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Dividing by 256 gives us a range of 0-253, and incorrectly gets zero for some components (guessing alpha, primarily?) in some games. Dividing by 255 has a speed hit, so a slight bias to the top left seems like a decent performance compromise (and it's a very slight bias.)
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.