Hatsune Mike
Champion
Don't forget that emulators are only as good as the code the author wrote. They don't have a single static level of accuracy, advantages, or caveats. It is all dependent on the driver for a particular game and its hardware.
The popular CPS2 emulators still have rough CPU timing approximations, as none of them implement the memory access delays of the original hardware. It's close, but the speed isn't correct for games that are sensitive to it (Super Turbo, Hyper Fighting). Cave 68000 emulation is the same way - while the nominal gameplay will be at the correct speed, as it's based on the vertical refresh rate, the speed affect of a slowdown is approximate.
J. J. Squawkers, in MAME, has a stupid box sprite in the lower-left corner that never goes away. The refresh rate (and consequent game speed) is a little too fast, while the emulated CPU performance is worse enough to make the game drastically slower during slowdown.
68000 Cave games (and others on the Atlus chipset) don't emulate sprite drop-out when the blitter bandwidth is exceeded. This isn't going to ruin your enjoyment of the game, but you are getting a different experience than the original, for better or worse.
On original hardware, it isn't necessary to wonder for even a second if these kinds of details are being missed.
Bootlegs are hardware, but if it's a bootleg that reimplements hardware from scratch, similar caveats apply as they would for emulation
As people care more, and additional effort is made, these gaps can be closed. However, with these classes of issues, it is not circumspect to say "emulators are good" or "emulators are bad". It is a matter of compromising some things for others, and emulation solutions lay on one side of the balance.
The popular CPS2 emulators still have rough CPU timing approximations, as none of them implement the memory access delays of the original hardware. It's close, but the speed isn't correct for games that are sensitive to it (Super Turbo, Hyper Fighting). Cave 68000 emulation is the same way - while the nominal gameplay will be at the correct speed, as it's based on the vertical refresh rate, the speed affect of a slowdown is approximate.
J. J. Squawkers, in MAME, has a stupid box sprite in the lower-left corner that never goes away. The refresh rate (and consequent game speed) is a little too fast, while the emulated CPU performance is worse enough to make the game drastically slower during slowdown.
68000 Cave games (and others on the Atlus chipset) don't emulate sprite drop-out when the blitter bandwidth is exceeded. This isn't going to ruin your enjoyment of the game, but you are getting a different experience than the original, for better or worse.
On original hardware, it isn't necessary to wonder for even a second if these kinds of details are being missed.
Bootlegs are hardware, but if it's a bootleg that reimplements hardware from scratch, similar caveats apply as they would for emulation
As people care more, and additional effort is made, these gaps can be closed. However, with these classes of issues, it is not circumspect to say "emulators are good" or "emulators are bad". It is a matter of compromising some things for others, and emulation solutions lay on one side of the balance.