Difference between revisions of "ComplianceDetails"

From Sega Retro

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#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 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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 +
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.}}{{
 
#vardefine:page|5}}
 
#vardefine:page|5}}
  
 
|2.1={{
 
|2.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Software must not stop when an incompatible controller is inserted, but the manual must warn that continued operation is not guaranteed.}}{{
 
#vardefine:fulldesc|It is not permissible for a game to stop when an incompatible controller is inserted in the control port.
 
#vardefine:fulldesc|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."
+
 
 +
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."
 
}}{{
 
}}{{
 
#vardefine:page|8}}
 
#vardefine:page|8}}
  
 
|2.2.1={{
 
|2.2.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|It must be possible to start and operate software from any of the four controller ports (A-through-D).}}{{
 
#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.
 
#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.
 
}}{{
 
}}{{
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|4.1.2a={{
 
|4.1.2a={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|For standard controllers, the [[software reset]] must be implemented with {{A}}+{{B}}+{{X}}+{{Y}}+{{start}}.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|17}}
 
#vardefine:page|17}}
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|4.1.2c={{
 
|4.1.2c={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#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: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.
 
}}{{
 
}}{{
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|4.1.4.1a={{
 
|4.1.4.1a={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Performing a [[software reset]] from the title loop must return to the BIOS.}}{{
 
#vardefine:fulldesc|Soft reset from the Title Loop must jump to the Main Unit Boot ROM Menu.}}{{
 
#vardefine:fulldesc|Soft reset from the Title Loop must jump to the Main Unit Boot ROM Menu.}}{{
 
#vardefine:page|19}}
 
#vardefine:page|19}}
  
 
|4.1.4.1b={{
 
|4.1.4.1b={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Performing a [[software reset]] from outside the title loop must return to the title screen.}}{{
 
#vardefine:fulldesc|Soft reset from the main game (after the application is started) must jump to the Title Screen.}}{{
 
#vardefine:fulldesc|Soft reset from the main game (after the application is started) must jump to the Title Screen.}}{{
 
#vardefine:page|19}}
 
#vardefine:page|19}}
  
 
|4.2.1={{
 
|4.2.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|The BIOS must appear within ten seconds of opening the disc lid, save for situations where legitimate disc swapping is required.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|20}}
 
#vardefine:page|20}}
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|4.2.2={{
 
|4.2.2={{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
#vardefine:fulldesc|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.}}{{
+
#vardefine:fulldesc|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.}}{{
 
#vardefine:page|20}}
 
#vardefine:page|20}}
  
 
|4.2.3={{
 
|4.2.3={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Any operation that returns to the BIOS must wait until a save has finished.}}{{
#vardefine:fulldesc|When executing saves, do not go to the Main Unit Boot ROM main screen until that save is finished.
+
#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.}}{{
(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.}}{{
 
 
#vardefine:page|21}}
 
#vardefine:page|21}}
 
  
 
|5.1.1={{
 
|5.1.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#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: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}}
 
#vardefine:page|24}}
  
 
|5.2.6={{
 
|5.2.6={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Any other logo screens must occur after the Sega license logo, and should be visible for at least two seconds.}}{{
 
#vardefine:fulldesc|After the Sega License logo is displayed, display any other logo screens. Display each screen for at least two seconds.}}{{
 
#vardefine:fulldesc|After the Sega License logo is displayed, display any other logo screens. Display each screen for at least two seconds.}}{{
 
#vardefine:page|27}}
 
#vardefine:page|27}}
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|6.1={{
 
|6.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
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#vardefine:shortdesc|If the transition past the title screen is not initiated by user input, display the title screen for about two seconds.}}{{
 
#vardefine:fulldesc|If transition to the next screen is not initiated by user input, display the Title Logo for about two seconds.}}{{
 
#vardefine:fulldesc|If transition to the next screen is not initiated by user input, display the Title Logo for about two seconds.}}{{
 
#vardefine:page|32}}
 
#vardefine:page|32}}
  
 
|6.1.1={{
 
|6.1.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Advancing past the title screen should only occur when {{start}} is pressed.}}{{
 
#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: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}}
 
#vardefine:page|32}}
  
 
|7.1={{
 
|7.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#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.}}{{
 
#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).}}{{
 
#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).}}{{
 
#vardefine:page|33}}
 
#vardefine:page|33}}
  
 
|7.2={{
 
|7.2={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Pressing {{start}} during a demo sequence should return to the title screen.}}{{
 
#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: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}}
 
#vardefine:page|33}}
  
 
|8.1={{
 
|8.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Any menus must exist separately to 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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|9.1={{
 
|9.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
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#vardefine:shortdesc|A stereo/monaural audio setting should be provided.}}{{
 
#vardefine:fulldesc|Considering the many users who play on monaural TVs, the Stereo/Monaural selection should be provided whenever possible.}}{{
 
#vardefine:fulldesc|Considering the many users who play on monaural TVs, the Stereo/Monaural selection should be provided whenever possible.}}{{
 
#vardefine:page|38}}
 
#vardefine:page|38}}
  
 
|9.2={{
 
|9.2={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|The stereo/monaural setting must not be saved. The default setting is saved in the BIOS.}}{{
 
#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: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}}
 
#vardefine:page|39}}
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|10.1={{
 
|10.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
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#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.}}{{
#vardefine:fulldesc|Important displays such as score and remaining units should not appear within 8 pixels horizontally or
+
#vardefine:fulldesc|Important displays such as score and remaining units should not appear within:
|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).
#vardefine:shortdesc|DESC HERE PLS}}{{
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*8 pixels horizontally or 32 pixels vertically from the game screen (for 640x480 pixel displays).}}{{
#vardefine:fulldesc|#vardefine:page|41}}
 
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).{{={{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
 
#vardefine:fulldesc|#vardefine:page|41}}
 
#vardefine:fulldesc|#vardefine:page|41}}
  
 
|10.4={{
 
|10.4={{
#vardefine:shortdesc|DESC HERE PLS}}{{
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#vardefine:shortdesc|Avoid sudden switches from black to white to maintain compatibility with the sync interval in older TVs.}}{{
 
#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: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}}
 
#vardefine:page|42}}
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#vardefine:shortdesc|DESC HERE PLS}}{{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
#vardefine:fulldesc|Screen display of more than 0XC0 (75% brightness) should not be allowed to persist for a long time
 
#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
+
(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.
|0x90; for a VGA monitor, it is 0xC0.={{
+
 
#vardefine:shortdesc|DESC HERE PLS}}{{
+
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.}}{{
#vardefine:fulldesc|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.}}{{
 
 
#vardefine:page|43}}
 
#vardefine:page|43}}
  
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|12={{
 
|12={{
#vardefine:shortdesc|DESC HERE PLS}}{{
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#vardefine:shortdesc|The ability to pause a game should be provided, save for situations where there is nothing to "pause".}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|47}}
 
#vardefine:page|47}}
  
|12.1={{
+
|12.1a={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Pausing/unpausing must be done with {{start}}.}}{{
#vardefine:fulldesc|The START button turns the Pause function on and off.
+
#vardefine:fulldesc|The START button turns the Pause function on and off.}}{{
}}{{
 
 
#vardefine:page|47}}
 
#vardefine:page|47}}
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).}}{{
+
 
 +
|12.1b={{
 +
#vardefine:shortdesc|The pause function should be independent for each port.}}{{
 +
#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).}}{{
 
#vardefine:page|47}}
 
#vardefine:page|47}}
  
 
|12.2={{
 
|12.2={{
#vardefine:shortdesc|DESC HERE PLS}}{{
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#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").}}{{
#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.}}{{
+
#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.
#vardefine:page|48}}
+
 
The display should so indicate the initiator of the Pause, such as "PLAYER 1 PAUSE" or
+
The display should so indicate the initiator of the Pause, such as "PLAYER 1 PAUSE" or "PLAYER 2 PAUSE."}}{{
"PLAYER 2 PAUSE."}}{{
 
 
#vardefine:page|48}}
 
#vardefine:page|48}}
  
 
|12.3={{
 
|12.3={{
#vardefine:shortdesc|DESC HERE PLS}}{{
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#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.}}{{
#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
+
#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.
|300 seconds.={{
+
 
#vardefine:shortdesc|DESC HERE PLS}}{{
+
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).}}{{
#vardefine:fulldesc|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).}}{{
 
 
#vardefine:page|48}}
 
#vardefine:page|48}}
  
 
|12.4={{
 
|12.4={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Pausing is not allowed during logo or title screens, or demo sequences.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|48}}
 
#vardefine:page|48}}
 
  
 
|14.1={{
 
|14.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|It must not be possible to skip middleware logos (e.g. [[ADX]] and [[Sofdec]]).}}{{
 
#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: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}}
 
#vardefine:page|53}}
  
 
|14.2={{
 
|14.2={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#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: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}}
 
#vardefine:page|53}}
Line 268: Line 262:
 
#vardefine:page|55}}
 
#vardefine:page|55}}
  
|15.1.1={{
+
|15.1.1a={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Only 1-byte upper case English letters, numbers, underscore and period characters may be used for save file names.}}{{
 
#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.)}}{{
 
#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.)}}{{
 
#vardefine:page|56}}
 
#vardefine:page|56}}
File names must be exactly 12 characters.}}{{
+
 
 +
|15.1.1b={{
 +
#vardefine:shortdesc|Save file names must be exactly 12 characters.}}{{
 +
#vardefine:fulldesc|File names must be exactly 12 characters.}}{{
 
#vardefine:page|56}}
 
#vardefine:page|56}}
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.}}{{
+
 
 +
|15.1.1c={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#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}}
 
#vardefine:page|56}}
  
Line 282: Line 282:
 
#vardefine:page|57}}
 
#vardefine:page|57}}
  
|15.1.3={{
+
|15.1.3a={{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
#vardefine:fulldesc|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
+
(double-byte characters display as 24x24 dots with the Boot ROM, and single-byte characters as 24x12 dots).}}{{
|24x12 dots).{{={{
+
#vardefine:fulldesc|#vardefine:page|58}}
 +
 
 +
|15.1.3b={{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
#vardefine:fulldesc|#vardefine:page|58}}
+
#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.}}{{
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.}}{{
 
 
#vardefine:page|58}}
 
#vardefine:page|58}}
  
Line 312: Line 313:
 
#vardefine:page|60}}
 
#vardefine:page|60}}
  
|15.2.1.1={{
+
|15.2.1.1a={{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|63}}
 
#vardefine:page|63}}
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.}}{{
+
|15.2.1.1b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#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}}
 
#vardefine:page|63}}
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.}}{{
+
 
 +
|15.2.1.1c={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|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.}}{{
 
#vardefine:page|63}}
 
#vardefine:page|63}}
  
Line 329: Line 335:
 
|15.2.2b={{
 
|15.2.2b={{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
 
#vardefine:shortdesc|DESC HERE PLS}}{{
#vardefine:fulldesc|When allowing the user to select the port and expansion socket for a memory card, the user's selection
+
#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.}}{{
(for example., Port A Expansion Socket 2) should be clearly indicated.
 
}}{{
 
 
#vardefine:page|66}}
 
#vardefine:page|66}}
  
Line 355: Line 359:
  
 
|15.4b={{
 
|15.4b={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|The [[software reset]] capability must be disabled when saving.}}{{
 
#vardefine:fulldesc|Soft reset capability must be disabled while a save is executing.}}{{
 
#vardefine:fulldesc|Soft reset capability must be disabled while a save is executing.}}{{
 
#vardefine:page|67}}
 
#vardefine:page|67}}
  
 
|15.4c={{
 
|15.4c={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|If saving fails, a message should display informing the user.}}{{
 
#vardefine:fulldesc|When a save operation fails to complete correctly, a caution message such as "Save could not complete correctly" should be displayed.}}{{
 
#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}}
 
#vardefine:page|67}}
  
 
|15.4d={{
 
|15.4d={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Unless an autosave feature is in use, users should be prompted to overwrite saves if the save name already exists.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|67}}
 
#vardefine:page|67}}
Line 387: Line 391:
  
 
|15.5c={{
 
|15.5c={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#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
+
#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).}}{{
(even though saving is not possible).}}{{
 
 
#vardefine:page|69}}
 
#vardefine:page|69}}
  
Line 403: Line 406:
  
 
|15.6={{
 
|15.6={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Users must not be allowed to delete all files or initialise a VMU in software.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|70}}
 
#vardefine:page|70}}
  
 
|15.7a={{
 
|15.7a={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|When loading a save, display a message (e.g. "Loading...") to indicate the file is loading.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|70}}
 
#vardefine:page|70}}
  
 
|15.7b={{
 
|15.7b={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|If loading fails, a message should display informing the user.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|70}}
 
#vardefine:page|70}}
  
 
|15.7c={{
 
|15.7c={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|If loading fails, do not delete the file as it may be required for customer support.}}{{
 
#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: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}}
 
#vardefine:page|70}}
  
 
|15.8={{
 
|15.8={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Software must not copy files which have the copy-protection attribute is set (though the software can create such files). }}{{
 
#vardefine:fulldesc|The application should not copy files in which the copy-protection attribute is set. (However, applications may create such files.)}}{{
 
#vardefine:fulldesc|The application should not copy files in which the copy-protection attribute is set. (However, applications may create such files.)}}{{
 
#vardefine:page|73}}
 
#vardefine:page|73}}
Line 438: Line 441:
  
 
|16.1={{
 
|16.1={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#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.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|77}}
 
#vardefine:page|77}}
Line 503: Line 506:
  
 
|18.1a={{
 
|18.1a={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Include an option to turn on/off the [[Jump Pack]], if the peripheral is supported.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|87}}
 
#vardefine:page|87}}
  
 
|18.1b={{
 
|18.1b={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Stop vibration from the [[Jump Pack]] when paused or returning to the BIOS.}}{{
 
#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.}}{{
 
#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.}}{{
 
#vardefine:page|87}}
 
#vardefine:page|87}}
  
 
|18.1c={{
 
|18.1c={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Stop vibration from the [[Jump Pack]] when saving as it could break the connection to the memory card.}}{{
 
#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: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}}
 
#vardefine:page|88}}
Line 535: Line 538:
  
 
|18.2.2a={{
 
|18.2.2a={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|The {{key|S1}} and {{key|S2}} should be mapped to {{L}} and {{R}}, respectively.}}{{
 
#vardefine:fulldesc|Use the special keys on the hardware keyboard, S1 and S2, as the left and right triggers, respectively.}}{{
 
#vardefine:fulldesc|Use the special keys on the hardware keyboard, S1 and S2, as the left and right triggers, respectively.}}{{
 
#vardefine:page|90}}
 
#vardefine:page|90}}
Line 713: Line 716:
  
 
|27={{
 
|27={{
#vardefine:shortdesc|DESC HERE PLS}}{{
+
#vardefine:shortdesc|Software designed for PAL systems must be compatible with the 21-pin RGB cable, as not all French televisions accept PAL video.}}{{
 
#vardefine:fulldesc|Software designed for operation on European systems should be compatible with a 21-pin RGB cable (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.}}{{
+
 
 +
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}}
 
#vardefine:page|127}}
  
 
}}</div>
 
}}</div>
{|class="mw-collapsible mw-collapsed" style="width:auto; margin:0px;"
+
{|class="mw-collapsible <!--mw-collapsed-->" style="width:auto; margin:0px;"
 
|style="border:none; padding:0px; background:none;"|'''{{{1|}}}:''' {{#var:shortdesc}}{{fileref|{{#var:compfile}}|page={{#var:page}}}}
 
|style="border:none; padding:0px; background:none;"|'''{{{1|}}}:''' {{#var:shortdesc}}{{fileref|{{#var:compfile}}|page={{#var:page}}}}
 
|-
 
|-

Revision as of 14:37, 25 August 2024

: [1]
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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