Earlier quoted context omitted.
The author's previous video[1] explains the technical details regarding this behavior. Basically the way GBA sound works is there is a buffer in RAM that the audio is streamed from, and an interrupt is supposed to signal the hardware to begin reading data from the beginning of the buffer again. However, if the interrupt is never fired (such as when the game crashes), the audio stream will go beyond the buffer and rea…
Would this be dependent on the audio file that was being played during the crash to start at address 0 of the ROM? It seems like it'd be highly unlikely you'd be able to get 100% of the ROM. Now if this was a hack where the thought was, "What if we dumped the whole ROM to the audio buffer, could we recover the complete ROM through audio analysis?"
- run the function to fetch the next batch of audio to audio working RAM
- reset the audio read pointer to the beginning of audio working RAM
When interrupts are disabled (because the game has crashed), that "reset pointer" code never runs and the audio circuit keeps reading way past the end of its buffer, incrementing forever. Eventually it would increment into the 0x08000000 range in which case the sounds it's emitting map directly to the bits in the ROM.