn't documented very well. As far as I know, these executables don't have different sections for symbol tables and such which makes it even more difficult to figure out whether you want to trace into a call or step over it.