this should help a lil
; $e73e-$e83f ( 0x674e - 0x684f ) enemy graphics table
EnemyGraphicsTable:
.db $fc, $fc, $aa, $ab, $ac, $ad ;buzzy beetle frame 1 00
.db $fc, $fc, $ae, $af, $b0, $b1 ; frame 2 06
.db $fc, $a5, $a6, $a7, $a8, $a9 ;koopa troopa frame 1 0c
.db $fc, $a0, $a1, $a2, $a3, $a4 ; frame 2 12
.db $69, $a5, $6a, $a7, $a8, $a9 ;koopa paratroopa frame 1 18
.db $6b, $a0, $6c, $a2, $a3, $a4 ; frame 2 1e
.db $fc, $fc, $96, $97, $98, $99 ;spiny frame 1 24
.db $fc, $fc, $9a, $9b, $9c, $9d ; frame 2 2a
.db $fc, $fc, $8f, $8e, $8e, $8f ;spiny's egg frame 1 30
.db $fc, $fc, $95, $94, $94, $95 ; frame 2 36
.db $fc, $fc, $dc, $dc, $df, $df ;bloober frame 1 3c
.db $dc, $dc, $dd, $dd, $de, $de ; frame 2 42
.db $fc, $fc, $b2, $b3, $b4, $b5 ;cheep-cheep frame 1 48
.db $fc, $fc, $b6, $b3, $b7, $b5 ; frame 2 4e
.db $fc, $fc, $70, $71, $72, $73 ;goomba 54
.db $fc, $fc, $6e, $6e, $6f, $6f ;koopa shell frame 1 (upside-down) 5a
.db $fc, $fc, $6d, $6d, $6f, $6f ; frame 2 60
.db $fc, $fc, $6f, $6f, $6e, $6e ;koopa shell frame 1 (rightsideup) 66
.db $fc, $fc, $6f, $6f, $6d, $6d ; frame 2 6c
.db $fc, $fc, $f4, $f4, $f5, $f5 ;buzzy beetle shell frame 1 (rightsideup) 72
.db $fc, $fc, $f4, $f4, $f5, $f5 ; frame 2 78
.db $fc, $fc, $f5, $f5, $f4, $f4 ;buzzy beetle shell frame 1 (upside-down) 7e
.db $fc, $fc, $f5, $f5, $f4, $f4 ; frame 2 84
.db $fc, $fc, $fc, $fc, $ef, $ef ;defeated goomba 8a
.db $b9, $b8, $bb, $ba, $bc, $bc ;lakitu frame 1 90
.db $fc, $fc, $bd, $bd, $bc, $bc ; frame 2 96
.db $7a, $7b, $da, $db, $d8, $d8 ;princess 9c
.db $cd, $cd, $ce, $ce, $cf, $cf ;mushroom retainer a2
.db $7d, $7c, $d1, $8c, $d3, $d2 ;hammer bro frame 1 a8
.db $7d, $7c, $89, $88, $8b, $8a ; frame 2 ae
.db $d5, $d4, $e3, $e2, $d3, $d2 ; frame 3 b4
.db $d5, $d4, $e3, $e2, $8b, $8a ; frame 4 ba
.db $e5, $e5, $e6, $e6, $eb, $eb ;piranha plant frame 1 c0
.db $ec, $ec, $ed, $ed, $ee, $ee ; frame 2 c6
.db $fc, $fc, $d0, $d0, $d7, $d7 ;podoboo cc
.db $bf, $be, $c1, $c0, $c2, $fc ;bowser front frame 1 d2
.db $c4, $c3, $c6, $c5, $c8, $c7 ;bowser rear frame 1 d8
.db $bf, $be, $ca, $c9, $c2, $fc ; front frame 2 de
.db $c4, $c3, $c6, $c5, $cc, $cb ; rear frame 2 e4
.db $fc, $fc, $e8, $e7, $ea, $e9 ;bullet bill ea
.db $f2, $f2, $f3, $f3, $f2, $f2 ;jumpspring frame 1 f0
.db $f1, $f1, $f1, $f1, $fc, $fc ; frame 2 f6
.db $f0, $f0, $fc, $fc, $fc, $fc ; frame 3 fc
; $e840-$e85a ( 0x6850 - 0x686a ) enemy graphics table offsets based on enemy ID number
EnemyGfxTableOffsets:
.db $0c, $0c, $00, $0c, $0c, $a8, $54, $3c
.db $ea, $18, $48, $48, $cc, $c0, $18, $18
.db $18, $90, $24, $ff, $48, $9c, $d2, $d8
.db $f0, $f6, $fc
; $e85b-$e875 ( 0x686b - 0x6885 ) enemy attribute data
EnemyAttributeData:
.db $01, $02, $03, $02, $01, $01, $03, $03
.db $03, $01, $01, $02, $02, $21, $01, $02
.db $01, $01, $02, $ff, $02, $02, $01, $01
.db $02, $02, $02
to change the hammer bro attribute (for example) first you look at the sprite table and see the offset is 0xa8. then you look at the offset table and see that $a8 is the 6th entry in the table. then you modify the 6th entry in the attribute table
00 - mario color
01 - green/yellow/white color (default green koopa color)
02 - red/yellow/white color (default red koopa color)
03 - black/brown/tan (default goomba color)