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The DS, more specifically the arm946e-s has an MPU, not a MMU (you're confusing it with the 3DS's Arm11). Not like it makes much of a difference anyway, you configure either once or twice then leave them be.

Honestly, I think why the GBA is more popular than the DS for that kind of thing is because it only has one screen (much less awkward to emulate), has high-quality emulators that are mostly free of bugs (mGBA most notably), and its aspect ratio is better than the DS anyway (3:2 upscales really well on 16:10 devices). That is to say, it's much easier to emulate GBA software on a phone or a Steam Deck than it is to emulate DS software.

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Agreed. I spent a lot of time programming the GBA in the early 2000s (back when the state of the art devkit was a flash cartridge writer with parallel cable...) and I consider it the last "grounded" console that Nintendo made, where you immediately and directly get to touch hardware right off the bat, without any gyrations. After having worked with the SNES in the 90s the GBA was a very familiar and pleasant platform to experience, in many ways similar to and built upon the SNES' foundation.
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I've never coded for SNES, but the GBA having access to a mainline, modern C compiler is a massive buff. Also, emulators for it have always been available on practically any computer, console and mobile phone, and there's many so-called "emulation handhelds" that bring its (and similar) form-factor handheld devices to the market. If you really need an upgraded OG experience, many upgrade kits for the handheld exist as well.

None of this fixes the audio, but it sure gets damn close.

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I agree, the GBA is a pleasure to work with. It's just a shame that the poor quality of the (stock) screens, low resolution, and lousy sound hardware make it feel like such a downgrade from the otherwise gnarlier and technically inferior SNES.
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There's a pretty big renaissance of GBA clones out there right now that put better screens and speakers to the platform. And of course with emulators you can get all the modern hardware affordances for the platform.
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The screen can be improved, but the resolution and sound system can't be.

The issue with the sound isn't just the speakers - you could always use headphones, after all. The GBA only has the original GB's primitive PSG (two square waves, a noise channel, and a short programmable 4-bit waveform) plus two 8-bit PCM channels. 8-bit PCM samples are unavoidably noisy with lots of aliasing, and all sound mixing, sequencing, envelopes, etc. for those channels needs to be done in software, which tends to introduce performance and battery life constraints on quality, channel count, effects, and sample rate.

The SNES, by comparison, uses high-quality 16-bit 32kHz samples, and all the places on the GBA where devs may have had to cut corners are done in hardware: eight separate channels, no need for software mixing, built-in envelopes and delay.

Compare the SNES FFVI soundtrack to the GBA version; the difference is dramatic. Frankly, using high quality speakers or headphones just makes the quality difference more obvious.

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There are also drop-in replacements for the unlit screens of genuine units.
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