But you wouldn't have thought to create clicky wavetables if you hadn't started with the hardware. It's totally undesirable when you first hear it. But eventually you learn to manipulate it to make something totally different than what you'd have made with clean waveforms.
What makes you think so? Stepping noises and clicks is something you have to take care to eliminate when you are developing software synthesizers. In this case it's not some inherent difference between the platforms that make the gameboy more clicky than a PC, but rather the level of abstraction from the natural properties of the sound hardware by the software. This further goes to prove the original point, because the real thing here is that you wouldn't have thought to create clicky wavetables because the software you are using basically won't allow you to do so.
A more interesting example of your line of thought would be non-aliasing waveforms. No to minimal aliasing is something you basically get for free with most simple PSGs of the 80s, but on a modern sound card that operates with a sample throughput of a few tens of thousands of samples per second, it's something you have to take care to eliminate by clever algorithms, and only then by losing overtone content.
This just reinforces the original idea that the hardware and software aren't really separable in any meaningful sense because neither is a transparent hose to your musical ideas.
Yeah, we could just start emulating all of it. Maybe there aren't anymore limits to push with the hardware.
Maybe there are, but the grasp of general users is limited to what the software provides them with. I don't disagree that you can "push the hardware" in some sense, but in reality most people are only pushing limits within the confines of the software paradigm.
Then again, emulation doesn't really sound the same. It's hard to get a "natural" sound out of an emulator. The old hardware wasn't perfect -- it was noisy and error prone. It might sound silly but I do perfer the sound of a dmg, as opposed to any emulation I've heard. Goattracker is a pretty good emulation for c64 though.
While I mostly agree, I can't think of any particular hardware besides the C64 (the SID envelopes are a bit buggy) that is prone to errors in any positive or musically relevant sense. I'm sure someone here can point to a few good examples, because I believe they exist.
Also, yes it's nice to experiment with new software. But then, after you have removed the constraints which shaped the software, you really have to think about what "chipmusic" means. When does it stop being chipmusic? I don't know if we even agree on what that term means.
You can't simply remove the constraints which shape the software, whatever those are. The hardware is at most one of many constraining factors, but definitely in no case the entirety of it. Wherever you'll find a defining point of chipmusic, I don't think it will be some hardware aspect of the production of it.