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v0.2.0 - shared runtime, widescreen and Android

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@mstan mstan released this 19 Oct 02:58
be57e21

Windows, Linux and Android builds of Super Mario Land 2, with faithful original mode and DX 1.8.1 together in one application.

  • Shared launcher, native DMG/CGB BIOS execution and the common TCP debug interface.
  • rb-engine savestates, corrupt-state rejection and rewind, including held-R controls.
  • Adaptive widescreen and DX selection in Mods.
  • Signed Android ARM64 APK with verified input import, launcher prefills, gamepad support and optional touch/rewind controls.
  • Linux SDL 2.0.20 compatibility and release packaging fixes.
  • Correct disassembly imports so the original title/attract mode follows its compiled branch targets without interpreter fallback.

Supply your own V1.0 ROM (CRC32 D5EC24E4). Faithful mode requires the original 256-byte DMG BIOS; DX requires the original 2304-byte CGB BIOS. The included DX patch is applied to your original ROM in memory. Windows/Linux: select firmware under Settings > System. Android imports verified inputs once and prefills the launcher.

Earlier savestates are incompatible; battery saves remain compatible. Keep user saves when replacing an older package. Linux state remains beside the AppImage.

Windows original/DX validation includes strict 6500-frame attract-mode and gameplay routes with zero interpreter fallback, state/register/memory/hash/pixel roundtrips, corrupt-state rejection and TCP/held-R rewind. Final extracted Windows packages pass clean-PATH strict 6000-frame boot. The Ubuntu 22.04 Linux AppImage passes original/DX attract and gameplay routes for 6500 frames each, state/hash/pixel roundtrips, rewind and state-layout/relaunch/moved-image checks. Android signature, version, ARM64 libraries, native entry point and public payload checks pass. Android device gameplay validation was waived by the owner. Complete playthrough coverage is not claimed.

No game ROM, BIOS image, personal state or signing credentials are included. SHA-256 checksums accompany the packages.

Source: be57e21; engine 743f52e; UI 11e0aa6.

v0.1.1 — Linux ROM picker: built-in file browser

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@mstan mstan released this 19 Sep 18:12

Super Mario Land 2: 6 Golden Coins — Recompiled v0.1.1

v0.1.1 fixes the Linux ROM picker: the launcher now uses its built-in file browser on Linux (no zenity/kdialog needed), starts beside the AppImage, and a ROM dropped next to the program or in roms/ is picked up automatically on every platform.

First release notes follow. A native static recompilation of Super Mario Land 2 - 6 Golden Coins (UE) (V1.0)
for Windows and Linux, with the shared Retro Launcher and two opt-in mods.

What you need

Your own copy of Super Mario Land 2 - 6 Golden Coins (UE) (V1.0) [!].gb (CRC32 D5EC24E4).
Nothing else is accepted. No ROM or patched image ships in this release.

Highlights

  • Faithful: the original Game Boy game, recompiled to native code, running at the original
    frame cadence. All 8 inputs, save files and savestates (F5/F8, slots F6/F7) work.
  • DX color mod (Mods page): applies Super Mario Land 2 DX v1.8.1 by toruzz to your ROM in
    memory at boot and runs a second, fully recompiled Game Boy Color body — colour, Luigi,
    no slowdown. Off = faithful body. The patch (BPS) ships beside the executable; your ROM file is
    never modified.
  • Adaptive widescreen mod (Mods page): Fit-to-window, 16:9, 21:9 or 32:9. The hardware PPU
    still renders 160×144; the margins are composited from the game's own level data, so terrain,
    enemies, coins and colour palettes match. Works with both bodies, holds through pause and warp
    pipes, and fails closed to the native picture on screens it cannot prove (title, map, bonus
    rooms, credits).
    • Enemy spawns: Extended (default) spawns enemies at the edge of what you can see and lets
      fireballs travel the whole view. Original keeps vanilla spawn timing and fireball range.

Fixed during playtesting

  • Keyboard: a rebound key no longer keeps driving a second action through a hidden secondary
    binding; the launcher shows both slots per action.
  • Widescreen on DX: flicker and drop-outs in the attract demo, pillarboxing on pause, in warp
    pipes and under pipes, mismatched margins during a pipe dive.
  • Fireballs vanishing part-way across the wide view.

Known limits

  • The pause-menu launcher branding (Game Boy vs Game Boy Color) reflects the DX setting of the
    previous launch.
  • Widescreen has been play-tested most in Mushroom Zone; other zones are covered by the per-frame
    proof, not by hours of play. Report anything you see with the zone and mod settings.
  • macOS build script is included but untested on real hardware.

Install

Windows: unzip anywhere, put your ROM in roms/ (or pick it in the launcher), run
Super_Mario_Land_2.exe. Linux: chmod +x the AppImage, put your ROM next to it, run it.
Saves, states and settings are written beside the executable / AppImage.

v0.1.0 — first release: faithful, DX color, adaptive widescreen

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@mstan mstan released this 19 Sep 06:07

Super Mario Land 2: 6 Golden Coins — Recompiled v0.1.0

First release. A native static recompilation of Super Mario Land 2 - 6 Golden Coins (UE) (V1.0)
for Windows and Linux, with the shared Retro Launcher and two opt-in mods.

What you need

Your own copy of Super Mario Land 2 - 6 Golden Coins (UE) (V1.0) [!].gb (CRC32 D5EC24E4).
Nothing else is accepted. No ROM or patched image ships in this release.

Highlights

  • Faithful: the original Game Boy game, recompiled to native code, running at the original
    frame cadence. All 8 inputs, save files and savestates (F5/F8, slots F6/F7) work.
  • DX color mod (Mods page): applies Super Mario Land 2 DX v1.8.1 by toruzz to your ROM in
    memory at boot and runs a second, fully recompiled Game Boy Color body — colour, Luigi,
    no slowdown. Off = faithful body. The patch (BPS) ships beside the executable; your ROM file is
    never modified.
  • Adaptive widescreen mod (Mods page): Fit-to-window, 16:9, 21:9 or 32:9. The hardware PPU
    still renders 160×144; the margins are composited from the game's own level data, so terrain,
    enemies, coins and colour palettes match. Works with both bodies, holds through pause and warp
    pipes, and fails closed to the native picture on screens it cannot prove (title, map, bonus
    rooms, credits).
    • Enemy spawns: Extended (default) spawns enemies at the edge of what you can see and lets
      fireballs travel the whole view. Original keeps vanilla spawn timing and fireball range.

Fixed during playtesting

  • Keyboard: a rebound key no longer keeps driving a second action through a hidden secondary
    binding; the launcher shows both slots per action.
  • Widescreen on DX: flicker and drop-outs in the attract demo, pillarboxing on pause, in warp
    pipes and under pipes, mismatched margins during a pipe dive.
  • Fireballs vanishing part-way across the wide view.

Known limits

  • The pause-menu launcher branding (Game Boy vs Game Boy Color) reflects the DX setting of the
    previous launch.
  • Widescreen has been play-tested most in Mushroom Zone; other zones are covered by the per-frame
    proof, not by hours of play. Report anything you see with the zone and mod settings.
  • macOS build script is included but untested on real hardware.

Install

Windows: unzip anywhere, put your ROM in roms/ (or pick it in the launcher), run
Super_Mario_Land_2.exe. Linux: chmod +x the AppImage, put your ROM next to it, run it.
Saves, states and settings are written beside the executable / AppImage.