Dreamcast Software Development Standards

Dreamcast Software Development Standards/Ver.1.00E


12. Pause

Recommended: 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) when connecting to a network.

Please observe the requirements in 12.1 below when providing the Pause function in an application.

12.1 Pause Operation

Required: The START button turns the Pause function on and off.

Recommended: When more than one player is supported, Pause (and Resume) should be possible from the controller at either port A or B.

Standardized: When the above condition is enacted to allow Pause from either port A or B, the Pause function is independent for each port (that is, if the Pause is performed from port A, only port A can perform the Resume).

12.2 Screen Display During Pause

Required: A word such as "PAUSE" should be displayed while paused.

This is to distinguish the Pause from a hang-up from a bug.

Standardized: When a Pause can be initiated by different means than in the 12.1 standard, the display should so indicate the initiator of the Pause, such as "PLAYER 1 PAUSE" or "PLAYER 2 PAUSE."

12.3 Screen Saver Function During Pause

Recommended: If the Pause function causes the screen display to persist, such that white display of more than 0XC0 (75% brightness) would occur for a long time (more than 300 seconds), or cover more than 2/3 of the screen, a screen saver should be provided and should start automatically if the Pause persists for more than 300 seconds.

Dreamcast image output is set to 800mV (it was about 700mV in Saturn), to display bright white temporarily, so if 0XC0 (not only white, but also yellow or other colors) is displayed for a long time on an NTSC/PAL TV, the screen phosphor could be burned. However, there is no problem displaying 0XFF (100% bright white) for short periods and in a small screen region.

It is up to the application whether the screen saver is an 'After Dark' type or simply a reduction in screen brightness (we are planning to include a sample program in the SDK).

Provide a screen different from the main game for the Pause Screen, and ensure that it does not include white display of more than 0XC0 (75% brightness).

12.4 Pause Limitations

Required: 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.

12.5 Pause Sound

Recommended: Sound should be muted during Pause.

Recommended: When BGM is interrupted by a Pause, it should be resumed from the same point upon Resume, except when this is impossible such as during DA, ADPCM and ADX play.

12.6 Hiding Commands During Pause

Recommended: If a game provides a Pause function, it should be possible to clear the "PAUSE" (or other) indication by the X+Y buttons to allow for debugging and photographing screen images for print media.

12.7 Processing from Pause Screen

Standardized: In games such as a race game, a menu should be provided to allow the user to select "Retire the Course," "Retire" and "Resume" from the Pause screen. However, the START button is used to turn the Pause on and off, so the menu and other selections must be controlled by the ten keys and an action key.



Dreamcast Software Development Standards


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