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Modes backwards compatibility. #366
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@tkoeppe is this something you have any insight into? |
Re 2 I think we want the modes to be exactly as they are in the ROMs, no hacks. I have not thought about 1. Can you maybe enumerate the games that have hacks? @kieranhj, what do you think? We also have a document of modes internally. Maybe we can share that if that would be useful? |
One challenge is that for many ROMs the supported game modes are enumerated from 0, whereas the actual modes start at 1, at least from the user's point-of-view / as documented in the ROM manuals. This pattern was generally carried forward when the newer games were added. We could document the discrepancies to get an idea of how big a change that might be. Having the game modes be consistent with the documentation certainly reduces confusion when attempting to articulate the differences in game play. |
@kieranhj do you have an idea of how much work it would be to get every mode to be consistent with their respective manual? |
@tkoeppe I also feel it would be far easier to use the library when the modes are consistent with their manual than if they start from 0 (as the mode byte defined by the ROM often does). The reasons are:
In terms of our particular vested interests in Multi-player ALE, the relevant games are Pong (Video Olympics) and Surround, both of which have several interesting multi-player modes we wish to document but the mode numberings for these games are currently not aligned with the manual. Surround maps manual mode 2 to ALE mode 0 and Pong maps manual mode 1 to ALE mode 0. |
Modes in ALE have been changing with this commit, and soon afterwards PR #365.
Me and @justinkterry are hoping to document interesting game modes for our Multi-Agent ALE project and were wondering how these modes might change moving forward. In particular:
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