I need a more advanced python NES emulator:

```python

import pygame
import numpy as np
import sys

# Constants
SCREEN_WIDTH = 256
SCREEN_HEIGHT = 240
FRAME_RATE = 60

# NES Color Palette (Sample values)
NES_COLOR_PALETTE = [
    (84, 84, 84), (0, 30, 116), (8, 16, 144), (48, 0, 136), (68, 0, 100),
    (92, 0, 48), (84, 4, 0), (60, 24, 0), (32, 42, 0), (8, 58, 0),
    (0, 64, 0), (0, 60, 0), (0, 50, 60), (0, 0, 0), (0, 0, 0),
    # Complete the NES palette...
]

class CPU:
    def __init__(self):
        self.registers = {
            'A': 0, 
            'X': 0, 
            'Y': 0, 
            'PC': 0x8000,  # Start of PRG ROM
            'SP': 0xFD, 
            'P': 0x24  # Default flags
        }
        self.memory = np.zeros(0x10000, dtype=np.uint8)
        self.cycles = 0
        self.opcode_table = self.build_opcode_table()

    def build_opcode_table(self):
        return {
            0xA9: self.LDA_immediate,
            0xA2: self.LDX_immediate,
            0x8D: self.STA_absolute,
            0xE8: self.INX,
            0x4C: self.JMP_absolute,
            0x00: self.BRK,
            # Add more opcodes...
        }

    def read_memory(self, address):
        return self.memory[address]

    def write_memory(self, address, value):
        self.memory[address] = value

    def fetch_byte(self):
        byte = self.read_memory(self.registers['PC'])
        self.registers['PC'] += 1
        return byte

    def fetch_word(self):
        lo = self.fetch_byte()
        hi = self.fetch_byte()
        return lo | (hi << 8)

    def push(self, value):
        self.write_memory(0x0100 + self.registers['SP'], value)
        self.registers['SP'] = (self.registers['SP'] - 1) & 0xFF

    def pop(self):
        self.registers['SP'] = (self.registers['SP'] + 1) & 0xFF
        return self.read_memory(0x0100 + self.registers['SP'])

    def set_flag(self, flag, value):
        if value:
            self.registers['P'] |= flag
        else:
            self.registers['P'] &= ~flag

    def get_flag(self, flag):
        return (self.registers['P'] & flag) != 0

    def execute(self):
        opcode = self.fetch_byte()
        execute_func = self.opcode_table.get(opcode)
        if execute_func:
            execute_func()
        else:
            print(f"Unknown or unimplemented opcode: {hex(opcode)}")
            sys.exit(1)
        self.cycles += 2

    # Opcode methods
    def LDA_immediate(self):
        value = self.fetch_byte()
        self.registers['A'] = value
        self.set_flag(0x02, value == 0)
        self.set_flag(0x80, value & 0x80)

    def STA_absolute(self):
        address = self.fetch_word()
        self.write_memory(address, self.registers['A'])

    def LDX_immediate(self):
        value = self.fetch_byte()
        self.registers['X'] = value
        self.set_flag(0x02, value == 0)
        self.set_flag(0x80, value & 0x80)

    def INX(self):
        self.registers['X'] = (self.registers['X'] + 1) & 0xFF
        self.set_flag(0x02, self.registers['X'] == 0)
        self.set_flag(0x80, self.registers['X'] & 0x80)

    def JMP_absolute(self):
        address = self.fetch_word()
        self.registers['PC'] = address

    def BRK(self):
        self.registers['PC'] += 1
        self.push((self.registers['PC'] >> 8) & 0xFF)
        self.push(self.registers['PC'] & 0xFF)
        self.set_flag(0x10, True)
        self.push(self.registers['P'])
        self.set_flag(0x04, True)
        lo = self.read_memory(0xFFFE)
        hi = self.read_memory(0xFFFF)
        self.registers['PC'] = (hi << 8) | lo

    # Add more opcode implementations...

class PPU:
    def __init__(self):
        self.vram = np.zeros(0x4000, dtype=np.uint8)
        self.oam = np.zeros(256, dtype=np.uint8)
        self.screen = np.zeros((SCREEN_HEIGHT, SCREEN_WIDTH, 3), dtype=np.uint8)
        self.palette = NES_COLOR_PALETTE
        self.scanline = 0
        self.cycle = 0

    def read_vram(self, address):
        return self.vram[address % 0x4000]

    def write_vram(self, address, value):
        self.vram[address % 0x4000] = value

    def render_pixel(self):
        x = self.cycle - 1
        y = self.scanline
        if 0 <= x < SCREEN_WIDTH and 0 <= y < SCREEN_HEIGHT:
            color_idx = (x + y) % len(self.palette)  # Simplified pattern for color choice
            color = self.palette[color_idx]
            self.screen[y, x] = color

    def step(self):
        self.cycle += 1
        if self.cycle > 340:
            self.cycle = 0
            self.scanline += 1
            if self.scanline > 261:
                self.scanline = 0

        if 0 <= self.scanline < 240 and 1 <= self.cycle <= 256:
            self.render_pixel()

class APU:
    def __init__(self):
        self.sample_rate = 44100
        self.buffer_size = 2048
        self.audio_stream = None
        self.pulse1 = {'timer': 0, 'volume': 0}
        self.pulse2 = {'timer': 0, 'volume': 0}
        self.triangle = {'timer': 0, 'counter': 0}
        self.noise = {'timer': 0, 'volume': 0}
        self.dmc = {'timer': 0, 'output': 0}

    def process_audio(self):
        if not self.audio_stream:
            pygame.mixer.init(frequency=self.sample_rate, size=-16, channels=1)
            self.audio_stream = pygame.sndarray.make_sound(np.zeros(self.buffer_size, dtype=np.int16))

        audio_data = self.generate_audio_samples()
        self.audio_stream.queue(pygame.sndarray.make_sound(audio_data))

    def generate_audio_samples(self):
        audio_sample = np.zeros(self.buffer_size, dtype=np.int16)
        return audio_sample

class NES:
    def __init__(self):
        self.cpu = CPU()
        self.ppu = PPU()
        self.apu = APU()
        self.controllers = [0, 0]

    def load_rom(self, filename):
        with open(filename, 'rb') as f:
            rom_data = f.read()
        prg_rom_size = rom_data[4] * 16384
        chr_rom_size = rom_data[5] * 8192
        prg_rom = rom_data[16:16 + prg_rom_size]
        chr_rom = rom_data[16 + prg_rom_size:16 + prg_rom_size + chr_rom_size]

        self.cpu.memory[0x8000:0x8000 + len(prg_rom)] = prg_rom
        if len(prg_rom) <= 16384:
            self.cpu.memory[0xC000:0xC000 + len(prg_rom)] = prg_rom

        self.ppu.vram[:len(chr_rom)] = chr_rom

    def handle_input(self):
        keys = pygame.key.get_pressed()
        self.controllers[0] = (
            (keys[pygame.K_x] << 0) |  # A Button
            (keys[pygame.K_z] << 1) |  # B Button
            (keys[pygame.K_RETURN] << 2) |  # Start
            (keys[pygame.K_RSHIFT] << 3) |  # Select
            (keys[pygame.K_UP] << 4) |
            (keys[pygame.K_DOWN] << 5) |
            (keys[pygame.K_LEFT] << 6) |
            (keys[pygame.K_RIGHT] << 7)
        )

    def run(self):
        pygame.init()
        screen = pygame.display.set_mode((SCREEN_WIDTH * 3, SCREEN_HEIGHT * 3))
        running = True
        clock = pygame.time.Clock()

        while running:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    running = False

            self.handle_input()

            for _ in range(3):
                self.cpu.execute()

            self.ppu.step()

            if self.ppu.scanline == 240 and self.ppu.cycle == 1:
                scaled_screen = pygame.transform.scale(screen, (SCREEN_WIDTH * 3, SCREEN_HEIGHT * 3))
                pygame.surfarray.blit_array(scaled_screen, self.ppu.screen)
                pygame.display.flip()

            clock.tick(FRAME_RATE)

        pygame.quit()

if __name__ == "__main__":
    if len(sys.argv) < 2:
        print("Usage: python nes_emulator.py <ROM file>")
        sys.exit(1)
    nes = NES()
    nes.load_rom(sys.argv[1])
    nes.run()

```