The computer terminal fractals are generated by a lindenmayer systems subroutine.

You can find a lot of info on lindenmayer systems here: http://paulbourke.net/fractals/lsys/

The version used by the Jurassic Park SNES game is a stripped down version of this.

What's used:
  F Move forward by line length drawing a line
  + Turn right by turning angle
  - Turn left by turning angle
  [ Push current drawing state onto stack
  ] Pop current drawing state from the stack

Sub routines exist, but not used by axioms.
  f Move forward by line length without drawing a line
  | Reverse direction (ie: turn by 180 degrees)

No code exist in ROM.
  # Increment the line width by line width increment
  ! Decrement the line width by line width increment
  @ Draw a dot with line width radius
  { Open a polygon
  } Close a polygon and fill it with fill colour
  > Multiply the line length by the line length scale factor
  < Divide the line length by the line length scale factor
  & Swap the meaning of + and -
  ( Decrement turning angle by turning angle increment
  ) Increment turning angle by turning angle increment

This is a video render I did of all 14 fractals: 

Here is an emulator I wrote for it. -It only contains the fractal data, NO ROM image:

 https://drive.google.com/open?id=18X6igdGI9iGhMKUFTZkB3tu5xRFSONcs

This is the fractal data:

Fractal type 0x00
axiom: FL
F: 
L: FL-FR--FR+FL++FLFL+FR-
R: +FL-FRFR--FR-FL++FL+FR

Fractal type 0x01
axiom: [X][Y]++[X][Y]++[X][Y]++[X][Y]++[X][Y]
W: YF++ZF----XF[YF----WF]++
X: +YF--ZF[---WF--XF]+
Y: -WF++XF[+++YF++ZF]-
Z: --YF++++WF[+ZF++++XF]--XF
F: 

Fractal type 0x02
axiom: +WF--XF---YF--ZF
W: YF++ZF----XF[-YF----WF]++
X: +YF--ZF[---WF--XF]+
Y: -WF++XF[+++YF++ZF]-
Z: --YF++++WF[+ZF++++XF]--XF
F: 

Fractal type 0x03
axiom: F--F--F
F: F+F--F+F

Fractal type 0x04
axiom: [X][Y]++[X][Y]++[X][Y]++[X][Y]++[X][Y]
W: YF++ZF----XF[-YF----WF]++
X: +YF--ZF[---WF--XF]+
Y: -WF++XF[+++YF++ZF]-
Z: --YF++++WF[+ZF++++XF]--XF

Fractal type 0x05
axiom: YF
X: YF+XF+Y
Y: XF-YF-X

Fractal type 0x06
axiom: F-F-F-F-
F: FF-F-F-F-F-F+F

Fractal type 0x07
axiom: X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X+X
X: [F+F+F+F[---X-Y]+++++F++++++++F-F-F-F]
Y: [F+F+F+F[---Y]+++++F++++++++F-F-F-F]

Fractal type 0x08
axiom: ----F
F:FF+[+F-F-F]-[-F+F+F]

Fractal type 0x09
axiom: F
F: FF-[-F+F+F]+[+F-F-F-F]

Fractal type 0x0A
axiom: X
X: -YF+XFX+FY-
Y: +XF-YFY-FX+

Fractal type 0x0B
axiom: X
X: X+YF+
Y: -FX-Y

Fractal type 0x0C
axiom: SLFFF
S: [+++G][---G]TS
G: +H[-G]L
H: -G[+H]L
T: TL
L: [-FFF][+FFF]F

Fractal type 0x0D
axiom: FXF--FF--FF
X: --FXF++FXF++FXF--
F: FF



The tables below contain meta data for each fractal

// Fractal Index
// A69486 Table ( Indexed by 7E1A6A )
u16 Fractal_Index[] = {
0x00, 0x01, 0x03, 0x0C, 0x05, 0x02, 0x04, 0x06, 0x07, 0x08, 0x0A, 0x0B, 0x09, 0x0D, 
};

// Axiom function
// A694DC Table pointers + 0xA60000
u16 Prog_Table[] = {
0x95BC, 0x95F8, 0x968C, 0x970A, 0x971F, 0x97AF, 0x97C9, 0x97E5, 0x9868, 0x9887, 0x98A4, 0x98C5, 0x98DA, 0x9920 
};

// Axiom header
// A694E8 Table pointers + 0xA60000
u16 Header_Table[] = {
0x95BF, 0x961F, 0x969D, 0x9712, 0x9746, 0x97B2, 0x97D2, 0x9815, 0x986E, 0x9889, 0x98A6, 0x98C7, 0x98E0, 0x992C 
};

// Depth table
// SNES: A6954C
u16 Depth_table[] = {
0x0004, 0x0005, 0x0005, 0x0003, 0x0005, 0x0006, 0x0003, 0x0004, 0x0004, 0x0004, 0x0006, 0x000B, 0x000A, 0x0005 
};

// X coord
// SNES: A69514
u16 X_coord[] = {
0x0068, 0x0050, 0x0018, 0x0018, 0x0050, 0x0010, 0x0060, 0x0050, 0x0028, 0x0060, 0x0010, 0x0068, 0x0050, 0x0010 
};

// Y coord
// SNES: A69530
u16 Y_coord[] = {
0x00A0, 0x0050, 0x0050, 0x0070, 0x0050, 0x0020, 0x0090, 0x0050, 0x00A0, 0x00A0, 0x0090, 0x0030, 0x00A0, 0x0088 
};

// Degrees start
// SNES: A69568
u16 Degrees_start[] = {
90, 90, 90, 90, 90, 90, 90, 90, 70, 0, 90, 90, 0, 90, 
};

// Degrees to rotate by
// SNES: A694A4
u16 Degrees_rot[]...

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