Dreamcast Software Development Standards

Dreamcast Software Development Standards/Ver.1.00E

#### 10. Main Game Screen Display

10.1 Important Item Display Limitations

> Recommended: Important displays such as score and remaining units should not appear within 8 dots horizontally or 16 dots vertically from the game screen (for 320x240 dot displays).

> Recommended: Important displays such as score and remaining units should not appear within 8 dots horizontally or 32 dots vertically from the game screen (for 640x480 dot displays).

> As the display width is monitor dependent, confirm adequate visibility on several monitors.

10.2 Consistency of Terminology

> Recommended: To avoid confusion, do not use the same term in the main game with different meanings.

> E.g., the use of the word "Tournament" should be consistent with "Tournament Mode."

10.3 Language Level

> Recommended: Maintain a standard language level.

> We recommend maintaining a standard language level such as elementary or junior high school level.

10.4 Display of Voice Messages

> Recommended: When sending a voice message during game play, the message should also be displayed on the screen unless this would be impractical, such as during a movie.

> If message display would be inconsistent with the character of the game (Example: "Regret of the Wind") the package or manual should contain a disclaimer such as "This game may be unsuitable for the hearing impaired."

10.5 Compatibility with Old TVs (Sync Interval Compatibility)

> Recommended: 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 gray between the extremes.)

10.6 Persistent White Display

> Recommended: 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.

> Dreamcast image output is set to 800mV (it was about 700mV in Saturn), to display bright white briefly, 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) briefly and in small screen regions.

> We suggest using values below 0XC0 for large screen regions in applications where screen simulations are likely to be frozen (Example: "Great Strategy"). Currently even the Boot ROM has the background white display corresponding to 0XC0.

> Even when 0XC0 is used for the white border of the Gun Controller Turning Screen these is no difference in efficiency, so the use of values higher than 0XC0 should not be necessary.

> Recommended: If a persistent screen can be expected when a player takes no action for a long time, and especially if the application display colors are not fixed (Example: WebBrowzer), or if the above recommendations for white display are not (or cannot) be followed, prepare a screen saver and cause it to activate when a player takes no action for 300 seconds.

> It is up to the application whether the screen saver is an 'After Dark' type or simply a reduction in screen brightness.

> The same procedure should be followed during Pause time, so please refer to that part as well.

Dreamcast Software Development Standards

Copyright SEGA ENTERPRISES, LTD, 1998