BTW, you can easily hand edit the RLE to fix this....
The first byte of the RLE = the special 'repeat' code.
0x01, get special code
0x00, print 0 on screen
0x01, 0xfe, and then repeat that '0' 0xfe more times
The RLE ends when repeats are zero...
0x01,0x00, repeat the last byte zero times = exit
I was getting this as the last bytes of 3 RLE's
0x0f, print 0x0f on screen
0x01, 0x06 repeat that '0x0f' 6 more times
Insert the last attribute byte there, before the 0x01,0x00
0x0f,0x01,0x06,0x03,0x01,0x00 (version 1 should have been this)
0x0f,0x01,0x06,0x07,0x01,0x00 (version 2 should have been this)
0x0f,0x01,0x06,0x0b,0x01,0x00 (version 3 should have been this)
0x0f,0x01,0x07,0x01,0x00 (version 4 was this, with 0x0f repeated 7 more times)
[on a side note, NES ST changes the value of the 'special' byte, so it can be any value 0-ff, but it will always be the first byte of the RLE. It's called 'RLE_TAG' in the asm.]
-- blog/tutorial on programming for the NES