Difference between revisions of "ComplianceDetails/DC"

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|8.1={{
 
|8.1={{
#vardefine:shortdesc|Any menus must exist separately to the title screen.}}{{
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#vardefine:shortdesc|Any menus must exist separately from the 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.
 
#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.
 
}}{{
 
}}{{
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*8 pixels horizontally or 16 pixels vertically from the game screen (for 320x240 pixel displays).
 
*8 pixels horizontally or 16 pixels vertically from the game screen (for 320x240 pixel displays).
 
*8 pixels horizontally or 32 pixels vertically from the game screen (for 640x480 pixel displays).}}{{
 
*8 pixels horizontally or 32 pixels vertically from the game screen (for 640x480 pixel displays).}}{{
#vardefine:fulldesc|#vardefine:page|41}}
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#vardefine:page|41}}
  
 
|10.4={{
 
|10.4={{
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|15.1.3a={{
 
|15.1.3a={{
#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.}}{{
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#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.}}{{
 
#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: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:fulldesc|#vardefine:page|58}}
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#vardefine:page|58}}
  
 
|15.1.3b={{
 
|15.1.3b={{
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|15.1.5={{
 
|15.1.5={{
#vardefine:shortdesc|A save file should have its a unique icon so it can be clearly recognised in the [[Sega Dreamcast/Boot ROM|boot ROM]].}}{{
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#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]].}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|59}}
 
#vardefine:page|59}}
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|15.2.2={{
 
|15.2.2={{
#vardefine:shortdesc|If an autosave feature is in effect and memory card is removed during play, the game must be paused 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.}}{{
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#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: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}}
 
#vardefine:page|66}}
  
 
|15.2.3={{
 
|15.2.3={{
#vardefine:shortdesc|Unless saving data, swapping memory cards will the power is on should be supported. }}{{
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#vardefine:shortdesc|Unless saving data, swapping memory cards while the power is on should be supported.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|66}}
 
#vardefine:page|66}}
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|15.5a={{
 
|15.5a={{
#vardefine:shortdesc|If when executing a save and no memory card is inseted, display a messasge notifying the user of a lack of memory card, and the number of blocks required to save.}}{{
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#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.}}{{
 
#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?
 
#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?
 
(YES/NO)".}}{{
 
(YES/NO)".}}{{
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|15.10.1={{
 
|15.10.1={{
#vardefine:shortdesc|When saving, an on-screen indicator should be displayed to show a save is in process.}}{{
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#vardefine:shortdesc|When saving, an on-screen indicator should be displayed to show a save is in progress.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|74}}
 
#vardefine:page|74}}
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|18.5.4={{
 
|18.5.4={{
#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 user cannot aim.}}{{
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#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: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}}
 
#vardefine:page|98}}
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|18.5.5b={{
 
|18.5.5b={{
#vardefine:shortdesc|For software sold in the US, do not allow guns to function which have not been coommercially approved.}}{{
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#vardefine:shortdesc|For software sold in the US, do not allow guns to function which have not been commercially approved.}}{{
 
#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: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}}
 
#vardefine:page|99}}
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|26={{
 
|26={{
#vardefine:shortdesc|Software must obide by the guidelines provided by the NHK and Japan Civil Broadcasting Union in regards to certain light patterns or flashing lights.}}{{
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#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.}}{{
 
#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.
 
#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:
 
  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:

Latest revision as of 11:56, 10 September 2024

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