I'd recommend watching the video, as it gives helpful graphics and examples from SNES games as well as explanations. The SNES is capable of outputting SPDIF digital audio. This page has information on these consoles, methods to find them and ways to enhance them. Mode 6: 1 background layer (4 BPP), 16x8 or 16x16 tiles, with features supported being: mosaic, windowing, interlacing, true horizontal 512 mode and offset-change-per-column. Sound test in 3 SNES revisions, SHVC-CPU-01 (1990-1992), CPU-GPM-02 (1993) and CPU-1CHIP-03 (1995).Games used: Magic Sword, Pocky & Rocky and Final Fantasy V. The SNES 1CHIP consoles are the only revisions in the original case that output video quality as good as the SNES Mini. Mode 5: 2 background layers (one 4 BPP, one 2 BPP), 16x8 or 16x16 tiles, with features supported being: mosaic, windowing, interlacing and true horizontal 512 mode. Mode 4: 2 background layers (one 8 BPP/256 colours, one 2 BPP), 8x8 or 16x16 tiles, with features supported being: mosaic, windowing, colour maths, limited interlacing, pseudo-horizontal 512-dot mode, limited offset-change-per-column and direct colour mode.
But as KingMike said, early games are one thing, but ones with advanced mappers could be a challenge. Thus, converting NES games to it would be relatively painless, other than the graphics being done a bit differently. Mode 3: 2 background layers (one 8 BPP/256 colours, one 4 BPP), 8x8 or 16x16 tiles, with features supported being: mosaic, windowing, colour maths, limited interlacing, pseudo-horizontal 512-dot mode and direct colour mode. The TG16 CPU is just a newer revision of the NES CPU, with a few new opcodes here and there. Mode 2: 2 background layers (two 4 BPP/128 colours), 8x8 or 16x16 tiles, with features supported being: mosaic, windowing, colour maths, limited interlacing, pseudo-horizontal 512-dot mode and offset-change-per-column. Mode 1: 3 background layers (two 4 BPP/128 colours and one 2 BPP), 8x8 or 16x16 tiles, with features supported being: mosaic, windowing, colour maths, limited interlacing and pseudo-horizontal 512-dot mode.
Mode 0: 4 background layers (each limited to 2 bit per pixel graphics/32 colours), tile characters can be 8x8 or 16x16 pixels, with features supported being: mosaic, windowing, colour maths, limited interlacing and pseudo-horizontal 512-dot mode.