SNES vs. GBA: F-Zero

Channel:
Subscribers:
300
Published on ● Video Link: https://www.youtube.com/watch?v=SW-prYU4fr0



Game:
F-Zero (1990)
Duration: 7:16
35,744 views
0


In 1996, magazines including issues 53 and 54 of Total! and the July 1996 issue of Game Informer featured reports of a new Game Boy, codenamed Project Atlantis. Although the expected release date of "early 1997" would make that machine seem to be the Game Boy Color, it was described as having "a 32-bit RISC processor" and "allowing similar to SNES standard games-playing to be played in the palm of your hand"—a description that more closely matches the Game Boy Advance.\nThe technical specifications of the original Game Boy Advance are, as provided by Nintendo:[4]\n\nSize: Approximately 3.2 inches (81 mm) x 5.69 inches (145 mm) x 0.97 inches (25 mm). \nWeight: Approximately 140 grams (5 ounces). \nScreen: 2.9 inches reflective thin-film transistor (TFT) color LCD. \nPower: 2 AA batteries. \nBattery life: The average battery life is approximately 15 hours while playing Game Boy Advance games (also dependent on the Game Pak being played and the volume setting).[5] \nCPU: 16.8 MHz 32-bit ARM7TDMI with embedded memory. \nMemory: 32 kilobyte + 96 kilobyte VRAM (internal to the CPU), 256 kilobyte WRAM (external to the CPU). \nResolution: 240 x 160 pixels. \nColor support: 15-bit RGB (16-bit color space using 5 bits depth per channel), capable of displaying 512 simultaneous colors in "character mode" and 32,768 (2^15) simultaneous colors in "bitmap mode"\n\nSNES:\nCPU reference \nProcessor Ricoh 5A22, based on a 16-bit 65c816 core \nClock Rates (NTSC) Input: 21.47727 MHz\nBus: 3.58 MHz, 2.68 MHz, or 1.79 MHz \nClock Rates (PAL) Input: 21.28137 MHz\nBus: 3.55 MHz, 2.66 MHz, or 1.77 MHz \nBuses 24-bit and 8-bit address buses, 8-bit data bus \nAdditional Features DMA and HDMA \nTimed IRQ \nParallel I/O processing \nHardware multiplication and division \nVideo reference \nResolutions Progressive: 256x224, 512x224, 256x239, 512x239\nInterlaced: 512x448, 512x478 \nPixel Depth 2, 4, 7, or 8 bpp indexed; 8 or 11 bpp direct \nTotal Colors 32768 (15-bit) \nSprites 128, 32 max per line; up to 64x64 pixels \nBackgrounds Up to 4 planes; each up to 1024x1024 pixels \nEffects Pixelization (mosaic) per background \nColor addition and subtraction \nClipping windows (per background, affecting color, math, or both) \nScrolling per 8x8 tile \nMode 7 matrix operations \nAudio reference \nProcessors Sony SPC700, Sony DSP \nClock Rates Input: 24.576 MHz\nSPC700: 1.024 MHz \nFormat 16-bit ADPCM, 8 channels \nOutput 32 kHz 16-bit stereo \nEffects ADSR envelope control \nFrequency scaling and modulation using Gaussian interpolation \nEcho: 8-tap FIR filter, with up to .24s delay \nNoise generation \nMemory reference \nMain RAM 128 kB[cn 6] \nVideo RAM 64 kB main RAM\n512 + 32 bytes sprite RAM\n256 × 15 bits palette RAM \nAudio RAM 64 kB \n\n\nCheck out:\nhttp://en.wikipedia.org/wiki/Gba\nhttp://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System







Tags:
GBA
SNES
F-Zero
versus
64
32x
16
bit
CD
Channel
SEGA
mega
drive
genesis
atari
turbo
graphics
super
snes
nintendo
game
playstation
sony
boy
hardware
3do
dreamcast
PSP
vision
2600
emulator
project
PC
console
low
top
best
nice
tech
rom
video
pal
lap
speed
90's
old
school
retro
cool
better
music
chip
how
to
e3
3D
2D
effects
AVGN
review
play
sweet
sound
rocks
rules
action
resolution
CPU
color
sprites
pixels
memory
ram
specs
mhz
ghz
era
generation
wars
power
advance
audio
mode
over
bus



Other Statistics

F-Zero Statistics For a viewer

Currently, a viewer has 68,166 views for F-Zero across 3 videos. Less than an hour worth of F-Zero videos were uploaded to his channel, or 5.04% of the total watchable video on a viewer's YouTube channel.