I think you missed the sarcasm in my postPCE, GBA: 16 background palettes and 16 sprite palettes
SNES: 8 background palettes and 8 sprite palettes
MD: 4 background palettes, and sprites share the background palettes
I know what nearest neighbor is; I'm asking what it has to do with PCE sawtooth and NES triangle? PCE is 5bit waveforms. In 32steps, all 32 amplitude values can be used. NES triangle peaks at 16 steps, then climbs down. How is that the same?In digital signal processing, "nearest neighbor" refers to the kind of resampling that one gets from a sample and hold circuit. Linear interpolation fits a linear curve across each sample period; Gaussian and cubic interpolation fit a smoother curve. The smoother curves are worse for representing square waves but better for representing sinusoids and other band-limited signals.
Anything above 7khz (per sample, not per 32 step cycle) on the PCE ramps towards the next sample (not the same as return to zero or decay to centerline). Something like a sawtooth climb has a nice smooth line (no stepping like you would think from 5bit PCM). Maybe because each channel has its own DAC, rather than digitally mixed and output on a single DAC.