Immutable wrote:
Again, I'll try to locate the register(?) values of the buffer and see if I can relocate that "1" graphic.
I hope I'm not being rude, but you do seem to be throwing around expressions you apparently don't know the meaning of, such as "assembler code", and that's a bit confusing. Let me try to clear this up:
"Assembly (not -er) code" is the source code of a program, which an assembler (now it's -er, because this is a program that assembles) will turn into binary code. The binary code is what goes in the ROM, but a debugger might disassemble it on the fly to show you a more readable version of the program.
"Registers" are small pieces of memory inside a computer chip necessary for it to perform its tasks. The CPU has A, X, Y, S, P and PC, the PPU has two address registers plus a bunch of other stuff, mappers use registers to keep track of the banks that are mapped in, to count scanlines, and so on. We also use the term "register" to refer to the memory-mapped ports the CPU uses to communicate with other hardware, even if they don't necessarily have a matching internal register.
Sprite attributes are not registers, and neither is the memory at $0200-$02FF. $0200-$02FF is just a buffer, a temporary place where the sprite attributes are stored before they're sent to the PPU. A DMA will copy those attributes to memory inside the PPU, where they'll be processed as the screen renders so the PPU knows where to draw the sprites.
Unfortunately, FCEUX doesn't help much when it comes to debugging sprites. But you can open the game in Nintendulator for example, and its PPU debugger will show you all the sprites that are currently in use. From that you can tell what part of the OAM buffer is used for the sprite in question, so you can set your breakpoints accordingly. Fortunately, in this game, it looks like the sprites always occupy the same slots, so it should be easy to find the the code that populates them. Other games might cycle OAM slots every frame, making the source of a particular sprite's data harder to locate.