SNES vs. GBA: Lost Vikings
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.
The technical specifications of the original Game Boy Advance are, as provided by Nintendo:[4]
Size: Approximately 3.2 inches (81 mm) x 5.69 inches (145 mm) x 0.97 inches (25 mm).
Weight: Approximately 140 grams (5 ounces).
Screen: 2.9 inches reflective thin-film transistor (TFT) color LCD.
Power: 2 AA batteries.
Battery 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]
CPU: 16.8 MHz 32-bit ARM7TDMI with embedded memory.
Memory: 32 kilobyte + 96 kilobyte VRAM (internal to the CPU), 256 kilobyte WRAM (external to the CPU).
Resolution: 240 x 160 pixels.
Color 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"
SNES:
CPU reference
Processor Ricoh 5A22, based on a 16-bit 65c816 core
Clock Rates (NTSC) Input: 21.47727 MHz
Bus: 3.58 MHz, 2.68 MHz, or 1.79 MHz
Clock Rates (PAL) Input: 21.28137 MHz
Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
Buses 24-bit and 8-bit address buses, 8-bit data bus
Additional Features DMA and HDMA
Timed IRQ
Parallel I/O processing
Hardware multiplication and division
Video reference
Resolutions Progressive: 256x224, 512x224, 256x239, 512x239
Interlaced: 512x448, 512x478
Pixel Depth 2, 4, 7, or 8 bpp indexed; 8 or 11 bpp direct
Total Colors 32768 (15-bit)
Sprites 128, 32 max per line; up to 64x64 pixels
Backgrounds Up to 4 planes; each up to 1024x1024 pixels
Effects Pixelization (mosaic) per background
Color addition and subtraction
Clipping windows (per background, affecting color, math, or both)
Scrolling per 8x8 tile
Mode 7 matrix operations
Audio reference
Processors Sony SPC700, Sony DSP
Clock Rates Input: 24.576 MHz
SPC700: 1.024 MHz
Format 16-bit ADPCM, 8 channels
Output 32 kHz 16-bit stereo
Effects ADSR envelope control
Frequency scaling and modulation using Gaussian interpolation
Echo: 8-tap FIR filter, with up to .24s delay
Noise generation
Memory reference
Main RAM 128 kB[cn 6]
Video RAM 64 kB main RAM
512 + 32 bytes sprite RAM
256 × 15 bits palette RAM
Audio RAM 64 kB
Check out:
http://en.wikipedia.org/wiki/Gba
http://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System
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