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Pangea Software's Mighty Mike (Power Pete) for modern systems

Home Page: https://pangeasoft.net/mightymike

License: Other

CMake 1.62% Python 2.12% C 94.50% C++ 1.59% Shell 0.18%

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mightymike's Issues

THANK YOU!!

I played Power Pete so much on my old Performa 5215CD. I can't thank you enough for bringing Mighty Mike to modern OS's. Looking forward to playing this new version a ton πŸ‘

Oh, I've got the original MacPlay CD manual if you'd want to include that as well. It would go great with the scans.

Possible to double window size when not in fullscreen mode?

Everything about the new version is amazing. I did have 1 suggestion though: is it somehow possible to double the size of the window when not in fullscreen mode? So, for instance, if I was playing in Small: 68K original mode (640x480), it could scale up to 1280x960.

SDL2 assertion failures with latest stable SDL2 (2.0.16)

Hi there @jorio

In the latest stable SDL2 version (2.0.16), some additional assertions were added, so the game presents some assertion failures on boot (which can block the computer if the game is run without a desktop system...)

Seems to be related to SDL_UpdateTexture(), I have run GDB on the executable to help finding the issue:


Abort/Break/Retry/Ignore/AlwaysIgnore? [abriA] : ^C
Thread 1 "MightyMike" received signal SIGINT, Interrupt.
__GI___libc_read (nbytes=1024, buf=0x5555d26d60, fd=<optimized out>) at ../sysdeps/unix/sysv/linux/read.c:26
26      ../sysdeps/unix/sysv/linux/read.c: No such file or directory.
(gdb) bt
#0  __GI___libc_read (nbytes=1024, buf=0x5555d26d60, fd=<optimized out>) at ../sysdeps/unix/sysv/linux/read.c:26
#1  __GI___libc_read (fd=<optimized out>, buf=0x5555d26d60, nbytes=1024) at ../sysdeps/unix/sysv/linux/read.c:24
#2  0x0000007ff79fa5b8 in _IO_new_file_underflow (fp=0x7ff7af68d0 <_IO_2_1_stdin_>) at libioP.h:948
#3  0x0000007ff79fb6f0 in __GI__IO_default_uflow (fp=0x7ff7af68d0 <_IO_2_1_stdin_>) at libioP.h:948
#4  0x0000007ff79ede10 in __GI__IO_getline_info (fp=fp@entry=0x7ff7af68d0 <_IO_2_1_stdin_>, buf=buf@entry=0x7ffffff600 "", n=31, 
    delim=delim@entry=10, extract_delim=extract_delim@entry=1, eof=eof@entry=0x0) at iogetline.c:60
#5  0x0000007ff79edee8 in __GI__IO_getline (fp=fp@entry=0x7ff7af68d0 <_IO_2_1_stdin_>, buf=buf@entry=0x7ffffff600 "", 
    n=<optimized out>, delim=delim@entry=10, extract_delim=extract_delim@entry=1) at iogetline.c:34
#6  0x0000007ff79ecb44 in _IO_fgets (buf=0x7ffffff600 "", n=<optimized out>, fp=0x7ff7af68d0 <_IO_2_1_stdin_>) at iofgets.c:53
#7  0x0000007ff7df463c in SDL_PromptAssertion () from /usr/local/lib/libSDL2-2.0.so.0
#8  0x0000007ff7df48c0 in SDL_ReportAssertion_REAL () from /usr/local/lib/libSDL2-2.0.so.0
#9  0x0000007ff7e3de3c in SDL_UpdateTexture_REAL () from /usr/local/lib/libSDL2-2.0.so.0
#10 0x0000007ff7e14164 in SDL_UpdateTexture () from /usr/local/lib/libSDL2-2.0.so.0
#11 0x000000555556b118 in PresentIndexedFramebuffer () at /root/src/mightymike/src/Heart/Window.c:463
#12 0x0000005555569dd0 in MakeGameWindow () at /root/src/mightymike/src/Heart/Window.c:94
#13 0x000000555558629c in OnChangePlayfieldSize () at /root/src/mightymike/src/Playfield/Playfield.c:230
#14 0x0000005555571030 in ApplyPrefs () at /root/src/mightymike/src/Heart/SettingsScreen.c:1141
#15 0x000000555556eafc in GameMain () at /root/src/mightymike/src/Heart/Main.c:1371
#16 0x0000005555598470 in CommonMain (argc=1, argv=0x7ffffffaf8) at /root/src/mightymike/src/Main.cpp:118
#17 0x00000055555985a8 in main (argc=1, argv=0x7ffffffaf8) at /root/src/mightymike/src/Main.cpp:140

I must remark it won't happen with old SDL2 versions, which means that the issue was there, just being ignored.

The problem seems to be that the game is trying to update a NULL texture in
PresentIndexedFramebuffer():

463                     SDL_UpdateTexture(gSDLTexture, NULL, gRGBAFramebuffer, VISIBLE_WIDTH*4);
(gdb) p gSDLTexture
$1 = (struct SDL_Texture *) 0x0

Nanosaur: Assertion Failed!

Error message while playing Mighty Mike Version 3.0.0 (Created: Sunday, April 11,2021 at 6:17 PM) while on this level for about 5 minutes:

Nanosaur: Assertion Failed!
tileAttribs
DoEnemyCollisionDetect: 206

This is on a Mac Mini (2018), 3.2 Ghz 6-Core Intel Core i7, Memory 64 GB
macOS Catalina, version 10.15.7 (19H15)

I'd be glad to provide any additional information requested to assistant in trouble-shooting this, such as Console logs, etc.

Screen Shot 2022-02-21 at 11 56 00 PM

Game starts in a black screen

Windows 11, AMD x64 w/ Radeon 6700XT.

Sound works. I can navigate into an active game and hear events occurring. I can not get anything to display. I have tried compatibility modes, run as admin, enable direct play, windowed mode.

My brother apparently can run it on Windows 10, Intel/Nvidia with no issues.

The saved game editor?

There was a saved game editor that worked on the old version of the game, Power Pete. It is still downloadable on the Internet Archive. Has this been remastered as well? Or could you recreate an equivalent
program with the same interface?

No signing and notarization

Bugdom has that, and it would be nice for all titles to be secured with this.

And it's really amazing work on these titles! Sorry for not mentioning that first, I was just eager to get the last little bit…

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