Difference between revisions of "ComplianceDetails"

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Allocation of "Accept" and "Cancel" to the A and B buttons, respectively, is always assumed to be the
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Revision as of 11:50, 25 August 2024

: [1]







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. [2]


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.” [3]

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. [4]

2.2.2 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.) [4]

2.2.3 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. [5]

2.2.6 In an application in which single player uses a single controller, play is not resumed. [6]

3.2 Required 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. [7]


4.1.1 When the disc lid is open, “Soft Reset” must be enabled, except in cases of special processing such as executing operations to save or load the memory card. [8]

4.1.2 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.[8]

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. [9]

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. [9]


4.1.4.1 Soft reset from the Title Loop must jump to the Main Unit Boot ROM Menu.[10]

Soft reset from the main game (after the application is started) must jump to the Title Screen.[10]

4.2.1 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.[11]

4.2.2 For games with data that require the changing of discs, a manual user mode for opening and closing the disc lid is accommodated, and your application must be designed in such a way that the disc lid can be opened and closed only from this mode. 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.[11]

4.2.3 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.[12]


5.1.1 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.[13]

5.2.6 After the Sega License logo is displayed, display any other logo screens. Display each screen for at least two seconds.[14]

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. 2. The order of logo display and the possibility of skipping screens is defined in the terms of the contract document. 3. To display the library logo, refer to Chapter 24, License Acknowledgment when Using Libraries and Patents 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.[15]

5.2.8 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. 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. 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” together with the team or series logo to avoid complications of rights ownership.[15]

5.2.9 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 contract document. 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 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. • Add “In cooperation with”… to the display area of the OEM company name.[16]


6 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.[17]

6.1 If transition to the next screen is not initiated by user input, display the Title Logo for about two seconds.[17]

6.1.1 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.[17]

7.1 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).[18]

7.2 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.[18]

8.1 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. [19]

8.2 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.[19]

9.1 Considering the many users who play on monaural TVs, the Stereo/Monaural selection should be provided whenever possible.[20]

9.2 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.[21]

9.3 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).[21]

10.1 Important displays such as score and remaining units should not appear within 8 pixels horizontally or 16 pixels vertically from the game screen (for 320x240 pixel displays).[22]

Important displays such as score and remaining units should not appear within 8 pixels horizontally or 32 pixels vertically from the game screen (for 640x480 pixel displays).[22]

10.4 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.[23]

10.5 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. 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.[24]

11.3 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.[25]

12 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.[26]

12.1 The START button turns the Pause function on and off. [26]

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).[26]

12.2 A word such as “PAUSE” should be displayed while paused. This is to distinguish the Pause from a hang-up from a bug.[27]

The display should so indicate the initiator of the Pause, such as “PLAYER 1 PAUSE” or “PLAYER 2 PAUSE.”[27]

12.3 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. 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).[27]

12.4 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.[27]


14.1 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.[28]

14.2 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.[28]

15 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.[29]

15.1 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.) Create a file name that is easily recognizable and bears an intuitive resemblance to the name of the game.[29]

15.1.1 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.)[30]

File names must be exactly 12 characters.[30]

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.[30]

15.1.2 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.[31]

15.1.3 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).[32]

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.[32]

15.1.4 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.[32]

15.1.5 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.[33]

15.1.6 When preparing Visual Comments, observe the rules outlined in “23. Ethics Considerations” to avoid improper ethics in the comments.[33]

15.1.7 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.[34]

15.2.1.1 Regardless of whether the port (controller) is being used (compatible), or not used (compatible), make the memory card inserted in either expansion socket selectable.[35]

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.[35]

Hot swapping (inserting and removing with power on) of memory cards must be supported (except during actual save operations). However, access to Visual Memory cannot be done when using the gun controller. For that reason, this rule does not apply, but include it anyway so as not to confuse the user.[35]

15.2.2 Regardless of whether a port (controller) is used (compatible), or not used (compatible), make the memory card inserted in either expansion socket selectable.[36]

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. [36]

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.[36]

15.2.3 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.[36]

15.3 Initialization of memory cards should not be handled at the application side. Currently, all visual memories are shipped in the fully initialized state. If reinitialization is needed, it should be done from the File Control Menu of the Boot ROM.[37]

15.4 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.[37]

Soft reset capability must be disabled while a save is executing.[37]

When a save operation fails to complete correctly, a caution message such as “Save could not complete correctly” should be displayed.[37]

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.[37]


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? (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.[38]

15.5 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)”.[39]

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).[39]

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).[39]

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.[39]

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.”[39]

15.6 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.[40]

15.7 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.[40]

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.[40]

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).[40]

15.8 The application should not copy files in which the copy-protection attribute is set. (However, applications may create such files.)[41]

15.10.1 (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.[42]

15.11 When reading Visual Memory single application files to the memory card, if there isn’t a block of empty space, inform the user and abort the write.[43]

16.1 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.[44]

17.2 Other than the exceptions in 17.2.1, booting should comply with the conditions of Chapter 3, Sequences Before Game Start.[45]

17.3 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).[45]

17.3.1 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”.[45]

17.4 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.”[46]

After switching discs, always execute the Disc Check routine in the Boot ROM.[46]

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.[46]

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.”[46]

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.[47]

17.5 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.”[48]

After switching discs, always execute the Disc Check routine in the Boot ROM.[48]

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.”[48]

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.[48]

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.[49]

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.[49]

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.[50]

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.[50]

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.[51]

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.[51]

18.2.2 Use the special keys on the hardware keyboard, S1 and S2, as the left and right triggers, respectively.[52]

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.[52]


18.3.1 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.[53]

18.3.2 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.[53]

18.4 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.[54]

For the button positions on the racing controller, use the R, L analog buttons as follows: R = accelerator and L = brake.[54]

18.4.2 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.[54]

18.5.1 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.[55]

18.5.2 When the START button is pressed while the trigger (A button) + B button are held down, “Soft Reset” must be put into effect.[55]

18.5.3 Prepare the calibration mode to adjust the aim of the gun controller in the application.[55]

18.5.4 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.[56]

18.5.5 For games that support a gun controller for use in the U.S., display a warning that contains content such as the following. “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.[57]

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.[57]

18.6 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.[58]

18.6.2 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.[58]

19.1 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.[59]

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.[59]

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.[60]

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.[60]

19.3 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. 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".[60]

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.[60]

19.4 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.)[61]

20.1 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.[62]

20.2 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.[63]

24

When using a software library provided by another company, and when using a patent that is owned by another company, depending on the terms of the licensing contract, that company's logo and trade name must be displayed at the specified location. For more details, see the following table and its accompanying text.[64]


25.1 Use the A button for “Accept” (perform operation) and the B button for “Cancel” (reject operation).[65]

25.2 Displaying Copyrights: Observe the rules outlined in Section 6.2, Copyright Display and Chapter 23, Trademark/Copyright Infringement, when creating copyright displays.[66]

Display the copyright on the title screen.[66]

25.3 Pressing the A and B buttons together from the Title Display/Loop (27.2) starts the main game (game start).[66]

“Press A+B” should be displayed on the Title Screen.[66]

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.[66]

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.[67]

25.6 The last three characters of a 12-character single-application file name should be '_VM'.[67]


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. • 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."[68]

27 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.[69]


Compilance Screenshot(s) Pass/fail Comments
1: A should "accept" (perform) and B should "cancel" (reject) an operation, unless redefined by the user.[2]
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.

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  1. Sega Dreamcast Software Creation Standards
  2. 2.0 2.1 Sega Dreamcast Software Creation Standards, page 5
  3. Sega Dreamcast Software Creation Standards, page 8
  4. 4.0 4.1 Sega Dreamcast Software Creation Standards, page 9
  5. Sega Dreamcast Software Creation Standards, page 10
  6. Sega Dreamcast Software Creation Standards, page 12
  7. Sega Dreamcast Software Creation Standards, page 15
  8. 8.0 8.1 Sega Dreamcast Software Creation Standards, page 17
  9. 9.0 9.1 Sega Dreamcast Software Creation Standards, page 18
  10. 10.0 10.1 Sega Dreamcast Software Creation Standards, page 19
  11. 11.0 11.1 Sega Dreamcast Software Creation Standards, page 20
  12. Sega Dreamcast Software Creation Standards, page 21
  13. Sega Dreamcast Software Creation Standards, page 24
  14. Sega Dreamcast Software Creation Standards, page 27
  15. 15.0 15.1 Sega Dreamcast Software Creation Standards, page 28
  16. Sega Dreamcast Software Creation Standards, page 29
  17. 17.0 17.1 17.2 Sega Dreamcast Software Creation Standards, page 32
  18. 18.0 18.1 Sega Dreamcast Software Creation Standards, page 33
  19. 19.0 19.1 Sega Dreamcast Software Creation Standards, page 35
  20. Sega Dreamcast Software Creation Standards, page 38
  21. 21.0 21.1 Sega Dreamcast Software Creation Standards, page 39
  22. 22.0 22.1 Sega Dreamcast Software Creation Standards, page 41
  23. Sega Dreamcast Software Creation Standards, page 42
  24. Sega Dreamcast Software Creation Standards, page 43
  25. Sega Dreamcast Software Creation Standards, page 46
  26. 26.0 26.1 26.2 Sega Dreamcast Software Creation Standards, page 47
  27. 27.0 27.1 27.2 27.3 Sega Dreamcast Software Creation Standards, page 48
  28. 28.0 28.1 Sega Dreamcast Software Creation Standards, page 53
  29. 29.0 29.1 Sega Dreamcast Software Creation Standards, page 55
  30. 30.0 30.1 30.2 Sega Dreamcast Software Creation Standards, page 56
  31. Sega Dreamcast Software Creation Standards, page 57
  32. 32.0 32.1 32.2 Sega Dreamcast Software Creation Standards, page 58
  33. 33.0 33.1 Sega Dreamcast Software Creation Standards, page 59
  34. Sega Dreamcast Software Creation Standards, page 60
  35. 35.0 35.1 35.2 Sega Dreamcast Software Creation Standards, page 63
  36. 36.0 36.1 36.2 36.3 Sega Dreamcast Software Creation Standards, page 66
  37. 37.0 37.1 37.2 37.3 37.4 Sega Dreamcast Software Creation Standards, page 67
  38. Sega Dreamcast Software Creation Standards, page 68
  39. 39.0 39.1 39.2 39.3 39.4 Sega Dreamcast Software Creation Standards, page 69
  40. 40.0 40.1 40.2 40.3 Sega Dreamcast Software Creation Standards, page 70
  41. Sega Dreamcast Software Creation Standards, page 73
  42. Sega Dreamcast Software Creation Standards, page 74
  43. Sega Dreamcast Software Creation Standards, page 75
  44. Sega Dreamcast Software Creation Standards, page 77
  45. 45.0 45.1 45.2 Sega Dreamcast Software Creation Standards, page 80
  46. 46.0 46.1 46.2 46.3 Sega Dreamcast Software Creation Standards, page 82
  47. Sega Dreamcast Software Creation Standards, page 83
  48. 48.0 48.1 48.2 48.3 Sega Dreamcast Software Creation Standards, page 85
  49. 49.0 49.1 Sega Dreamcast Software Creation Standards, page 87
  50. 50.0 50.1 Sega Dreamcast Software Creation Standards, page 88
  51. 51.0 51.1 Sega Dreamcast Software Creation Standards, page 89
  52. 52.0 52.1 Sega Dreamcast Software Creation Standards, page 90
  53. 53.0 53.1 Sega Dreamcast Software Creation Standards, page 95
  54. 54.0 54.1 54.2 Sega Dreamcast Software Creation Standards, page 96
  55. 55.0 55.1 55.2 Sega Dreamcast Software Creation Standards, page 97
  56. Sega Dreamcast Software Creation Standards, page 98
  57. 57.0 57.1 Sega Dreamcast Software Creation Standards, page 99
  58. 58.0 58.1 Sega Dreamcast Software Creation Standards, page 100
  59. 59.0 59.1 Sega Dreamcast Software Creation Standards, page 101
  60. 60.0 60.1 60.2 60.3 Sega Dreamcast Software Creation Standards, page 102
  61. Sega Dreamcast Software Creation Standards, page 103
  62. Sega Dreamcast Software Creation Standards, page 105
  63. Sega Dreamcast Software Creation Standards, page 106
  64. Sega Dreamcast Software Creation Standards, page 115
  65. Sega Dreamcast Software Creation Standards, page 121
  66. 66.0 66.1 66.2 66.3 66.4 Sega Dreamcast Software Creation Standards, page 122
  67. 67.0 67.1 Sega Dreamcast Software Creation Standards, page 123
  68. Sega Dreamcast Software Creation Standards, page 125
  69. Sega Dreamcast Software Creation Standards, page 127