Dreamcast Software Development Standards

Dreamcast Software Development Standards/Ver.1.00E


27. Visual Memory Single Application Creation Standards

27.1 Controller Button Functions

Required: Use the A button for "Accept" (perform operation) and the B button for "Cancel" (reject operation).

Recommended: Set buttons to act when pressed instead of when released, except for special operations such as rapid fire in a shooting game.

27.2 Title Display (Title Loop)

Required: The copyright is displayed

Required: The Title Screen is generated and displayed.

The above to items constitute the Title Screen (or Title Loop).

Both indications do not have to appear on the same screen because of screen size limitations, etc., but in such cases, both indications must still be displayed. The display is suspended automatically, so they do not have to be in a Title Loop.

27.3 Game Start

Required: Pressing the A and B buttons together from the Title Display/Loop (27.2) starts the main game (game start).

Recommended: "Press A+B" should be displayed on the Title Screen.

27.4 Single-Unit Applications Using Visual Comments for Save Files

Recommended: 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 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.

27.5 Processing When Power is Low

Required: 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 further input from the mode buttons or other keys.

Note: In the case of "Atsumete Godzilla," the user can press a button and continue playing, but if the batteries are depleted while saving data, in the worst case, the flash memory data is corrupted. Therefore, when an application detects low voltage, any further operation should be prohibited, to protect the data.

27.6 Visual Memory Single Application File Name Registration

Note: The name of the executable file for a single-unit application should always be registered along with the save file of a Dreamcast application. (Register with the Development Planning Department and Software Promotion Department using the special document for this purpose.)

The documentation requirements for the executable file's name, icon and etc. are the same as for the save file. See 15.1 Save File.

Recommended: The last three characters of a 12-character single-application file name should be 'VMS'.

When downloading from the network server, files are distinguished by file name extension: those with a 'VMS' extension are saved as executable files.
(Refer to 19.2.1 VMS File Download.)

27.7 Interconnecting Visual Memories

27.7.1 Before Connecting

Recommended: When interconnecting Visual Memories while an application is executing, please display a caution message such as "Waiting for Connection..." to indicate the status to the user.

Recommended: While the above "Waiting for Connection..." (or similar) message is displayed, allow return to the previous menu either after a time-out period or by the user pressing the B button.

27.7.2 While Connected

Recommended: While the memories are interconnected, please display a caution message such as "Now exchanging data..." to indicate the status of the connection.

27.7.3 Finishing the Connection

Recommended: When finished with the connection, please display a caution message such as "Please separate the VMs" to indicate that the exchange is finished and the Visual Memories may be separated.

27.7.4 Prohibiting Continual Connection

Recommended: Connection for data exchange should be minimized, and the application should prompt for Visual Memory separation as soon as an exchange is finished.

27.8 Connecting Visual Memory to the Main Unit Controller

Recommended: In the game mode (executing a game with Visual Memory), when Visual Memory is inserted into the Main Unit Controller, the mode should not be switched by the software (although it is possible to detect the connection to the Main Unit Controller, pause the game mode, and then switch modes to recognize the Memory Card, these processes should not be done in the game).

Connection of Visual Memory to the Main Unit Controller by the user is not recommended except in File and Clock modes (as described in the Visual Memory operating manual).



Dreamcast Software Development Standards


Copyright SEGA ENTERPRISES, LTD, 1998