tokumaru wrote:
Like rainwarrior said, unless you're intentionally exploiting hardware quirks that emulators are known to have problems with, it's a good idea to look into why it fails on so many setups. Even if it does work on real hardware (although it seems that different MMC3 implementations in flash carts are still disagreeing), and theoretically the original console has the final word, the fact that slight deviations from the real hardware are causing visible problems could mean your code is barely working, and under certain circumstances could still break.
A lot of these emulators are pretty accurate (unlike VirtuaNES, from what I could find online) and can handle all sorts of games just fine, so they should be able to handle your effects without problems too. I think the effort of making this game/demo work well across different emulators is worth it, as you'll end up with a more robust engine overall.
I have not done anything particularly weird to make the game work. As I mention, when implementing the MMC3, at the moment I activate the instruction asm ('cli'); for interruptions per line to work, in most emulators it stops working. On the other hand, in VirtuaNES and in a real NES it works perfectly.
If I deactivate the instruction asm ('cli'); the game works on all