A few days ago I discovered the nesdev world and I was immediately hooked. While not being an engineer nor a programmer myself, I can't stop reading more and more well-documented technicality things regarding the NES.
But after around a hundred tabs or so, some unanswered questions piled up and I hope I'll get some answers by actually asking you guys:
1. How come in TASVideos' emulator accuracy test, the NES is listed in there and scored only 79.7%? While some tests are still on going and some require powerpak(?), there are tests that the NES just outright failed. How can emulators be more accurate than the console itself?
2. After so many years of documenting and testing, how haven't we come to agreement, for example, that THIS palette is the most accurate one any other will just not satisfy, or this is THE definite way to handle APU output? Every emulator comes with its own palette that is slightly different than the other, has the LPF and HPF a little bit stronger or a little bit weaker. I know there are uncertainties, that you just cannot come up with an "100% correct" palette and stuff, but shouldn't we as a community come to a definite conclusion long time ago?
3. Every time I look something up I'd get answers from 2006 and 2009 or so. Has there been no negligible progressions in the past half a decade? Are we waiting for a new breakthrough so that we can dig deeper or have we reached the end? Is there nothing to dig up left that will change the nesdev scene?
But after around a hundred tabs or so, some unanswered questions piled up and I hope I'll get some answers by actually asking you guys:
1. How come in TASVideos' emulator accuracy test, the NES is listed in there and scored only 79.7%? While some tests are still on going and some require powerpak(?), there are tests that the NES just outright failed. How can emulators be more accurate than the console itself?
2. After so many years of documenting and testing, how haven't we come to agreement, for example, that THIS palette is the most accurate one any other will just not satisfy, or this is THE definite way to handle APU output? Every emulator comes with its own palette that is slightly different than the other, has the LPF and HPF a little bit stronger or a little bit weaker. I know there are uncertainties, that you just cannot come up with an "100% correct" palette and stuff, but shouldn't we as a community come to a definite conclusion long time ago?
3. Every time I look something up I'd get answers from 2006 and 2009 or so. Has there been no negligible progressions in the past half a decade? Are we waiting for a new breakthrough so that we can dig deeper or have we reached the end? Is there nothing to dig up left that will change the nesdev scene?