Difference between revisions of "ComplianceDetails/DC"
From Sega Retro
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|4.1.2b={{ | |4.1.2b={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If the current controller means the pressing of {{A}}+{{B}}+{{X}}+{{Y}}+{{start}} for a software reset is difficult or impossible, implement an option in software for performing a software reset (e.g. a menu item).}}{{ |
#vardefine:fulldesc|For controllers such as racing controllers, gun controllers and the keyboard (for which the soft reset operation of pressing the A + B + X + Y buttons and the START button simultaneously is difficult or impossible), applications must make soft resets possible using the method outlined in Chapter 18, Development Standards for Peripherals, or through either a software keyboard or another procedure displayed in a separate menu. When soft reset is supported using a procedure described in a separate menu, your application is not required to display that menu at all times if that would adversely affect your game. Nonetheless, the soft reset option should be clearly displayed on a suitable menu and made selectable for the user. | #vardefine:fulldesc|For controllers such as racing controllers, gun controllers and the keyboard (for which the soft reset operation of pressing the A + B + X + Y buttons and the START button simultaneously is difficult or impossible), applications must make soft resets possible using the method outlined in Chapter 18, Development Standards for Peripherals, or through either a software keyboard or another procedure displayed in a separate menu. When soft reset is supported using a procedure described in a separate menu, your application is not required to display that menu at all times if that would adversely affect your game. Nonetheless, the soft reset option should be clearly displayed on a suitable menu and made selectable for the user. | ||
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|5.2.7={{ | |5.2.7={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|License and middleware logos should observe the standards outlined in the contract document in Chapter 24}}{{ |
#vardefine:fulldesc|To display the license logo and library logo, observe the following standards: | #vardefine:fulldesc|To display the license logo and library logo, observe the following standards: | ||
1. Follow the rules outlined in the contract document regarding the content of logo display. | 1. Follow the rules outlined in the contract document regarding the content of logo display. | ||
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|5.2.8={{ | |5.2.8={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|The use of team or series logos must be approved by license holders and Sega's legal department. Do not use the words "Presents", "Presented by" or "Produced by" to avoid complications of rights ownership.}}{{ |
#vardefine:fulldesc|To display a team logo and series logo, observe the following standards: | #vardefine:fulldesc|To display a team logo and series logo, observe the following standards: | ||
1. When creating a team logo or series logo, obtain approval for its use and register the trademark. | 1. When creating a team logo or series logo, obtain approval for its use and register the trademark. | ||
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|5.2.9={{ | |5.2.9={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|OEM logos must be approved by Sega's legal department. "In cooperation with" must be added to the OEM company name.}}{{ |
#vardefine:fulldesc|When displaying OEM logos other than manufacture and sales permit licensers, these are the standards to follow: | #vardefine:fulldesc|When displaying OEM logos other than manufacture and sales permit licensers, these are the standards to follow: | ||
1. When you want to display an OEM logo, the logo display content is regulated in the development contract document. | 1. When you want to display an OEM logo, the logo display content is regulated in the development contract document. | ||
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|6={{ | |6={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|A title screen must display a title logo and the text "PRESS START BUTTON" (or for non-English software, a term that signifies that pressing {{start}} will start a game. Copyright information must also be displayed unless specified otherwise by the contract document, or there is not enough space.}}{{ |
#vardefine:fulldesc|The Title Screen displays the Title Logo, "PRESS START BUTTON" and a copyright, unless specified otherwise by contract document or difficulty (such as a movie title) to display the copyright because of lack of space. If "PRESS START BUTTON" is displayed in any language other than English, express the idea that pressing the start button will start the game as simply as possible.}}{{ | #vardefine:fulldesc|The Title Screen displays the Title Logo, "PRESS START BUTTON" and a copyright, unless specified otherwise by contract document or difficulty (such as a movie title) to display the copyright because of lack of space. If "PRESS START BUTTON" is displayed in any language other than English, express the idea that pressing the start button will start the game as simply as possible.}}{{ | ||
#vardefine:page|32}} | #vardefine:page|32}} | ||
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|8.2={{ | |8.2={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|Menu items should always be shown, even if the controller state means they cannot be used. When items cannot be used, (e.g. versus mode, when only one controller is connected) they should be greyed out.}}{{ |
#vardefine:fulldesc|According to the controller connection state, items that are unusable should be displayed in the menu, but not be selectable. If a second controller is not present, "vs" mode should be grayed out. If the phone line is not plugged in, the network selection should be grayed out.}}{{ | #vardefine:fulldesc|According to the controller connection state, items that are unusable should be displayed in the menu, but not be selectable. If a second controller is not present, "vs" mode should be grayed out. If the phone line is not plugged in, the network selection should be grayed out.}}{{ | ||
#vardefine:page|35}} | #vardefine:page|35}} | ||
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|9.3={{ | |9.3={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If the stereo/monaural setting is changed in-game, the BIOS setting must be changed too.}}{{ |
#vardefine:fulldesc|When the user changes the value of the voice output setting on the application option screen, the Main Unit Boot ROM setting should also be set to the same value before the option screen is exited. Wait until the user confirms. As used in the procedures of 3.1, 9.2 and 9.3, the Stereo/Monaural setting refers to Main Console setting, and other option settings refer to the saved data (if present).}}{{ | #vardefine:fulldesc|When the user changes the value of the voice output setting on the application option screen, the Main Unit Boot ROM setting should also be set to the same value before the option screen is exited. Wait until the user confirms. As used in the procedures of 3.1, 9.2 and 9.3, the Stereo/Monaural setting refers to Main Console setting, and other option settings refer to the saved data (if present).}}{{ | ||
#vardefine:page|39}} | #vardefine:page|39}} | ||
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|10.5={{ | |10.5={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|Colours with more than 75% brightness (0xC0) should not be allowed to persist for more than 300 seconds or cover more than two thirds of the screen.}}{{ |
− | #vardefine:fulldesc|Screen display of more than 0XC0 (75% brightness) should not be allowed to persist for a long time | + | #vardefine:fulldesc|Screen display of more than 0XC0 (75% brightness) should not be allowed to persist for a long time (more than 300 seconds), or cover more than 2/3 of the screen. Sega Dreamcast image output is set to 800mV, to display bright white briefly, so if 0XC0 (not only white, but also yellow or other colors) is displayed for a long time on an NTSC/PAL TV, the screen phosphor could be burned. However, there is no problem displaying 0XFF (100% bright white) briefly and in small screen regions. We suggest using values below 0XC0 for large screen regions in applications where screen simulations are likely to be frozen. Currently, even the Boot ROM has the background white display corresponding to 0XC0. The standard brightness of the white color used for the screen flash when using the gun controller is 0x90; for a VGA monitor, it is 0xC0. |
− | (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.}}{{ | 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.}}{{ | ||
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#vardefine:fulldesc|For security reasons, the Sega Dreamcast program execution code cannot be written to any area other than the Sega Dreamcast-specific disc high-density area. Sega Dreamcast program execution code should not be written to Sega Dreamcast-specific disc single-density area, save data, or Visual Memory special games.}}{{ | #vardefine:fulldesc|For security reasons, the Sega Dreamcast program execution code cannot be written to any area other than the Sega Dreamcast-specific disc high-density area. Sega Dreamcast program execution code should not be written to Sega Dreamcast-specific disc single-density area, save data, or Visual Memory special games.}}{{ | ||
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Revision as of 09:53, 26 August 2024
: [1] |
Compilance | Screenshot(s) | Pass/fail | Comments |
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Pass | dsfahukjsadgihkdgsali afsdifads iljfd sijlafds aijl |