SMAS Memory Map
Clipping
Clipping X Size
Clipping Y Size
Counter
Direction
DMA
Empty
Flag
Frequency
Generator
Graphics
Hardware Mirror
HDMA
Index
Level
Level Data
Level Data (Objects)
Level Data (Sprite)
Map16
Map16 Tile
Map16 Tilemap
Miscellaneous
Music
OAM Tile Number
OAM Tile Properties
OAM Tile Size
OAM Tile X Position
OAM Tile Y Position
OAM Tilemap
Objects
Overworld
Palette
Player
Player Action
Pointers
Position
Powerup
Routine
Score
Screen
Shooter
Sound Effect
SPC-700
Speed
Sprite Number
Sprites
Stack
Stripe Image
Stripe Image (Text)
Timer
VRAM
VRAM Tilemap
VRAM Tilemap (Text)
World
X Position
X Speed
Y Position
Y Speed
Clipping
Clipping X Size
Clipping Y Size
Counter
Direction
DMA
Empty
Flag
Frequency
Generator
Graphics
Hardware Mirror
HDMA
Index
Level
Level Data
Level Data (Objects)
Level Data (Sprite)
Map16
Map16 Tile
Map16 Tilemap
Miscellaneous
Music
OAM Tile Number
OAM Tile Properties
OAM Tile Size
OAM Tile X Position
OAM Tile Y Position
OAM Tilemap
Objects
Overworld
Palette
Player
Player Action
Pointers
Position
Powerup
Routine
Score
Screen
Shooter
Sound Effect
SPC-700
Speed
Sprite Number
Sprites
Stack
Stripe Image
Stripe Image (Text)
Timer
VRAM
VRAM Tilemap
VRAM Tilemap (Text)
World
X Position
X Speed
Y Position
Y Speed
World
Extra Lives
Flag
Level Progress
World Progress
Miscellaneous
Empty
SNES Register (PPU)
SNES Register (APU)
SNES Register (Hardware)
SNES Register (Controller)
SNES Register (DMA)
Regs Address
Length
Type
Description
Details
$2132
1 byte
SNES Register (PPU)
w b + + + - COLDATA - Fixed Color Data
bgrccccc
b/g/r = Which color plane(s) to set the intensity for.
ccccc = Color intensity.
So basically, to set an orange you'd do something along the lines of:
LDA #$3f
STA $2132
LDA #$4f
STA $2132
LDA #$80
STA $2132
See the sections "BACKGROUNDS" and "WINDOWS" below for details.
Background Information
Windowing Information