3 ms·
Back in the day I made a few GameBoy Advance demos and we generally stored ADPCM encoded audio streams for the music, at like 4x the space of an equivalent MP3.
by skrebbel 4y ago
Back in the day I made a few GameBoy Advance demos and we generally stored ADPCM encoded audio streams for the music, at like 4x the space of an equivalent MP3. Thing is, cartridge space was effectively uncapped but CPU speed (4MHz iirc) was very limited. If we had gone for MP3 (or even a reasonably complex tracker module), we’d hardly have had any CPU left for the visuals.
QOA would have likely been the perfect alternative! We’d have better sound quality with no downsides, I think.