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Building Rescue Cross-Development Notes

Notes on the cross-development workflow used for Building Rescue.

Target systems:

  • development side: NEC PC-9801
  • target side: SHARP PC-E500 / PC-E550

1 Overview

Building Rescue was developed using a cross-development workflow.

Graphics were created on a PC-9801 and then converted for the PC-E500 series.

2 Important Correction

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.

3 Role of GVR2LCD.EXE

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

4 Two-Plane Graphics

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

5 Why This Matters

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

6 Relation to Display Routines

This fits well with the source structure:

  • VRAMPP
  • VRAMPP2
  • VRAMSS

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.

7 Significance for Porting

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.

8 Historical Significance

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.

9 Conclusion

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.