You could potentially fix the color issues by using 16bpp mode directly, but it would be better to configure the palette to match that of the emulated program.
What if the emulator checked if the PPU had changed its data, and then skipped if it was the same or only drew the rows that did change? I'm just trying to throw some ideas out.
jasper7474 wrote:
What if the emulator checked if the PPU had changed its data, and then skipped if it was the same or only drew the rows that did change? I'm just trying to throw some ideas out.

I don't actually understand what's going on in the PPU. CPU is just reading from a pointer and performing operations on the ram. Also, would require more resources, and potentially would just slow it down more. Probably, gonna start looking into learning eZ80 ASM for this.
I do think that you might have to compromise on cycle accurate PPU emulation for speed reasons and perhaps render things like sprites etc directly instead of by scanline.

It would hurt compatibility but there's a chance for playability.
  
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