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Game Boy Noise Test

Implementing the Game Boy's Audio Processing Unit (APU) is one of the most challenging parts when developing a Game Boy emulator. Particularly, because debugging is hard and you may not want to create an exact replica, but something that simulates fast and sounds good enough. The Game Boy Noise Test supports you in this process, allowing you to test features of the noise channel and evaluate their acoustical impressions.

Usage

Open noise_test.gb with your Game Boy emulator. After the boot, you arrive at the following user interface:

Screenshot of Game Boy Noise test

It allows you to modify all noise-channel-related settings:

Name Address Bits Function
NR41 0xFF20 --LL LLLL Length load
NR42 0xFF21 VVVV APPP Starting volume, envelope add mode, period
NR43 0xFF22 SSSS WDDD Clock shift, width mode of LFSR, divisor code
NR44 0xFF23 TL-- ---- Trigger, length enable

Values can be changed by selecting them and pressing left or right on the D-pad. Once content with the configuration, move the cursor to "PLAY" and press A. By pressing SELECT you can also switch between the following predefined settings:

Preset Description Golden Reference
0 Empty preset -
1 Hi-hat from Tetris
2 Snare from Tetris
3 Fading in wave from The Legend Of Zelda: Link's Awakening
4 Fading out wave from The Legend Of Zelda: Link's Awakening
5 Fading in snare
6 Bombshell Koopa (Nokobon) explosion from Super Mario Land
7 Explosion
8 Chiptune-like Explosion
9 First noise part of defeating a Fighter Fly from Super Mario Land

In the table are also golden reference audio samples that were recorded from the original DMG-01 Game Boy. Note: As of yet Github Markdown does not support the HTML audio element. See readme_assets to get the golden reference samples.

Building

In src/noise_test.asm you find the source code of the Game Boy Noise Test. Assuming RBGDS is installed, it can be built with a simple make.

About

A tool to test the Game Boy's sound noise channel.

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