Tprrt's Blog

Yet another blog about embedded Linux, the open source and hardware

Mar 11, 2025

Retro Console Hardware Comparison: A Technical Deep Dive

Introduction

Understanding the hardware capabilities of classic gaming consoles provides valuable insight for both homebrew developers and retro gaming enthusiasts. Each console generation brought significant improvements in processing power, graphics capabilities, and audio quality, while working within tight memory constraints and power budgets.

This guide provides detailed technical comparisons across multiple console generations, from the 8-bit Game Boy to modern hybrid systems like the Nintendo Switch. Whether you're developing homebrew games or simply curious about the technical evolution of gaming hardware, these tables offer a reference.

CPU and Memory Architecture

The processors and memory configurations of gaming consoles reveal much about their capabilities and limitations. Early consoles operated with kilobytes of RAM, while modern systems have gigabytes at their disposal.

Processor Specifications

Console CPU Clock Speed
Game Boy Custom Sharp LR35902 4.19 MHz
Game Boy Color Custom Sharp Z80 8 MHz
NES Ricoh 2A03 (MOS 6502) 1.79 MHz (NTSC) / 1.66 MHz (PAL)
SNES Ricoh 5A22 (65C816-based) 3.58 MHz (max)
PC Engine HuC6280 (MOS 6502-based) 7.16 MHz
Neo Geo Motorola 68000 + Zilog Z80 12 MHz + 4 MHz
Game Boy Adv. ARM7TDMI 16.78 MHz
Nintendo DS ARM946E-S + ARM7 67 MHz + 33 MHz
Nintendo 3DS Dual-Core ARM11 MPCore 268 MHz
Wii IBM PowerPC "Broadway" 729 MHz
PSP MIPS R4000-based CPU 333 MHz
Switch NVIDIA Tegra X1 (ARM Cortex-A57) 1.02 GHz

Memory Configurations

Console RAM
Game Boy 8 KB
Game Boy Color 32 KB + 16 KB VRAM
NES 2 KB + 2 KB VRAM
SNES 128 KB + 64 KB VRAM
PC Engine 8 KB + 64 KB VRAM
Neo Geo 64 KB + 68 KB VRAM
Game Boy Adv. 256 KB + 96 KB VRAM
Nintendo DS 4 MB + 656 KB VRAM
Nintendo 3DS 128 MB + 6 MB VRAM
Wii 88 MB (24 MB + 64 MB GDDR3)
PSP 32 MB (PSP-1000) / 64 MB (PSP-2000+)
Switch 4 GB LPDDR4

Key Observations:

The evolution from kilobytes to gigabytes of RAM represents a million-fold increase in memory capacity. The NES operated with just 2 KB of main RAM, requiring extremely efficient programming. Modern consoles like the Switch have 4 GB, enabling complex 3D worlds and high-resolution textures.

2D Graphics Capabilities

Early gaming consoles were built around dedicated 2D graphics hardware with hardware sprites and tile-based rendering systems.

Color Depth and Palette

Console Graphics Processor Displayable Colors
Game Boy Custom Sharp LR35902 4 shades of gray
Game Boy Color Custom Sharp Z80 32,768, 56 max
NES PPU (2C02 or 2C03) 52, 25 max
SNES S-PPU 32,768, 256 max
PC Engine HuC6270A VDC 512, 482 max
Neo Geo Custom LSPC2-A2 65,536, 4,096 max
Game Boy Adv. Custom 2D Core 32,768, 512 max
Nintendo DS 2D/3D Graphics Engine 32,768, 4,096 max
Nintendo 3DS PICA200 GPU 16.8 million
Wii ATI Hollywood GPU 16.8 million
PSP Sony CXD2962GG + Media 16.8 million
Switch NVIDIA Tegra X1 16.8 million

Sprite Capabilities

Console Sprite Size Max Sprites on Screen
Game Boy 8x8 or 8x16 px 40 sprites, max 10 per line
Game Boy Color 8x8 or 8x16 px 40 sprites, max 10 per line
NES 8x8 or 8x16 px 64 sprites, max 8 per line
SNES Up to 64x64 px 128 sprites, max 32 per line
PC Engine 16x16 px 64 sprites, max 16 per line
Neo Geo Up to 16x512 px 380 sprites, no strict limit
Game Boy Adv. Up to 64x64 px 128 sprites, max 32 per line
Nintendo DS Up to 64x64 px 128 sprites, max 32 per line
Nintendo 3DS Variable Sprite handling via 3D engine
Wii Variable Sprite handling via 3D engine
PSP Variable Sprite handling via 3D engine
Switch Variable Sprite handling via 3D engine

Key Observations:

Sprite-per-line limits were a critical constraint for 8-bit and 16-bit consoles. Developers had to carefully manage sprite placement to avoid flickering. The Neo Geo's massive sprite sizes (up to 16x512 pixels) and high sprite count made it exceptional for arcade-style action games.

Video Output Specifications

Display resolution, refresh rate, and aspect ratio define the visual output characteristics of each console.

Display Characteristics

Console Resolution Refresh Rate Aspect Ratio
Game Boy 160x144 59.7 Hz 10:9
Game Boy Color 160x144 59.7 Hz 10:9
NES 256x240 60 Hz (NTSC) 50 Hz (PAL) 4:3
SNES 256x224 512x448i 60 Hz (NTSC) 50 Hz (PAL) 4:3
PC Engine 256x224 59.94 Hz 4:3
Neo Geo 320x224 59.18 Hz 4:3
Game Boy Adv. 240x160 59.7 Hz 3:2
Nintendo DS 256x192 (per screen) 59.8 Hz 4:3
Nintendo 3DS 400x240 (top) 320x240 (bottom) 60 Hz 5:3 (top) 4:3 (bottom)
Wii 640x480 60 Hz 4:3 or 16:9
PSP 480x272 60 Hz 16:9
Switch 1280x720 (Handheld) 1920x1080 (Docked) 60 Hz 16:9

Key Observations:

Resolution evolved from the Game Boy's 160x144 to Full HD (1920x1080) on the Switch when docked. Most classic consoles targeted NTSC's 60 Hz or PAL's 50 Hz refresh rates. The shift from 4:3 to 16:9 aspect ratios occurred around the PSP/Wii generation.

Audio Capabilities

Audio capabilities progressed from simple tone generators to full PCM sample playback and streaming capabilities.

Sound Architecture

Console Sound Channels Sample Rate
Game Boy 4 (2 square, 1 wave, 1 noise) ~8 kHz
Game Boy Color 4 (same as GB) ~8 kHz
NES 5 (2 pulse, 1 triangle, 1 noise, 1 DPCM) ~21.3 kHz (NTSC) ~17.3 kHz (PAL)
SNES 8 PCM 32 kHz
PC Engine 6 PCM ~7.16 kHz to ~20 kHz
Neo Geo 4 FM, 3 PSG, ADPCM-A, ADPCM-B ~15.7 kHz (ADPCM-A) ~18.5 kHz (ADPCM-B)
Game Boy Adv. 6 (2 direct PCM + 4 PSG) 32 kHz
Nintendo DS 16 PCM 32 kHz
Nintendo 3DS 24 PCM 32 kHz
Wii 64 PCM 48 kHz
PSP 32 PCM 44.1 kHz
Switch 32 PCM 48 kHz

Audio Output

Console Audio Processor Audio Output
Game Boy Custom Sharp LR35902 Mono
Game Boy Color Custom Sharp Z80 Mono
NES Ricoh 2A03 (NTSC) / Ricoh 2A07 (PAL) Mono
SNES Sony SPC700 + DSP Stereo
PC Engine HuC6280 PSG Mono
Neo Geo Yamaha YM2610 Stereo
Game Boy Adv. Custom 2D Core Stereo
Nintendo DS 2D/3D Graphics Engine Stereo
Nintendo 3DS PICA200 GPU Stereo
Wii ATI Hollywood GPU Stereo / DPL II
PSP Sony CXD2962GG + Media Stereo
Switch NVIDIA Tegra X1 Stereo / DPL IIx

Key Observations:

The SNES was revolutionary with its 8-channel PCM audio at 32 kHz, enabling CD-quality sound. The transition from mono to stereo output occurred in the 16-bit generation. Modern consoles support Dolby Pro Logic surround sound encoding.

Special Graphics Features

Beyond basic sprite and tile rendering, many consoles included special graphics modes that enabled advanced visual effects.

Hardware Effects by Console

Game Boy / Game Boy Color:

  • No special graphics modes beyond basic tile and sprite rendering

NES:

  • Attribute Tables (Limited Tile Coloring)
  • CHR-ROM for Tile-Based Graphics

SNES:

  • Mode 7: Affine transformations for scaling and rotation, enabling pseudo-3D effects (used in games like F-Zero and Super Mario Kart)
  • Windowing Effects: Variable transparency regions
  • HDMA (Horizontal Direct Memory Access): Per-scanline effects
  • Color Math: Hardware addition/subtraction for transparency and lighting effects

PC Engine:

  • No special graphics modes beyond standard tile/sprite capabilities

Neo Geo:

  • Hardware Scaling for sprites
  • Line Scroll: Independent line offsets for parallax effects
  • Raster Effects: Per-scanline modifications

Game Boy Advance:

  • Affine Transformation: Mode 7-like scaling and rotation
  • Mosaic Effect: Hardware pixelation for special effects
  • Alpha Blending: Multi-layer transparency
  • Object Priority: Hardware Z-ordering for sprites and backgrounds

Nintendo DS:

  • 3D Rendering: Hardware-accelerated 3D graphics engine
  • Extended Affine Transformations: Advanced 2D rotation and scaling
  • Fog Effects: Depth-based atmospheric effects
  • Multiple Background Layers: Up to 4 background layers with independent scrolling

Nintendo 3DS:

  • Stereoscopic 3D: Glasses-free autostereoscopic 3D display
  • Advanced Shader Support: Programmable vertex and fragment shaders
  • GPU-Accelerated Rendering: PICA200 graphics processor

Wii:

  • GPU Effects: Programmable shaders, bloom, motion blur
  • Texture Mapping: Advanced texture filtering and mipmapping
  • Bump Mapping: Per-pixel lighting simulation
  • Hardware Anti-Aliasing: Multi-sample anti-aliasing (MSAA)

PSP:

  • Hardware Transform & Lighting (T&L): Vertex processing on GPU
  • Texture Compression: Efficient VRAM usage
  • Advanced Alpha Blending: Complex transparency effects

Switch:

  • Advanced Shaders: Physically-Based Rendering (PBR)
  • Hardware-Accelerated Global Illumination: Realistic lighting
  • HDR (High Dynamic Range): Expanded color and brightness range
  • Post-Processing Effects: Depth of field, screen-space ambient occlusion (SSAO), temporal anti-aliasing

Key Observations:

The SNES Mode 7 was revolutionary for its time, enabling pseudo-3D effects with 2D hardware. The transition from fixed-function 2D hardware to programmable 3D GPUs occurred around the Nintendo DS/PSP generation. Modern consoles like the Switch support physically-based rendering and advanced post-processing effects comparable to modern gaming PCs.

Conclusion

The evolution of gaming console hardware represents one of the most dramatic technological progressions in computing history. From the humble Game Boy's 4.19 MHz processor and 8 KB of RAM to the Switch's 1+ GHz quad-core CPU and 4 GB of RAM, each generation brought order-of- magnitude improvements in capabilities.

Understanding these hardware specifications is essential for homebrew developers targeting specific platforms. The constraints of each system - limited sprite counts, scanline restrictions, memory budgets - defined the creative solutions developers employed to create memorable gaming experiences.

Whether you're developing a Game Boy game with 40 sprites and 4 colors, or a Switch title with millions of polygons and advanced shaders, these specifications provide the foundation for understanding what's possible on each platform.

For developers, these tables serve as quick references when planning projects. For enthusiasts, they illuminate why certain games looked and played the way they did. The ingenuity of developers working within these constraints produced some of gaming's most iconic titles.