I'm not against reading up in order to learn what I need to know, but if you could direct me to the proper resources, that would be awesome.
This document is good. The problem is (as with most of the documents I've read) it is good to use as reference (Help) rather step by step tutorial.
OK lets forget all technical details and start from a scratch:
I. Mode
Modern or old all graphic system use a mode in which to display whatever we see on the screen. Some cards have only 1 mode, but most, more then 1. Think of SNES PPU as a graphic card that you plug in your computer.
1. So what is a video mode? Its a sum of number of characteristics:
- Resolution: usually defined in pixels - how long and wide is our screen (in pixels)
- Max number of colors that could be simultaneously seen on the screen
- BPP: Bits per pixels - how many bits we need to define the color of the screen
- Video Memory: the mode dictate how to interpret the memory in order to compose the screen
- many other things like layers, buffers, graphical objects (like Sprites), ...
2. Types of Modes:
2.1. Depend on how video memory is interpreted.
- Bit-planes - the video memory contain the color for each pixel. Modern cards use primary 1 plane of bits, which is very easy to ASM. Unfortunately almost all of the old cards use more then 1 plane to organize bits for a pixels. I'm sure there was a hardware need for that, but its quite complicated to manage this in ASM. For now I'm not going to delve in this, but will mention that SNES uses 4 planes.
- Tile based - the main video memory contain index of a tile rather raw pixels. That s pretty much as text mode in DOS/Linux - the video memory contain ASCII (or other pages) index of letters and there is a separate place that hold the definition of each letter. In SNES is the same but is called Tile.
2.2. Depending on how color is stored:
- True Color - each color contain the necessary bits for R/G/B components. In SNES its 5-5-5 - meaning 5 bits for each component
- Palette based - each color is an index into predefined palette of colors (defined in their absolute RGB value)

3 OK that was theory, what about some examples?
Mode is more abstract, so not many operation could be done:
- We can set desired mode (0..7). Usually this is one of the first things in the initialization code.
- Normal resolution is 256x240 (PAL) or 256x224 (NTSC) with 50/60Hz. We can't set the frequency, but we can read it. We can set V resolution.
$2105 (W): bit 2-0 BG Screen Mode
$2133 (W): bit 2 - BG V-Direction Display (0=224 Lines, 1=239 Lines) (for NTSC/PAL)
$213F (R): bit 4 - Frame Rate (0=NTSC/60Hz, 1=PAL/50Hz)* In SNES Mode 0-6 are all Tile based, Mode 7 is bit-planes. All modes use palettes to designate the color.
** For specifics like resolution and BPP better check documents.
So what do you think that for a start? Is it easy to chew or is too technical? Do we need to delve in more or thats enough? Next will be layer, palette, tile, ,...