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2c2c2c | 11 months ago

i combed through quite a few hobbyist gb emulators while writing mine and found audio to be pretty rarely finished or finished without issues. not sure if it's the same for NES

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zeta0134|11 months ago

Audio is *surprisingly* tricky on both platforms. NES has DPCM, which cheerfully interrupts the CPU and causes untold issues with controller reading. Gameboy has envelopes that are semi-required with phase-resets, and a wave channel which you in theory cannot write new samples to, and developer hacks to work around both. Both systems have various hardware revisions that have subtly different behavior, and a handful of games that will break on that specific model. It's fun!

gblargg|11 months ago

It's also more involved to verify operation. Graphics are easier to "measure" and compare. Sound is also much more timing-dependent, e.g. when timers are running on their own all the time. It's disconcerting when sound is slightly off in games.