Difference between revisions of "ComplianceDetails/DC"

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{{#vardefine:compfile|SegaDreamcastSoftwareCreationStandards US.pdf}}
+
<div style="display:none;">{{#vardefine:compfile|SegaDreamcastSoftwareCreationStandards US.pdf}}{{
{{#switch:{{{1|}}}
+
#switch:{{{1|}}}
 
|1={{
 
|1={{
 
#vardefine:shortdesc|{{A}} should "accept" (perform) and {{B}} should "cancel" (reject) an operation, unless redefined by the user.}}{{
 
#vardefine:shortdesc|{{A}} should "accept" (perform) and {{B}} should "cancel" (reject) an operation, unless redefined by the user.}}{{
 
#vardefine:fulldesc|Use the A button to Accept (perform) an operation and the B button to Cancel (reject) an operation.
 
#vardefine:fulldesc|Use the A button to Accept (perform) an operation and the B button to Cancel (reject) an operation.
  
Allocation of "Accept" and "Cancel" to the A and B buttons, respectively, is always assumed to be the
+
Allocation of "Accept" and "Cancel" to the A and B buttons, respectively, is always assumed to be the default configuration. However, if a user chooses to redefine the uses of these two buttons using a configuration menu, it is permissible to allow the buttons to be redefined as requested.}}{{
default configuration. However, if a user chooses to redefine the uses of these two buttons using a configuration
 
menu, it is permissible to allow the buttons to be redefined as requested.}}{{
 
 
#vardefine:page|5}}
 
#vardefine:page|5}}
  
}}
+
|2.1={{
 
+
#vardefine:shortdesc|Software must not stop when an incompatible controller is inserted, but the manual must warn that continued operation is not guaranteed.}}{{
{|class="mw-collapsible mw-collapsed" style="width:auto;"
+
#vardefine:fulldesc|It is not permissible for a game to stop when an incompatible controller is inserted in the control port.
|{{#var:shortdesc}}{{fileref|{{#var:compfile}}|page={{#var:page}}}}
 
|-
 
|<i>{{#var:fulldesc}}</i>
 
|}<noinclude>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1 Controller functions
 
Use the A button to Accept (perform) an operation and the B button to Cancel (reject) an operation.
 
 
 
Allocation of "Accept" and "Cancel" to the A and B buttons, respectively, is always assumed to be the
 
default configuration. However, if a user chooses to redefine the uses of these two buttons using a configuration
 
menu, it is permissible to allow the buttons to be redefined as requested.
 
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=5}}
 
 
 
 
 
 
 
2.1
 
It is not permissible for a game to stop when an incompatible controller is inserted in the control port.
 
Under past development standards, applications were not allowed to start or operate when an incompatible
 
controller was used. This restriction has now been relaxed. If an application does not stop and continued
 
operation is possible when a nonstandard controller is inserted, continued operation is allowed.
 
However, if a game allows the use of nonstandard controllers, the application’s instruction manual must
 
warn that “operation with incompatible controllers is not guaranteed.”
 
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=8}}
 
 
 
2.2.1
 
In games that can be played by only one person, as well as in multi-player games, it must be possible to
 
start and operate the game from any of the four front-panel ports (A through D) to which a compatible
 
controller is connected.
 
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=9}}
 
  
2.2.2
+
Under past development standards, applications were not allowed to start or operate when an incompatible controller was used. This restriction has now been relaxed. If an application does not stop and continued operation is possible when a nonstandard controller is inserted, continued operation is allowed. However, if a game allows the use of nonstandard controllers, the application's instruction manual must warn that "operation with incompatible controllers is not guaranteed."
Unless an expansion socket is used (as described in Chapter 12, ”Pause,”) the number of ports from
+
}}{{
which games can be started or operated must not exceed the number of users playing a game. (When an
+
#vardefine:page|8}}
expansion socket is used, it doesn’t matter if the ports being used exceed the number of players. Even if you use a memory card to save a game that is being played by only one or two people, it won’t cause any
 
problems if an unused expansion socket happens to be plugged in.)
 
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=9}}
 
  
2.2.3
+
|2.2.1={{
Even though a compatible controller is not connected to a port when power is turned on, if it is connected
+
#vardefine:shortdesc|In single-player games, it must be possible to start and operate software from any of the four controller ports (A-through-D).}}{{
before a game begins, it must be properly recognized and enabled for start and operation. So your
+
#vardefine:fulldesc|In games that can be played by only one person, as well as in multi-player games, it must be possible to start and operate the game from any of the four front-panel ports (A through D) to which a compatible controller is connected.
application must test the ports frequently in the Title Loop before starting a game.
+
}}{{
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=10}}
+
#vardefine:page|9}}
  
2.2.6
+
|2.2.2={{
In an application in which single player uses a single controller, play is not resumed.
+
#vardefine:shortdesc|In multi-player games, the number of ports from which games can be started and operated must not exceed the number of supported players. For example, if three controllers are connected in a two-player game, the third controller should not work.}}{{
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=12}}
+
#vardefine:fulldesc|Unless an expansion socket is used (as described in Chapter 12, "Pause,") the number of ports from which games can be started or operated must not exceed the number of users playing a game. (When an expansion socket is used, it doesn't matter if the ports being used exceed the number of players. Even if you use a memory card to save a game that is being played by only one or two people, it won't cause any problems if an unused expansion socket happens to be plugged in.
  
3.2
+
Example 1
Required
+
In a fighting game (a type of game normally designed for either one or two players), it should be possible
Immediately upon loading an application (before the Title Loop starts), the stereo/monaural output setting
+
to connect standard controllers to ports A and B. Starting or playing from port D should not be possible.
should be changed to match the Boot ROM settings of the Main Unit.
 
Even if sound output is not listed in Chapter 9, Options, an application internally determines if it is stereo
 
or monaural, so the settings must be changed to correspond to the Main Unit Boot ROM settings on
 
the application side.
 
Currently, the stereo/monaural output settings are saved on the Main Unit, and should not be saved
 
under any circumstances to the memory card. Refer to Chapter 9.2, Storing Option Settings, for
 
more details.
 
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=15}}
 
  
 +
Example 2
 +
In a four-player fighting game, it should be possible to connect standard controllers to all four ports on
 +
the front of the Sega Dreamcast console. Consequently, it should be possible to start and play from all
 +
ports with compatible controllers connected.)
 +
}}{{
 +
#vardefine:page|9}}
  
4.1.1
+
|2.2.3={{
When the disc lid is open, “Soft Reset” must be enabled, except in cases of special processing such as
+
#vardefine:shortdesc|If a controller is connected after the system turns on, software should recognise it.}}{{
executing operations to save or load the memory card.
+
#vardefine:fulldesc|Even though a compatible controller is not connected to a port when power is turned on, if it is connected before a game begins, it must be properly recognized and enabled for start and operation. So your application must test the ports frequently in the Title Loop before starting a game.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=17}}
+
}}{{
 +
#vardefine:page|10}}
  
4.1.2
+
|2.2.6={{
With a few exceptions, a soft reset must occur when the START Button is pressed while the A + B + X
+
#vardefine:shortdesc|For games where only one controller type is used and the user swaps controller ports mid-game, play should not be resumed.}}{{
+Y buttons are all held down together. Exceptions include racing controllers, gun controllers and hardware
+
#vardefine:fulldesc|In an application in which single player uses a single controller, play is not resumed.
keyboards (for which this operation is impossible), and certain controllers for which such operation
+
}}{{
is difficult. Note that if you cannot make soft reset possible using the operation described in this standard, you must make it possible using some other kind of operation, as explained under the next
+
#vardefine:page|12}}
“Required” subheading.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=17}}
 
  
For controllers such as racing controllers, gun controllers and the keyboard (for which the soft reset
+
|3.2={{
operation of pressing the A + B + X + Y buttons and the START button simultaneously is difficult or
+
#vardefine:shortdesc|Upon booting software, the stereo/monaural output setting should be changed to match the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
impossible), applications must make soft resets possible using the method outlined in Chapter 18, Development
+
#vardefine:fulldesc|Immediately upon loading an application (before the Title Loop starts), the stereo/monaural output setting should be changed to match the Boot ROM settings of the Main Unit. Even if sound output is not listed in Chapter 9, Options, an application internally determines if it is stereo or monaural, so the settings must be changed to correspond to the Main Unit Boot ROM settings on the application side. Currently, the stereo/monaural output settings are saved on the Main Unit, and should not be saved under any circumstances to the memory card. Refer to Chapter 9.2, Storing Option Settings, for more details.
Standards for Peripherals, or through either a software keyboard or another procedure displayed
+
}}{{
in a separate menu.
+
#vardefine:page|15}}
When soft reset is supported using a procedure described in a separate menu, your application is not
 
required to display that menu at all times if that would adversely affect your game. Nonetheless, the soft
 
reset option should be clearly displayed on a suitable menu and made selectable for the user.
 
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=18}}
 
  
Soft Reset must be possible from all controllers (ports) in use.
+
|4.1.2a={{
As explained in Chapter 2, Single User, Single Controller Applications, operation of an application is disabled
+
#vardefine:shortdesc|For standard controllers, the [[software reset]] must be implemented with {{A}}+{{B}}+{{X}}+{{Y}}+{{start}}.}}{{
for controllers connected to ports that are not being used by the application, so as a matter of
+
#vardefine:fulldesc|With a few exceptions, a soft reset must occur when the START Button is pressed while the A + B + X + Y buttons are all held down together. Exceptions include racing controllers, gun controllers and hardware keyboards (for which this operation is impossible), and certain controllers for which such operation is difficult. Note that if you cannot make soft reset possible using the operation described in this standard, you must make it possible using some other kind of operation, as explained under the next "Required" subheading.}}{{
course, soft reset is also disabled for those controllers.
+
#vardefine:page|17}}
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=18}}
 
  
 +
|4.1.2b={{
 +
#vardefine:shortdesc|If the current controller means the pressing of {{A}}+{{B}}+{{X}}+{{Y}}+{{start}} for a software reset is difficult or impossible, implement an option in software for performing a software reset (e.g. a menu item).}}{{
 +
#vardefine:fulldesc|For controllers such as racing controllers, gun controllers and the keyboard (for which the soft reset operation of pressing the A + B + X + Y buttons and the START button simultaneously is difficult or impossible), applications must make soft resets possible using the method outlined in Chapter 18, Development Standards for Peripherals, or through either a software keyboard or another procedure displayed in a separate menu. When soft reset is supported using a procedure described in a separate menu, your application is not required to display that menu at all times if that would adversely affect your game. Nonetheless, the soft reset option should be clearly displayed on a suitable menu and made selectable for the user.
 +
}}{{
 +
#vardefine:page|18}}
  
4.1.4.1
+
|4.1.2c={{
Soft reset from the Title Loop must jump to the Main Unit Boot ROM Menu.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=19}}
+
#vardefine:shortdesc|The [[software reset]] must be possible from all controllers in use.}}{{
 +
#vardefine:fulldesc|Soft Reset must be possible from all controllers (ports) in use. As explained in Chapter 2, Single User, Single Controller Applications, operation of an application is disabled for controllers connected to ports that are not being used by the application, so as a matter of course, soft reset is also disabled for those controllers.
 +
}}{{
 +
#vardefine:page|18}}
  
Soft reset from the main game (after the application is started) must jump to the Title Screen.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=19}}
+
|4.1.4.1a={{
 +
#vardefine:shortdesc|Performing a [[software reset]] from the title loop must return to the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
 +
#vardefine:fulldesc|Soft reset from the Title Loop must jump to the Main Unit Boot ROM Menu.}}{{
 +
#vardefine:page|19}}
  
4.2.1
+
|4.1.4.1b={{
The Main Unit Boot ROM menu must appear when the Main Unit “OPEN button” is pressed and the
+
#vardefine:shortdesc|Performing a [[software reset]] from outside the title loop must return to the title screen.}}{{
disc lid is opened. Please note the alternative cases described in 4.2.2, Exceptions when the Disc Lid is
+
#vardefine:fulldesc|Soft reset from the main game (after the application is started) must jump to the Title Screen.}}{{
Open, 4.2.3, When the Disc Lid is Opened during Saves, and 4.2.4, When File Loading Fails from
+
#vardefine:page|19}}
the Disc,.
 
When the disc lid is opened, your application must go to the Main Unit Boot ROM menu within
 
ten seconds.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=20}}
 
  
4.2.2
+
|4.2.1={{
For games with data that require the changing of discs, a manual user mode for opening and closing the
+
#vardefine:shortdesc|The [[Sega Dreamcast/Boot ROM|boot ROM]] must appear within ten seconds of opening the disc lid, save for situations where legitimate disc swapping is required.}}{{
disc lid is accommodated, and your application must be designed in such a way that the disc lid can be
+
#vardefine:fulldesc|The Main Unit Boot ROM menu must appear when the Main Unit "OPEN button" is pressed and the disc lid is opened. Please note the alternative cases described in 4.2.2, Exceptions when the Disc Lid is Open, 4.2.3, When the Disc Lid is Opened during Saves, and 4.2.4, When File Loading Fails from the Disc,. When the disc lid is opened, your application must go to the Main Unit Boot ROM menu within ten seconds.}}{{
opened and closed only from this mode.
+
#vardefine:page|20}}
A warning must be displayed requesting the user to change back to the original game disc when finished
 
with this mode. After the original game disc is inserted, a Disc Check must be carried out. This option is
 
limited to times when it is necessary to change discs for game elements.
 
Refer to Chapter 17.4, Switching Discs During Game Play, for multi-disc applications.
 
For reasons other than this (for example, to insert another disc as background music), opening the disc
 
lid must be prohibited.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=20}}
 
  
4.2.3
+
|4.2.3={{
When executing saves, do not go to the Main Unit Boot ROM main screen until that save is finished.
+
#vardefine:shortdesc|Any operation that returns to the [[Sega Dreamcast/Boot ROM|boot ROM]] must wait until a save has finished.}}{{
(This requirement is imposed to avoid the loss of the file being saved). Go to the main screen as soon as
+
#vardefine:fulldesc|When executing saves, do not go to the Main Unit Boot ROM main screen until that save is finished. (This requirement is imposed to avoid the loss of the file being saved). Go to the main screen as soon as the save is finished.}}{{
the save is finished.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=21}}
+
#vardefine:page|21}}
  
 +
|5.1.1={{
 +
#vardefine:shortdesc|Upon boot, the Sega license logo must appear on screen (and if utilising [[Windows CE]], the Windows CE logo).}}{{
 +
#vardefine:fulldesc|As soon as power is turned on, the Sega License Logo display must appear on the screen. In titles developed using Windows CE for Dreamcast, the Microsoft logo must appear along with the Sega License Logo (see the following screen shot). To display these two logos simultaneously, enable both "Sega License Logo" and "Microsoft Logo" on your application disc's IP.BIN file.}}{{
 +
#vardefine:page|24}}
  
5.1.1
+
|5.2.6={{
As soon as power is turned on, the Sega License Logo display must appear on the screen. In titles developed
+
#vardefine:shortdesc|Any other logo screens must occur after the Sega license logo, and should be visible for at least two seconds.}}{{
using Windows CE for Dreamcast, the Microsoft logo must appear along with the Sega License
+
#vardefine:fulldesc|After the Sega License logo is displayed, display any other logo screens. Display each screen for at least two seconds.}}{{
Logo (see the following screen shot). To display these two logos simultaneously, enable both “Sega
+
#vardefine:page|27}}
License Logo” and “Microsoft Logo” on your application disc’s IP.BIN file.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=24}}
 
  
5.2.6
+
|5.2.7={{
After the Sega License logo is displayed, display any other logo screens. Display each screen for at least
+
#vardefine:shortdesc|License and middleware logos should observe the standards outlined in the contract document in Chapter 24}}{{
two seconds.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=27}}
+
#vardefine:fulldesc|To display the license logo and library logo, observe the following standards:
 
 
5.2.7
 
To display the license logo and library logo, observe the following standards:
 
 
1. Follow the rules outlined in the contract document regarding the content of logo display.
 
1. Follow the rules outlined in the contract document regarding the content of logo display.
2. The order of logo display and the possibility of skipping screens is defined in the terms of the
+
2. The order of logo display and the possibility of skipping screens is defined in the terms of the contract document.
contract document.
+
3. To display the library logo, refer to Chapter 24, License Acknowledgment when Using Libraries and Patents
3. To display the library logo, refer to Chapter 24, License Acknowledgment when Using Libraries
+
4. When you need to display a license logo that is not regulated in the related contract document, we recommend you prepare a detailed display of the contents and send it to the Sega Legal Department for consultation to avoid possible problems of rights infringement.}}{{
and Patents
+
#vardefine:page|28}}
4. When you need to display a license logo that is not regulated in the related contract document, we
 
recommend you prepare a detailed display of the contents and send it to the Sega Legal Department
 
for consultation to avoid possible problems of rights infringement.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=28}}
 
  
5.2.8
+
|5.2.8={{
To display a team logo and series logo, observe the following standards:
+
#vardefine:shortdesc|The use of team or series logos must be approved by license holders and Sega's legal department. Do not use the words "Presents", "Presented by" or "Produced by" to avoid complications of rights ownership.}}{{
 +
#vardefine:fulldesc|To display a team logo and series logo, observe the following standards:
 
1. When creating a team logo or series logo, obtain approval for its use and register the trademark.
 
1. When creating a team logo or series logo, obtain approval for its use and register the trademark.
2. When using the logo, use only the logo in A. When using the logo, attach detailed specs of the logo
+
2. When using the logo, use only the logo in A. When using the logo, attach detailed specs of the logo display for the parties involved and send it to the Sega Legal department.
display for the parties involved and send it to the Sega Legal department.
 
 
3. Obtain approval from the company in charge of the logo.
 
3. Obtain approval from the company in charge of the logo.
4. When displaying the logo, do not use the words “Presents”, “Presented by” or “Produced by”
+
4. When displaying the logo, do not use the words "Presents", "Presented by" or "Produced by" together with the team or series logo to avoid complications of rights ownership.}}{{
together with the team or series logo to avoid complications of rights ownership.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=28}}
+
#vardefine:page|28}}
  
5.2.9
+
|5.2.9={{
When displaying OEM logos other than manufacture and sales permit licensers, these are the standards
+
#vardefine:shortdesc|OEM logos must be approved by Sega's legal department. "In cooperation with" must be added to the OEM company name.}}{{
to follow:
+
#vardefine:fulldesc|When displaying OEM logos other than manufacture and sales permit licensers, these are the standards to follow:
1. When you want to display an OEM logo, the logo display content is regulated in the development
+
1. When you want to display an OEM logo, the logo display content is regulated in the development contract document.
contract document.
 
 
2. If there is no regulation in the contract document, as a principle, any OEM logo display is disallowed.
 
2. If there is no regulation in the contract document, as a principle, any OEM logo display is disallowed.
3. However, even with the conditions of (2.), when absolutely necessary, logos can be displayed by
+
3. However, even with the conditions of (2.), when absolutely necessary, logos can be displayed by attaching detailed specs of the logo display for the parties involved and bringing it to the Sega Legal Department. The OEM company name is displayed in the main position, with the logo display in the secondary position.
attaching detailed specs of the logo display for the parties involved and bringing it to the Sega
+
• Add "In cooperation with"… to the display area of the OEM company name.}}{{
Legal Department.
+
#vardefine:page|29}}
The OEM company name is displayed in the main position, with the logo display in the
 
secondary position.
 
• Add “In cooperation with”… to the display area of the OEM company name.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=29}}
 
  
 +
|6={{
 +
#vardefine:shortdesc|A title screen must display a title logo and the text "PRESS START BUTTON" (or for non-English software, a term that signifies that pressing {{start}} will start a game. Copyright information must also be displayed unless specified otherwise by the contract document, or there is not enough space.}}{{
 +
#vardefine:fulldesc|The Title Screen displays the Title Logo, "PRESS START BUTTON" and a copyright, unless specified otherwise by contract document or difficulty (such as a movie title) to display the copyright because of lack of space. If "PRESS START BUTTON" is displayed in any language other than English, express the idea that pressing the start button will start the game as simply as possible.}}{{
 +
#vardefine:page|32}}
  
6
+
|6.1={{
The Title Screen displays the Title Logo, “PRESS START BUTTON” and a copyright, unless specified
+
#vardefine:shortdesc|If the transition past the title screen is not initiated by user input, display the title screen for about two seconds.}}{{
otherwise by contract document or difficulty (such as a movie title) to display the copyright because of
+
#vardefine:fulldesc|If transition to the next screen is not initiated by user input, display the Title Logo for about two seconds.}}{{
lack of space.
+
#vardefine:page|32}}
If “PRESS START BUTTON” is displayed in any language other than English, express the idea that
 
pressing the start button will start the game as simply as possible.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=32}}
 
  
6.1
+
|6.1.1={{
If transition to the next screen is not initiated by user input, display the Title Logo for about
+
#vardefine:shortdesc|Advancing past the title screen should only occur when {{start}} is pressed.}}{{
two seconds.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=32}}
+
#vardefine:fulldesc|Advancing to the Main Game or Start/Option screen should occur only when the START button is pressed at the Title Screen. If the START button is not pressed, proceed to the next screen of the title loop after a short time has elapsed, as mentioned in Chapter 3, Sequences before Game Start.}}{{
 +
#vardefine:page|32}}
  
6.1.1
+
|7.1={{
Advancing to the Main Game or Start/Option screen should occur only when the START button is
+
#vardefine:shortdesc|During the demo sequence, "PRESS START BUTTON" and/or "DEMO PLAY" must be displayed on screen to distinguish the demo from normal play.}}{{
pressed at the Title Screen.
+
#vardefine:fulldesc|During the Play Demo sequence, "PRESS START BUTTON," and/or "DEMO PLAY," should be displayed on the screen to clearly distinguish from the main game (after game start).}}{{
If the START button is not pressed, proceed to the next screen of the title loop after a short time has
+
#vardefine:page|33}}
elapsed, as mentioned in Chapter 3, Sequences before Game Start.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=32}}
 
  
7.1
+
|7.2={{
During the Play Demo sequence, “PRESS START BUTTON,and/or “DEMO PLAY,” should be displayed
+
#vardefine:shortdesc|Pressing {{start}} during a demo sequence should return to the title screen.}}{{
on the screen to clearly distinguish from the main game (after game start).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=33}}
+
#vardefine:fulldesc|Pressing the START button during either the Play Demo or Story Demo should immediately bring up the Title Screen. If the START button is not pressed, end the demo after a short time has elapsed, and proceed to the next screen of the title loop.}}{{
 +
#vardefine:page|33}}
  
7.2
+
|8.1={{
Pressing the START button during either the Play Demo or Story Demo should immediately bring up the
+
#vardefine:shortdesc|Any menus must exist separately from the title screen.}}{{
Title Screen.
+
#vardefine:fulldesc|The Start/Option Selection screen exists separately from the Title Screen. If a "Menu" selection such as Start/Option is needed, it should appear when the START button is pressed at the Title Screen. Objects other than the Menu can be used and combined as needed.
If the START button is not pressed, end the demo after a short time has elapsed, and proceed to the next
+
}}{{
screen of the title loop.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=33}}
+
#vardefine:page|35}}
  
8.1
+
|8.2={{
The Start/Option Selection screen exists separately from the Title Screen.
+
#vardefine:shortdesc|Menu items should always be shown, even if the controller state means they cannot be used. When items cannot be used, (e.g. versus mode, when only one controller is connected) they should be greyed out.}}{{
If a “Menu” selection such as Start/Option is needed, it should appear when the START button is
+
#vardefine:fulldesc|According to the controller connection state, items that are unusable should be displayed in the menu, but not be selectable. If a second controller is not present, "vs" mode should be grayed out. If the phone line is not plugged in, the network selection should be grayed out.}}{{
pressed at the Title Screen. Objects other than the Menu can be used and combined as needed.
+
#vardefine:page|35}}
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=35}}
 
  
8.2
+
|9.1={{
According to the controller connection state, items that are unusable should be displayed in the menu,
+
#vardefine:shortdesc|A stereo/monaural audio setting should be provided.}}{{
but not be selectable.
+
#vardefine:fulldesc|Considering the many users who play on monaural TVs, the Stereo/Monaural selection should be provided whenever possible.}}{{
If a second controller is not present, “vs” mode should be grayed out.
+
#vardefine:page|38}}
If the phone line is not plugged in, the network selection should be grayed out.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=35}}
 
  
9.1
+
|9.2={{
Considering the many users who play on monaural TVs, the Stereo/Monaural selection should be provided
+
#vardefine:shortdesc|The stereo/monaural setting must not be saved. The default setting is saved in the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
whenever possible.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=38}}
+
#vardefine:fulldesc|If the option settings are to be backed up according to the above, the Stereo/Monaural setting should not be saved. On the Sega Dreamcast, the Stereo/Monaural settings are saved in the Main Unit, considering the case where the same data is to be used to play in another environment.}}{{
 +
#vardefine:page|39}}
  
9.2
+
|9.3={{
If the option settings are to be backed up according to the above, the Stereo/Monaural setting should not
+
#vardefine:shortdesc|If the stereo/monaural setting is changed in-game, the [[Sega Dreamcast/Boot ROM|boot ROM]] setting must be changed too.}}{{
be saved.
+
#vardefine:fulldesc|When the user changes the value of the voice output setting on the application option screen, the Main Unit Boot ROM setting should also be set to the same value before the option screen is exited. Wait until the user confirms. As used in the procedures of 3.1, 9.2 and 9.3, the Stereo/Monaural setting refers to Main Console setting, and other option settings refer to the saved data (if present).}}{{
On the Sega Dreamcast, the Stereo/Monaural settings are saved in the Main Unit, considering the case
+
#vardefine:page|39}}
where the same data is to be used to play in another environment.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=39}}
 
  
9.3
+
|10.1={{
When the user changes the value of the voice output setting on the application option screen, the Main
+
#vardefine:shortdesc|Important HUD elements should not appear within 8 pixels of the horizontal edge of the screen, or 16 or 32 pixels vertically for 320x240 and 640x480 screen resolutions, respectively.}}{{
Unit Boot ROM setting should also be set to the same value before the option screen is exited.
+
#vardefine:fulldesc|Important displays such as score and remaining units should not appear within:
Wait until the user confirms.
+
*8 pixels horizontally or 16 pixels vertically from the game screen (for 320x240 pixel displays).
As used in the procedures of 3.1, 9.2 and 9.3, the Stereo/Monaural setting refers to Main Console setting,
+
*8 pixels horizontally or 32 pixels vertically from the game screen (for 640x480 pixel displays).}}{{
and other option settings refer to the saved data (if present).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=39}}
+
#vardefine:page|41}}
  
10.1
+
|10.4={{
Important displays such as score and remaining units should not appear within 8 pixels horizontally or
+
#vardefine:shortdesc|Avoid sudden switches from black to white to maintain compatibility with the sync interval in older TVs.}}{{
16 pixels vertically from the game screen (for 320x240 pixel displays).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=41}}
+
#vardefine:fulldesc|To maintain compatibility with the sync interval in older TVs, applications should avoid suddenly switching the screen from black to white. (If such switching is necessary, take measures such as inserting gray between the extremes and lowering the brightness of the white.) When using a controller, the above measure is not possible on the hardware, and is an exception. However, as much as possible, don't insert an extremely bright color before a flash or change colors suddenly.}}{{
 +
#vardefine:page|42}}
  
Important displays such as score and remaining units should not appear within 8 pixels horizontally or
+
|10.5={{
32 pixels vertically from the game screen (for 640x480 pixel displays).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=41}}
+
#vardefine:shortdesc|Colours with more than 75% brightness (0xC0) should not be allowed to persist for more than 300 seconds or cover more than two thirds of the screen.}}{{
 +
#vardefine:fulldesc|Screen display of more than 0XC0 (75% brightness) should not be allowed to persist for a long time (more than 300 seconds), or cover more than 2/3 of the screen. Sega Dreamcast image output is set to 800mV, to display bright white briefly, so if 0XC0 (not only white, but also yellow or other colors) is displayed for a long time on an NTSC/PAL TV, the screen phosphor could be burned. However, there is no problem displaying 0XFF (100% bright white) briefly and in small screen regions. We suggest using values below 0XC0 for large screen regions in applications where screen simulations are likely to be frozen. Currently, even the Boot ROM has the background white display corresponding to 0XC0. The standard brightness of the white color used for the screen flash when using the gun controller is 0x90; for a VGA monitor, it is 0xC0.
  
10.4
+
The brightness of the white color used for the screen flash is closely related to gun performance and may be hard on your eyes. You may want to lower the brightness of the flash to make it easier on your eyes, but so doing shortens the detection range of the peripheral device. The degree of brightness depends on the type and manufacturer of the monitor on which you view it, but in general, VGA monitors have a lower degree of brightness than a TV monitor. Taking the above conditions into consideration, the brightness of the flash is 0x90 for a TV screen, and 0xC0 for a VGA monitor.}}{{
To maintain compatibility with the sync interval in older TVs, applications should avoid suddenly
+
#vardefine:page|43}}
switching the screen from black to white. (If such switching is necessary, take measures such as inserting
 
gray between the extremes and lowering the brightness of the white.)
 
When using a controller, the above measure is not possible on the hardware, and is an exception.
 
However, as much as possible, don't insert an extremely bright color before a flash or change
 
colors suddenly.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=42}}
 
  
10.5
+
|12={{
Screen display of more than 0XC0 (75% brightness) should not be allowed to persist for a long time
+
#vardefine:shortdesc|The ability to pause a game should be provided, save for situations where there is nothing to "pause".}}{{
(more than 300 seconds), or cover more than 2/3 of the screen.
+
#vardefine:fulldesc|A pause capability should be provided except when not needed due to the character of the game, and to allow time for an application to obtain matching service (19.3 Matching Service Functions) when connecting to a network.}}{{
Sega Dreamcast image output is set to 800mV, to display bright white briefly, so if 0XC0 (not only white,
+
#vardefine:page|47}}
but also yellow or other colors) is displayed for a long time on an NTSC/PAL TV, the screen phosphor
 
could be burned. However, there is no problem displaying 0XFF (100% bright white) briefly and in
 
small screen regions.
 
We suggest using values below 0XC0 for large screen regions in applications where screen simulations
 
are likely to be frozen.
 
Currently, even the Boot ROM has the background white display corresponding to 0XC0.
 
The standard brightness of the white color used for the screen flash when using the gun controller is
 
0x90; for a VGA monitor, it is 0xC0.
 
The brightness of the white color used for the screen flash is closely related to gun performance and may
 
be hard on your eyes. You may want to lower the brightness of the flash to make it easier on your eyes,
 
but so doing shortens the detection range of the peripheral device. The degree of brightness depends on
 
the type and manufacturer of the monitor on which you view it, but in general, VGA monitors have a
 
lower degree of brightness than a TV monitor. Taking the above conditions into consideration, the
 
brightness of the flash is 0x90 for a TV screen, and 0xC0 for a VGA monitor.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=43}}
 
  
11.3
+
|12.1a={{
If a VMU device is present, the application must make use of the card to save game data. The minimum
+
#vardefine:shortdesc|Pausing/unpausing must be done with {{start}}.}}{{
save-game support should be for game preferences and high scores.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=46}}
+
#vardefine:fulldesc|The START button turns the Pause function on and off.}}{{
 +
#vardefine:page|47}}
  
12
+
|12.1b={{
A pause capability should be provided except when not needed due to the character of the game, and to
+
#vardefine:shortdesc|The pause function should be independent for each port.}}{{
allow time for an application to obtain matching service (19.3 Matching Service Functions) when connecting
+
#vardefine:fulldesc| When the above condition is enacted to allow Pause from either port A or B, the Pause function is independent for each port (that is, if the Pause is performed from port A, only port A can perform the Resume).}}{{
to a network.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=47}}
+
#vardefine:page|47}}
  
12.1
+
|12.2={{
The START button turns the Pause function on and off.
+
#vardefine:shortdesc|A word such as "PAUSE" should be displayed while paused to distinguish the screen from software bugs. This should indicate which player initiated the pause (e.g. "PLAYER 1 PAUSE" or "PLAYER 2 PAUSE").}}{{
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=47}}
+
#vardefine:fulldesc|A word such as "PAUSE" should be displayed while paused. This is to distinguish the Pause from a hang-up from a bug.
  
When the above condition is enacted to allow Pause from either port A or B, the Pause function is
+
The display should so indicate the initiator of the Pause, such as "PLAYER 1 PAUSE" or "PLAYER 2 PAUSE."}}{{
independent for each port (that is, if the Pause is performed from port A, only port A can perform
+
#vardefine:page|48}}
the Resume).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=47}}
 
  
12.2
+
|12.3={{
A word such as “PAUSE” should be displayed while paused. This is to distinguish the Pause from a
+
#vardefine:shortdesc|After 300 seconds on a static screen, where more than two thirds of the screen is at or above 75% brightness, dim the screen or show a screensaver. The screensaver must be visually different from the main game and must not be completely blank.}}{{
hang-up from a bug.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=48}}
+
#vardefine:fulldesc|If the Pause function causes the screen display to persist, such that white display of more than 75% brightness would occur for a long time (more than 300 seconds), or cover more than 2/3 of the screen, a screen saver should be provided and should start automatically if the Pause persists for more than 300 seconds.
  
The display should so indicate the initiator of the Pause, such as “PLAYER 1 PAUSE” or
+
Sega Dreamcast image output is set to 800mV, to display bright white temporarily, so if 0XC0 (not only white, but also yellow or other colors) is displayed for a long time on an NTSC/PAL TV, the screen phosphor could be burned. However, there is no problem displaying 0XFF (100% bright white) for short periods and in a small screen region. It is up to the application whether the screen saver is an "After Dark" type or simply a reduction in screen brightness. (Refer to the partial sample program in the SDK.) Provide a screen different from the main game for the Pause Screen, and ensure that it does not include white display of more than 0XC0 (75% brightness).}}{{
“PLAYER 2 PAUSE.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=48}}
+
#vardefine:page|48}}
  
12.3
+
|12.4={{
If the Pause function causes the screen display to persist, such that white display of more than 75%
+
#vardefine:shortdesc|Pausing is not allowed during logo or title screens, or demo sequences.}}{{
brightness would occur for a long time (more than 300 seconds), or cover more than 2/3 of the screen, a
+
#vardefine:fulldesc|A Pause must not be allowed during display of the Logo screen, Title Screen or Demo screen, and should not consist of a blank screen.}}{{
screen saver should be provided and should start automatically if the Pause persists for more than
+
#vardefine:page|48}}
300 seconds.
 
Sega Dreamcast image output is set to 800mV, to display bright white temporarily, so if 0XC0 (not only
 
white, but also yellow or other colors) is displayed for a long time on an NTSC/PAL TV, the screen phosphor
 
could be burned. However, there is no problem displaying 0XFF (100% bright white) for short
 
periods and in a small screen region.
 
It is up to the application whether the screen saver is an ‘After Dark’ type or simply a reduction in screen
 
brightness. (Refer to the partial sample program in the SDK.)
 
Provide a screen different from the main game for the Pause Screen, and ensure that it does not include
 
white display of more than 0XC0 (75% brightness).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=48}}
 
  
12.4
+
|14.1={{
A Pause must not be allowed during display of the Logo screen, Title Screen or Demo screen, and should
+
#vardefine:shortdesc|It must not be possible to skip middleware logos (e.g. [[ADX]] and [[Sofdec]]).}}{{
not consist of a blank screen.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=48}}
+
#vardefine:fulldesc|In case of displaying library logos (such as True Motion and CRI MPEG Sofdec) during ending/credit scrolling, it should not be possible to skip forward. Also, follow the rules in the contract document regarding skipping screens when displaying license logos. When library logo and/or license logo display is not included in the Ending/Credit scroll display, the application side can decide whether or not to allow screen skipping. However, even if license logo display is not included in the Ending/Credit scroll, enable "Soft Reset" during the Ending/Credit scroll, as mentioned in 4.1.1, Soft Reset Timing.}}{{
 +
#vardefine:page|53}}
  
 +
|14.2={{
 +
#vardefine:shortdesc|After an ending or credits screen, the software return to the title screen, either after a timer elapses or by the press of the accept (default {{A}}) or {{start}} buttons.}}{{
 +
#vardefine:fulldesc|After Ending/Credit Scroll finishes, the game should advance to the Title Screen with a timer or by the action of the Accept or Start button.}}{{
 +
#vardefine:page|53}}
  
14.1
+
|15={{
In case of displaying library logos (such as True Motion and CRI MPEG Sofdec) during ending/credit
+
#vardefine:shortdesc|If a [[VMU]] is detected, software must make use of it to save data.}}{{
scrolling, it should not be possible to skip forward. Also, follow the rules in the contract document
+
#vardefine:fulldesc|If a VMU device is present, the application must make use of the card to save game data. The minimum save-game support should be for game preferences and high scores.}}{{
regarding skipping screens when displaying license logos.
+
#vardefine:page|55}}
When library logo and/or license logo display is not included in the Ending/Credit scroll display, the
 
application side can decide whether or not to allow screen skipping.
 
However, even if license logo display is not included in the Ending/Credit scroll, enable “Soft Reset” during
 
the Ending/Credit scroll, as mentioned in 4.1.1, Soft Reset Timing.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=53}}
 
  
14.2
+
|15.1={{
After Ending/Credit Scroll finishes, the game should advance to the Title Screen with a timer or by the
+
#vardefine:shortdesc|Save files must always be registered. The file name must be easily recognisable and resemble the name of software.}}{{
action of the Accept or Start button.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=53}}
+
#vardefine:fulldesc|The save file for a Dreamcast application must always be registered. (Please make sure the "Back up" section of the Master ROM Release form has been completely filled out.)
  
15
+
Create a file name that is easily recognizable and bears an intuitive resemblance to the name of the game.}}{{
If a VMU device is present, the application must make use of the card to save game data. The minimum
+
#vardefine:page|55}}
save-game support should be for game preferences and high scores.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=55}}
 
  
15.1
+
|15.1.1a={{
The save file for a Dreamcast application must always be registered. (Please make sure the “Back up”
+
#vardefine:shortdesc|Only 1-byte upper case English letters, numbers, underscore and period characters may be used for save file names.}}{{
section of the Master ROM Release form has been completely filled out.)
+
#vardefine:fulldesc|Only 1-byte upper-case English letters, numbers, underscore and period may be used. Spaces are not allowed. (See grayed part of Figure 1, Usable characters for file names and VMS Comments, on the next page.)}}{{
Create a file name that is easily recognizable and bears an intuitive resemblance to the name of the game.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=55}}
+
#vardefine:page|56}}
  
15.1.1
+
|15.1.1b={{
Only 1-byte upper-case English letters, numbers, underscore and period may be used. Spaces are not
+
#vardefine:shortdesc|Save file names must be exactly 12 characters.}}{{
allowed. (See grayed part of Figure 1, Usable characters for file names and VMS Comments, on the
+
#vardefine:fulldesc|File names must be exactly 12 characters.}}{{
next page.){{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=56}}
+
#vardefine:page|56}}
  
File names must be exactly 12 characters.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=56}}
+
|15.1.1c={{
 +
#vardefine:shortdesc|If multiple files are saved by one piece of software, the first 9 characters must be the same (only the last 3 may differ). This is to ensure the batch copy function works in the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
 +
#vardefine:fulldesc|When multiple files are saved by one game, the first 9 characters of each file name must be the same (only the last 3 may differ). In the Boot ROM file menu, the first 9 characters determine files associated with each game. Consequently, if these characters are not the same, the files are not recognized as belonging to the same game, and the batch copy function will not work.}}{{
 +
#vardefine:page|56}}
  
When multiple files are saved by one game, the first 9 characters of each file name must be the same (only
+
|15.1.2={{
the last 3 may differ).
+
#vardefine:shortdesc|VMU comments should consist of up to 16 single-byte ASCII characters (20 to 7D and A0 to DF). Character 7E (~) should not be used as it does not represent a character in the VMU.}}{{
In the Boot ROM file menu, the first 9 characters determine files associated with each game. Consequently,
+
#vardefine:fulldesc|VMU Comments shall consist of up to 16 single-byte ASCII characters (20 to 7D and A0 to DF). Character 7E (tilde) should not be used as it does not represent a character in VMU.}}{{
if these characters are not the same, the files are not recognized as belonging to the same game,
+
#vardefine:page|57}}
and the batch copy function will not work.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=56}}
 
  
15.1.2
+
|15.1.3a={{
VMU Comments shall consist of up to 16 single-byte ASCII characters (20 to 7D and A0 to DF).
+
#vardefine:shortdesc|[[Sega Dreamcast/Boot ROM|Boot ROM]] comments may consist of up to 32 single-byte or 16 double-byte upper-case English characters.}}{{
Character 7E (tilde) should not be used as it does not represent a character in VMU.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=57}}
+
#vardefine:fulldesc|Boot ROM comments may consist of up to 32 single-byte or 16 double-byte upper-case English characters (double-byte characters display as 24x24 dots with the Boot ROM, and single-byte characters as 24x12 dots).}}{{
 +
#vardefine:page|58}}
  
15.1.3
+
|15.1.3b={{
Boot ROM comments may consist of up to 32 single-byte or 16 double-byte upper-case English characters
+
#vardefine:shortdesc|The game title (shortened if necessary) should be written as a [[Sega Dreamcast/Boot ROM|boot ROM]] comment (name + status is also allowed).}}{{
(double-byte characters display as 24x24 dots with the Boot ROM, and single-byte characters as
+
#vardefine:fulldesc|The game title (or a shortened form of the title, if necessary) is written as a Boot ROM Comment. Display of "Game name + game status" is also possible.}}{{
24x12 dots).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=58}}
+
#vardefine:page|58}}
  
The game title (or a shortened form of the title, if necessary) is written as a Boot ROM Comment.
+
|15.1.4={{
Display of “Game name + game status” is also possible.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=58}}
+
#vardefine:shortdesc|If multiple files are to be created append 01, 02 etc. so as not to confuse the sorting order.}}{{
 +
#vardefine:fulldesc|When preparing multiple types of data to sort in the same game and changing the sorting order of save data in the same game, use sort data such as "Same game sort data + 01, 02" so as not to confuse the sorting order with another game.}}{{
 +
#vardefine:page|58}}
  
15.1.4
+
|15.1.5={{
When preparing multiple types of data to sort in the same game and changing the sorting order of save
+
#vardefine:shortdesc|A save file should have its own unique icon so it can be clearly recognised in the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
data in the same game, use sort data such as “Same game sort data + 01, 02" so as not to confuse the
+
#vardefine:fulldesc|Each application should have its own unique icon. The unique icon allows each application's save files to be recognized in the Boot ROM File Control Menu.}}{{
sorting order with another game.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=58}}
+
#vardefine:page|59}}
  
15.1.5
+
|15.1.6={{
Each application should have its own unique icon.
+
#vardefine:shortdesc|Observe the rules outlined in section 23, "Ethics Considerations" when producing "Visual Comments" (the "data" icon)}}{{
The unique icon allows each application’s save files to be recognized in the Boot ROM File
+
#vardefine:fulldesc|When preparing Visual Comments, observe the rules outlined in "23. Ethics Considerations" to avoid improper ethics in the comments.}}{{
Control Menu.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=59}}
+
#vardefine:page|59}}
  
15.1.6
+
|15.1.7={{
When preparing Visual Comments, observe the rules outlined in “23. Ethics Considerations” to avoid
+
#vardefine:shortdesc|For save files, allocate the maximum number of blocks of memory required at the start, even if not all the space is used from the beginning. Do not save filler data in the empty space.}}{{
improper ethics in the comments.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=59}}
+
#vardefine:fulldesc|For files where the size will grow over time, allocate the maximum number of blocks at the start. For example, if level one data takes two blocks to store the game progress, but level two takes four blocks, then you should allocate four blocks for all level data. In this case, when the data to be saved is smaller than the number of blocks allocated, do not save filler data in the empty space.}}{{
 +
#vardefine:page|60}}
  
15.1.7
+
|15.2.1.1a={{
For files where the size will grow over time, allocate the maximum number of blocks at the start. For
+
#vardefine:shortdesc|On the memory card selection screen, allow controllers and cards to be selected even if they are not available or compatible.}}{{
example, if level one data takes two blocks to store the game progress, but level two takes four blocks,
+
#vardefine:fulldesc|Regardless of whether the port (controller) is being used (compatible), or not used (compatible), make the memory card inserted in either expansion socket selectable.}}{{
then you should allocate four blocks for all level data. In this case, when the data to be saved is smaller
+
#vardefine:page|63}}
than the number of blocks allocated, do not save filler data in the empty space.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=60}}
 
  
15.2.1.1
+
|15.2.1.1b={{
Regardless of whether the port (controller) is being used (compatible), or not used (compatible), make
+
#vardefine:shortdesc|The selected port and expansion socket for a memory card must be clearly indicated.}}{{
the memory card inserted in either expansion socket selectable.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=63}}
+
#vardefine:fulldesc|When allowing the user to select the port and expansion socket for a memory card, the user's selection (for example, Port A Expansion Socket 2) should be clearly indicated.}}{{
 +
#vardefine:page|63}}
  
When allowing the user to select the port and expansion socket for a memory card, the user’s selection
+
|15.2.2={{
(for example, Port A Expansion Socket 2) should be clearly indicated.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=63}}
+
#vardefine:shortdesc|If an autosave feature is in effect and memory card is removed during play, the game must be paused and a message displayed asking that the memory card be reinserted when it is time to save. If a save file with an identical timestamp and checksum is detected, the game should resume.}}{{
 +
#vardefine:fulldesc|If a memory card is removed during the game, play must be paused and a message displayed asking that the memory card be replaced at the time of saving. If a memory card having the same save file (identical time stamp and checksum) as that removed is reinserted, the game resumes.}}{{
 +
#vardefine:page|66}}
  
Hot swapping (inserting and removing with power on) of memory cards must be supported (except during
+
|15.2.3={{
actual save operations).
+
#vardefine:shortdesc|Unless saving data, swapping memory cards while the power is on should be supported.}}{{
However, access to Visual Memory cannot be done when using the gun controller. For that reason, this
+
#vardefine:fulldesc|Except for during actual saves, memory card hot plugs (removing and inserting a memory card with the power ON) should be supported. However, access to Visual Memory is not possible when using the gun controller. For that reason, this rule does not apply, but include it anyway so as not to confuse the user.}}{{
rule does not apply, but include it anyway so as not to confuse the user.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=63}}
+
#vardefine:page|66}}
  
15.2.2
+
|15.4a={{
Regardless of whether a port (controller) is used (compatible), or not used (compatible), make the memory
+
#vardefine:shortdesc|A message notifying that the game is saving (and not to turn the power off) should be displayed on-screen while a save is in progress. With games which autosave, this message only needs to appear if the save lasts for more than one second.}}{{
card inserted in either expansion socket selectable.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=66}}
+
#vardefine:fulldesc|Except in the case of autosaving, a caution message such as "Saving, do not turn Power off" should be displayed on the TV screen while a save is in progress. It can be assumed that data may be lost if power is turned off or a reset performed while saving, so the caution message is important. Also, even when using auto save, display a message on the TV screen such as "Executing save. Do not turn off the power" as a warning when save time lasts for more than one second.}}{{
 +
#vardefine:page|67}}
  
When allowing the user to select the port and expansion socket for a memory card, the user’s selection
+
|15.4b={{
(for example., Port A Expansion Socket 2) should be clearly indicated.
+
#vardefine:shortdesc|The [[software reset]] capability must be disabled when saving.}}{{
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=66}}
+
#vardefine:fulldesc|Soft reset capability must be disabled while a save is executing.}}{{
 +
#vardefine:page|67}}
  
If a memory card is removed during the game, play must be paused and a message displayed asking that
+
|15.4c={{
the memory card be replaced at the time of saving. If a memory card having the same save file (identical
+
#vardefine:shortdesc|If saving fails, a message should display informing the user.}}{{
time stamp and checksum) as that removed is reinserted, the game resumes.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=66}}
+
#vardefine:fulldesc|When a save operation fails to complete correctly, a caution message such as "Save could not complete correctly" should be displayed.}}{{
 +
#vardefine:page|67}}
  
15.2.3
+
|15.4d={{
Except for during actual saves, memory card hot plugs (removing and inserting a memory card with the
+
#vardefine:shortdesc|Unless an autosave feature is in use, users should be prompted to overwrite saves if the save name already exists.}}{{
power ON) should be supported.
+
#vardefine:fulldesc|Except when using auto save, display a warning such as "A file with the same name already exists. OK to overwrite? (YES/NO)" to make overwrite selectable for the user when the user selects save to overwrite a file with the same name.}}{{
However, access to Visual Memory is not possible when using the gun controller. For that reason, this
+
#vardefine:page|67}}
rule does not apply, but include it anyway so as not to confuse the user.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=66}}
 
  
15.3
+
|15.4e={{
Initialization of memory cards should not be handled at the application side.
+
#vardefine:shortdesc|If overwriting a VMU executable software file, a message (mentioning that it is an executable) must be displayed asking if it is okay to overwrite.}}{{
Currently, all visual memories are shipped in the fully initialized state. If reinitialization is needed, it
+
#vardefine:fulldesc|Before overwriting a VMU Executable Game file (A game that is designed to run on an undocked VMU) in a Sega Dreamcast application, a caution message such as "A VMU Game is installed. Okay to overwrite?
should be done from the File Control Menu of the Boot ROM.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
+
(YES/NO)" and allow the user to make the choice. No particular message display is needed during 15.2.2, Autosave or when 15.2.3, High scores, etc. are saved.}}{{
 +
#vardefine:page|68}}
  
15.4
+
|15.5a={{
Except in the case of autosaving, a caution message such as “Saving, do not turn Power off” should be
+
#vardefine:shortdesc|If when executing a save and no memory card is inserted, display a messasge notifying the user of a lack of memory card, and the number of blocks required to save.}}{{
displayed on the TV screen while a save is in progress.
+
#vardefine:fulldesc|When no memory card is installed, indicate the required space (number of blocks) and display a warning message such as "A memory card with at least xx blocks of space is required for saving. Cancel save?
It can be assumed that data may be lost if power is turned off or a reset performed while saving, so the
+
(YES/NO)".}}{{
caution message is important.
+
#vardefine:page|69}}
Also, even when using auto save, display a message on the TV screen such as “Executing save. Do not
 
turn off the power” as a warning when save time lasts for more than one second.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
 
  
Soft reset capability must be disabled while a save is executing.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
+
|15.5b={{
 +
#vardefine:shortdesc|If there are not enough free blocks on a memory card to save, display a message indicating how many blocks are needed. Check all memory cards for space.}}{{
 +
#vardefine:fulldesc|When there is not enough free space (blocks) on an inserted memory card, indicate the lack of empty space (number of blocks) and display a warning message such as "There are not enough free memory blocks. XX empty blocks are required for saving. Cancel save? (YES/NO)". Check all installed memory cards to determine if any memory card has enough space (blocks).}}{{
 +
#vardefine:page|69}}
  
When a save operation fails to complete correctly, a caution message such as “Save could not complete
+
|15.5c={{
correctly” should be displayed.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
+
#vardefine:shortdesc|Software should continue even if the user cannot save.}}{{
 +
#vardefine:fulldesc|After displaying one of the warning messages "Empty space not sufficient," "Memory card not inserted," or "Memory card not present in the assigned location," make it possible to continue to game (even though saving is not possible).}}{{
 +
#vardefine:page|69}}
  
Except when using auto save, display a warning such as “A file with the same name already exists. OK to
+
|15.5d={{
overwrite? (YES/NO)to make overwrite selectable for the user when the user selects save to overwrite a
+
#vardefine:shortdesc|If the user cannot save, the user should be told that saving cannot occur and be asked whether to continue.}}{{
file with the same name.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
+
#vardefine:fulldesc|For the times when one of the above-written messages "Empty space not sufficient" or "Memory card not inserted" or when auto saving with 15.2.2 or 15.2.3 are displayed, a warning message such as "A memory card with at least xx blocks of space is required for saving. The game can continue, but saving will not be possible. Continue game? (YES/NO)" should also be displayed. Also, after displaying the warning message, if a memory card is inserted, auto save (warning screen sequence) should be restarted. When a warning message is displayed once, it is not necessary to display the message again unless power to the main unit is turned off, except in cases when the memory card is inserted as mentioned above.}}{{
 +
#vardefine:page|69}}
  
 +
|15.5e={{
 +
#vardefine:shortdesc|If the save location of high scores and configuration data is assigned to port A, extension socket 1 (according to 15.2.3), messages should reflect the need to place a memory card in this location.}}{{
 +
#vardefine:fulldesc|If the save location of high scores and configuration data is assigned to Port A extension socket 1 according to 15.2.3, the port and expansion socket should be indicated in the caution message, such as "A memory card is not inserted in Port A Extension Socket 1. Please insert a memory card at this location to save High Score."}}{{
 +
#vardefine:page|69}}
  
Before overwriting a VMU Executable Game file (A game that is designed to run on an undocked VMU)
+
|15.6={{
in a Sega Dreamcast application, a caution message such as “A VMU Game is installed. Okay to overwrite?
+
#vardefine:shortdesc|Users must not be allowed to delete all files or initialise a VMU in software.}}{{
(YES/NO)” and allow the user to make the choice.
+
#vardefine:fulldesc|When an application has a memory management screen, the commands "Delete all files" and "Initialize" cannot be displayed. By not providing a command to erase all files, the problem of the user accidentally using it during memory control is avoided.}}{{
No particular message display is needed during 15.2.2, Autosave or when 15.2.3, High scores, etc.
+
#vardefine:page|70}}
are saved.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=68}}
 
  
15.5
+
|15.7a={{
When no memory card is installed, indicate the required space (number of blocks) and display a warning
+
#vardefine:shortdesc|When loading a save, display a message (e.g. "Loading...") to indicate the file is loading.}}{{
message such as “A memory card with at least xx blocks of space is required for saving. Cancel save?
+
#vardefine:fulldesc|When loading a save file, either display a message such as "Loading..." or indicate to the user in some other way that the save file is loading.}}{{
(YES/NO)”.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
#vardefine:page|70}}
  
When there is not enough free space (blocks) on an inserted memory card, indicate the lack of empty
+
|15.7b={{
space (number of blocks) and display a warning message such as “There are not enough free memory
+
#vardefine:shortdesc|If loading fails, a message should display informing the user.}}{{
blocks. XX empty blocks are required for saving. Cancel save? (YES/NO)”.
+
#vardefine:fulldesc|The integrity of a loaded file must be checked, and if damaged, a caution message such as "the file did not load correctly" should be displayed. Display can be done before loading.}}{{
Check all installed memory cards to determine if any memory card has enough space (blocks).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
#vardefine:page|70}}
  
After displaying one of the warning messages “Empty space not sufficient,” “Memory card not
+
|15.7c={{
inserted,” or “Memory card not present in the assigned location,” make it possible to continue to game
+
#vardefine:shortdesc|If loading fails, do not delete the file as it may be required for customer support.}}{{
(even though saving is not possible).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
#vardefine:fulldesc|In the case where a file does not load correctly, it should not be immediately erased (the damaged file may be necessary later for customer service purposes).}}{{
 +
#vardefine:page|70}}
  
For the times when one of the above-written messages “Empty space not sufficient” or “Memory card
+
|15.8={{
not inserted” or when auto saving with 15.2.2 or 15.2.3 are displayed, a warning message such as “A
+
#vardefine:shortdesc|Software must not copy files which have the copy-protection attribute is set (though the software can create such files).}}{{
memory card with at least xx blocks of space is required for saving. The game can continue, but saving
+
#vardefine:fulldesc|The application should not copy files in which the copy-protection attribute is set. (However, applications may create such files.)}}{{
will not be possible. Continue game? (YES/NO)" should also be displayed.
+
#vardefine:page|73}}
Also, after displaying the warning message, if a memory card is inserted, auto save (warning screen
 
sequence) should be restarted.
 
When a warning message is displayed once, it is not necessary to display the message again unless power
 
to the main unit is turned off, except in cases when the memory card is inserted as mentioned above.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
 
  
If the save location of high scores and configuration data is assigned to Port A extension socket 1 according
+
|15.10.1={{
to 15.2.3, the port and expansion socket should be indicated in the caution message, such as “A
+
#vardefine:shortdesc|When saving, an on-screen indicator should be displayed to show a save is in progress.}}{{
memory card is not inserted in Port A Extension Socket 1. Please insert a memory card at this location to
+
#vardefine:fulldesc|(While saving) When returning to normal processing after starting a save, an on-screen indicator (such as a progress bar at the bottom) must be provided to show the user that a save is in progress. Soft reset and CD door open conditions should be indicated in a manner that is compatible with the normal save indication.}}{{
save High Score.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
#vardefine:page|74}}
  
15.6
+
|16.1={{
When an application has a memory management screen, the commands “Delete all files” and “Initialize”
+
#vardefine:shortdesc|If loading from a disc takes more than ten seconds, display a message (e.g. "Loading...") to distinguish the screen from software bugs.}}{{
cannot be displayed.
+
#vardefine:fulldesc|When loading a file from a disc, display a message such as "Loading..." on the screen when reading takes longer than 10 seconds, or otherwise indicate to the user that the delay is not due to a hangup from a bug.}}{{
By not providing a command to erase all files, the problem of the user accidentally using it during memory
+
#vardefine:page|77}}
control is avoided.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=70}}
 
  
15.7
+
|17.3={{
When loading a save file, either display a message such as “Loading...” or indicate to the user in some
+
#vardefine:shortdesc|For multi-disc games (with the lid closed), performing a [[software reset]] should return to the current disc's title screen (i.e. if using disc 2, do not prompt for disc 1).}}{{
other way that the save file is loading.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=70}}
+
#vardefine:fulldesc|Except as stated in section 17.3.1, a soft reset after starting a game must result in a jump to the Title Screen of the disc currently inserted in the Main Unit (for instance, a reset with Disc 3 installed results in display of the Disc 3 Title Screen). As described in Chapter 4.1.4.2, Omnibus System Case, executing a soft reset from the Title Loop of any disc brings up the Main Unit Boot ROM Menu (the Multi-Player screen in Saturn).}}{{
 +
#vardefine:page|80}}
  
The integrity of a loaded file must be checked, and if damaged, a caution message such as “the file did
+
|17.3.1={{
not load correctly” should be displayed.
+
#vardefine:shortdesc|At the disc swapping screen with the lid open, a [[software reset]] must return to the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
Display can be done before loading.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=70}}
+
#vardefine:fulldesc|At the disc switching screen, doing a soft reset when the disc lid is open moves the user to the Main Unit Boot ROM screen. Setting the soft reset jump destination to the Main Unit Boot ROM Menu allows the user to check the title and saved files on the menu if he inserts the wrong disc. When a soft reset is done before the disc lid is opened on the disc switching screen, jump to the "Disc title screen".}}{{
 +
#vardefine:page|80}}
  
In the case where a file does not load correctly, it should not be immediately erased (the damaged file may
+
|17.4a={{
be necessary later for customer service purposes).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=70}}
+
#vardefine:shortdesc|If the user needs to swap discs, display a message indicating that the user must open the disc lid, swap the disc, then close the lid.}}{{
 +
#vardefine:fulldesc|When switching discs, display a message such as, "Press the OPEN button to open the disc lid and change the disc. After replacing Disc X with Disc Y, close the disc lid."}}{{
 +
#vardefine:page|82}}
  
15.8
+
|17.4b={{
The application should not copy files in which the copy-protection attribute is set. (However, applications
+
#vardefine:shortdesc|After swapping discs, execute the disc check routine in the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
may create such files.){{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=73}}
+
#vardefine:fulldesc|After switching discs, always execute the Disc Check routine in the Boot ROM.}}{{
 +
#vardefine:page|82}}
  
15.10.1
+
|17.4c={{
(While saving) When returning to normal processing after starting a save, an on-screen indicator (such as
+
#vardefine:shortdesc|If an incompatible disc is detected after a disc swap, display a message stating it is the incorrect disc, alongside the procedure to swap the disc again.}}{{
a progress bar at the bottom) must be provided to show the user that a save is in progress.
+
#vardefine:fulldesc|When the result of the Boot ROM disc check is NG, display a warning message such as "This is not disc X. Press the OPEN button and insert the correct disc. After disc X has been inserted, close the lid" and prompt disc exchange again.}}{{
Soft reset and CD door open conditions should be indicated in a manner that is compatible with the normal
+
#vardefine:page|82}}
save indication.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=74}}
 
  
15.11
+
|17.4d={{
When reading Visual Memory single application files to the memory card, if there isn’t a block of empty
+
#vardefine:shortdesc|If the incorrect disc is detected after a disc swap, display a message stating it is the incorrect disc, alongside the procedure to swap the disc again.}}{{
space, inform the user and abort the write.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=75}}
+
#vardefine:fulldesc|When switching discs, if the wrong disc is inserted, a message such as the following should appear: "This is not Disc X for [Application Name]. Press the OPEN button to open the disc lid and replace the disc. After inserting Disc X, close the disc lid."}}{{
 +
#vardefine:page|82}}
  
16.1
+
|17.4e={{
When loading a file from a disc, display a message such as “Loading...” on the screen when reading takes
+
#vardefine:shortdesc|Ensure any disc swapping screens are stored in RAM so that they can continue to be displayed correctly if no disc is inserted.}}{{
longer than 10 seconds, or otherwise indicate to the user that the delay is not due to a hangup from
+
#vardefine:fulldesc|At the start of a disc exchange sequence, the caution screens must be loaded into memory, so that after the user opens the tray and replaces the disc, even if the new disc is unreadable, the caution screens can be displayed correctly. Because the Main Unit Boot ROM Menu (Dreamcast's Multi-Player screen) is not executed when switching discs, if the correct disc does not load, the caution screens will not be available unless they have been stored in memory beforehand.}}{{
a bug.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=77}}
+
#vardefine:page|83}}
  
17.2
+
|17.5={{
Other than the exceptions in 17.2.1, booting should comply with the conditions of Chapter 3, Sequences
+
#vardefine:shortdesc|If a save file is loaded which requires a different disc, display a message stating it is the incorrect disc, alongside the procedure to swap the disc.}}{{
Before Game Start.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=80}}
+
#vardefine:fulldesc|When a save file is loaded for a disc other than the one currently inserted, a caution message must be displayed, such as "Press the OPEN button to open the disc lid and replace the Disc. After inserting Disc X, close the disc lid."}}{{
 +
#vardefine:page|85}}
  
17.3
+
|18.1a={{
Except as stated in section 17.3.1, a soft reset after starting a game must result in a jump to the Title
+
#vardefine:shortdesc|Include an option to turn on/off the [[Jump Pack]], if the peripheral is supported.}}{{
Screen of the disc currently inserted in the Main Unit (for instance, a reset with Disc 3 installed results in
+
#vardefine:fulldesc|Include an option to toggle the setting ON/OFF for operation of the vibration peripheral, hereafter referred to as the Jump Pack. This setting should be made selectable.}}{{
display of the Disc 3 Title Screen).
+
#vardefine:page|87}}
As described in Chapter 4.1.4.2, Omnibus System Case, executing a soft reset from the Title Loop of any
 
disc brings up the Main Unit Boot ROM Menu (the Multi-Player screen in Saturn).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=80}}
 
  
17.3.1
+
|18.1b={{
At the disc switching screen, doing a soft reset when the disc lid is open moves the user to the Main Unit
+
#vardefine:shortdesc|Stop vibration from the [[Jump Pack]] when paused or returning to the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
Boot ROM screen.
+
#vardefine:fulldesc|Stop vibration with the Jump Pack during pause or when transferring to the Main Unit Boot ROM. In the rules up to now, whether or not to stop vibration of the Jump Pack "during transfer to the Main Unit Boot ROM" was not specially regulated, but from this version, stopping the vibration on the application side is regulated.}}{{
Setting the soft reset jump destination to the Main Unit Boot ROM Menu allows the user to check the
+
#vardefine:page|87}}
title and saved files on the menu if he inserts the wrong disc.
 
When a soft reset is done before the disc lid is opened on the disc switching screen, jump to the “Disc
 
title screen”.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=80}}
 
  
17.4
+
|18.1c={{
When switching discs, display a message such as, “Press the OPEN button to open the disc lid and
+
#vardefine:shortdesc|Stop vibration from the [[Jump Pack]] when saving as it could break the connection to the memory card.}}{{
change the disc. After replacing Disc X with Disc Y, close the disc lid.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=82}}
+
#vardefine:fulldesc|When saving to the memory card, stop vibration of Jump Pack. There is a very slight chance that vibration may cause a momentary power failure in the connector terminal, so stop vibration to avoid damaging the connection.}}{{
 +
#vardefine:page|88}}
  
After switching discs, always execute the Disc Check routine in the Boot ROM.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=82}}
+
|18.1.1={{
 +
#vardefine:shortdesc|Only support up to four Jump Packs. If a fifth is detected, only enable the first four (starting with port A, working towards port D).}}{{
 +
#vardefine:fulldesc|
 +
*Sega Dreamcast currently uses four control ports, however, should additional ports become available check the current to make sure that it is safe to use the fifth Jump Pack. (Up to four Jum Packs can be plugged into the front of the console, one in each port, without any need to check the current.)
 +
*Allow vibration function for each controller, starting with port A, and continuing until the maximum current draw has been reached.
 +
*Disable vibration support for any remaining ports.}}{{
 +
#vardefine:page|88}}
  
When the result of the Boot ROM disc check is NG, display a warning message such as “This is not disc
+
|18.2a={{
X. Press the OPEN button and insert the correct disc. After disc X has been inserted, close the lid” and
+
#vardefine:shortdesc|The software keyboard (or character input screen) should always be supported as an option, even if a hardware keyboard is plugged in.}}{{
prompt disc exchange again.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=82}}
+
#vardefine:fulldesc|When the hardware keyboard is supported in an application, the software keyboard (or character input screen) should be displayed as an option and the user should be able to input by the software keyboard when the hardware keyboard is not connected. A software keyboard is enabled when a hardware keyboard is supported by the application.}}{{
 +
#vardefine:page|89}}
  
When switching discs, if the wrong disc is inserted, a message such as the following should appear: “This
+
|18.2b={{
is not Disc X for [Application Name]. Press the OPEN button to open the disc lid and replace the disc.
+
#vardefine:shortdesc|Clearly distinguish to the user whether the hardware or software keyboard is being used.}}{{
After inserting Disc X, close the disc lid.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=82}}
+
#vardefine:fulldesc|During hardware keyboard input, allow the user to distinguish which input mode is currently being used. When displaying the software keyboard screen and input palette screen, the user should know which input is currently possible.}}{{
 +
#vardefine:page|89}}
  
At the start of a disc exchange sequence, the caution screens must be loaded into memory, so that after
+
|18.2.2a={{
the user opens the tray and replaces the disc, even if the new disc is unreadable, the caution screens can
+
#vardefine:shortdesc|The {{key|S1}} and {{key|S2}} keys should be mapped to {{L}} and {{R}}, respectively.}}{{
be displayed correctly.
+
#vardefine:fulldesc|Use the special keys on the hardware keyboard, S1 and S2, as the left and right triggers, respectively.}}{{
Because the Main Unit Boot ROM Menu (Dreamcast’s Multi-Player screen) is not executed when switching
+
#vardefine:page|90}}
discs, if the correct disc does not load, the caution screens will not be available unless they have been
 
stored in memory beforehand.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=83}}
 
  
17.5
+
|18.2.2b={{
When a save file is loaded for a disc other than the one currently inserted, a caution message must be displayed,
+
#vardefine:shortdesc|When using a standard controller alongside a keyboard, {{A}} should accept, {{B}} should be backspace and {{Y}} should be delete. The d-pad should be used for controlling the cursor and the analogue stick used to scroll the page.}}{{
such as “Press the OPEN button to open the disc lid and replace the Disc. After inserting Disc X,
+
#vardefine:fulldesc|Follow the key input rules below for inputting the following items using operation of the software and hardware keyboards. It is not necessary to allocate all the functions defined below.}}{{
close the disc lid.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=85}}
+
#vardefine:page|90}}
  
After switching discs, always execute the Disc Check routine in the Boot ROM.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=85}}
+
|18.3.1={{
 +
#vardefine:shortdesc|{{A}} and {{C}} should "accept" (perform) and {{B}} should "cancel" (reject) an operation, unless redefined by the user.}}{{
 +
#vardefine:fulldesc|Use the A and C buttons as "Accept" buttons (perform operation), and the B button as the "Cancel" button (reject operation). Allocation of "Accept" and "Cancel" to the respective A and B buttons is assumed, but that doesn't not mean the B button must be removed from key configuration when the accept key is defined by pressing the button to allocate keys in key configuration.}}{{
 +
#vardefine:page|95}}
  
When switching discs, if the wrong disc is inserted, a message such as the following should appear: “This
+
|18.3.2={{
is not Disc X for [Application Name]. Press the OPEN button to open the disc lid and replace the disc.
+
#vardefine:shortdesc|The [[software reset]] must be implemented with {{A}}+{{B}}+{{X}}+{{Y}}+{{start}}.}}{{
After inserting Disc X, close the disc lid.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=85}}
+
#vardefine:fulldesc|When the START button is pressed while the A button + B button + X button + Y button are all held down, "Soft Reset" must be put into effect.}}{{
 +
#vardefine:page|95}}
  
At the start of a disc exchange sequence, the caution screens must be loaded into memory, so that after
+
|18.4a={{
the user opens the tray and replaces the disc, even if the new disc is unreadable, the caution screens can
+
#vardefine:shortdesc|{{A}} should "accept" (perform) and {{B}} should "cancel" (reject) an operation, unless redefined by the user.}}{{
be displayed correctly.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=85}}
+
#vardefine:fulldesc|Use the A button as the "Accept" button (perform operation) and the B button as the "Cancel" button (reject operation). Allocation of "Accept" and "Cancel" to the respective A and B buttons is assumed, but that doesn't not mean the B button must be removed from key configuration when the accept key is defined by pressing the button to allocate keys in key configuration.}}{{
 
+
#vardefine:page|96}}
18.1
 
Include an option to toggle the setting ON/OFF for operation of the vibration peripheral, hereafter
 
referred to as the Jump Pack.
 
This setting should be made selectable.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=87}}
 
 
 
Stop vibration with the Jump Pack during pause or when transferring to the Main Unit Boot ROM.
 
In the rules up to now, whether or not to stop vibration of the Jump Pack “during transfer to the Main
 
Unit Boot ROM” was not specially regulated, but from this version, stopping the vibration on the application
 
side is regulated.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=87}}
 
 
 
When saving to the memory card, stop vibration of Jump Pack.
 
There is a very slight chance that vibration may cause a momentary power failure in the connector terminal,
 
so stop vibration to avoid damaging the connection.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=88}}
 
 
 
18.1.1
 
• Sega Dreamcast currently uses four control ports, however, should additional ports become available
 
check the current to make sure that it is safe to use the fifth Jump Pack. (Up to four Jum Packs can be
 
plugged into the front of the console, one in each port, without any need to check the current.)
 
• Allow vibration function for each controller, starting with port A, and continuing until the maximum
 
current draw has been reached.
 
• Disable vibration support for any remaining ports.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=88}}
 
 
 
18.2
 
When the hardware keyboard is supported in an application, the software keyboard (or character input
 
screen) should be displayed as an option and the user should be able to input by the software keyboard
 
when the hardware keyboard is not connected.
 
A software keyboard is enabled when a hardware keyboard is supported by the application.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=89}}
 
 
 
During hardware keyboard input, allow the user to distinguish which input mode is currently being used.
 
When displaying the software keyboard screen and input palette screen, the user should know which
 
input is currently possible.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=89}}
 
 
 
18.2.2
 
Use the special keys on the hardware keyboard, S1 and S2, as the left and right triggers, respectively.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=90}}
 
  
Follow the key input rules below for inputting the following items using operation of the software and
+
|18.4b={{
hardware keyboards.
+
#vardefine:shortdesc|{{R}} must accelerate and {{L}} must break.}}{{
It is not necessary to allocate all the functions defined below.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=90}}
+
#vardefine:fulldesc|For the button positions on the racing controller, use the R, L analog buttons as follows: R = accelerator and L = brake.}}{{
 +
#vardefine:page|96}}
  
 +
|18.4.2={{
 +
#vardefine:shortdesc|The [[software reset]] must be implemented with {{A}}+{{B}}+{{X}}+{{Y}}+{{start}}.}}{{
 +
#vardefine:fulldesc|When the START button is pressed while the A button + B button + X button + Y button are all held down, "Soft Reset" must be put into effect.}}{{
 +
#vardefine:page|96}}
  
18.3.1
+
|18.5.1={{
Use the A and C buttons as “Accept” buttons (perform operation), and the B button as the “Cancel”
+
#vardefine:shortdesc|{{A}} (trigger) should "accept" (perform) and {{B}} should "cancel" (reject) an operation, unless redefined by the user.}}{{
button (reject operation).
+
#vardefine:fulldesc|Use the trigger (A button) as the "Accept" button (perform operation), and the B button as the "Cancel" button (reject operation). Allocation of "Accept" and "Cancel" to the respective A and B buttons is assumed, but that doesn't not mean the B button must be removed from key configuration when the accept key is defined by pressing the button to allocate keys in key configuration.}}{{
Allocation of “Accept” and “Cancel” to the respective A and B buttons is assumed, but that doesn't not
+
#vardefine:page|97}}
mean the B button must be removed from key configuration when the accept key is defined by pressing
 
the button to allocate keys in key configuration.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=95}}
 
  
18.3.2
+
|18.5.2={{
When the START button is pressed while the A button + B button + X button + Y button are all held
+
#vardefine:shortdesc|The [[software reset]] must be implemented with {{A}} (trigger)+{{B}}+{{start}}.}}{{
down, “Soft Reset” must be put into effect.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=95}}
+
#vardefine:fulldesc|When the START button is pressed while the trigger (A button) + B button are held down, "Soft Reset" must be put into effect.}}{{
 +
#vardefine:page|97}}
  
18.4
+
|18.5.3={{
Use the A button as the “Accept” button (perform operation) and the B button as the “Cancel” button
+
#vardefine:shortdesc|Software must implement a calibration mode.}}{{
(reject operation).
+
#vardefine:fulldesc|Prepare the calibration mode to adjust the aim of the gun controller in the application.}}{{
Allocation of “Accept” and “Cancel” to the respective A and B buttons is assumed, but that doesn't not
+
#vardefine:page|97}}
mean the B button must be removed from key configuration when the accept key is defined by pressing
 
the button to allocate keys in key configuration.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=96}}
 
  
For the button positions on the racing controller, use the R, L analog buttons as follows: R = accelerator
+
|18.5.4={{
and L = brake.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=96}}
+
#vardefine:shortdesc|Due to televisions or monitors with potential overscan, the screen should have a 16 (for 640x480 resolutions) or 8 (for 320x240 resolutions) pixel margin where the user cannot aim.}}{{
 +
#vardefine:fulldesc|Depending on the TV or monitor manufacturer and the type of monitor, the entire screen may not be displayed at the edges. For this reason, the margins on all sides on the screen should be at least 16 pixels (for a 640x480 pixel screen) or 8 pixels (for a 320x240 pixel screen) within which the user cannot aim.}}{{
 +
#vardefine:page|98}}
  
18.4.2
+
|18.5.5a={{
When the START button is pressed while the A button + B button + X button + Y button are all held
+
#vardefine:shortdesc|For software sold in the US, display a warning if the gun controller has not been commercially approved for the region.}}{{
down, “Soft Reset” must be put into effect.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=96}}
+
#vardefine:fulldesc|For games that support a gun controller for use in the U.S., display a warning that contains content such as the following.
  
18.5.1
+
"This is not a gun controller (use the American product name) sold for use in the United States. Please use a commercially approved gun controller." Also, don't allow the application to start up when target site data is read for the gun peripheral at application start-up and a gun controller not designed for use in the U.S. is connected.}}{{
Use the trigger (A button) as the “Accept” button (perform operation), and the B button as the “Cancel”
+
#vardefine:page|99}}
button (reject operation).
 
Allocation of “Accept” and “Cancel” to the respective A and B buttons is assumed, but that doesn't not
 
mean the B button must be removed from key configuration when the accept key is defined by pressing
 
the button to allocate keys in key configuration.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=97}}
 
  
18.5.2
+
|18.5.5b={{
When the START button is pressed while the trigger (A button) + B button are held down, “Soft Reset”
+
#vardefine:shortdesc|For software sold in the US, do not allow guns to function which have not been commercially approved.}}{{
must be put into effect.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=97}}
+
#vardefine:fulldesc|Also, when a gun controller with a territory code (see table below) for places other than the United States is connected during application operation, the gun mode should not be able to be used. In the United States, the federal government has declared that there are limitations on the colors of toys that resemble guns. This measure is effected to prevent the importation of real guns alongside the toys from other sales regions by gray importers.}}{{
 +
#vardefine:page|99}}
  
18.5.3
+
|18.6={{
Prepare the calibration mode to adjust the aim of the gun controller in the application.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=97}}
+
#vardefine:shortdesc|{{A}} (trigger) should "accept" (perform) and {{B}} should "cancel" (reject) an operation, unless redefined by the user.}}{{
 +
#vardefine:fulldesc|Use Trigger (A button) as the "Accept" button (perform operation) and the B button as the "Cancel" button (reject operation). Allocation of "Accept" and "Cancel" to the respective A and B buttons is assumed, but that doesn't not mean the B button must be removed from key configuration when the accept key is defined by pressing the button to allocate keys in key configuration.}}{{
 +
#vardefine:page|100}}
  
18.5.4
+
|18.6.2={{
Depending on the TV or monitor manufacturer and the type of monitor, the entire screen may not be displayed
+
#vardefine:shortdesc|The [[software reset]] must be implemented with {{A}}+{{B}}+{{X}}+{{Y}}+{{start}}.}}{{
at the edges.
+
#vardefine:fulldesc|When the START button is pressed while the A button + B button + X button + Y button are all held down, "Soft Reset" must be put into effect.}}{{
For this reason, the margins on all sides on the screen should be at least 16 pixels (for a 640x480 pixel
+
#vardefine:page|100}}
screen) or 8 pixels (for a 320x240 pixel screen) within which the user cannot aim.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=98}}
 
  
18.5.5
+
|19.1a={{
For games that support a gun controller for use in the U.S., display a warning that contains content such
+
#vardefine:shortdesc|Unless downloading content or an explicit timeout setting is defined, two minutes (games) or fifteen minutes (web browser) of inactivity should cause the software to disconnect from the phone line.}}{{
as the following.
+
#vardefine:fulldesc|If there is no user input for a reasonable period (about two minutes for fighting games, and the maximum time determined by the user's web browser of about 15 minutes), the phone line should disconnect, or an optional setting should be provided to allow the user to select time-out disconnect. The regulation concerning disconnection when there is no input over a period of time is not followed when downloading from the web browser.}}{{
“This is not a gun controller (use the American product name) sold for use in the United States. Please
+
#vardefine:page|101}}
use a commercially approved gun controller.”
 
Also, don’t allow the application to start up when target site data is read for the gun peripheral at application
 
start-up and a gun controller not designed for use in the U.S. is connected.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=99}}
 
  
Also, when a gun controller with a territory code (see table below) for places other than the United States
+
|19.1b={{
is connected during application operation, the gun mode should not be able to be used.
+
#vardefine:shortdesc|If an telephone line connection fails or the phone is disconnected, display a warning message clearly stating the reasons for the connection failure.}}{{
In the United States, the federal government has declared that there are limitations on the colors of toys
+
#vardefine:fulldesc|When a telephone line connection fails or when the phone is disconnected, display a warning message. Also, as much as possible, clearly state the reason for the failure or disconnection.}}{{
that resemble guns.
+
#vardefine:page|101}}
This measure is effected to prevent the importation of real guns alongside the toys from other sales
 
regions by gray importers.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=99}}
 
  
18.6
+
|19.1c={{
Use Trigger (A button) as the “Accept” button (perform operation) and the B button as the “Cancel”
+
#vardefine:shortdesc|When connecting to network applications (web browsers, email, chat), use the connection details saved in the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
button (reject operation).
+
#vardefine:fulldesc|When connecting to a network applications like a Web Browser, Mailer, or Chat, confirm the setting data for connecting to an IP address in Main Unit memory and connect based on that setting.}}{{
Allocation of “Accept” and “Cancel” to the respective A and B buttons is assumed, but that doesn't not
+
#vardefine:page|102}}
mean the B button must be removed from key configuration when the accept key is defined by pressing
 
the button to allocate keys in key configuration.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=100}}
 
  
18.6.2
+
|19.1d={{
When the START button is pressed while the A button + B button + X button + Y button are all held
+
#vardefine:shortdesc|If an IP address can be set within software, the [[Sega Dreamcast/Boot ROM|boot ROM]] save must reflect the change.}}{{
down, “Soft Reset” must be put into effect.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=100}}
+
#vardefine:fulldesc|When there is a function to set the IP Address within an application (currently only permission for settings by Dreamcast browser is given), Main Unit memory settings should be adjusted to application settings that are changed.}}{{
 +
#vardefine:page|102}}
  
19.1
+
|19.3a={{
If there is no user input for a reasonable period (about two minutes for fighting games, and the maximum
+
#vardefine:shortdesc|When downloading files, save to the location dictated by the save definition provided alongside the download. If a definition file does not exist, do not download.}}{{
time determined by the user’s web browser of about 15 minutes), the phone line should disconnect,
+
#vardefine:fulldesc|When downloading files (that can be saved on the memory card), download and save according to the information of the definition file together with the save file.
or an optional setting should be provided to allow the user to select time-out disconnect.
 
The regulation concerning disconnection when there is no input over a period of time is not followed
 
when downloading from the web browser.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=101}}
 
  
When a telephone line connection fails or when the phone is disconnected, display a warning message.
+
Currently, downloadable files on the SEGA Dreamcast Gaming Network (working title) site mention the file name and file size in the definition file if it is the same as the execution file during flagging and saving. Downloading according to definition files (only if there are definition files) makes downloading of regular PC files not possible. When following regularly issued definition files, Visual Memory Single Application files are saved as single application files with the final three spaces in the 12-space file name "_vm".}}{{
Also, as much as possible, clearly state the reason for the failure or disconnection.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=101}}
+
#vardefine:page|102}}
  
When connecting to a network applications like a Web Browser, Mailer, or Chat, confirm the setting data
+
|19.3b={{
for connecting to an IP address in Main Unit memory and connect based on that setting.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=102}}
+
#vardefine:shortdesc|Warn users if not enough space exists to complete a file download.}}{{
 +
#vardefine:fulldesc|When downloading files, check the free space beforehand, and if there is not enough space, display a caution message before proceeding with the download, to avoid wasting the users' download time.}}{{
 +
#vardefine:page|102}}
  
When there is a function to set the IP Address within an application (currently only permission for settings
+
|19.4={{
by Dreamcast browser is given), Main Unit memory settings should be adjusted to application settings
+
#vardefine:shortdesc|Pause functions should not work during networked gameplay, however the [[software reset]] should still be possible.}}{{
that are changed.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=102}}
+
#vardefine:fulldesc|The Pause function should be disabled whenever connecting to the matching service on a network. (This is to not disturb the fighting opponent with a Pause. However, soft reset should be possible.)}}{{
 +
#vardefine:page|103}}
  
19.3
+
|20.1={{
When downloading files (that can be saved on the memory card), download and save according to the
+
#vardefine:shortdesc|Any *.da file saved in the single-density "CD-ROM" area should be voice data.}}{{
information of the definition file together with the save file.
+
#vardefine:fulldesc|In the single-density area of the Dreamcast-specific disc, DA (except for non-sound) should be input as voice data. DA sound should be made to run even if the specific-disc is put in a non-Dreamcast CD player.}}{{
Currently, downloadable files on the SEGA Dreamcast Gaming Network (working title) site mention the
+
#vardefine:page|105}}
file name and file size in the definition file if it is the same as the execution file during flagging and saving.
 
Downloading according to definition files (only if there are definition files) makes downloading of regular
 
PC files not possible. When following regularly issued definition files, Visual Memory Single Application
 
files are saved as single application files with the final three spaces in the 12-space file name "_vm".{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=102}}
 
  
When downloading files, check the free space beforehand, and if there is not enough space, display a caution
+
|20.2={{
message before proceeding with the download, to avoid wasting the users’ download time.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=102}}
+
#vardefine:shortdesc|Program data must be written to and executed from the high-density area of a GD-ROM, not the single-density "CD-ROM" area or a memory card.}}{{
 +
#vardefine:fulldesc|For security reasons, the Sega Dreamcast program execution code cannot be written to any area other than the Sega Dreamcast-specific disc high-density area. Sega Dreamcast program execution code should not be written to Sega Dreamcast-specific disc single-density area, save data, or Visual Memory special games.}}{{
 +
#vardefine:page|106}}
  
19.4
+
|25.1={{
The Pause function should be disabled whenever connecting to the matching service on a network. (This
+
#vardefine:shortdesc|{{A}} should "accept" (perform) and {{B}} should "cancel" (reject) an operation.}}{{
is to not disturb the fighting opponent with a Pause. However, soft reset should be possible.){{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=103}}
+
#vardefine:fulldesc|Use the A button for "Accept" (perform operation) and the B button for "Cancel" (reject operation).}}{{
 +
#vardefine:page|121}}
  
20.1
+
|25.2a={{
In the single-density area of the Dreamcast-specific disc, DA (except for non-sound) should be input
+
#vardefine:shortdesc|Copyright information must conform to the same rules outlined in section 6.2 and chapter 23.}}{{
as voice data. DA sound should be made to run even if the specific-disc is put in a non-Dreamcast
+
#vardefine:fulldesc|Displaying Copyrights: Observe the rules outlined in Section 6.2, Copyright Display and Chapter 23, Trademark/Copyright Infringement, when creating copyright displays.
CD player.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=105}}
 
  
20.2
+
(SEGA Brand only) official material is displayed as
For security reasons, the Sega Dreamcast program execution code cannot be written to any area other
+
<tt>"©_SEGA_ENTERPRISES,_LTD.,_1999"
than the Sega Dreamcast-specific disc high-density area. Sega Dreamcast program execution code should
+
_= space
not be written to Sega Dreamcast-specific disc single-density area, save data, or Visual Memory special
+
"© [Official company name][Year of release]"</tt>
games.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=106}}
+
However, when display on the visual memory is difficult due to lack of hardware display space, the following
 +
can be used.
 +
<tt>"©_SEGA_1999"
 +
_= space</tt>}}{{
 +
#vardefine:page|122}}
  
24
+
|25.2b={{
 +
#vardefine:shortdesc|Copyright details must be displayed on the title screen.}}{{
 +
#vardefine:fulldesc|Display the copyright on the title screen.}}{{
 +
#vardefine:page|122}}
  
When using a software library provided by another company, and when using a patent that is owned by
+
|25.3a={{
another company, depending on the terms of the licensing contract, that company's logo and trade name
+
#vardefine:shortdesc|Pressing {{A}}+{{B}} on the title loop should start the game.}}{{
must be displayed at the specified location.
+
#vardefine:fulldesc|Pressing the A and B buttons together from the Title Display/Loop (27.2) starts the main game
For more details, see the following table and its accompanying text.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=115}}
+
(game start).}}{{
 +
#vardefine:page|122}}
  
 +
|25.3b={{
 +
#vardefine:shortdesc|"Press {{A}}+{{B}}" should be displayed on the title screen.}}{{
 +
#vardefine:fulldesc|"Press A+B" should be displayed on the Title Screen.}}{{
 +
#vardefine:page|122}}
  
25.1
+
|25.4={{
Use the A button for “Accept” (perform operation) and the B button for “Cancel” (reject operation).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=121}}
+
#vardefine:shortdesc|An executable file should not re-write its own Visual Comment.}}{{
 +
#vardefine:fulldesc|An executable file should not rewrite its own Visual Comment. Even the smallest Visual Comment requires almost 5 blocks, so having the executable file rewrite even a single block of Visual Memory would probably cause an unacceptably long delay and significant increase in power consumption, and the rewrite process could not be guaranteed to finish normally.}}{{
 +
#vardefine:page|122}}
  
25.2
+
|25.5={{
Displaying Copyrights:
+
#vardefine:shortdesc|When a low-voltage interrupt occurs, software should finish writing any data, display a message suggesting the batteries be replaced, and disable further input.}}{{
Observe the rules outlined in Section 6.2, Copyright Display and Chapter 23, Trademark/Copyright
+
#vardefine:fulldesc|When a low-voltage interrupt occurs, the application should finish storing any data and other processes, and then immediately display a caution message such as "Please replace the batteries," and disable any further input from the mode buttons or other keys.}}{{
Infringement, when creating copyright displays.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
+
#vardefine:page|123}}
  
Display the copyright on the title screen.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
+
|25.6={{
 +
#vardefine:shortdesc|The last three characters of a 12-character single-application file name should be "_VM".}}{{
 +
#vardefine:fulldesc|The last three characters of a 12-character single-application file name should be '_VM'.}}{{
 +
#vardefine:page|123}}
  
25.3
+
|26={{
Pressing the A and B buttons together from the Title Display/Loop (27.2) starts the main game
+
#vardefine:shortdesc|Software must abide by the guidelines provided by the NHK and Japan Civil Broadcasting Union in regards to certain light patterns or flashing lights.}}{{
(game start).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
+
#vardefine:fulldesc|A very small number of individuals may experience seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns or backgrounds on a television screen or while playing videogames could induce a seizure in such individuals. Certain conditions may induce undetected seizure symptoms even in persons who have no history of prior seizures or epilepsy.
 
+
Because of this possibility, an appropriate seizure warning should be included on videogame packaging. The following guidelines have been provided by NHK (Japan Broadcasting Co.), and should be used as a guideline for precautionary measures:
“Press A+B” should be displayed on the Title Screen.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
 
 
 
25.4
 
An executable file should not rewrite its own Visual Comment.
 
Even the smallest Visual Comment requires almost 5 blocks, so having the executable file rewrite even a
 
single block of Visual Memory would probably cause an unacceptably long delay and significant increase
 
in power consumption, and the rewrite process could not be guaranteed to finish normally.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
 
 
 
25.5
 
When a low-voltage interrupt occurs, the application should finish storing any data and other processes,
 
and then immediately display a caution message such as “Please replace the batteries,” and disable any
 
further input from the mode buttons or other keys.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=123}}
 
 
 
25.6
 
The last three characters of a 12-character single-application file name should be '_VM'.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=123}}
 
 
 
 
 
26
 
A very small number of individuals may experience seizures when exposed to certain light patterns or
 
flashing lights. Exposure to certain patterns or backgrounds on a television screen or while playing
 
videogames could induce a seizure in such individuals. Certain conditions may induce undetected seizure
 
symptoms even in persons who have no history of prior seizures or epilepsy.
 
Because of this possibility, an appropriate seizure warning should be included on videogame packaging.
 
The following guidelines have been provided by NHK (Japan Broadcasting Co.), and should be used as a
 
guideline for precautionary measures:
 
 
• Prepare an option that can toggle light ON/OFF when flashing lights appear.
 
• Prepare an option that can toggle light ON/OFF when flashing lights appear.
• Display a warning message like the one below at the beginning of a game.
+
• Display a warning message like the one below at the beginning of a game. These guidelines are examined in more detail in the next section, "NHK (Japan Broadcasting Co.) and Japan Civil Broadcasting Union Guidelines."}}{{
These guidelines are examined in more detail in the next section, “NHK (Japan Broadcasting Co.) and
+
#vardefine:page|125}}
Japan Civil Broadcasting Union Guidelines."{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=125}}
 
  
27
+
|27={{
Software designed for operation on European systems should be compatible with a 21-pin RGB cable
+
#vardefine:shortdesc|Software designed for PAL systems must be compatible with the 21-pin RGB cable, as not all French televisions accept PAL video.}}{{
(15kHz RGB output mode).
+
#vardefine:fulldesc|Software designed for operation on European systems should be compatible with a 21-pin RGB cable (15kHz RGB output mode).  
One potential problem is that in France, many television sets use 15kHz RGB skate cables, while not
 
many are equipped with PAL video input jacks.
 
For this reason, unless 15kHz RGB is consciously supported via software, it may not be possible to use
 
the Sega Dreamcast system in many households in France.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=127}}
 
  
 +
One potential problem is that in France, many television sets use 15kHz RGB skate cables, while not many are equipped with PAL video input jacks. For this reason, unless 15kHz RGB is consciously supported via software, it may not be possible to use the Sega Dreamcast system in many households in France.}}{{
 +
#vardefine:page|127}}
  
 +
}}</div>
 +
{{ComplianceDetails/Output|{{{1|}}}}}<noinclude>
  
{{ComplianceDetails|1}}
+
{{ComplianceTable|
 +
{{ComplianceRow|25.6|
 +
| image1=
 +
| result=pass
 +
| comments=dsfahukjsadgihkdgsali afsdifads iljfd sijlafds aijl
 +
}}
 +
}}
  
 +
[[Category:Templates]]
 
</noinclude>
 
</noinclude>

Latest revision as of 11:56, 10 September 2024

: [1]
Compilance Screenshot(s) Pass/fail Comments
Pass dsfahukjsadgihkdgsali afsdifads iljfd sijlafds aijl