Super Mario Land: Super Mario Land Colour Gameboy

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The aim of this hack was to create a full color version of Super Mario Land. Previously, the only colorized hacks that existed for this game suffered from horrible bugs (due to flaws in how GB Colorizer inserts its code), and relied on emulator-specific functions to run at all. This project was started using the http://www.romhacking.net/hacks/92/ hack by MathUser as a base. Most of the changes to the graphics, level layout, and enemy positions (some changes were made to work around the bugs caused by Colorizer, others simply to create a new gameplay experience) were reverted, and the Colorizer code was relocated and updated to work on actual hardware and the overwritten code was restored, fixing all of the known bugs caused by Colorizer in the first place.

The result is a version of Super Mario Land that is true to the original game, but with full color levels and sprites. The entire game has been tested and confirmed to work on actual hardware.

(Players of this hack may also be interested in the forum topic http://www.romhacking.net/forum/index.php/topic,15898.20.html discussing the development of this hack.)

This patch is designed for the 1.1 version of Super Marioland.

This rom patch will run fine on a real gameboy color, gameboy advance, gameboy player, and any gbc compatible emulator.
This rom patch will not run on a super gameboy or original gameboy since the code is gameboy color only.

The game was originally coloured in gbcolorizer with a few bugs fixed. I (Drakon) later removed a bunch of bugs and
found the code that needed relocating to fix the rest of the bugs. I was also the first person to get this running on real
hardware after fixing a lot of code. Spikeman helped me program the bankswitching to relocate the necessary code.
Spikeman also fixed two major bugs introduced by fixing the drawing routine. DuoDream from #gbdev
taught me how to add a v-blank waitloop so the game would draw properly. Bas Steendijk created the BGB emulator / debugger
which are powerful tools that were necessary to make all of these fixes / changes.

Credits (also you get the same credits at the end of the patched rom if you clear the game):

Gameboy colorizer: MistrFishy (Great project I don't know why he gave it up a decade or so ago)

BGB emulator / debugger: Bas Steendijk

Original colorization: Mathuser2929

Lead Programmer: Spikeman

Assistant Programmer: Drakon (the_domo@hotmail.com)

Hardware testing: Drakon

You will experience very very minor colour drawing glitches (once in a blue moon a tile that's the wrong pallette, top 3
horizonal rows of pixels of the screen drawing a little funny). These glitches are because of the colorizer code. To fix
the minor issues the game would probably need to be fully disassembled would would take far more work.

2013 Drakon


Super Mario Land (World) (Rev A).gb - NOINTRO
CRC32: 2C27EC70
MD5: B259FEB41811C7E4E1DC200167985C84
SHA-1: 418203621B887CAA090215D97E3F509B79AFFD3E
SHA-256: 49FBD2F61F953D5EF28CAB73E357E524C3009AD19FCF30F6A9EE0AE273BE41DC
Time to Beat
Main Story 1h 0m
Main + Extras 1h 16m
Speedrun Avg 0h 15m
Release Date
Feb 25, 2013
11 years ago
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