Yeesh, that's an interesting waveform. Hardoff has it right though, I often use that trick to get interesting NES/C64 type sounds.
I've tried creating a signal that oscillates randomly between the values of -1 and +1, but this sounds indistinguishable from white noise. Does anyone know how I could recreate the sounds I linked to above from scratch?
I think what you're looking at IS the noise function, which seems to be the largest portion of the sample you posted. Perhaps the noise function is just as you described it, a random "flip-flop." The tone is really buried, and may only be implied by "multiplying" the noise. There are many technical sites with quite gory detail on the Audio Processing Units of various Nintendo stuff, why not build an emulator, then mess around?
* CPU: Custom 8-bit Sharp x80 core at 4.19 MHz which is similar to an Intel 8080 in that all of the registers introduced in the Z80 are not present. However, some of the instruction set enhancements from the Z80, particularly bit manipulation, are present. Still other instructions are unique to this particular flavor of x80 CPU. The core also contains integrated sound generation
* RAM: 8 kB internal S-RAM
* Video RAM: 8 kB internal
* ROM: On-CPU-Die 256-byte bootstrap; 256 kb, 512 kb, 1 Mb, 2 Mb, 4 Mb and 8 Mb cartridges
* Sound: 2 Square Waves, 1 programmable 32-sample 4-bit PCM Wave, 1 White noise. The unit only has one speaker, but headphones provide stereo sound (for further information, see Game Boy music)
* Display: Reflective LCD 160 × 144 pixels
* Screen size: 66 mm (2.6 in) diagonal
* Color Palette: 4 shades of "gray" (green to (very) dark green)
* Communication: Up to 4 Game Boys can be linked together via serial ports
* Power: 6 V, 0.7 W (4 AA batteries provide ~#5 hours)
* Dimensions: 90 mm(W) × 148 mm(H) × 32 mm(D)/3.5 × 5.8 × 1.3 (in)
Blood and Guts of GBA samplerate:
http://www.pineight.com/gba/samplerates/