Thanks for checking it out!
As far as the color that is displayed it depends on the hex value of two digits, I tried to line up the ARGB buttons but it wasn't completely clear.
Each 2 digits below the ARGB buttons are either bitwise AND or bitwise OR together with the memory location and values.
Since a 2 digit hex value is between 0-255 I just use those numbers and assign them to the pixels at certain points on the screen.
Those points are then gradient to the other points which creates the color box. I wish I had explained where the points were on the screen but I wasn't sure how best to do that. I figured it was mostly to mess around with.
As far as the noise and fractal trees, the memory location and values are combined (bitwise OR) and sections of that value are used to determine, noise size, movement, pattern, and the fractals initial size, angle, and extentions. This was something else I wanted to fully explain but I wasn't sure if it would detract from playing with it if it was too wordy.
The middle fractal is constantly rotated just for the effect. The starting position of each fractal is also the points where the pixels are assigned their color values as well.