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Everything posted by MegaMinerd

  1. Overview Data for overworld background graphics begins at 1890000. Offsets 1890018-89153F are the pointer table. There are 0x2A5 (1890008-189000B) pairs of pointers. The first in a pair is the component's debug name (1891540-1892C6F). The second points to the beginning of the component's data. There are 4 types of components- palettes, tiles, chunk assembly, and image assembly. Component usage The types of components used for each graphic fall into 4 main groups: Group 0- The basic group. It has a palette, tile/chunk data, and image assembly. Group 1- Graphics with an excerp
  2. MegaMinerd

    NRL Compression

    Overview NRL is a variation of Run-Length Encoding that is used often in the background images of both Rescue Team and Explorer titles. There are some variations, but this page describes its purest form and the most common variation. Pure Form NRL uses runs of 3 types- null, repeat, and literal. The type and length are packed into control bytes. Control Output 0x00-0x7F (control) null bytes 0x80-0xBF The following byte (control-0x7F) times 0xC0-0xFF The following (control-0xBF) byte Pai
  3. I compared Red Rescue Team to Blue Rescue Team to get a little more insight on the structure of the ROM. I was able to update the map a little. Also, for some unknown reason, sample.sbin is mostly some weird penguin that gives no results in a reverse image search. It's likely an easter egg of sorts snuck in by one of the devs. rom map.yml
  4. Sure. I didn't know if it would be okay to just upload a ton of notes (trust me I have a lot). Here's the parts I think you might find of interest. Documentation.txt is the important part. Part of the rom map and many of the script commands came from the Data Crystal wiki, but everything else is my own research. notes.zip
  5. I've been independently researching Red Rescue team for the past several months, and I've discovered some things that should help further research. First and most importantly, cutscenes are multithreaded. Each character (plus the camera) gets their own thread, and they signal each other using flags- E4 to set a flag and E3 to wait for a flag. Also, I have fully worked out how the overworld backgrounds are loaded. I've made a program that makes it much easier to view the cutscenes' scripts. You can see its source code here. If you have any questions I'd be happy to answer them. pmdset.zip
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