Every Super Nintendo Port on the Game Boy Advance Compared (2020)
captrobau.blogspot.com
captrobau.blogspot.com
Broadly speaking, the GBA is more capable graphically, has a better CPU, more RAM, a simpler interface to the cartridge, and the best GBA games are going to look pretty good compared to SNES games.
However, the SNES has a dedicated programmable DSP for audio, which can play eight sample tracks simultaneously. The GBA just gives you a DAC and the CPU and you do everything there. You could of course try to make up for that by relying more on PCM tracks and leaning on the larger ROM sizes, but that will only take you so far.
Here’s a track from the FFV port to GBA:
https://www.youtube.com/watch?v=lSUWIxn0Ihw
Here’s the original version for SNES (edit: link fixed):
https://www.youtube.com/watch?v=dghlAQDQneU
To my ears, the SNES one is the clear winner and it shows off the capabilities of the DSP—less aliasing noise (that weird crunchy sound you hear on the GBA version), and also has some basic effects (like a little bit of echo).
GBA: https://youtu.be/UlTgFb0qbxQ
SNES: https://youtu.be/_4EjGXRDOH0
edit: They added some interesting didgeridoo-like sound effects to "Forest Frenzy" though
https://www.youtube.com/watch?v=UlTgFb0qbxQ&t=2191s
https://www.youtube.com/watch?v=_4EjGXRDOH0&t=3663s
Pretty stark difference, IMO. GBA version sounds shrill, all the note envelopes seem messed up, the variations in emphasis & phrasing in the SNES version are gone, etc. SNES version is also in stereo.
But then I've also never cared for the DKC soundtrack.
I still agree that the SNES version sounds much better than the GBA version, but people shouldn't think the SNES version sounded like that remix.
Apparently the "OSV" in the track title means "Original Sound Version". TIL!
For example, Donkey Kong Country, top is from Super Nes, bottom is from GBA. Both enlarged x4.
I’m not referring to differences in overscan settings—I’m just talking about the fact that overscan exists. It’s a setting, but it’s generally not user-configurable on consumer TVs.
Even with TVs that have more accurate overscan, the TVs still have overscan, so you cannot use the entire area. The HUD goes right to the edge of the screen, but the 256×224 area continues past this. My feelings are that it is up to your judgment exactly what the safe area is, but taken for granted that it is smaller than the full picture.
Newer games and systems were still affected by this—the Nintendo 64, Xbox, PlayStation 2, etc. You could not reasonably put your HUD all the way to the edge of the framebuffer on any of these systems. Overscan only died (sort of) with the arrival of LCDs and HDMI.
> Certainly far more than 160 vertical pixels.
Yes, that would be absurd.
I might be wrong, but it seems you are under the impression that a percent of the active display area was used for overscan. That would only occur if the TV was not calibrated correctly. That's the reason hardware manufacturers instructed developers to not put important content too close to the edge of the screen. However, developers absolutely would have assumed most TVs were displaying the active display area accurately, which is why in the 90s most games had HUDs extending to the edge of the active display.
But this is all really beside the point, because if you watch the posted video, you can see countless examples of how GBA developers had to account for the massively reduced vertical resolution. Look at the Super Mario World example - the GBA version is massively zoomed in, greatly reducing the amount of the screen that is visible.
This comic accurately describes the experience:
https://www.penny-arcade.com/comic/2001/06/13/lame-boy-advan...
Of course, I later modded my GBA twice to make it more satisfying to play. The first added a TV out. The second was the Afterburner front light which I did not do a very good job with.
I had that game, and seriously gave up on it due to the light. Then one summer at MIT they were offering some nerdy classes for high school kids and my parents let me take a couple. For whatever reason I ended up having to wait around for a long time, so I brought my GBA.
It was then I found this area with amazing natural light coming from the ceiling. And I realized I could finally play castlevania! It ended up being one of my favorite games.
The only GBA SNES port I've actually played is Final Fantasy 5, mostly for the new job classes it adds. But I noticed a lot of the things shown on the video. The audio was tinny, even on an emulator, the graphics looked brighter, more washed out.
I have to say though, I never realized there were so many GBA SNES ports. I knew about the Mario ones and the final fantasy ones and a few others, but didn't realize there was actually so many ports done.
The GBA was a pretty cool system. At the time though, I never actually thought of it as a pocket SNES. A lot of the actual GBA games didn't look like snes games. Most of them had a totally different style to them and played differently. It never really occurred to me until later that it was kind of like a pocket SNES.
That's 5 + 3 doublings in density/energy efficiency under Moore's law.
And SNES was pretty low power, it didn't have or need a cooling a fan or disk drive.
For instance, Crysis was released in 2007, so roughly 14 years and we've achieved marginal improvements to top end graphics.
14 years before crysis Doom released in 1993...
https://www.techspot.com/article/73-crysis-performance/page5...
Kind of like how sprites were often designed knowing they’d be altered by a CRT and now look too crisp on modern screens.
You could take a photo in a well-lit room, if you can find a room with a working GBA, SNES, and CRT in it.