Difference between revisions of "ComplianceDetails/DC"
From Sega Retro
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|15={{ | |15={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If a [[VMU]] is detected, software must make use of it to save data.}}{{ |
#vardefine:fulldesc|If a VMU device is present, the application must make use of the card to save game data. The minimum save-game support should be for game preferences and high scores.}}{{ | #vardefine:fulldesc|If a VMU device is present, the application must make use of the card to save game data. The minimum save-game support should be for game preferences and high scores.}}{{ | ||
#vardefine:page|55}} | #vardefine:page|55}} | ||
|15.1={{ | |15.1={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|Save files must always be registered. The file name must be easily recognisable and resemble the name of software.}}{{ |
− | #vardefine:fulldesc|The save file for a Dreamcast application must always be registered. (Please make sure the "Back up" section of the Master ROM Release form has been completely filled out.) Create a file name that is easily recognizable and bears an intuitive resemblance to the name of the game.}}{{ | + | #vardefine:fulldesc|The save file for a Dreamcast application must always be registered. (Please make sure the "Back up" section of the Master ROM Release form has been completely filled out.) |
+ | |||
+ | Create a file name that is easily recognizable and bears an intuitive resemblance to the name of the game.}}{{ | ||
#vardefine:page|55}} | #vardefine:page|55}} | ||
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|15.1.1c={{ | |15.1.1c={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If multiple files are saved by one piece of software, the first 9 characters must be the same (only the last 3 may differ). This is to ensure the batch copy function works in the BIOS.}}{{ |
#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: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}} | ||
|15.1.2={{ | |15.1.2={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|VMU comments should consist of up to 16 single-byte ASCII characters ({{hex|20}} to {{hex|7D}} and {{hex|A0}} to {{hex|DF}}. Character {{7E}} (~) should not be used as it does not represent a character in the VMU.}}{{ |
#vardefine:fulldesc|VMU Comments shall consist of up to 16 single-byte ASCII characters (20 to 7D and A0 to DF). Character 7E (tilde) should not be used as it does not represent a character in VMU.}}{{ | #vardefine:fulldesc|VMU Comments shall consist of up to 16 single-byte ASCII characters (20 to 7D and A0 to DF). Character 7E (tilde) should not be used as it does not represent a character in VMU.}}{{ | ||
#vardefine:page|57}} | #vardefine:page|57}} | ||
|15.1.3a={{ | |15.1.3a={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|BIOS commentsm ay consist of up to 32 single-byte or 16 double-byte upper-case English characters.}}{{ |
#vardefine:fulldesc|Boot ROM comments may consist of up to 32 single-byte or 16 double-byte upper-case English characters (double-byte characters display as 24x24 dots with the Boot ROM, and single-byte characters as 24x12 dots).}}{{ | #vardefine:fulldesc|Boot ROM comments may consist of up to 32 single-byte or 16 double-byte upper-case English characters (double-byte characters display as 24x24 dots with the Boot ROM, and single-byte characters as 24x12 dots).}}{{ | ||
#vardefine:fulldesc|#vardefine:page|58}} | #vardefine:fulldesc|#vardefine:page|58}} | ||
|15.1.3b={{ | |15.1.3b={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|The game title (shortened if necessary) should be written as a BIOS comment (name + status is also allowed).}}{{ |
#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.}}{{ | #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.}}{{ | ||
#vardefine:page|58}} | #vardefine:page|58}} | ||
|15.1.4={{ | |15.1.4={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If multiple files are to be created append 01, 02 etc. so as not to confuse the sorting order/}}{{ |
#vardefine:fulldesc|When preparing multiple types of data to sort in the same game and changing the sorting order of save data in the same game, use sort data such as "Same game sort data + 01, 02" so as not to confuse the sorting order with another game.}}{{ | #vardefine:fulldesc|When preparing multiple types of data to sort in the same game and changing the sorting order of save data in the same game, use sort data such as "Same game sort data + 01, 02" so as not to confuse the sorting order with another game.}}{{ | ||
#vardefine:page|58}} | #vardefine:page|58}} | ||
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|15.1.6={{ | |15.1.6={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|Observe the rules outlined in section 23, "Ethics Considerations" when producing "Visual Comments" (the "data" icon)}}{{ |
#vardefine:fulldesc|When preparing Visual Comments, observe the rules outlined in "23. Ethics Considerations" to avoid improper ethics in the comments.}}{{ | #vardefine:fulldesc|When preparing Visual Comments, observe the rules outlined in "23. Ethics Considerations" to avoid improper ethics in the comments.}}{{ | ||
#vardefine:page|59}} | #vardefine:page|59}} | ||
|15.1.7={{ | |15.1.7={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|For save files, allocate the maximum number of blocks of memory required at the start, even if not all the space is used from the beginning. Do not save filler data in the empty space.}}{{ |
#vardefine:fulldesc|For files where the size will grow over time, allocate the maximum number of blocks at the start. For example, if level one data takes two blocks to store the game progress, but level two takes four blocks, then you should allocate four blocks for all level data. In this case, when the data to be saved is smaller than the number of blocks allocated, do not save filler data in the empty space.}}{{ | #vardefine:fulldesc|For files where the size will grow over time, allocate the maximum number of blocks at the start. For example, if level one data takes two blocks to store the game progress, but level two takes four blocks, then you should allocate four blocks for all level data. In this case, when the data to be saved is smaller than the number of blocks allocated, do not save filler data in the empty space.}}{{ | ||
#vardefine:page|60}} | #vardefine:page|60}} | ||
|15.2.1.1a={{ | |15.2.1.1a={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|On the memory card selection screen, allow controllers and cards to be selected even if they are not available or compatible.}}{{ |
#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}} | ||
|15.2.1.1b={{ | |15.2.1.1b={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|The selected port and expansion socket for a memory card must be clearly indicated.}}{{ |
#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: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}} | ||
− | |15.2. | + | |15.2.2={{ |
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If an autosave feature is in effect and memory card is removed during play, the game must be paused a message displayed asking that the memory card be reinserted when it is time to save. If a save file with an identical timestamp and checksum is detected, the game should resume.}}{{ |
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#vardefine:fulldesc|If a memory card is removed during the game, play must be paused and a message displayed asking that the memory card be replaced at the time of saving. If a memory card having the same save file (identical time stamp and checksum) as that removed is reinserted, the game resumes.}}{{ | #vardefine:fulldesc|If a memory card is removed during the game, play must be paused and a message displayed asking that the memory card be replaced at the time of saving. If a memory card having the same save file (identical time stamp and checksum) as that removed is reinserted, the game resumes.}}{{ | ||
#vardefine:page|66}} | #vardefine:page|66}} | ||
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#vardefine:fulldesc|Except for during actual saves, memory card hot plugs (removing and inserting a memory card with the power ON) should be supported. However, access to Visual Memory is not possible when using the gun controller. For that reason, this rule does not apply, but include it anyway so as not to confuse the user.}}{{ | #vardefine:fulldesc|Except for during actual saves, memory card hot plugs (removing and inserting a memory card with the power ON) should be supported. However, access to Visual Memory is not possible when using the gun controller. For that reason, this rule does not apply, but include it anyway so as not to confuse the user.}}{{ | ||
#vardefine:page|66}} | #vardefine:page|66}} | ||
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|15.4a={{ | |15.4a={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|A message notifying that the game is saving (and not to turn the power off) should be displayed on-screen while a save is in progress. With games which autosave, this message only needs to appear if the save lasts for more than one second.}}{{ |
#vardefine:fulldesc|Except in the case of autosaving, a caution message such as "Saving, do not turn Power off" should be displayed on the TV screen while a save is in progress. It can be assumed that data may be lost if power is turned off or a reset performed while saving, so the caution message is important. Also, even when using auto save, display a message on the TV screen such as "Executing save. Do not turn off the power" as a warning when save time lasts for more than one second.}}{{ | #vardefine:fulldesc|Except in the case of autosaving, a caution message such as "Saving, do not turn Power off" should be displayed on the TV screen while a save is in progress. It can be assumed that data may be lost if power is turned off or a reset performed while saving, so the caution message is important. Also, even when using auto save, display a message on the TV screen such as "Executing save. Do not turn off the power" as a warning when save time lasts for more than one second.}}{{ | ||
#vardefine:page|67}} | #vardefine:page|67}} | ||
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|15.4e={{ | |15.4e={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If overwriting a VMU executable software file, a message (mentioning that it is an executable) must be displayed asking if it is okay to overwrite.}}{{ |
#vardefine:fulldesc|Before overwriting a VMU Executable Game file (A game that is designed to run on an undocked VMU) in a Sega Dreamcast application, a caution message such as "A VMU Game is installed. Okay to overwrite? | #vardefine:fulldesc|Before overwriting a VMU Executable Game file (A game that is designed to run on an undocked VMU) in a Sega Dreamcast application, a caution message such as "A VMU Game is installed. Okay to overwrite? | ||
(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.}}{{ | (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.}}{{ | ||
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|15.5a={{ | |15.5a={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If when executing a save and no memory card is inseted, display a messasge notifying the user of a lack of memory card, and the number of blocks required t osave.}}{{ |
#vardefine:fulldesc|When no memory card is installed, indicate the required space (number of blocks) and display a warning message such as "A memory card with at least xx blocks of space is required for saving. Cancel save? | #vardefine:fulldesc|When no memory card is installed, indicate the required space (number of blocks) and display a warning message such as "A memory card with at least xx blocks of space is required for saving. Cancel save? | ||
(YES/NO)".}}{{ | (YES/NO)".}}{{ | ||
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|15.5b={{ | |15.5b={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If there are not enough free blocks on a memory card to save, display a message indicating how many blocks are needed. Check all memory cards for space.}}{{ |
#vardefine:fulldesc|When there is not enough free space (blocks) on an inserted memory card, indicate the lack of empty space (number of blocks) and display a warning message such as "There are not enough free memory blocks. XX empty blocks are required for saving. Cancel save? (YES/NO)". Check all installed memory cards to determine if any memory card has enough space (blocks).}}{{ | #vardefine:fulldesc|When there is not enough free space (blocks) on an inserted memory card, indicate the lack of empty space (number of blocks) and display a warning message such as "There are not enough free memory blocks. XX empty blocks are required for saving. Cancel save? (YES/NO)". Check all installed memory cards to determine if any memory card has enough space (blocks).}}{{ | ||
#vardefine:page|69}} | #vardefine:page|69}} | ||
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|15.5d={{ | |15.5d={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If the user cannot save, the user should be told that saving cannot occur and be asked whether to continue.}}{{ |
#vardefine:fulldesc|For the times when one of the above-written messages "Empty space not sufficient" or "Memory card not inserted" or when auto saving with 15.2.2 or 15.2.3 are displayed, a warning message such as "A memory card with at least xx blocks of space is required for saving. The game can continue, but saving will not be possible. Continue game? (YES/NO)" should also be displayed. Also, after displaying the warning message, if a memory card is inserted, auto save (warning screen sequence) should be restarted. When a warning message is displayed once, it is not necessary to display the message again unless power to the main unit is turned off, except in cases when the memory card is inserted as mentioned above.}}{{ | #vardefine:fulldesc|For the times when one of the above-written messages "Empty space not sufficient" or "Memory card not inserted" or when auto saving with 15.2.2 or 15.2.3 are displayed, a warning message such as "A memory card with at least xx blocks of space is required for saving. The game can continue, but saving will not be possible. Continue game? (YES/NO)" should also be displayed. Also, after displaying the warning message, if a memory card is inserted, auto save (warning screen sequence) should be restarted. When a warning message is displayed once, it is not necessary to display the message again unless power to the main unit is turned off, except in cases when the memory card is inserted as mentioned above.}}{{ | ||
#vardefine:page|69}} | #vardefine:page|69}} | ||
|15.5e={{ | |15.5e={{ | ||
− | #vardefine:shortdesc| | + | #vardefine:shortdesc|If the save location of high scores and configuration data is assigned to port A, extension socket 1 (according to 15.2.3), messages should reflect the need to place a memory card in this location.}}{{ |
#vardefine:fulldesc|If the save location of high scores and configuration data is assigned to Port A extension socket 1 according to 15.2.3, the port and expansion socket should be indicated in the caution message, such as "A memory card is not inserted in Port A Extension Socket 1. Please insert a memory card at this location to save High Score."}}{{ | #vardefine:fulldesc|If the save location of high scores and configuration data is assigned to Port A extension socket 1 according to 15.2.3, the port and expansion socket should be indicated in the caution message, such as "A memory card is not inserted in Port A Extension Socket 1. Please insert a memory card at this location to save High Score."}}{{ | ||
#vardefine:page|69}} | #vardefine:page|69}} |
Revision as of 10:43, 26 August 2024
: [1] |
Compilance | Screenshot(s) | Pass/fail | Comments |
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Pass | dsfahukjsadgihkdgsali afsdifads iljfd sijlafds aijl |