Csonicgo
This post is probably useless

Posts: 3960
Registered: 03-04 |
chungy said:
MAME tends to emphasize emulation accuracy and code correctness over playability.
I can't exactly blame them. I'm never particular sad when the era comes to kill off the speed-over-accuracy emulator. Eg, I use exclusively Nestopia rather than FCEU, and if I had a stronger computer, I'd be using bsnes rather than Snes9x. A whole host of problems with many games pretty much goes away with them.
I've noticed in the second-generation era of consoles that this approach has actually caused more problems, because the ROM now has to be perfectly valid to work properly. In some cases, hacks break completely, and in rare cases, original games that once worked properly fail to work, or just don't run at all.
This is the sad consequence of "complete" accuracy: The original hardware itself was a mess, full of errata that, when "corrected" from reverse engineering, will still cause some games to trip over themselves and burn.
Case in Point: the Atari VCS had quite a few errors in its long run, and some games actually checked for these. Emulators didn't, however, so when work was being done on creating a 100% accurate emulator sometime in the late 2000s, more and more games simply ceased to work, or exhibited really strange behavior (Pitfall! turned goth, for example).
Then there's the case of the game actually being wrong, but the original hardware didn't care. Kool-Aid Man losing collision detection was from a coding error, but the VCS didn't catch this slip until later in its run (2600 Jrs can't play the game at all).
And I haven't even touched the dozens of bankswitching black magic, Memory Mappers, and external CPUs (Starpath Supercharger). All of these with their own problems and their own quirks.
It's amazing the original hardware worked in the first place.
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