Please don't use ports of SNES games to GBA to decide which one is more powerful, thank you.
There's really no need for that
GBA has enough exclusive games to prove on its own that is far more powerful than SNES.
I would even put it above the 32X, given how well it handles textured polygons.
Yeah, that was my point. GBA is far more powerful than SNES, and seeing people argue otherwise on the basis of sub-par ports of games originally designed for the SNES is kind of embarrassing.
I think the release of the Game Boy Micro a full year after the DS released actually does show a genuine attempt at maintaining both lines.
The Micro bombing and the DS exploding forced their hand of course, but I don't see 'third-pillar' being a false claim.
I never owned a Gameboy Advance but seeing videos of Space Harrier, Outrun, and Afterburner running on a gba (and quite capable versions of these games) on YouTube is pretty mindblowing.
Here's Space Harrier on gba vs 32x. Super impressive.
I never owned a Gameboy Advance but seeing videos of Space Harrier, Outrun, and Afterburner running on a gba (and quite capable versions of these games) on YouTube is pretty mindblowing.
Here's Space Harrier on gba vs 32x. Super impressive.
Yet the GBA has the best version of SMB3 and the best two 2D Metroids.I think they both had different strengths and weaknesses, right?
It could definitely do 3D stuff better.
Edit: Quick reading up about it - it's definitely stronger but didn't have dedicated hardware for video/sound - so in that regard the SNES was "better". The GBA was stronger (it had a much better CPU).
The lower res and lack of dedicated sound means that direct SNES ports would be difficult and probably end up worse than the original.
That was mostly because of some problems with the game itself. There's a hack to fix most of SGnG's slowdowns that you can run on original consoles through a flashcart.
Please don't use ports of SNES games to GBA to decide which one is more powerful, thank you.
Super Ghouls n Ghosts wasn't the only game to suffer severe slowdown though. It was pretty common with SNES, with Gradius 3 being another title to suffer very bad slowdown.
SNES has a very weak CPU from what I remember in hardware comparisons. Maybe people fixed things years later, but it was very much a hardware problem.
GBA ran more impressive looking games and ran them way better.
In the case of Super Ghouls n Ghosts there was indeed a not efficient routine slowing down the game more than it should (it was an early release and the hardware wasn't as well known as at a latter stage).Super Ghouls n Ghosts wasn't the only game to suffer severe slowdown though. It was pretty common with SNES, with Gradius 3 being another title to suffer very bad slowdown.
SNES has a very weak CPU from what I remember in hardware comparisons. Maybe people fixed things years later, but it was very much a hardware problem.
I think the Gradius 3 patch you are referring to is based on the SA1 chip which run at thrice the original SNES CPU max speed.No no, I agree with GBA being more powerful and running more impressive games. I was just talking about SGnG specifically. I think a patch for Gradius 3 has been released too, but I'm not sure if that required overclock or not.
Hell, yesterday I installed a ips patch for Doom that changes the maps to the DOS version AND improves the framerate. SNES can barely move those maps
Gunstar Super Heroes has the most impressive "super scaler" section on the hardware IMO.
The background, the terrain (which consists of small sprites), the bullets, the enemies are all scaled and rotated constantly and to top it all there is an additional half transparent background to goes on and off to simulate a "going through clouds" effect.
Treasure was a great developer.
The DS had a fixed memory pool for polygons which could fit about 2k triangles (less for quads) and only be flushed every vblank at 60hz. So if you filled it you would get 2k tris at 60fps (or 120k tris a second). The downfall is the fact there was only 1 3D unit and if you wanted 3D on both displays you could only refresh each display at 30hz. Even further the 3D renderer/layer was 565 color depth and the 2D layers were 555, so there would be a drop in color when you captured the 3D rendered layer and displayed it out as a 2D layer while rendering the 3D layer for the other screen.Oh so I got it backwards perhaps and it was 2K polygons per frame, unless it could do 240K polys per second. In either case, 120K always stuck with me.
They were spooked by the forthcoming PSP and rushed the DS out to compete.Also there was only a 3 year gap between gba release and the DS wtf? Did gba bomb for them to release the next handheld so quick?
The GBA was a fantastic device to work with (minus the overly sensitive devkits that would reboot because someone walked by it). It sadly really was hampered by the audio department the most. Since it only had the GBC audio channels and 2 8bit PCM channels, everything had to be handled by the cpu (mixing, and feeding the short 8bit buffers). So a game would loose on average 10-30% of available CPU resources to simply just dealing with audio. =(
The DS had a fixed memory pool for polygons which could fit about 2k triangles (less for quads) and only be flushed every vblank at 60hz. So if you filled it you would get 2k tris at 60fps (or 120k tris a second). The downfall is the fact there was only 1 3D unit and if you wanted 3D on both displays you could only refresh each display at 30hz. Even further the 3D renderer/layer was 565 color depth and the 2D layers were 555, so there would be a drop in color when you captured the 3D rendered layer and displayed it out as a 2D layer while rendering the 3D layer for the other screen.
Interesting, I never knew that little tidbit.The DS had a fixed memory pool for polygons which could fit about 2k triangles (less for quads) and only be flushed every vblank at 60hz. So if you filled it you would get 2k tris at 60fps (or 120k tris a second). The downfall is the fact there was only 1 3D unit and if you wanted 3D on both displays you could only refresh each display at 30hz. Even further the 3D renderer/layer was 565 color depth and the 2D layers were 555, so there would be a drop in color when you captured the 3D rendered layer and displayed it out as a 2D layer while rendering the 3D layer for the other screen.
Even further the 3D renderer/layer was 565 color depth and the 2D layers were 555, so there would be a drop in color when you captured the 3D rendered layer and displayed it out as a 2D layer while rendering the 3D layer for the other screen.
It's interesting to note that for what should have been a "portable N64", DS seemingly went for an opposite direction favoring stable performance (60 fps) over more effects and higher poly count per frame but at lower framerates.
I'm pretty sure the DS could do AA. It was either that or edge marking.The 3D engine didn't have AA, and texture filtering however. In anycase, 120K polygons is probably a much more polygons per second than your standard N64 game could do, with texture filtering, texture mapping and everything turned on.
Yeah, that was my point. GBA is far more powerful than SNES, and seeing people argue otherwise on the basis of sub-par ports of games originally designed for the SNES is kind of embarrassing.
My quick laymen chart:
GBA
+ 16.8 mhz cpu could brute force most effects the SNES could do natively, and then some, including sprite scaling
+ twice as much VRAM (32kb+96kb) and system RAM (256kb) as snes (64kb VRAM, 128kb system RAM)
+ could output 512 colors simultaneously, as opposed to SNES's 256
- SNES had hardware that could technically output up to 32,768 colors using transparency and HDMA effects, which GBA couldn't do
- no dedicated sound chip or RAM besides the legacy Gameboy sound chip meant the CPU and system RAM had to do all the heavy lifting with sound, so compromises had to be made
- no backlight on earlier models meant that colors had to be exaggerated and washed out looking to be visible.
- lower resolution than SNES (240x160 vs 256x224+)
The GBA was a fantastic device to work with (minus the overly sensitive devkits that would reboot because someone walked by it).
It sadly really was hampered by the audio department the most. Since it only had the GBC audio channels and 2 8bit PCM channels, everything had to be handled by the cpu (mixing, and feeding the short 8bit buffers). So a game would loose on average 10-30% of available CPU resources to simply just dealing with audio. =(