Difference between revisions of "ComplianceDetails/DC"

From Sega Retro

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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.
 
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=5}}
 
 
 
 
 
 
 
2.1
 
 
It is not permissible for a game to stop when an incompatible controller is inserted in the control port.
 
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
 
Under past development standards, applications were not allowed to start or operate when an incompatible
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operation is possible when a nonstandard controller is inserted, continued operation is allowed.
 
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
 
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.
+
warn that "operation with incompatible controllers is not guaranteed."
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=8}}
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2.2.1
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In games that can be played by only one person, as well as in multi-player games, it must be possible to
 
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
 
start and operate the game from any of the four front-panel ports (A through D) to which a compatible
 
controller is connected.
 
controller is connected.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=9}}
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2.2.2
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|2.2.2={{
Unless an expansion socket is used (as described in Chapter 12, ”Pause,) the number of ports from
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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
 
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
 
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.)
 
problems if an unused expansion socket happens to be plugged in.)
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=9}}
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}}{{
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2.2.3
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Even though a compatible controller is not connected to a port when power is turned on, if it is connected
 
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
 
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.
 
application must test the ports frequently in the Title Loop before starting a game.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=10}}
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}}{{
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2.2.6
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In an application in which single player uses a single controller, play is not resumed.
 
In an application in which single player uses a single controller, play is not resumed.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=12}}
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}}{{
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3.2
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Required
 
Required
 
Immediately upon loading an application (before the Title Loop starts), the stereo/monaural output setting
 
Immediately upon loading an application (before the Title Loop starts), the stereo/monaural output setting
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under any circumstances to the memory card. Refer to Chapter 9.2, Storing Option Settings, for
 
under any circumstances to the memory card. Refer to Chapter 9.2, Storing Option Settings, for
 
more details.
 
more details.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=15}}
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}}{{
 
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4.1.1
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|4.1.1={{
When the disc lid is open, “Soft Reset” must be enabled, except in cases of special processing such as
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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.
 
executing operations to save or load the memory card.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=17}}
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}}{{
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4.1.2
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|4.1.2a={{
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With a few exceptions, a soft reset must occur when the START Button is pressed while the A + B + X
 
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
 
+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
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=17}}
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"Required" subheading.}}{{
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|4.1.2b={{
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For controllers such as racing controllers, gun controllers and the keyboard (for which the soft reset
 
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
 
operation of pressing the A + B + X + Y buttons and the START button simultaneously is difficult or
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required to display that menu at all times if that would adversely affect your game. Nonetheless, the soft
 
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.
 
reset option should be clearly displayed on a suitable menu and made selectable for the user.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=18}}
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}}{{
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|4.1.2c={{
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Soft Reset must be possible from all controllers (ports) in use.
 
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
 
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
 
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.
 
course, soft reset is also disabled for those controllers.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=18}}
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}}{{
 
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#vardefine:page|18}}
  
4.1.4.1
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|4.1.4.1a={{
Soft reset from the Title Loop must jump to the Main Unit Boot ROM Menu.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=19}}
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Soft reset from the Title Loop must jump to the Main Unit Boot ROM Menu.}}{{
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#vardefine:page|19}}
  
Soft reset from the main game (after the application is started) must jump to the Title Screen.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=19}}
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|4.1.4.1b={{
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Soft reset from the main game (after the application is started) must jump to the Title Screen.}}{{
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#vardefine:page|19}}
  
4.2.1
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|4.2.1={{
The Main Unit Boot ROM menu must appear when the Main Unit “OPEN button” is pressed and the
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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
 
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
 
Open, 4.2.3, When the Disc Lid is Opened during Saves, and 4.2.4, When File Loading Fails from
 
the Disc,.
 
the Disc,.
 
When the disc lid is opened, your application must go to the Main Unit Boot ROM menu within
 
When the disc lid is opened, your application must go to the Main Unit Boot ROM menu within
ten seconds.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=20}}
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ten seconds.}}{{
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4.2.2
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|4.2.2={{
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For games with data that require the changing of discs, a manual user mode for opening and closing the
 
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
 
disc lid is accommodated, and your application must be designed in such a way that the disc lid can be
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Refer to Chapter 17.4, Switching Discs During Game Play, for multi-disc applications.
 
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
 
For reasons other than this (for example, to insert another disc as background music), opening the disc
lid must be prohibited.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=20}}
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lid must be prohibited.}}{{
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4.2.3
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|4.2.3={{
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When executing saves, do not go to the Main Unit Boot ROM main screen until that save is finished.
 
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
 
(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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=21}}
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the save is finished.}}{{
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#vardefine:page|21}}
  
  
5.1.1
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|5.1.1={{
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As soon as power is turned on, the Sega License Logo display must appear on the screen. In titles developed
 
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
 
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
+
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=24}}
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License Logo" and "Microsoft Logo" on your application disc’s IP.BIN file.}}{{
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5.2.6
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After the Sega License logo is displayed, display any other logo screens. Display each screen for at least
 
After the Sega License logo is displayed, display any other logo screens. Display each screen for at least
two seconds.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=27}}
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two seconds.}}{{
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5.2.7
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|5.2.7={{
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To display the license logo and library logo, observe the following standards:
 
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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4. When you need to display a license logo that is not regulated in the related contract document, we
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=28}}
+
for consultation to avoid possible problems of rights infringement.}}{{
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#vardefine:page|28}}
  
5.2.8
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|5.2.8={{
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To display a team logo and series logo, observe the following standards:
 
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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display for the parties involved and send it to the Sega Legal department.
 
display for the parties involved and send it to the Sega Legal department.
 
3. Obtain approval from the company in charge of the logo.
 
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”
+
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=28}}
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together with the team or series logo to avoid complications of rights ownership.}}{{
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#vardefine:page|28}}
  
5.2.9
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|5.2.9={{
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#vardefine:fulldesc|
 
When displaying OEM logos other than manufacture and sales permit licensers, these are the standards
 
When displaying OEM logos other than manufacture and sales permit licensers, these are the standards
 
to follow:
 
to follow:
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The OEM company name is displayed in the main position, with the logo display in the
 
The OEM company name is displayed in the main position, with the logo display in the
 
secondary position.
 
secondary position.
• Add “In cooperation with”… to the display area of the OEM company name.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=29}}
+
• Add "In cooperation with"… to the display area of the OEM company name.}}{{
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6
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|6={{
The Title Screen displays the Title Logo, “PRESS START BUTTON” and a copyright, unless specified
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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
 
otherwise by contract document or difficulty (such as a movie title) to display the copyright because of
 
lack of space.
 
lack of space.
If “PRESS START BUTTON” is displayed in any language other than English, express the idea that
+
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=32}}
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pressing the start button will start the game as simply as possible.}}{{
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#vardefine:page|32}}
  
6.1
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If transition to the next screen is not initiated by user input, display the Title Logo for about
 
If transition to the next screen is not initiated by user input, display the Title Logo for about
two seconds.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=32}}
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two seconds.}}{{
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#vardefine:page|32}}
  
6.1.1
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|6.1.1={{
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Advancing to the Main Game or Start/Option screen should occur only when the START button is
 
Advancing to the Main Game or Start/Option screen should occur only when the START button is
 
pressed at the Title Screen.
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=32}}
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elapsed, as mentioned in Chapter 3, Sequences before Game Start.}}{{
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#vardefine:page|32}}
  
7.1
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|7.1={{
During the Play Demo sequence, “PRESS START BUTTON,and/or “DEMO PLAY,should be displayed
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#vardefine:shortdesc|DESC HERE PLS}}{{
on the screen to clearly distinguish from the main game (after game start).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=33}}
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#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}}
  
7.2
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|7.2={{
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Pressing the START button during either the Play Demo or Story Demo should immediately bring up the
 
Pressing the START button during either the Play Demo or Story Demo should immediately bring up the
 
Title Screen.
 
Title Screen.
 
If the START button is not pressed, end the demo after a short time has elapsed, and proceed to the next
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=33}}
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screen of the title loop.}}{{
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#vardefine:page|33}}
  
8.1
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The Start/Option Selection screen exists separately from the Title Screen.
 
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
+
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.
 
pressed at the Title Screen. Objects other than the Menu can be used and combined as needed.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=35}}
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}}{{
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8.2
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According to the controller connection state, items that are unusable should be displayed in the menu,
 
According to the controller connection state, items that are unusable should be displayed in the menu,
 
but not be selectable.
 
but not be selectable.
If a second controller is not present, “vs” mode should be grayed out.
+
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=35}}
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If the phone line is not plugged in, the network selection should be grayed out.}}{{
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9.1
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|9.1={{
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Considering the many users who play on monaural TVs, the Stereo/Monaural selection should be provided
 
Considering the many users who play on monaural TVs, the Stereo/Monaural selection should be provided
whenever possible.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=38}}
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whenever possible.}}{{
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#vardefine:page|38}}
  
9.2
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|9.2={{
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If the option settings are to be backed up according to the above, the Stereo/Monaural setting should not
 
If the option settings are to be backed up according to the above, the Stereo/Monaural setting should not
 
be saved.
 
be saved.
 
On the Sega Dreamcast, the Stereo/Monaural settings are saved in the Main Unit, considering the case
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=39}}
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where the same data is to be used to play in another environment.}}{{
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#vardefine:page|39}}
  
9.3
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|9.3={{
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When the user changes the value of the voice output setting on the application option screen, the Main
 
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.
 
Unit Boot ROM setting should also be set to the same value before the option screen is exited.
 
Wait until the user confirms.
 
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,
 
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).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=39}}
+
and other option settings refer to the saved data (if present).}}{{
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#vardefine:page|39}}
  
10.1
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Important displays such as score and remaining units should not appear within 8 pixels horizontally or
 
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).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=41}}
+
|16 pixels vertically from the game screen (for 320x240 pixel displays).{{={{
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#vardefine:shortdesc|DESC HERE PLS}}{{
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#vardefine:page|41}}
  
 
Important displays such as score and remaining units should not appear within 8 pixels horizontally or
 
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).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=41}}
+
|32 pixels vertically from the game screen (for 640x480 pixel displays).{{={{
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#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
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#vardefine:page|41}}
  
10.4
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|10.4={{
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To maintain compatibility with the sync interval in older TVs, applications should avoid suddenly
 
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
 
switching the screen from black to white. (If such switching is necessary, take measures such as inserting
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When using a controller, the above measure is not possible on the hardware, and is an exception.
 
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
 
However, as much as possible, don't insert an extremely bright color before a flash or change
colors suddenly.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=42}}
+
colors suddenly.}}{{
 +
#vardefine:page|42}}
  
10.5
+
|10.5={{
 +
#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
 
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.
 
(more than 300 seconds), or cover more than 2/3 of the screen.
Line 266: Line 342:
 
Currently, even the Boot ROM has the background white display corresponding to 0XC0.
 
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
 
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}}{{
 +
#vardefine:fulldesc|
 
The brightness of the white color used for the screen flash is closely related to gun performance and may
 
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,
 
be hard on your eyes. You may want to lower the brightness of the flash to make it easier on your eyes,
Line 272: Line 350:
 
the type and manufacturer of the monitor on which you view it, but in general, VGA monitors have a
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=43}}
+
brightness of the flash is 0x90 for a TV screen, and 0xC0 for a VGA monitor.}}{{
 +
#vardefine:page|43}}
  
11.3
+
|11.3={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
If a VMU device is present, the application must make use of the card to save game data. The minimum
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=46}}
+
save-game support should be for game preferences and high scores.}}{{
 +
#vardefine:page|46}}
  
12
+
|12={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
A pause capability should be provided except when not needed due to the character of the game, and to
 
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
 
allow time for an application to obtain matching service (19.3 Matching Service Functions) when connecting
to a network.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=47}}
+
to a network.}}{{
 +
#vardefine:page|47}}
  
12.1
+
|12.1={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
The START button turns the Pause function on and off.
 
The START button turns the Pause function on and off.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=47}}
+
}}{{
 +
#vardefine:page|47}}
  
 
When the above condition is enacted to allow Pause from either port A or B, the Pause function is
 
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
 
independent for each port (that is, if the Pause is performed from port A, only port A can perform
the Resume).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=47}}
+
the Resume).}}{{
 +
#vardefine:page|47}}
  
12.2
+
|12.2={{
A word such as “PAUSE” should be displayed while paused. This is to distinguish the Pause from a
+
#vardefine:shortdesc|DESC HERE PLS}}{{
hang-up from a bug.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=48}}
+
#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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=48}}
+
"PLAYER 2 PAUSE."}}{{
 +
#vardefine:page|48}}
  
12.3
+
|12.3={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
If the Pause function causes the screen display to persist, such that white display of more than 75%
 
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
 
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
 
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}}{{
 +
#vardefine:fulldesc|
 
Sega Dreamcast image output is set to 800mV, to display bright white temporarily, so if 0XC0 (not only
 
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
 
white, but also yellow or other colors) is displayed for a long time on an NTSC/PAL TV, the screen phosphor
Line 310: Line 407:
 
brightness. (Refer to the partial sample program in the SDK.)
 
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
 
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).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=48}}
+
white display of more than 0XC0 (75% brightness).}}{{
 +
#vardefine:page|48}}
  
12.4
+
|12.4={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
A Pause must not be allowed during display of the Logo screen, Title Screen or Demo screen, and should
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=48}}
+
not consist of a blank screen.}}{{
 +
#vardefine:page|48}}
  
  
14.1
+
|14.1={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
In case of displaying library logos (such as True Motion and CRI MPEG Sofdec) during ending/credit
 
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
 
scrolling, it should not be possible to skip forward. Also, follow the rules in the contract document
Line 323: Line 426:
 
When library logo and/or license logo display is not included in the Ending/Credit scroll display, the
 
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.
 
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
+
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=53}}
+
the Ending/Credit scroll, as mentioned in 4.1.1, Soft Reset Timing.}}{{
 +
#vardefine:page|53}}
  
14.2
+
|14.2={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
After Ending/Credit Scroll finishes, the game should advance to the Title Screen with a timer or by the
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=53}}
+
action of the Accept or Start button.}}{{
 +
#vardefine:page|53}}
  
15
+
|15={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
If a VMU device is present, the application must make use of the card to save game data. The minimum
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=55}}
+
save-game support should be for game preferences and high scores.}}{{
 +
#vardefine:page|55}}
  
15.1
+
|15.1={{
The save file for a Dreamcast application must always be registered. (Please make sure the “Back up”
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#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.)
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=55}}
+
Create a file name that is easily recognizable and bears an intuitive resemblance to the name of the game.}}{{
 +
#vardefine:page|55}}
  
15.1.1
+
|15.1.1={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Only 1-byte upper-case English letters, numbers, underscore and period may be used. Spaces are not
 
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
 
allowed. (See grayed part of Figure 1, Usable characters for file names and VMS Comments, on the
next page.){{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=56}}
+
next page.)}}{{
 +
#vardefine:page|56}}
  
File names must be exactly 12 characters.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=56}}
+
File names must be exactly 12 characters.}}{{
 +
#vardefine:page|56}}
  
 
When multiple files are saved by one game, the first 9 characters of each file name must be the same (only
 
When multiple files are saved by one game, the first 9 characters of each file name must be the same (only
Line 350: Line 467:
 
In the Boot ROM file menu, the first 9 characters determine files associated with each game. Consequently,
 
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,
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=56}}
+
and the batch copy function will not work.}}{{
 +
#vardefine:page|56}}
  
15.1.2
+
|15.1.2={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
VMU Comments shall consist of up to 16 single-byte ASCII characters (20 to 7D and A0 to DF).
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=57}}
+
Character 7E (tilde) should not be used as it does not represent a character in VMU.}}{{
 +
#vardefine:page|57}}
  
15.1.3
+
|15.1.3={{
 +
#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
 
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).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=58}}
+
|24x12 dots).{{={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
#vardefine:page|58}}
  
 
The game title (or a shortened form of the title, if necessary) is written as a Boot ROM Comment.
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=58}}
+
Display of "Game name + game status" is also possible.}}{{
 +
#vardefine:page|58}}
  
15.1.4
+
|15.1.4={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When preparing multiple types of data to sort in the same game and changing the sorting order of save
 
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
+
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=58}}
+
sorting order with another game.}}{{
 +
#vardefine:page|58}}
  
15.1.5
+
|15.1.5={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Each application should have its own unique icon.
 
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
 
The unique icon allows each application’s save files to be recognized in the Boot ROM File
Control Menu.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=59}}
+
Control Menu.}}{{
 +
#vardefine:page|59}}
  
15.1.6
+
|15.1.6={{
When preparing Visual Comments, observe the rules outlined in “23. Ethics Considerations” to avoid
+
#vardefine:shortdesc|DESC HERE PLS}}{{
improper ethics in the comments.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=59}}
+
#vardefine:fulldesc|
 +
When preparing Visual Comments, observe the rules outlined in "23. Ethics Considerations" to avoid
 +
improper ethics in the comments.}}{{
 +
#vardefine:page|59}}
  
15.1.7
+
|15.1.7={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
For files where the size will grow over time, allocate the maximum number of blocks at the start. For
 
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,
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=60}}
+
than the number of blocks allocated, do not save filler data in the empty space.}}{{
 +
#vardefine:page|60}}
  
15.2.1.1
+
|15.2.1.1={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Regardless of whether the port (controller) is being used (compatible), or not used (compatible), make
 
Regardless of whether the port (controller) is being used (compatible), or not used (compatible), make
the memory card inserted in either expansion socket selectable.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=63}}
+
the memory card inserted in either expansion socket selectable.}}{{
 +
#vardefine:page|63}}
  
 
When allowing the user to select the port and expansion socket for a memory card, the user’s selection
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=63}}
+
(for example, Port A Expansion Socket 2) should be clearly indicated.}}{{
 +
#vardefine:page|63}}
  
 
Hot swapping (inserting and removing with power on) of memory cards must be supported (except during
 
Hot swapping (inserting and removing with power on) of memory cards must be supported (except during
 
actual save operations).
 
actual save operations).
 
However, access to Visual Memory cannot be done when using the gun controller. For that reason, this
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=63}}
+
rule does not apply, but include it anyway so as not to confuse the user.}}{{
 +
#vardefine:page|63}}
  
15.2.2
+
|15.2.2a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Regardless of whether a port (controller) is used (compatible), or not used (compatible), make the memory
 
Regardless of whether a port (controller) is used (compatible), or not used (compatible), make the memory
card inserted in either expansion socket selectable.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=66}}
+
card inserted in either expansion socket selectable.}}{{
 +
#vardefine:page|66}}
  
 +
|15.2.2b={{
 +
#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
 
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.
{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=66}}
+
}}{{
 +
#vardefine:page|66}}
  
 +
|15.2.2c={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
If a memory card is removed during the game, play must be paused and a message displayed asking that
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=66}}
+
time stamp and checksum) as that removed is reinserted, the game resumes.}}{{
 +
#vardefine:page|66}}
  
15.2.3
+
|15.2.3={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Except for during actual saves, memory card hot plugs (removing and inserting a memory card with the
 
Except for during actual saves, memory card hot plugs (removing and inserting a memory card with the
 
power ON) should be supported.
 
power ON) should be supported.
 
However, access to Visual Memory is not possible when using the gun controller. For that reason, this
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=66}}
+
rule does not apply, but include it anyway so as not to confuse the user.}}{{
 +
#vardefine:page|66}}
  
15.3
+
|15.3={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Initialization of memory cards should not be handled at the application side.
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
+
should be done from the File Control Menu of the Boot ROM.}}{{
 +
#vardefine:page|67}}
  
15.4
+
|15.4a={{
Except in the case of autosaving, a caution message such as “Saving, do not turn Power off” should be
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#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.
 
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
 
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.
 
caution message is important.
Also, even when using auto save, display a message on the TV screen such as “Executing save. Do not
+
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
+
turn off the power" as a warning when save time lasts for more than one second.}}{{
 
+
#vardefine:page|67}}
Soft reset capability must be disabled while a save is executing.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
 
  
When a save operation fails to complete correctly, a caution message such as “Save could not complete
+
|15.4b={{
correctly” should be displayed.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Soft reset capability must be disabled while a save is executing.}}{{
 +
#vardefine:page|67}}
  
Except when using auto save, display a warning such as “A file with the same name already exists. OK to
+
|15.4c={{
overwrite? (YES/NO)” to make overwrite selectable for the user when the user selects save to overwrite a
+
#vardefine:shortdesc|DESC HERE PLS}}{{
file with the same name.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=67}}
+
#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}}
  
 +
|15.4d={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#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}}
  
 +
|15.4e={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Before overwriting a VMU Executable Game file (A game that is designed to run on an undocked VMU)
 
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?
+
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.
+
(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.
 
No particular message display is needed during 15.2.2, Autosave or when 15.2.3, High scores, etc.
are saved.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=68}}
+
are saved.}}{{
 +
#vardefine:page|68}}
  
15.5
+
|15.5a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When no memory card is installed, indicate the required space (number of blocks) and display a warning
 
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?
+
message such as "A memory card with at least xx blocks of space is required for saving. Cancel save?
(YES/NO).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
(YES/NO)".}}{{
 +
#vardefine:page|69}}
  
 +
|15.5b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When there is not enough free space (blocks) on an inserted memory card, indicate the lack of empty
 
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
+
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).
+
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).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
Check all installed memory cards to determine if any memory card has enough space (blocks).}}{{
 +
#vardefine:page|69}}
  
After displaying one of the warning messages “Empty space not sufficient,” “Memory card not
+
|15.5c={{
inserted,or “Memory card not present in the assigned location,make it possible to continue to game
+
#vardefine:shortdesc|DESC HERE PLS}}{{
(even though saving is not possible).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
#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).}}{{
 +
#vardefine:page|69}}
  
For the times when one of the above-written messages “Empty space not sufficient” or “Memory card
+
|15.5d={{
not inserted” or when auto saving with 15.2.2 or 15.2.3 are displayed, a warning message such as “A
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#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
 
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.
 
will not be possible. Continue game? (YES/NO)" should also be displayed.
Line 464: Line 657:
 
sequence) should be restarted.
 
sequence) should be restarted.
 
When a warning message is displayed once, it is not necessary to display the message again unless power
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
to the main unit is turned off, except in cases when the memory card is inserted as mentioned above.}}{{
 +
#vardefine:page|69}}
  
 +
|15.5e={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
If the save location of high scores and configuration data is assigned to Port A extension socket 1 according
 
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
+
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
 
memory card is not inserted in Port A Extension Socket 1. Please insert a memory card at this location to
save High Score.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=69}}
+
save High Score."}}{{
 +
#vardefine:page|69}}
  
15.6
+
|15.6={{
When an application has a memory management screen, the commands “Delete all files” and “Initialize”
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
When an application has a memory management screen, the commands "Delete all files" and "Initialize"
 
cannot be displayed.
 
cannot be displayed.
 
By not providing a command to erase all files, the problem of the user accidentally using it during memory
 
By not providing a command to erase all files, the problem of the user accidentally using it during memory
control is avoided.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=70}}
+
control is avoided.}}{{
 +
#vardefine:page|70}}
  
15.7
+
|15.7a={{
When loading a save file, either display a message such as “Loading...or indicate to the user in some
+
#vardefine:shortdesc|DESC HERE PLS}}{{
other way that the save file is loading.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=70}}
+
#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}}
  
The integrity of a loaded file must be checked, and if damaged, a caution message such as “the file did
+
|15.7b={{
not load correctly” should be displayed.
+
#vardefine:shortdesc|DESC HERE PLS}}{{
Display can be done before loading.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=70}}
+
#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}}
  
 +
|15.7c={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
In the case where a file does not load correctly, it should not be immediately erased (the damaged file may
 
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).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=70}}
+
be necessary later for customer service purposes).}}{{
 +
#vardefine:page|70}}
  
15.8
+
|15.8={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
The application should not copy files in which the copy-protection attribute is set. (However, applications
 
The application should not copy files in which the copy-protection attribute is set. (However, applications
may create such files.){{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=73}}
+
may create such files.)}}{{
 +
#vardefine:page|73}}
  
15.10.1
+
|15.10.1={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
(While saving) When returning to normal processing after starting a save, an on-screen indicator (such as
 
(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.
 
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
 
Soft reset and CD door open conditions should be indicated in a manner that is compatible with the normal
save indication.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=74}}
+
save indication.}}{{
 +
#vardefine:page|74}}
  
15.11
+
|15.11={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When reading Visual Memory single application files to the memory card, if there isn’t a block of empty
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=75}}
+
space, inform the user and abort the write.}}{{
 +
#vardefine:page|75}}
  
16.1
+
|16.1={{
When loading a file from a disc, display a message such as “Loading...on the screen when reading takes
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#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
 
longer than 10 seconds, or otherwise indicate to the user that the delay is not due to a hangup from
a bug.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=77}}
+
a bug.}}{{
 +
#vardefine:page|77}}
  
17.2
+
|17.2={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Other than the exceptions in 17.2.1, booting should comply with the conditions of Chapter 3, Sequences
 
Other than the exceptions in 17.2.1, booting should comply with the conditions of Chapter 3, Sequences
Before Game Start.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=80}}
+
Before Game Start.}}{{
 +
#vardefine:page|80}}
  
17.3
+
|17.3={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Except as stated in section 17.3.1, a soft reset after starting a game must result in a jump to the Title
 
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
 
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).
 
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
 
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).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=80}}
+
disc brings up the Main Unit Boot ROM Menu (the Multi-Player screen in Saturn).}}{{
 +
#vardefine:page|80}}
  
17.3.1
+
|17.3.1={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
At the disc switching screen, doing a soft reset when the disc lid is open moves the user to the Main Unit
 
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.
 
Boot ROM screen.
 
Setting the soft reset jump destination to the Main Unit Boot ROM Menu allows the user to check the
 
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.
 
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
+
When a soft reset is done before the disc lid is opened on the disc switching screen, jump to the "Disc
title screen”.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=80}}
+
title screen".}}{{
 +
#vardefine:page|80}}
  
17.4
+
|17.4a={{
When switching discs, display a message such as, “Press the OPEN button to open the disc lid and
+
#vardefine:shortdesc|DESC HERE PLS}}{{
change the disc. After replacing Disc X with Disc Y, close the disc lid.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=82}}
+
#vardefine:fulldesc|
 +
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."}}{{
 +
#vardefine:page|82}}
  
After switching discs, always execute the Disc Check routine in the Boot ROM.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=82}}
+
|17.4b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
After switching discs, always execute the Disc Check routine in the Boot ROM.}}{{
 +
#vardefine:page|82}}
  
When the result of the Boot ROM disc check is NG, display a warning message such as “This is not disc
+
|17.4c={{
X. Press the OPEN button and insert the correct disc. After disc X has been inserted, close the lid” and
+
#vardefine:shortdesc|DESC HERE PLS}}{{
prompt disc exchange again.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=82}}
+
#vardefine:fulldesc|
 +
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.}}{{
 +
#vardefine:page|82}}
  
When switching discs, if the wrong disc is inserted, a message such as the following should appear: “This
+
|17.4d={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
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.
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=82}}
+
After inserting Disc X, close the disc lid."}}{{
 +
#vardefine:page|82}}
  
 +
|17.4e={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
At the start of a disc exchange sequence, the caution screens must be loaded into memory, so that after
 
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
 
the user opens the tray and replaces the disc, even if the new disc is unreadable, the caution screens can
Line 545: Line 796:
 
Because the Main Unit Boot ROM Menu (Dreamcast’s Multi-Player screen) is not executed when switching
 
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
 
discs, if the correct disc does not load, the caution screens will not be available unless they have been
stored in memory beforehand.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=83}}
+
stored in memory beforehand.}}{{
 +
#vardefine:page|83}}
  
17.5
+
|17.5a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When a save file is loaded for a disc other than the one currently inserted, a caution message must be displayed,
 
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,
+
such as "Press the OPEN button to open the disc lid and replace the Disc. After inserting Disc X,
close the disc lid.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=85}}
+
close the disc lid."}}{{
 +
#vardefine:page|85}}
  
After switching discs, always execute the Disc Check routine in the Boot ROM.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=85}}
+
|17.5b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
After switching discs, always execute the Disc Check routine in the Boot ROM.}}{{
 +
#vardefine:page|85}}
  
When switching discs, if the wrong disc is inserted, a message such as the following should appear: “This
+
|17.5c={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
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.
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=85}}
+
After inserting Disc X, close the disc lid."}}{{
 +
#vardefine:page|85}}
  
 +
|17.5d={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
At the start of a disc exchange sequence, the caution screens must be loaded into memory, so that after
 
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
 
the user opens the tray and replaces the disc, even if the new disc is unreadable, the caution screens can
be displayed correctly.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=85}}
+
be displayed correctly.}}{{
 +
#vardefine:page|85}}
  
18.1
+
|18.1a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Include an option to toggle the setting ON/OFF for operation of the vibration peripheral, hereafter
 
Include an option to toggle the setting ON/OFF for operation of the vibration peripheral, hereafter
 
referred to as the Jump Pack.
 
referred to as the Jump Pack.
This setting should be made selectable.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=87}}
+
This setting should be made selectable.}}{{
 +
#vardefine:page|87}}
  
 +
|18.1b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Stop vibration with the Jump Pack during pause or when transferring to the Main Unit Boot ROM.
 
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
+
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
+
Unit Boot ROM" was not specially regulated, but from this version, stopping the vibration on the application
side is regulated.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=87}}
+
side is regulated.}}{{
 +
#vardefine:page|87}}
  
 +
|18.1c={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When saving to the memory card, stop vibration of Jump Pack.
 
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,
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=88}}
+
so stop vibration to avoid damaging the connection.}}{{
 +
#vardefine:page|88}}
  
18.1.1
+
|18.1.1={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
• Sega Dreamcast currently uses four control ports, however, should additional ports become available
 
• 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
 
check the current to make sure that it is safe to use the fifth Jump Pack. (Up to four Jum Packs can be
Line 582: Line 862:
 
• Allow vibration function for each controller, starting with port A, and continuing until the maximum
 
• Allow vibration function for each controller, starting with port A, and continuing until the maximum
 
current draw has been reached.
 
current draw has been reached.
• Disable vibration support for any remaining ports.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=88}}
+
• Disable vibration support for any remaining ports.}}{{
 +
#vardefine:page|88}}
  
18.2
+
|18.2a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When the hardware keyboard is supported in an application, the software keyboard (or character input
 
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
 
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.
 
when the hardware keyboard is not connected.
A software keyboard is enabled when a hardware keyboard is supported by the application.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=89}}
+
A software keyboard is enabled when a hardware keyboard is supported by the application.}}{{
 +
#vardefine:page|89}}
  
 +
|18.2b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
During hardware keyboard input, allow the user to distinguish which input mode is currently being used.
 
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
 
When displaying the software keyboard screen and input palette screen, the user should know which
input is currently possible.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=89}}
+
input is currently possible.}}{{
 +
#vardefine:page|89}}
  
18.2.2
+
|18.2.2a={{
Use the special keys on the hardware keyboard, S1 and S2, as the left and right triggers, respectively.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=90}}
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Use the special keys on the hardware keyboard, S1 and S2, as the left and right triggers, respectively.}}{{
 +
#vardefine:page|90}}
  
 +
|18.2.2b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Follow the key input rules below for inputting the following items using operation of the software and
 
Follow the key input rules below for inputting the following items using operation of the software and
 
hardware keyboards.
 
hardware keyboards.
It is not necessary to allocate all the functions defined below.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=90}}
+
It is not necessary to allocate all the functions defined below.}}{{
 +
#vardefine:page|90}}
  
  
18.3.1
+
|18.3.1={{
Use the A and C buttons as “Accept” buttons (perform operation), and the B button as the “Cancel”
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Use the A and C buttons as "Accept" buttons (perform operation), and the B button as the "Cancel"
 
button (reject operation).
 
button (reject operation).
Allocation of “Accept” and “Cancel” to the respective A and B buttons is assumed, but that doesn't not
+
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=95}}
+
the button to allocate keys in key configuration.}}{{
 +
#vardefine:page|95}}
  
18.3.2
+
|18.3.2={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When the START button is pressed while the A button + B button + X button + Y button are all held
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=95}}
+
down, "Soft Reset" must be put into effect.}}{{
 +
#vardefine:page|95}}
  
18.4
+
|18.4a={{
Use the A button as the “Accept” button (perform operation) and the B button as the “Cancel” button
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Use the A button as the "Accept" button (perform operation) and the B button as the "Cancel" button
 
(reject operation).
 
(reject operation).
Allocation of “Accept” and “Cancel” to the respective A and B buttons is assumed, but that doesn't not
+
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=96}}
+
the button to allocate keys in key configuration.}}{{
 +
#vardefine:page|96}}
  
 +
|18.4b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
For the button positions on the racing controller, use the R, L analog buttons as follows: R = accelerator
 
For the button positions on the racing controller, use the R, L analog buttons as follows: R = accelerator
and L = brake.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=96}}
+
and L = brake.}}{{
 +
#vardefine:page|96}}
  
18.4.2
+
|18.4.2={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When the START button is pressed while the A button + B button + X button + Y button are all held
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=96}}
+
down, "Soft Reset" must be put into effect.}}{{
 +
#vardefine:page|96}}
  
18.5.1
+
|18.5.1={{
Use the trigger (A button) as the “Accept” button (perform operation), and the B button as the “Cancel”
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Use the trigger (A button) as the "Accept" button (perform operation), and the B button as the "Cancel"
 
button (reject operation).
 
button (reject operation).
Allocation of “Accept” and “Cancel” to the respective A and B buttons is assumed, but that doesn't not
+
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=97}}
+
the button to allocate keys in key configuration.}}{{
 +
#vardefine:page|97}}
  
18.5.2
+
|18.5.2={{
When the START button is pressed while the trigger (A button) + B button are held down, “Soft Reset”
+
#vardefine:shortdesc|DESC HERE PLS}}{{
must be put into effect.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=97}}
+
#vardefine:fulldesc|
 +
When the START button is pressed while the trigger (A button) + B button are held down, "Soft Reset"
 +
must be put into effect.}}{{
 +
#vardefine:page|97}}
  
18.5.3
+
|18.5.3={{
Prepare the calibration mode to adjust the aim of the gun controller in the application.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=97}}
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Prepare the calibration mode to adjust the aim of the gun controller in the application.}}{{
 +
#vardefine:page|97}}
  
18.5.4
+
|18.5.4={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Depending on the TV or monitor manufacturer and the type of monitor, the entire screen may not be displayed
 
Depending on the TV or monitor manufacturer and the type of monitor, the entire screen may not be displayed
 
at the edges.
 
at the edges.
 
For this reason, the margins on all sides on the screen should be at least 16 pixels (for a 640x480 pixel
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=98}}
+
screen) or 8 pixels (for a 320x240 pixel screen) within which the user cannot aim.}}{{
 +
#vardefine:page|98}}
  
18.5.5
+
|18.5.5a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
For games that support a gun controller for use in the U.S., display a warning that contains content such
 
For games that support a gun controller for use in the U.S., display a warning that contains content such
 
as the following.
 
as the following.
“This is not a gun controller (use the American product name) sold for use in the United States. Please
+
"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.
+
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=99}}
+
start-up and a gun controller not designed for use in the U.S. is connected.}}{{
 +
#vardefine:page|99}}
  
 +
|18.5.5b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Also, when a gun controller with a territory code (see table below) for places other than the United States
 
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.
 
is connected during application operation, the gun mode should not be able to be used.
Line 660: Line 989:
 
that resemble guns.
 
that resemble guns.
 
This measure is effected to prevent the importation of real guns alongside the toys from other sales
 
This measure is effected to prevent the importation of real guns alongside the toys from other sales
regions by gray importers.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=99}}
+
regions by gray importers.}}{{
 +
#vardefine:page|99}}
  
18.6
+
|18.6={{
Use Trigger (A button) as the “Accept” button (perform operation) and the B button as the “Cancel”
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Use Trigger (A button) as the "Accept" button (perform operation) and the B button as the "Cancel"
 
button (reject operation).
 
button (reject operation).
Allocation of “Accept” and “Cancel” to the respective A and B buttons is assumed, but that doesn't not
+
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=100}}
+
the button to allocate keys in key configuration.}}{{
 +
#vardefine:page|100}}
  
18.6.2
+
|18.6.2={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When the START button is pressed while the A button + B button + X button + Y button are all held
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=100}}
+
down, "Soft Reset" must be put into effect.}}{{
 +
#vardefine:page|100}}
  
19.1
+
|19.1a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
If there is no user input for a reasonable period (about two minutes for fighting games, and the maximum
 
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,
 
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.
 
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
 
The regulation concerning disconnection when there is no input over a period of time is not followed
when downloading from the web browser.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=101}}
+
when downloading from the web browser.}}{{
 +
#vardefine:page|101}}
  
 +
|19.1b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When a telephone line connection fails or when the phone is disconnected, display a warning message.
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=101}}
+
Also, as much as possible, clearly state the reason for the failure or disconnection.}}{{
 +
#vardefine:page|101}}
  
 +
|19.1c={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When connecting to a network applications like a Web Browser, Mailer, or Chat, confirm the setting data
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=102}}
+
for connecting to an IP address in Main Unit memory and connect based on that setting.}}{{
 +
#vardefine:page|102}}
  
 +
|19.1d={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When there is a function to set the IP Address within an application (currently only permission for settings
 
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
 
by Dreamcast browser is given), Main Unit memory settings should be adjusted to application settings
that are changed.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=102}}
+
that are changed.}}{{
 +
#vardefine:page|102}}
  
19.3
+
|19.3a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When downloading files (that can be saved on the memory card), download and save according to the
 
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.
 
information of the definition file together with the save file.
Line 697: Line 1,050:
 
Downloading according to definition files (only if there are definition files) makes downloading of regular
 
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
 
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".{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=102}}
+
files are saved as single application files with the final three spaces in the 12-space file name "_vm".}}{{
 +
#vardefine:page|102}}
  
 +
|19.3b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When downloading files, check the free space beforehand, and if there is not enough space, display a caution
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=102}}
+
message before proceeding with the download, to avoid wasting the users’ download time.}}{{
 +
#vardefine:page|102}}
  
19.4
+
|19.4={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
The Pause function should be disabled whenever connecting to the matching service on a network. (This
 
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.){{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=103}}
+
is to not disturb the fighting opponent with a Pause. However, soft reset should be possible.)}}{{
 +
#vardefine:page|103}}
  
20.1
+
|20.1={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
In the single-density area of the Dreamcast-specific disc, DA (except for non-sound) should be input
 
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
 
as voice data. DA sound should be made to run even if the specific-disc is put in a non-Dreamcast
CD player.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=105}}
+
CD player.}}{{
 +
#vardefine:page|105}}
  
20.2
+
|20.2={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
For security reasons, the Sega Dreamcast program execution code cannot be written to any area other
 
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
 
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
 
not be written to Sega Dreamcast-specific disc single-density area, save data, or Visual Memory special
games.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=106}}
+
games.}}{{
 
+
#vardefine:page|106}}
24
 
  
 +
|24={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When using a software library provided by another company, and when using a patent that is owned by
 
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
 
another company, depending on the terms of the licensing contract, that company's logo and trade name
 
must be displayed at the specified location.
 
must be displayed at the specified location.
For more details, see the following table and its accompanying text.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=115}}
+
For more details, see the following table and its accompanying text.}}{{
 +
#vardefine:page|115}}
  
  
25.1
+
|25.1={{
Use the A button for “Accept” (perform operation) and the B button for “Cancel” (reject operation).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=121}}
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Use the A button for "Accept" (perform operation) and the B button for "Cancel" (reject operation).}}{{
 +
#vardefine:page|121}}
  
25.2
+
|25.2a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Displaying Copyrights:
 
Displaying Copyrights:
 
Observe the rules outlined in Section 6.2, Copyright Display and Chapter 23, Trademark/Copyright
 
Observe the rules outlined in Section 6.2, Copyright Display and Chapter 23, Trademark/Copyright
Infringement, when creating copyright displays.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
+
Infringement, when creating copyright displays.}}{{
 +
#vardefine:page|122}}
  
Display the copyright on the title screen.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
+
|25.2b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
Display the copyright on the title screen.}}{{
 +
#vardefine:page|122}}
  
25.3
+
|25.3a={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Pressing the A and B buttons together from the Title Display/Loop (27.2) starts the main game
 
Pressing the A and B buttons together from the Title Display/Loop (27.2) starts the main game
(game start).{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
+
(game start).}}{{
 +
#vardefine:page|122}}
  
“Press A+B” should be displayed on the Title Screen.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
+
|25.3b={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
"Press A+B" should be displayed on the Title Screen.}}{{
 +
#vardefine:page|122}}
  
25.4
+
|25.4={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
An executable file should not rewrite its own Visual Comment.
 
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
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=122}}
+
in power consumption, and the rewrite process could not be guaranteed to finish normally.}}{{
 +
#vardefine:page|122}}
  
25.5
+
|25.5={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
When a low-voltage interrupt occurs, the application should finish storing any data and other processes,
 
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
+
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=123}}
+
further input from the mode buttons or other keys.}}{{
 +
#vardefine:page|123}}
  
25.6
+
|25.6={{
The last three characters of a 12-character single-application file name should be '_VM'.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=123}}
+
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 +
The last three characters of a 12-character single-application file name should be '_VM'.}}{{
 +
#vardefine:page|123}}
  
  
26
+
|26={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
A very small number of individuals may experience seizures when exposed to certain light patterns or
 
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
 
flashing lights. Exposure to certain patterns or backgrounds on a television screen or while playing
Line 766: Line 1,163:
 
• Prepare an option that can toggle light ON/OFF when flashing lights appear.
 
• 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.
 
• 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
+
These guidelines are examined in more detail in the next section, "NHK (Japan Broadcasting Co.) and
Japan Civil Broadcasting Union Guidelines."{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=125}}
+
Japan Civil Broadcasting Union Guidelines."}}{{
 +
#vardefine:page|125}}
  
27
+
|27={{
 +
#vardefine:shortdesc|DESC HERE PLS}}{{
 +
#vardefine:fulldesc|
 
Software designed for operation on European systems should be compatible with a 21-pin RGB cable
 
Software designed for operation on European systems should be compatible with a 21-pin RGB cable
 
(15kHz RGB output mode).
 
(15kHz RGB output mode).
Line 775: Line 1,175:
 
many are equipped with PAL video input jacks.
 
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
 
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.{{fileref|SegaDreamcastSoftwareCreationStandards US.pdf|page=127}}
+
the Sega Dreamcast system in many households in France.}}{{
 
+
#vardefine:page|127}}
  
 +
}}</div>
 +
{|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; padding-top:1em; background:none; font-style:italic;"|{{#var:fulldesc}}
 +
|}<noinclude>
  
 
{{ComplianceTable|
 
{{ComplianceTable|

Revision as of 11:16, 25 August 2024

: [1]
Compilance Screenshot(s) Pass/fail Comments
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