Dreamcast Software Development Standards

Dreamcast Software Development Standards/Ver.1.00E

#### 22. Internal Clock Functions

> Internal clock adjustment by applications is prohibited as a general rule, except for automatic time adjustment using a time server such as an NTP server with network-related applications.

> However, applications compatible with PLGS (Personal Life Game System by Hudson Co.) should include the following adjustment functions:

> Recommended: A player should be able to adjust the clock at the start of the application.

> Recommended: Except in the case of 22.1, the clock should not be settable except when a game is run the first time (adjustment should not be possible if a backup file exists).

> Recommended: Clock adjustment should NOT be provided as a game option.

> An example of a game that uses PLGS is "Christmas Night" for Saturn. We recommend referring to it when creating a new game.

22.1 Handling Obvious Clock Errors

> Recommended: In an application that uses PLGS, if the time stamp of a saved file is later than the Main Unit's internal clock time, the player should be directed to set the time at the start of the application.

22.2 Internal Clock Adjustment During Network Connection

> We neither require nor prohibit such functions, but if provided:

> Recommended: When an application provides the ability to set the time through the network, the user should always have the choice as to whether or not it should be set, to allow for the case where the user has intentionally set the time by a PLSG-compatible application or by other means.

Dreamcast Software Development Standards

Copyright SEGA ENTERPRISES, LTD, 1998