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It's really close for me. I listened to the accurate version, then the enhanced one, and my first thought was "oh, yeah, this sounds better."

Then I listened to the accurate version again, and thought "wait, never mind, this one sounds better."

After going back and forth a few times, I think I still agree the original/accurate one is better, but it's pretty close. I really encourage people to listen for themselves.

For what it's worth, I have little to no nostalgia for the Game Boy Advance.

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A friend had this killer basement setup with a projector into a huge canvas dropsheet. Plus the game cube, and the GBA dock for it, so we were projecting those games meant for a 2 inch screen maybe 10-15 feet wide.
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> The originals sound better. The aliasing provides a crunchiness and sharpness to the final output that drives emotional energy.

In the mid-1980s the first really affordable sampler was the Ensoniq Mirage, which used the Bob Yannes-designed ES5503 DOC (Digital Oscillator Chip) to generate its waveforms. It played back 8-bit samples and used a fairly simple phase accumulator that didn't do any form of interpolation (I don't count "leftmost neighbour" as interpolation). Particularly when you pitch it down, you get a rough, clanky, gritty "whine" to samples, that the analogue filters didn't necessarily do a lot to remove.

Later on they released the EPS which had 13-bit sampling. Why 13-bit? I don't know, I guess because the Emulator I and II used 8-bit samples but μ-law coding, giving effectively 13-bit equivalent resolution. It also used linear interpolation to smooth the "jumps" between samples, and even if you loaded in and converted a Mirage disk the "graininess" when you pitched things down was gone.

I'm currently writing some code to play back Mirage samples from disk images, and I've actually added a linear interpolator to it. Some things sound better with it, some things sound worse. I think I'll make it a front panel control, so you can turn it on and off as you want.

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I'll just throw some more ES5503 DOC love here. It's also the audio chip in the Apple IIGS. In 1986, having a stock home computer playing 32 simultaneous hardware voices (without software mixing), each with hardware pan ... was remarkable. Otherwise you were stuck with 3 or maybe 4 hardware voices. e.g. the timbre and filter of the C64 SID chip was gorgeous (another Bob Yannes design), but 3 voices was all you got. And just 3 square waves and noise on the Ataris of the era. Chords or complex harmony? Fire up the arpeggiators! Lol.

When I browse the demoscene I'm always a bit surprised there's not much Apple IIGS content. Graphically, it was stunted, but the ES5503 DOC was a pro synth engine right there next to the 6502 ... yowza.

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Yeah this is a neat experiment, but the ‘cleaned up’ versions sound ‘wrong’ to my ears - that high whistle/hiss is ‘missing.’
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The originals sound better.

I don't think so, I think you're just getting a high end that isn't in the original audio. In the places where there are high frequencies the aliasing and the hiss just gets in the way.

that drives emotional energy

Seems like a hyperbolic rationalization.

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>I don't think so, I think you're just getting a high end that isn't in the original audio. In the places where there are high frequencies the aliasing and the hiss just gets in the way.

I don't get this, are you saying that this aliasing is just an artifact of the emulation? Like the GBA speaker/headphone jack itself would also be affected by the same aliasing right? And in that case the song was composed for that, right?

I don't think it would be right to go as far as to say that there's a huge strong interplay in every single GBA title's song with the hardware (I'm sure some stuff was phoned in and only listened to by the composer in whatever MIDI DAW thing they were using) but at one point the GBA was the target right?

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The ‘improved’ versions sound muffled like I have water in my ears. Plus I’d rather hear the game as it was designed, artefacts and all.
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The artifacts weren't a conscious design decision, they were a constraint. We don't know whether the designers would have chosen to keep them or not, if they had the choice.
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GBA games were made for a console that behaved like this.

Accuracy is paramount. Targeting else than the console's sound is an affront to preservation.

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Preservation and design intent are two very different things.
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