Reverse-engineering the audio chip in the Nintendo Game Boy Color
righto.com
righto.com
Anyway, reverse-engineering efforts like this are pretty exciting, as they should allow to create a 100% accurate emulators - and we know they are accurate not only because all the games are running as expected, but because they are based on the actual hardware design (which is even better than the producer's specification).
GB is not a complex piece of hardware, in comparison to eg. SNES, but there are some emulation issues really hard to tackle, especially around the pixel processing unit IRQ timings - it's like solving a complex set of linear equations, but we don't even know what the variables are (eg. what can affect a 4-processor-tick shift in the HBlank IRQ timing this way or another).
Looking forward to a complete, transistor-level GB simulator, something like Visual6502.
[1] https://github.com/furrtek/DMG-CPU-Inside [2] https://github.com/Gekkio/mooneye-gb [3] http://www.visual6502.org/
Remember when the software had to comply with the hardware instead of the other way round :]
It is a bit goofy to call out a amplifier without even a SPI or I2C bus for config though as compatible. I'm not sure how Vista would know the difference between this and a tube amp.
Surely you meant I2S [0] (or at least SPI)? I2C doesn't sound very optimal for this kind of application.