Notes on the cross-development workflow used for Building Rescue.
Target systems:
- development side: NEC PC-9801
- target side: SHARP PC-E500 / PC-E550
Building Rescue was developed using a cross-development workflow.
Graphics were created on a PC-9801 and then converted for the PC-E500 series.
The graphics were not scaled down or resampled.
Instead:
- one PC-9801 dot corresponds to one PC-E500 dot
- the image size remains the same
- the conversion changes VRAM bit ordering and plane layout
So the workflow preserves the original pixel dimensions.
GVR2LCD.EXE converted PC-9801 graphics VRAM data into PC-E500 VRAM-style
assembler text.
Its role was not image resizing.
Its role was:
- read PC-9801 VRAM bitmap data
- preserve the same image size
- convert the bit ordering to the PC-E500 format
- output assembler text for inclusion in the source
The graphics format was also two-plane on the PC-9801 side.
This is important because Building Rescue uses a two-plane display structure on the PC-E500 side as well.
So the workflow was likely:
PC-9801 2-plane image ↓ bit-order / VRAM-layout conversion ↓ PC-E500 2-plane image data
This means the display engine was not inventing grayscale information on the target side alone.
Instead, the source graphics were already prepared in a compatible two-plane form during development.
That makes the following structure more likely:
- plane 1 = light contribution
- plane 2 = dark contribution
This fits well with the source structure:
VRAMPPVRAMPP2VRAMSS
VRAMPP and VRAMPP2 appear to display different planes, while VRAMSS
handles the machine-specific LCD transfer.
So the PC-E500-specific part is mainly the final display-side VRAM mapping.
This also explains why porting was non-trivial.
Even if the game logic was portable, the display system depended on:
- two-plane graphics data
- machine-specific VRAM bit ordering
- target-specific LCD transfer routines
So porting required rewriting the display driver side rather than simply reassembling the same code.
This reveals that Building Rescue was created with a fairly advanced workflow:
- graphics authoring on a more capable development machine
- format conversion by a dedicated tool
- final execution on a constrained pocket computer
That is an important part of the game's production history.
Building Rescue used a cross-development graphics workflow centered on the PC-9801.
GVR2LCD.EXE was a format-conversion tool, not a scaling tool.
It converted PC-9801 two-plane VRAM graphics into PC-E500-compatible assembler text while preserving the original pixel size and image dimensions.