The SNES has a 24-bit address bus, supporting addresses $000000 to $ffffff. In a debugger or RAM editor etc. you should be able to specify the full 6-character address, so e.g. you can point a good memory viewer at $7fff = $007fff and at $137fff and see that they have the same value, being (as they are) two different addresses for the same physical location. The processor handles the top 8 bits separately from the bottom 16, making the address space more like 256 banks of non-contiguous 16-bit regions. I don't know a convenient way to indicate 16-bit ranges in multiple banks other than explicitly "addresses above $8000 in banks $00-$3f" or similar.
Memory map tables like your link, I think, are working from the wrong direction. What's important is that some combinations of address bits are endowed with special meaning, and different areas of the memory map are address ranges that do or do not have special bits set. If the top 7 bits are %0111111, the address points to RAM, so the RAM range is $7e0000 - $7fffff. Otherwise, if bit-15 or bit-22 is 1, the address goes to the cart; so addresses above $8000 in any bank, as well as all of banks $40-$7d and $c0-$ff, are ROM or cart SRAM. Addresses that aren't RAM and with bit-15 and bit-22 = 0 go to console hardware controllers.
I don't know what kind of script etc. you're using, so I can't really guess how it works. If it hooks the SNES address bus, things work the way I've described, and a write to say $002144 goes to SNES hardware, specifically the audio system. If you're injecting instructions into the code, things will work as I describe if you use 24-bit addressing like sta $002144, but not necessarily so with 16- or 8-bit addressing (sta $2144 writes to $2144 in the bank stored in the Data Bank Register, sta $44 writes in bank $00 to $44 + the address stored in the Direct Page register).