A. Info on Mafia V1.31+ / Why was it necessary?
===============================================
Due to the use of $cfff for checking if the game is already decrunched or not, V1.3+ did 
not work on machines which do not start with $cfff poked $ff as default.Though nobody has 
complained yet, I must apologize to anyone who was irritated, annoyed or worried because
the 1.3+ code crashed on real hardware. This goof could have been avoided by testing the
code on more than one machine before releasing it, mea culpa, but now I fixed it by poking 
$FF at the very beginning of the program.

TheRyk 11/2010



B. Info on Mafia V1.3e+ / english [PAL/NTSC]
============================================


0. CONTENT
==========
1. Versions
2. Credits
3. Bugfixes
4. Enhancements
5. Further Changes
6. Trainer
7. Trivia
8. Links


1. Versions
===========
V1.3e+ is based on the German V1.20 (C) 2007 by H.t.W and includes any of its bugfixes.
Since I first translated and then fixed the game, there probably will never be a German 
"V1.3g+" version of this, so I absolutely recommend V1.20 to everyone who wants to play 
the game in German, since the bugs which V1.20 still contains are not really problematic. 
There is also a German austrospeed-compiled version (C) 1992 by Tom/New Edition fixed 
by Steppe. 

ATTENTION: 
Don't confuse Mafia/Igelsoft with Mafia/Sascha Laffrenzen which is a different game!


2. Credits
==========
Original Game & Charset:	(C) 1986 by Igelsoft
Versions 1.01 and 1.20:		(C) 2007 by H.t.W
Intro Music:			(C) 1992 by Abject/Excess (Hostages Remix)

Translation, bugfixes, trainer,
intro & title screen, dox,
compiling, packing etc.:	10/2010 by TheRyk

Tools used:			Blitz-Compiler, Relaunch64 2.0, ACME 0.9,
				Seq-Editor 1.0 (own production soon to be released),
				Project One 0.6, Allround-Relocator 1.0, Exomizer 2.0.

3. Bugfixes
===========
- 1st fight as a loan shark bug:	In every(!) version previous to this one there
  (purple battle screen)		is a bug when your first fight is to enforce
					overdue debts. The screen turns purple instead
					of loading a map. The reason is that there is
					not any special map for that fight. Consequently
					the game uses the previously loaded map, but if
					it's your very first fight, there is not any.
					I fixed this by assigning the bar map to this 
					fight.

- "=0" instead of "<=0" bug:		Due to the use of the basic command INPUT it was
  (cheating by negative values)		possible to enter negative values and cheat by 
					doing so. Though this was fixed at some positions
					in V1.20, there were a few of these flaws left
					(e.h. at the money forger or when smuggling alco-
					hol). This should not be possible anywhere now.

4. Enhancements
===============
- GET$ routines instead of INPUT:	I regard 'INPUT' as the most annoying and super-
					fluous basic commands, so i replaced every INPUT 
					with a 'GET$' routine in order to prevent 
					"REDO FROM START" and other nasty stuff.

- 1 screen/no scrolling gangster menus:	In order to keep things clearer, you always see
					all of your gangsters in one single screen now.
					In the previous versions there is scrolling
					which imho leads to some confusion (e.g. it is
					hard to remember the values and weaponry of those
					gangsters which scrolled out of the screen).

- F Keys for the bank safe:		Because it's easy to skip the screen with the
					controls accidentally you are now shown which
					function key turns which code wheel of the safe.

- "Soft compiling":			Unlike the 1996 austro version, this one has been
					modified before compiling in order to let a few
					things happen with a moderate speed. No big deal,
					instead of empty for-next loops there is a
					TI-based waiting routine now.

- File structure/loader system:		Instead of the basic-typical loader system I 
					'single-filed' the main file, the assembler part
					("ML"), the music, the sprites and the charset.
					This saves some room on the disk and some
					loading time. It would even have been possible to 
					integrate more files, but due to the flood of
					multicolor pics single filing everything was
					out of the question anyway.

5. Further Changes
==================
- WASD-Controls				I always hated the original keyboard controls 
					which were [@],[:],[/],[;]. I even cosidered to 
					replace it with a joystick routine but finally 
					picked [w/a/s/d] which should be pretty familiar
					nowadays. Since most people of the 'target group' 
					will not be used to the game at all, this should
					at least not be a disadvantage.

- Intro instead of old title screen	The old title screen was a rather dull red PETSCI 
					writing "Mafia". Though I am aware that I am only
					a so-so assembler coder and a lousy graphician,
					I could not resist to create an intro which is
					meant to resemble the style in which the ingame
					gfx are pixeled. If you can keep a secret: This
					intro is the only reason why I really had to 
					code this release NTSC-friendly. Not without pride I 
					tell you that there is a stable raster split (at least
					on PAL and VICE NTSC there should not be any 
					flickering) and a more or less proper music timing on 
					both video standards thanks to a PAL/NTSC detecting 
					routine which leads to some adjustments when you run 
					the game on NTSC. :)

 

6. Trainer
==========
In the trainer game every player starts with $99.999 cash and the rank "mafioso" so that
you can hire gangsters, play any mission and spend some money right at the beginning.
I really do not recommend you to play this mode, because i regard the game as easy enough
without any fun-killing cheatery. You can recognize the trainer mode by a "*" in front
of your name. 


7. Trivia
=========
Even some 'low scale cracking' was involved. Some of the TXT data were stored "backwards"
which really took my a while to detect before I could translate the text. :)


8. Links
========
Check out 

		==> www.c64-wiki.com 		
					
					for more info.


Enjoy


TheRyk 10/2010