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TIGSource ForumsCommunityTownhall[C64] MAH released
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Author Topic: [C64] MAH released  (Read 1307 times)
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« on: August 08, 2015, 03:29:43 PM »

Hi all,

I just wanted to let the old-schoolers among you that, after almost 12 months of intense development, I have just released MAH, a brand-new game for the C64. Despite its 33 years of honorable service, the C64 has never run something like this before. And chances are that neither did other platforms Wink
You can grab it from CSDb.

Some screenshots:

« Last Edit: August 22, 2015, 03:53:07 PM by saimo » Logged
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« Reply #1 on: August 22, 2015, 03:59:08 PM »

Hi all,

just a quick heads-up to let you know that MAH has now a website that takes on a tour which gives a pretty good idea of how much content, originality and quality there are.

Moreover, from the same place, you can download a Windows installer that makes it 100% painless to try the game out, even if you don't know a thing about the C64.

If you feel like playing a game which is unlike any other, give it a good shot and you won't be disappointed Hand Joystick
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« Reply #2 on: December 06, 2017, 01:08:11 PM »

Lots of additional work (about 16 months) has been poured into this game, so that it has evolved and expanded so much that I thought it deserved a proper release. In fact, it will be soon published on cartridge and disk, encloded in professionally produced packages. I'll post pictures once I have them in my hands.

In the meanwhile, here's the humongous changelog...


1. Simplified and optimized code massively (by both adopting more
   efficient solutions and rewriting many parts in machine language),
   with huge gain in terms of speed and memory.
2. Improved memory management.
3. Removed screen transitions between program parts (they were not worth
   the memory they needed).
4. Restyled logo.
5. Replaced KERNAL loader with the COVERT BITOPS Autoconfiguring
   Loader/Depacker V2.26.
6. Added a separate loader for each part to speed up loading when a part
   is launched manually (disk version).
7. Added flashy and functional dir art to disk.
8. Adapted to the GMOD2 cartridge.
9. Adapted to C64BBF.
10. Deleted/renamed files.


1. Made it work entirely in SBM + sprites.
2. Replaced text items with icons.
3. Replaced copyright line with cycling logos.
4. Added quit & return to BASIC function ([RESTORE] key).
5. Added hiscores reset option ([DEL] key).
6. Added music.


1. Increased scrolling speed.
2. Added half a second delay after initial whole-page scroll (to make
   skipping a single page easier).
3. Updated/extended/corrected text.
4. Removed legalese stuff from text.
5. Touched up charset.
6. Made various minor changes.


1. Improved/redrawn graphics.
2. Improved/extended texts.
3. Changed disappearance effect.
4. Made music play through interrupts.
5. Introduced music groove on the next-to-the-last image.
6. Kept logo shown and music playing during first part of game loading
   (if the device the game is loaded from supports it).


1. Renamed:
     * phase A -> phase B(ITWALL), sub-phase B(ITBRICKS);
     * phase B -> phase B(ITWALL), sub-phase P(ASSWORD);
     * phase C -> phase P(ORT);
     * phase D -> phase C(HANNEL), sub-phase K(EYS);
     * phase J -> phase Q(UARANTINE);
     * phase E -> phase S(WITCH);
     * bitwall (as in "level") -> layer;
     * Ghosthriller -> Ghostease;
     * Ghonster -> Ghostorment;
     * autopatch -> autofix;
     * Malefica -> Magna (meaning of 'M' in "MAH").
2. Added phase D(ECRYPTION), with a new guard (Zig-Zagger, 3 new sprites
   + logo sprite reused).
3. [terminal] Added progress chart.
4. [terminal] Added display of the next layer defenses in a fashion
   similar to the Reflex interface of the C64 game Sláine.
5. [terminal] Touched up color scheme.
6. [terminal] Changed game over and pre-ending messages.
7. [terminal] Made shield in logo flash.
8. [terminal] Made hiscores live, i.e. the player's entry is added to it
   in real time (if the score is good enough).
9. [terminal] Fixed pause (a variable was trashed).
10. [phase B] Blocked icons from appearing on the first layer (for a
    softer approach to the game).
11. [phase B] Made clones flicker, so that they can be distinguished from
    the reference guards (which makes it possible to predict whether a
    guard will bounce against a border or disappear and reapper on the
    opposite one).
12. [phase B] Made Peekpoker freeze as soon as it starts turning into the
    Super Peekpoker.
13. [phase B] Made patrols easier to see when the Super Peekpoker is
14. [phase B] Touched up the graphical design of Super Peekpoker (and,
    consequently, of satellites).
15. [phase B] Added halting of guards and disabling of clones to prizes
    of home bonus.
16. [phase B] Added shine effect to the area surrounding and including
    the home character during the home bonus flash effects (this makes
    it easier to notice when the home bonus can be taken).
17. [phase B] Changed totally bitbricks effect: instead of animating a
    single character containing several small 0s and 1s, two static
    characters, one depicting a big 0 and the other a big 1, are used
    and the bitwalls rows are randomized constantly (this produces an
    infinitely better randomization and looks better on LCDs).
18. [phase B] Made thickness of trail and Peekpoker "arrows" even, so
    that they match nicely the new bitbricks, eliminate the odd-looking
    trail corners, and possibly make targeting icons easier to the eye.
19. [phase B] Changed partly the color scheme for less eye-straining and
    clearer visuals (especially on LCDs).
20. [phase B] Flipped horizontally one of the password symbols to make
    it more distinguishable from another one.
21. [phase B] Redrawn background pattern for when combosses are active
    and avoided its vertical flipping.
22. [phase B] Changed palette of comboss in subphase P.
23. [phase B] Fixed Super Peekpoker mode break handling (due to an
    unwanted change of the Peepoker sprite, the mode could end as soon
    as it started).
24. [phase B] Fixed occasional and almost unnoticeable sprites jerks just
    before switching to the next screen.
25. [phase P] Added a new ghost (Ghosthrill, 3 sprites) and changed the
    parameters of the others.
26. [phase P] Ensured that no element of the combination is ever 0 (i.e.
27. [phase P] Changed head color of the crawlers.
28. [phase P] Changed currents graphics, so that they display better on
    real C64s (especially when connected to LCDs) and match the speed of
    the pull the Peekpoker is subject to.
29. [phase P] Fixed points displayed on exit (they were not updated one
    last time).
30. [phase P/C] Lowered phase Q counter position.
31. [phase C] Halved number of keys depending on the layer number (this
    makes it easier to complete subphase K).
32. [phase C] Added sub-phase B(OSSFIGHT), with 4 new big and animated
    guards (antiviruships, 7 sprites each).
33. [phase C] Improved palettes for combosses.
34. [phase C] Moved points counter to the usual position.
35. [phase C] Improved logic of horizontal positioning of keys.
36. [phase C] Fixed disappearing of caught/lost keys when the Peekpoker
    horizontal position was greater than 250 (a +5 offset caused their
    position to go beyond 255).
37. [phase C] Fixed graphical glitch of caught key icon, which at times
    triggered fake (and unfavourable) collision detections (the sprite
    was zoomed immediately but placed at the correct position only
    later, so for a short while the sprite was drawn in the wrong place
    and could even collide against the Peekpoker, causing a collision
    that was exchanged for a collision against a comboss).
38. [phase C] Fixed handling of collisions against combosses (the same
    collision was counted multiple times, with the consequence that the
    penalty for the collision was applied as many times in a fraction of
39. [phase C] Fixed a color check (the high nybble of a value taken from
    COLOR RAM was not masked out).
40. [phase C] Fixed visual jerks when back from pause during subphase K
    (a couple of variables were trashed).
41. [phase Q] Added simple flash effect when the Cobermann chases the
42. [phase Q] Fixed handling of jail opening (if the lock was opened
    while Cobermann was still mutating and colliding, the jail opening
    was cancelled).
43. [phase S] Made it easier to hit Guardian B's dyadem.
44. [phase S] Removed flickering of the Peekpoker (it was not consistent
    with the rest of the game).
45. [phase S] Gave the Peekpoker a cross hair look for easier aiming.
46. Changed pause/unpause key to [F1].
47. Added hack modes (difficulty levels) - the player can choose between
    "normal" and "assisted" (easy).
48. Removed phase C initial transition (it was the only phase that had
    one, so it was inconsistent and consumed precious memory).
49. Added fade-out of sprites at the end of phases (except for phase C,
    where objects are moved out of the screen).
50. Unified phases exit transitions into a single new one that also
    keeps on playing music.
51. Added exit transition to terminal.
52. Reworked numbers printing (now they print cyclically, without
    needing manual restart).
53. Removed sprite used for the pause screen.
54. Reworked game-loader.
55. Quadrupled the time-based points assigned upon game completion.
56. Embedded default hiscores.
57. Changed abort key from [RUN/STOP] to [RESTORE].
58. Added return to frontend from terminal (while choosing the name or
    the hack mode) by means of [RESTORE].
59. Reworked memory map (apart from a few KERNAL areas in zero page and
    between $200 and $333, the game uses the whole RAM).
60. Reworked variables allocation.
61. Reworked variables initialization (used a general function for
62. Moved all HCS routines to separate source files.
63. Fixed collision detection at the beginning of some phases (previous
    collisions could be mistakenly considered).
64. Fixed music playback started from ROM vector (the order of the code
    blocks was inverted).
65. Fixed comments/labels.


1. Touched up credits graphics.
2. Changed hidden message.
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« Reply #3 on: January 12, 2018, 04:48:34 AM »

This trailer gives a glimpse of what is going soon to take over the C64s all over the world.

Release on cart and disk scheduled for Q1 2018.
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« Reply #4 on: February 08, 2018, 04:39:59 PM »

I've received my pre-production copy of MAH and I thought I'd have a look at it with you - and, while at it, share some additional information and stories.

(This is the first time I do something like this and I'm not used to talking to a camera, so I felt awkward and made mistakes, but overall it's been good fun. The next video will be better.)
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« Reply #5 on: February 17, 2018, 01:56:42 AM »

The previous video presented the cart edition, here is instead the disk one - plus lots of additional stories and details.

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« Reply #6 on: March 02, 2018, 06:50:10 AM »

And then, after more than two years of passionate work, MAH is out!

Oldschool C64 users who enjoy the vintage noises of the 1541 drive, can grab it from Protovision; who likes the almost-instant loading of cartridges, can snatch it from RGCD (it might take a while before the cart actually become available on the shop, though); who prefers the advantages of emulation, can get the digital package directly from RETREAM.
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« Reply #7 on: March 02, 2018, 08:13:40 AM »

What the ...people still play C64??

Follow me on twitter @LincolnBergeson for regular updates on my games
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« Reply #8 on: March 10, 2022, 12:05:57 PM »

Sorry chalcidfly, I had totally missed your reply!
The answer is: yes! The C64 scene has been always very lively and in the past 10 years the gaming side of it has been outputting hundredes of releases.
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