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"I'm pretty sure the Game Boy hardware has a similar wave table, but maybe with only 1 bit of precision per sample."
The Game Boy doesn't have DMC. Instead, its triangle channel can be reprogrammed with any 32-sample 4-bit waveform, and the channel's output can be shifted right by 0, 1 or 2 bits, for 100%, 50%, or 25% output level. No, the Game Boy doesn't have saw waves as such, but some games (such as Panel Action Bingo) do reprogram the triangle channel with a sawtooth waveform.
The biggest problem with Game Boy square and noise channels is that they don't have software envelope control; though there is a decay rate register, the volume of a square or noise channel can't be changed manually while a note is playing; ADSR and vibrato are impossible.
That said, I don't plan on ever writing an NSF that uses external sound hardware, just because the 72-pin NES doesn't support it.
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