Well anyway, 'I like 240x160, I'll target that' is not quite sensible thought process. The feel of the final result is really about size of each 'pixel'; if you like 240x160 you need to think about how large the pixels will need to be on phone, using information about the respective PPIs of the GBA and of the phone screen. There is also stuff relating to different contrast ratios of displays which can heavily effect color quality.
In your position I would be making up some sample images, with different numbers of real pixels per seen 'pixel' -- 1x, 2x, 3x, 4x.. uploading them to the phone, figuring out some way to view them at exactly 100% zoom, and getting a feel for how the different scale factors look on phone. As well as the cosmetic conditions affecting it -- glare and cut-down display technology. Preparing some color gradient and texture samples to compare computer screen vs phone would be smart too, now that I think of it..
Then you would be in a position to make an informed decision about art design for your game.
(OT-ish: yeah, HQ2x, scale2x, 2xsai etc all, from experience, have this 'levels of detail' problem: The art was made at X level of detail and semi-smart guessing about implied shapes will only ever resolve those shapes more clearly, not change the design to give you 2x more detail / expression -- which is what naturally happens when you have more pixels to work with. They all have a 'coarse' feel as a result.)
« Last Edit: September 18, 2015, 03:04:57 pm by Ai »
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If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.