Dreamcast Software Development Standards
Dreamcast Software Development Standards/Ver.1.00E
Required: Use the A button for "Accept" (perform operation) and the B button for "Cancel" (reject operation).
Recommended: Use the A/B buttons first, and then the X/Y buttons
Recommended: Set buttons to act when pressed instead of when released, except for special operations such as rapid fire in a shooting game.
(We have been advised that no mouse controller is currently being planned, but if this changes in the future, if necessary, we will consider modifying the creation standards appropriately.)
1.1 Various Controller Exceptions
Recommended: Settings for the A and B buttons and 12.1 Pause Operation (START button) should conform to the arcade settings in a virtual arcade game if the original button settings still exist and a special controller is being used.
For standard controller operations, observe each of the following rules.
Standardized: For racing games, use the analog trigger R/L buttons as follows to conform to racing controller button arrangement: R = accelerator, L = brake.
1.3 Cancel Operations
Recommended: An application that uses a lot of messages can have a Cancel button to speed up message processing.
Recommended: An application that uses voice can have a Voice Cancel button.
Recommended: An application that uses movies can have a Movie Cancel button (except for movies that are required to play the game).
Recommended: An application that has a demo that uses polygons can use a Polygon Cancel button (except for movies that are required to play the game).
Standardized: (e.g., in "The Great Sakura War") The A button causes rapid message processing, the B button cancels voice and rapid message sending, and the START button cancels movies.
1.4 Analog Direction Keys, Digital Direction Buttons
Standardized: Even games that mainly use the analog keys should allow digital selections, such as of mode, by the digital direction buttons.
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