Romhacking.net

Romhacking => ROM Hacking Discussion => Topic started by: Drakon on February 14, 2013, 08:22:03 pm

Title: Mario Land Colour hack is done
Post by: Drakon on February 14, 2013, 08:22:03 pm
http://www.youtube.com/watch?v=G4nWpx8WpIE (http://www.youtube.com/watch?v=G4nWpx8WpIE)

Here's the patch:

http://www.mediafire.com/?hh8682trdyeiey1 (http://www.mediafire.com/?hh8682trdyeiey1)

(http://imgboot.com/images/Drakon/mariolandcolourdemoshots2.jpg)

(NOTE: Development and "finished" topic merged by mod.)

Marioland 1 new gfx colorized patch running on a real gameboy in full colour:

(http://imgboot.com/images/Drakon/itruns_1.jpg)

http://www.youtube.com/watch?v=an3I6Tt0zE4&feature=youtu.be (http://www.youtube.com/watch?v=an3I6Tt0zE4&feature=youtu.be)

*patch in a later post*

It crashes at the end of a stage.  I can make it stop crashing but then the tiles aren't drawn with the right pallettes.  I changed the asm a bit to make the rom go from being 1 megabyte down to a comfy 128k.  I also changed some asm programming to make it display colours properly.  I used the bgb emulator / debugger to work on this rom learning many things from people in #gbdev.  I don't have the skill to fix this crashing bug.  I was hoping someone here might be able to help.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 15, 2013, 10:19:45 am
If you do get this fixed provide a link so the patch can be submitted to the site.
Title: Re: Mario Land Colour hack is done
Post by: ChronoMoogle on February 15, 2013, 10:47:06 am
Nice hack! Has this also been programmed to work on GBC?
Title: Re: Mario Land Colour hack is done
Post by: Zoinkity on February 15, 2013, 10:55:16 am
If I may ask, what colorizer model are you using?  Did you go dedicated CGB or one of the dual mode models?

Was that memory corruption at the top of the screen near the end of the stage?  Also, does the crash bug at the end of the stage apply to other stages as well?  If a glitch in the bonus stage can be ruled out that would simplify things.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 15, 2013, 12:23:17 pm
I made that hack. I used one of the later versions of GB Colorizer to make it. It colored alot of tiles wrong so I had to redraw them to use different colors, or redraw the sprites compeltely.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 15, 2013, 02:20:18 pm
Nice hack! Has this also been programmed to work on GBC?

Yes it's running as a gbc game on my gba, you can see in the video it's loading the gbc bios.

If I may ask, what colorizer model are you using?  Did you go dedicated CGB or one of the dual mode models?

Was that memory corruption at the top of the screen near the end of the stage?  Also, does the crash bug at the end of the stage apply to other stages as well?  If a glitch in the bonus stage can be ruled out that would simplify things.

Like mathuser says he used the colorizer.  I set the rom header for it to run as a dedicated cgb.  The corruption seems to be caused by poorly written colorization code.

This rom wouldn't run at all until I moved the code from 1mbyte down to to 128k.  It was using some mbc1 specific instructions that weren't working on the real thing so that took some a little reprogramming.

The issue with the colorizer code is that it relies on emulator only exploits which don't work the same on the real hardware.  The colorizer code relies on being able to constantly access the vram (video ram) at any time you want, you can't do this on the real thing but you can do in emulators.  Download the mathuser patch and run it in the bgb emulator with inaccessible vram set to "emulate as in reality" to see how it looks on the the real thing.  With the help of DuoDream I added programming that waits for video ram access before drawing things which fixes the drawing on the real machine but that's also what causes the game to crash.
Title: Re: Mario Land Colour hack is done
Post by: Spikeman on February 19, 2013, 02:27:12 am
So wait, does the bug also occur in BGB? If so, it's just a matter of doing some debugging and seeing what's going on. My instinct is that it has to do with some of the code you added that runs during vblank, for example if you switch banks during the vblank interrupt, the code will return to the wrong spot and cause a crash.

Edit: Btw, the mediafire download is broken. If the bug occurs in BGB and you reupload the patch I can take a look.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 19, 2013, 10:03:30 pm
So wait, does the bug also occur in BGB? If so, it's just a matter of doing some debugging and seeing what's going on. My instinct is that it has to do with some of the code you added that runs during vblank, for example if you switch banks during the vblank interrupt, the code will return to the wrong spot and cause a crash.

Edit: Btw, the mediafire download is broken. If the bug occurs in BGB and you reupload the patch I can take a look.

Yes it happens in bgb.  Here's the rom:

ROM link removed by a mod.
Please create a patch.

Thanks for the tip about switching banks during vblank I wasn't aware of that bug.  Are you saying I should program it to wait for v-blank to be over before continuing?

There's another bug where you jump on the flying things that shoot spears (they look like bees) and then you land on them.  In bgb this crashes the game on the real thing it shoots them off the screen.  I know why this happens, the colorizer inserted some custom functions that overwrote a mostly empty area of asm code that is used when you land on those bees.
Title: Re: Mario Land Colour hack is done
Post by: KingMike on February 20, 2013, 01:12:22 am
Please distribute your mods in a patch form.
If a lot of data is moved around in the ROM, you should use a format like xdelta.
If not, any other format should work.
I've helpfully created an patch (http://www.mediafire.com/?r3zayge5ait4gfz) this time, based on the 1.0 ROM.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 20, 2013, 12:30:01 pm
I think it overwrote some of the code for the tumbling rocks too. When I colorized the game the rocks would turn into smashed goombas instead when stepped on. I liked the change tho so I changed the rock graphics into a goomba in a bubble. Not ridable but oh well.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 20, 2013, 07:48:00 pm
Please distribute your mods in a patch form.
If a lot of data is moved around in the ROM, you should use a format like xdelta.
If not, any other format should work.
I've helpfully created an patch (http://www.mediafire.com/?r3zayge5ait4gfz) this time, based on the 1.0 ROM.

Gah sorry, this's a hack of the 1.1 rom I'll make the patch now.

*edit*

patch link:

http://www.mediafire.com/?ws4v6m6jg6vsch5 (http://www.mediafire.com/?ws4v6m6jg6vsch5)

This's for version 1.1 of the game.

I think it overwrote some of the code for the tumbling rocks too. When I colorized the game the rocks would turn into smashed goombas instead when stepped on. I liked the change tho so I changed the rock graphics into a goomba in a bubble. Not ridable but oh well.

Yes that too I forgot about that.  That stuff should be fixable too right now I just want to get it running on the real thing.  Relocating a bunch of code that gets called to can be a pain but I'm sure it's doable, I managed to get the game down to 128k by relocating code and data.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 21, 2013, 08:41:06 am
If you do fix the boulders, can you make a seperate patch that keeps the poppable bubble? I kinda liked that change so.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 22, 2013, 08:45:45 am
If you do fix the boulders, can you make a seperate patch that keeps the poppable bubble? I kinda liked that change so.

Actually what I really want is just the game colorized with nothing else changed.  If I ever manage to fix these bugs then the next step would be to fix the colorizer bugs (bees, boulders), and lastly revert all the non-colorized changes you made.  I'm not going to bother fixing anything until the game is running in full colour without crashing or having the top of the screen drawing funny.  Talking to spikeman over pm he really seems to know gb asm well.  I only know a very tiny bit I'm hoping he can clean up my code to make this work.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 22, 2013, 10:37:36 am
You mean you're gonna revert the enemy layout, change back the rocks, change the ground near the boulders back to spikes. I don't like all those changes. Are you gonna revert the graphic changes too? Couldn't you just colorize it yourself then fix that?
Title: Re: Mario Land Colour hack is done
Post by: ChronoMoogle on February 22, 2013, 10:46:26 am
I think most players would prefer a unaltered game with colored graphics.
However, if the original creator of a hack wouldn't want that it's another story. O__o
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 22, 2013, 12:57:18 pm
If they want a unaltered colorized version of the game, then why not hack the original game instead of hacking someones hack. I used the enemy rearrangement hack as a base for my hack. I made it cause I wanted a special edition of the game that wasn't exactly the same. If he's gonna undo all my changes then he should just colorize his own ROM and then apply fixes, rather then undoing everything.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 22, 2013, 06:38:13 pm
You mean you're gonna revert the enemy layout, change back the rocks, change the ground near the boulders back to spikes. I don't like all those changes. Are you gonna revert the graphic changes too? Couldn't you just colorize it yourself then fix that?

I don't want to bother colorizing the entire game when you've already done the whole thing.  It would probably be easier for me to revert your changes than to colorize the whole thing myself.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 22, 2013, 07:24:20 pm
If you revert the graphics, there will be miscolored tiles. I had to redraw some sprites to use only 2 colors because each tile was colored differently within the same sprite. Anyway, if you do revert everything and wanna submit it to RHDN submit it as a new hack and not a update of mine. You can probably reference mine on the description for those that want to play the game with changes.

Also, I found GBColorizer very easy to use. I was a beginner hacker back then so. But as you've seen, colorizing introduces problems.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 22, 2013, 09:23:23 pm
If you revert the graphics, there will be miscolored tiles. I had to redraw some sprites to use only 2 colors because each tile was colored differently within the same sprite. Anyway, if you do revert everything and wanna submit it to RHDN submit it as a new hack and not a update of mine. You can probably reference mine on the description for those that want to play the game with changes.

Also, I found GBColorizer very easy to use. I was a beginner hacker back then so. But as you've seen, colorizing introduces problems.

The graphical changes don't bug me so much, mostly just the edited levels.

February 24, 2013, 12:09:44 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I've been working with spikeman the last couple of days.  Spikeman managed to fix both the end of stage crash as well as the glitching background drawing on the top 20% of the screen area.  Today I took a crack at the game and I fixed a lot of bugs introduced by the colorizer code.  Now you can jump on the bees and they die normally.  Also you can once again jump on the boulders and ride them.  You can also jump on cannons and cannon bullets and everything acts as normal.  The only thing I see that still glitches out a little is during shmup boss fights, everything else seems to be debugged.
Title: Re: Mario Land Colour hack is done
Post by: Spikeman on February 25, 2013, 02:07:57 am
Another update: We managed to fix most of the remaining bugs by entirely relocating the Colorizer code to bank 5. I managed to fit the code that calls the bank 5 code (and saves and restores the banks so interrupts still work) in about 20 bytes so we could fit it at the beginning of the ROM (the game doesn't use any RST lower than 28, so there are 0x28 free bytes available in bank 0. Most of the glitches caused by colorizer itself were because it overwrote a bunch of zero bytes later in bank 0, however these were important data for what happens when objects collide (eg. when you try to ride a boulder, or when you shoot a boss). A bunch of the glitches we caused when trying to relocate code were by not being careful enough about restoring the bank to the right place.

The one remaining glitch that I know of is that the timer now acts a bit glitchy - I think this is because there was an "ei" instruction in the timer interrupt handler, which we disabled because it was causing a lot of crashes, which funnily enough is because original code just assumes that any interrupts that occur WITHIN the timer interrupt won't change the bank. So perhaps the original code could be modified to fix this.

Anyway, I have one question for anyone familiar with GBcolorizer - is there any way to edit ROMs that have already been colorized and change the colors around? This page (http://sweetbee.flyingomelette.com/gbcolorize.html) has a lot of cool concept art, and IMO the color choices there look a lot better than the ones MathUser used in his hack (no offense).

Oh, and here's a screenshot of one bug that occured due to careless bank switching:
(http://i.imgur.com/nWA3dwg.png)

Edit: It looks like the only way to modify previous color data is if you have the .gbp file Colorizer makes. MathUser, do you still have this file/would you be kind enough to upload it for me?
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 25, 2013, 08:37:26 am
Nope, that was way long time ago that I made that hack, and it was on another computer. So I don't have the gps file. Anyway, gbcolorizer was pretty limited on my hack, I didn't get to pick many pallette sets and it didn't allow me to choose the colors for every single sprite. So the first worlds have more color than the later levels. If I could have chose what colors to use for every sprite I wouldn't have used red water in World 2. I guess the red water kind of makes sense for having dead fish in it tho, and the land fish I created that don't want to be in the water.

I don't think that guy was using gb colorizer on that page you linked. Heck, he might have just been recolorizing pictures as there don't seem to be links to any ips patches.

I dunno if the other guy got my pm's but here's a link to the enemy rearrangement hack. You can maybe use it to figure out where enemies are so you can restore them to their original arrangement.

http://www.angelfire.com/la3/goldenroad15/hacks.html
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 25, 2013, 09:04:44 am
All bugs fixed thanks to the amazing programming skills of spikeman.  I cleared the entire game on the real hardware using my devcart and there's no issues anymore.  I'm now editing the game ending text to include contributors.

I restored 97% of the stage layouts (the rest is so small I can't be bothered to find it) as well as some of the changed graphics.  I did a really quick restoration just copying and pasting hex from the black and white rom, I think doing this changed the pallettes assigned to certain tiles so a lot of graphics in world 3 have funky changing pallettes haha.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 25, 2013, 12:17:56 pm
If I'm included in the ending can you use my current username, MathUser instead? Thanks.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 25, 2013, 12:20:46 pm
(http://imgboot.com/images/Drakon/mariolandcolourdemoshots2.jpg)

This is a romhack of the marioland 1.1 rom turning the game into full colour.  I found a colorized version of the game on romhacking.net that had been made using the gb colorizer.  The gbcolorizer code is unfinished and games made using it don't run on real hardware or certain emulators.  With the help of bgb emulator, spikeman, and a lot of research into gameboy assembly language I give you this improved hack.  This version makes the colourized rom go from 1mbyte down to 128k, this hack runs on actual hardware and all emulators flawlessly.  All bugs and glitches that were in the previous release have been fixed (there were a lot of bugs and glitches).  There's the occasional drawing glitch giving you the wrong pallette on tiles once in a blue moon but the glitches are so small they're not annoying at all.  The reason why there's minor drawing glitches is because of the nature of the inserted colorizer code.  This's as good as you can get without completely disassembling the entire rom, and truthfully I never imagined we'd get it this good.

Testing on real hardware was done using my home-made gameboy dev carts.  I'll release the rom / patch once I get permission from all people who contributed (this was a big team effort).  The biggest contributor was spikeman he fixed all the programming issues I wasn't able to fix, he's one amazing assembly programmer.  This game only runs on a gameboy color, gameboy advance, or gameboy player, it won't run on a super gameboy or original gameboy since it's programmed as a gameboy color game.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 25, 2013, 12:21:20 pm
If I'm included in the ending can you use my current username, MathUser instead? Thanks.

Gah I put it as hiro1112, I can change it to mathuser since that's the same length.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 25, 2013, 12:59:33 pm
Remember to make a ips patch out of it, as direct ROM posting isn't allowed here. Zip up the patch, with maybe a readme, and submit some pics and the zip to the main site. Then you can track downloads and it'll be where people will see it without having to come in the forum.
Title: Re: Mario Land Colour hack is done
Post by: Artemis on February 25, 2013, 01:21:32 pm
It looks very good, however, one question: The water in the water world is red whereas the lava in the pyramid as well as the fireballs are blue. Shouldn't it be the other way around?
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 25, 2013, 01:54:50 pm
It looks very good, however, one question: The water in the water world is red whereas the lava in the pyramid as well as the fireballs are blue. Shouldn't it be the other way around?

I didn't do the colorization, and when I restored level layouts and graphics I may have also changed which tiles get which pallettes which is possibly why world 3 looks so funky.  If someone wants to make an improvement they're welcome to, I'm fine with this one how it is.

*edit*

Here's the patch, it's for the marioland 1.1 rom:

http://www.mediafire.com/?hh8682trdyeiey1 (http://www.mediafire.com/?hh8682trdyeiey1)
Title: Re: Mario Land Colour hack is done
Post by: RetroHelix on February 25, 2013, 03:08:13 pm
Thank you very much for this. Will put this game on the gba in the bathroom so every family member or friend can enjoy this classic game in full color and get nostalgic :D
Title: Re: Mario Land Colour hack is done
Post by: bradzx on February 25, 2013, 03:43:35 pm
I wonder if you can do Mario Land 2 in color.  Can you do that, Darkon?
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 25, 2013, 04:04:16 pm
I wonder if you can do Mario Land 2 in color.  Can you do that, Darkon?

If it's already been colorized using the gbcolorizer then yes.  Really spikeman figured out all the difficult stuff.  I can't be bothered to spend the time colorizing an entire game.   If someone can colorize a complete game using gbcolorizer I'm confident me + spikeman can get it working right.
Title: Re: Mario Land Colour hack is done
Post by: Spikeman on February 25, 2013, 05:13:13 pm
If I recall, someone colorized the first level of Marioland 2, but didn't get further than that. I'm confident I could get it working if someone wanted to take care of the actual colorizing work (I'd handle the asm work). This is something I'd be interested in doing, since Mario Land 2 is an awesome game, and I actually have a bit of experience hacking it.

Also, I may try to create an improved version of GB Colorizer that isn't super buggy, or at least publish a document on how we applied the fixes we did to this game. I think the main problem with Colorizer is that it tries to work for every GB game, where really each game draws graphics in a unique way. Currently what it does is insert colorizing code into the Vblank handler, and updates the colors of each tile and sprite every time Vblank happens (every 50 miliseconds or so). It doesn't need to happen nearly this often, which causes a lot of slowdown. Also, it's not very smart about finding what code/data in bank 0 can be replaced, which causes a lot of issues by overwriting important stuff. Ideally, I'd be able to come up with program that can relocate code/data in bank 0 in an intelligent way, but realistically, each game will probably have to be hacked individually with their quirks handled on a case by case basis. So to really colorize a game you'll probably need ASM experience or the help of someone who does.

Anyways, if I start work on a new colorizer I'll post a topic in Personal Projects, no need to derail this thread any further. :)
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 25, 2013, 05:45:37 pm
http://www.romhacking.net/hacks/145/

I think this colored version of Super Mario Land 2 is done, but it has a problem. The graphics mess up when completing a level so you need to reset to fix it. So if you guys wanna work on that and fix that one problem then you can have another project.

And yes, a new version of the colorizer would be nice. Maybe there'd be more colorization hacks if the colorizer wasn't as glitchy.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 25, 2013, 06:03:08 pm
http://www.romhacking.net/hacks/145/

I think this colored version of Super Mario Land 2 is done, but it has a problem. The graphics mess up when completing a level so you need to reset to fix it. So if you guys wanna work on that and fix that one problem then you can have another project.

And yes, a new version of the colorizer would be nice. Maybe there'd be more colorization hacks if the colorizer wasn't as glitchy.

It's more interesting than metroid 2 I guess I'll look at marioland 2 next.  Also I burned and played marioland 1 colour on my mbc5 devcart it runs fine on that too.
Title: Re: Mario Land Colour hack is done
Post by: Spikeman on February 25, 2013, 11:55:44 pm
I just submitted the patch to the hacks database, so it doesn't get lost in the depths of the forum. :)

Also, it looks like we're planning to work on Metroid 2 next, since the game is a bit simpler than Mario Land 2 (read: there's empty space in bank 0, so we won't have to move as much around to fix the bugs). Once we confirm that our method of fixing the colorizer code works we should be able to fix Mario Land 2, and I'll upload a document on how to apply these fixes for anyone who wants to Colorize a game in the future.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 26, 2013, 07:57:40 am
It's still a lot of work uhg.
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 26, 2013, 08:20:52 am
I imagine playtesting Metroid 2 can get time consuming too, unless you are an expert at it. Unless you can use savestates to test it, not sure if that's possible.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 26, 2013, 02:52:24 pm
I imagine playtesting Metroid 2 can get time consuming too, unless you are an expert at it. Unless you can use savestates to test it, not sure if that's possible.

Yup bgb emulator recreates the real hardware well enough, I'd just savestate it.  Although once we relocate the colorizer code out of the main code it shouldn't even need a full test, since the original code will no longer be over-written.
Title: Re: Mario Land Colour hack is done
Post by: Zoinkity on February 26, 2013, 06:16:48 pm
That's mighty impressive work!

About the only complaint I can think of is that it takes a few seconds before the colorizer kicks in on full-screen reloads (starting a stage, enterig or exitting pipe, etc) but it's not anything to even grumble about.
Title: Re: Mario Land Colour hack is done
Post by: Spikeman on February 26, 2013, 09:32:07 pm
That's mighty impressive work!

About the only complaint I can think of is that it takes a few seconds before the colorizer kicks in on full-screen reloads (starting a stage, enterig or exitting pipe, etc) but it's not anything to even grumble about.

Yeah, unfortunately that's a side effect of the way the Colorizer works. In simple terms, it's because Colorizer is meant to work on many different games, so what the code does is basically look at the graphics loaded and see what palette is needed - and it does this every frame. Ideally, we'd have a custom implementation for every game that only updates the palettes when new tiles or sprites are drawn - eg. when an enemy is spawned, or when you scroll the screen.

I have some ideas for a toolkit that would help this, but as it stands, it would involve recoding the entire colorizer code, which isn't really worth it for such a minor complaint, no?
Title: Re: Mario Land Colour hack is done
Post by: MathUser2929 on February 27, 2013, 08:46:19 am
http://www.romhacking.net/hacks/1187/

Your hack is on the site now.
Title: Re: Mario Land Colour hack is done
Post by: bradzx on February 27, 2013, 09:10:58 am
If it's already been colorized using the gbcolorizer then yes.  Really spikeman figured out all the difficult stuff.  I can't be bothered to spend the time colorizing an entire game.   If someone can colorize a complete game using gbcolorizer I'm confident me + spikeman can get it working right.
Oh that will awesome to see than real system gameboy color system.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on February 27, 2013, 11:27:44 am
http://www.romhacking.net/hacks/1187/

Your hack is on the site now.

Yay for the first romhack I was involved with that runs on something besides an arcade board!

Oh that will awesome to see than real system gameboy color system.

We took a quick look at marioland 2 yesterday.  It's going to be tricky.  We need some free space somewhere in bank 0 to add bankswitching code so we can call colorizer code from empty banks instead of inserting it over existing game code.  Marioland 2 has no free space at all in bank 0, meaning we'd have to relocate some of the existing game code which is anything but easy.  It's possible to do, but it's going to take a huge amount of work.  We also looked at metroid 2 and metroid 2 has more than enough free space in the beginning of bank 0 to add bankswitching code.  Therefore we're next working on colorized metroid 2, and then marioland 2 I assume would come after since that's the only other colorized gb rom I know that was done using gbcolorizer.

What I'd really like is for someone (or group of people) to use gbcolorizer and colorize all of kirby (first kirby) and / or trip world.  These games really deserve a colorization.
Title: Re: Mario Land Colour hack is done
Post by: Drakon on June 19, 2013, 08:33:25 am
*necrobump*

Recorded a playthrough of the entire game on the gamecube using the gb player

http://www.youtube.com/watch?v=G4nWpx8WpIE (http://www.youtube.com/watch?v=G4nWpx8WpIE)
Title: Re: Mario Land Colour hack is done
Post by: user82 on July 05, 2013, 05:42:36 pm
Hello all!

I am new here and have question:
Could someone provide me a MD5 or SHA sum for a compatible rom?
I hope that is ok with the forum rules, but it should be since it is only to verify my game version is the same the patch is for?

Thank you
user
Title: Re: Mario Land Colour hack is done
Post by: Drakon on July 08, 2013, 07:59:32 am
Marioland 1.1

crc32: 2C27EC70
md5:   B259FEB41811C7E4E1DC200167985C84
sha-1: 418203621B887CAA090215D97E3F509B79AFFD3E
Title: Re: Mario Land Colour hack is done
Post by: user82 on July 08, 2013, 08:22:39 am
Marioland 1.1

crc32: 2C27EC70
md5:   B259FEB41811C7E4E1DC200167985C84
sha-1: 418203621B887CAA090215D97E3F509B79AFFD3E

Thank you very much!