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

Overview

Mighty Mike (a.k.a. Power Pete)

This is Pangea Software's Mighty Mike updated to run on modern systems. Set in a toy store, this top-down action game is a staple of 90's Macintosh games. It was initially published in 1995 under the name Power Pete.

Get builds for macOS and Windows here: https://github.com/jorio/mightymike/releases

Screenshot

About this update

Gameplay and graphics wise, this update aims to be as faithful to the original as possible. It does bring a few enhancements, such as:

  • Widescreen mode
  • Framerate cap removal
  • Twin-stick gamepad controls

Documentation

License

Mighty Mike is being re-released here (https://github.com/jorio/mightymike) under the CC BY-NC-SA 4.0 license with permission from Pangea Software, Inc.

© 1995-2000 Pangea Software, Inc. Mighty Mike is a trademark of Pangea Software, Inc.

This software includes portions © 2021 Iliyas Jorio.

Related projects

Check out Christoph Leimbrock's Mighty Mike tools:

If you like games by Pangea Software, I have made other ports you might enjoy:

Comments
  • Possible to double window size when not in fullscreen mode?

    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.

    opened by eisnerguy1 8
  • The saved game editor?

    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?

    opened by foote-darrell 5
  • No signing and notarization

    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…

    opened by Theile 2
  • Build script update

    Build script update

    Interestingly, the hash for SDL2-devel-2.0.22-VC.zip was incorrect. I've updated the build script with the correct one, which is what I'm observing and also the same in the other ports' build scripts.

    opened by orazioedoardo 1
  • Nanosaur: Assertion Failed!

    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

    opened by davidalanroth 1
  • Add color correction option

    Add color correction option

    Adds color correction option which remaps display colors from Apple RGB profile (i.e. what the game was developed for) to sRGB (i.e. what it's more likely to be running on). Defaults to on.

    Basically this makes the game look more like it would on a '95 Mac monitor and fixes midtones being too dark/saturated.

    opened by elasota 1
  • Game starts in a black screen

    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.

    opened by j4yn1ck5 12
  • SDL2 assertion failures with latest stable SDL2 (2.0.16)

    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
    
    opened by vanfanel 0
  • [Request] Linux ARM port and Android Port on all Pangea games

    [Request] Linux ARM port and Android Port on all Pangea games

    Would love to see all three of the Pangea games you ported on my RG351P and my GPD XD plus. Any chance that is possible for you? If not, how would I go about porting it to ARM and android with Pomme?

    opened by Smashman4 14
  • THANK YOU!!

    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 👍

    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.

    opened by eisnerguy1 7
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