Yeah, LordGarmonde, you would probably pick up ASM pretty quickly, I'd think.
The thing is, SNES really is limited to so very few actual operations - all of my hacks put together probably only use about 17 different ops - acting on various registers and/or pieces of RAM.
The thing to remember is this: observable change happens when ROM affects RAM in a different way.
So...
1) decide on something you want the game to do differently
2) figure out how RAM needs to be different than normal in order to make this happen (often the hardest part - I've spent days at a time on this step)
3) change the code that normally affects that portion of RAM so that it does what you want instead.
I know, I know I make it sound so simple, ya?
That really is all there is to it, though.
It helps to have an idea for a hack in mind.
Start with something relatively small.
And bookmark this page:
http://wiki.superfamicom.org/snes/show/65816+ReferenceIt's an alphabetical list of all 255 SNES opcodes (and "42," which apparently does nothing - fitting for an ultimate answer to which there is no question, but I digress), plus a bit of a tutorial on how to use them (but the list is the part you'll come back to over and over again).
I also learned quite a bit about ASM in action just by studying Grimoire's command disassembly.