Sega Saturn Technical information

Sega Saturn Technical information
TM
Sega Saturn
Software Development
Standards
SOA Version 2.0
Doc. # ST-151-R4-020197
© 1995-96 SEGA. All Rights Reserved.
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Sega Saturn Software Development Standards, SOA version 2.0
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Table of Contents
1.
Game Sequence.............................................................................................................1
1.1.
Sega Brand Game Sequence .............................................................................1
1.2.
Third Party Brand Game Sequence ....................................................................2
2.
Peripheral Check
2.1.
When Must the Checks Occur?...........................................................................3
2.2.
What Must be Checked? .....................................................................................3
2.3.
Mandatory Peripheral Compatibility.....................................................................3
2.3.1. Standard Digital Devices..........................................................................4
2.3.2. Multitap ....................................................................................................4
2.3.3. Analog Controllers ..................................................................................5
2.3.4. Steering Controller ...................................................................................6
3.
Company Logo Displays .................................................................................................7
3.1.
Sega Logo Screen Display Requirements ..........................................................7
3.2.
Skipping the Sega Logo Screen .........................................................................7
3.3.
Application-Based Sega Logo Screen Display Format Requirements.................8
3.4.
Third Party Company Logo Screen Display Format Requirements .....................8
4.
Title Screen.....................................................................................................................9
4.1.
Screen Display ....................................................................................................9
4.2.
Sega Brand Game Title Logo Screen Requirements .........................................9
4.3.
Third Party Brand Game Title Logo Screen Requirements .................................9
4.4.
Sega Brand Game Title Copyright Display ..........................................................9
4.5.
Third Party Brand Game Title Copyright Display ..............................................10
4.6.
Proceeding to the Next Screen ........................................................................10
5.
Demonstration Sequence .............................................................................................11
5.1.
Screen Display .................................................................................................11
5.2.
Demonstration Time .........................................................................................11
5.3.
Audio During Demonstration .............................................................................11
5.4.
Proceeding to the Next Screen .........................................................................11
6.
Start/Options Select Screen .........................................................................................12
6.1.
Differentiating the Start/Options Screen from the Title Screen
(Game Start Screen) .........................................................................................12
6.2.
Limiting Menu Item Selection ............................................................................12
6.3.
Proceeding to the Next Screen ........................................................................12
7.
Options Screen .............................................................................................................13
7.1.
Options .............................................................................................................13
7.2.
Standard Options Screen Items ........................................................................13
7.3.
Options Screen Controls ..................................................................................14
7.4.
Retaining Option Settings..................................................................................14
7.5.
Proceeding to the Next Screen .........................................................................14
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8.
9.
Main Game ...................................................................................................................15
8.1.
Screen Display .................................................................................................15
8.1.1. Display Area Limits for On-Screen ........................................................15
8.1.2. Standardization of Terminology .............................................................15
8.1.3. Scores....................................................................................................16
8.1.4. High Scores ...........................................................................................16
8.2.
Control Pad and Button Setup...........................................................................16
8.2.1. Basic Control Pad Setup........................................................................16
8.2.2. Basic Button Setup ................................................................................16
8.2.3. Basic Button Setup Examples................................................................17
8.2.4. Sega Saturn Input Peripheral Software Development Standards ..........18
8.3.
Pause ................................................................................................................38
8.3.1. Enabling and Disabling Pause ...............................................................38
8.3.2. Screen Display During Pause ................................................................38
8.3.3. Pause Prohibited State ..........................................................................38
8.3.4. Sound During Pause..............................................................................38
8.4.
Reset.................................................................................................................39
8.4.1. Reset Implementation Requirement.......................................................39
8.4.2. Reset Method ........................................................................................39
8.5.
Game Over Continue ........................................................................................40
8.5.1. Continue Function..................................................................................40
8.5.2. Proceeding to the Next Screen ..............................................................40
8.6.
Ending/Game Credits ........................................................................................40
8.6.1. Cancel Disabled.....................................................................................40
8.6.2. Personal Names Used in the Game Credits ..........................................40
8.6.3. Proceeding to the Next Screen .............................................................41
8.6.4. Sega Saturn Game Credits Display Standards......................................41
Supplement...................................................................................................................43
9.1.
Handling the Open CD Door State ....................................................................43
9.2.
Compatible Area Codes (Territory Lockout) ......................................................43
Appendix 1
Sega Saturn Game Content, Trademark and Copyright Standards and Software
Content Library Usage Trademark/License Display Standards .........................44
Appendix 2
Sega Saturn Backup Memory System Standards .............................................46
Appendix 3
Multiple Disc Applications Software Development Standards ...........................59
Sega Saturn Software Development Standards, SOA version 2.0
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IMPORTANT
Sections labeled as “Required Compliance Item” are mandatory requirements which will be noted
as A BUGS if not followed.
Sections labeled as “Recommended Compliance Item” are considered as minor bugs which will be
noted as B BUGS.
Sega Saturn Software Development Standards, SOA version 2.0
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1.
Game Sequence
1.1
Sega Brand Game Sequence
A typical sample game sequence for a Sega brand Sega Saturn
application is shown in the figure below.
Power ON
Boot ROM
Start-Up
Sequence
Display Saturn Logo
Security check
Boot Rom-based logo data is
used for the initial Sega
license logo display.
Application
Display SEGA license logo
Demo/Title
Loop
The application-based Sega logo is
Peripheral Check
not displayed immediately after
Sequence
the boot ROM-based Sega license
logo.
Yes
Was Sega license
logo displayed?
No
Title Loop
Sequence
Application-based Sega Logo
SEGA logo
Timer
Press
Press
Game Title
Start
Start
Screen
Button
Button
Start/Options
Options Screen
Select Screen
Timer
Demonstration
Sequence
Timer
Main Game
Press Start Button or Wait for Timer
Figure 1.1 Typical Game Sequence
Required
Compliance Item
Control Pad checks should be performed frequently during
the Title Loop sequence.
Recommended
Compliance Item
Do not display the application-based Sega logo immediately
after the “PRODUCED BY or UNDER LICENSE FROM
SEGA ENTERPRISES, LTD.” boot ROM-based Sega trademark
logo screen display that occurs during the boot ROM startup
sequence.
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1.2
Third Party Brand Game Sequence
A typical sample game sequence for a third party brand Sega Saturn
application is shown in the figure below.
Power ON
Boot ROM
Start-Up
Sequence
Display Saturn Logo
Security check
Boot Rom-based logo data is
used for the initial Sega
license logo display.
Application
Display SEGA license logo
Demo/Title
Loop
Sequence
Peripheral Check
Title Loop
Sequence
Company Logo
Timer
Press
Press
Game Title
Start
Screen
Button
Start
Start/Options
Button
Select Screen
Options Screen
Timer
Demonstration
Sequence
Timer
Main Game
Press Start Button or Wait for Timer
Figure 1.2 Typical Game Sequence
Required
Compliance Item
Control Pad checks should be performed frequently during
the Title Loop sequence.
Sega Saturn Software Development Standards, SOA version 2.0
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2.
Required
Compliance Item
Peripheral Check
A check for peripherals (typically a Control Pad) connected to the
Sega Saturn must be performed by the application before the game is
started.
For more detailed information on Sega Saturn input peripheral support
guidelines, please consult Section 8.2.4: Sega Saturn Input Peripheral
Software Development Standards.
2.1
When Must the Checks Occur?
Peripheral checks should be active during the Title Loop
sequence in addition to the start of the game (see Figure 1.1
above).
Required
Compliance Item
Peripheral check routines must be incorporated throughout
the game to accommodate possible errors that may occur
from (un)intentional peripheral device disconnection.
2.2
Required
Compliance Item
What Must be Checked?
The absence of a peripheral or a peripheral connected only
at Control Port 2 is equivalent to null controller input state
(i.e., no controller input is sensed. The game cannot be started in
this state).
If an active peripheral is disconnected during the course of an action
or time-oriented game, detect the disconnect as a “null input” state,
followed by a system pause or a warning display. In either case, the
game must not continue while the peripheral is disconnected. The
affected port becomes an unused active port.
Required
Compliance Item
If the peripheral is reconnected, the user must be able to
resume a normal game session. After the game is placed in
pause mode prior to the disconnection of the peripheral, the
game must resume by pressing the “START” button after
reconnection of the peripheral.
2.3
Mandatory Peripheral Compatibility
Required
Compliance Item
Compatible peripherals must support transparent recovery
from input peripheral disconnect/reconnect activity during
the game session (prior to or after game start).
Required
Compliance Item
Support for incompatible peripherals within the game
application is defined as software measures to prevent
Sega Saturn Software Development Standards, SOA version 2.0
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possible system crashes or operational problems caused by the
connection of that device type to the Sega Saturn. Data output
from incompatible input peripherals must be ignored and a
warning message displayed to instruct the user to connect a
compatible input peripheral.
Required
Compliance Item
All games must support the 8-Button Control Pad, Virtua
Stick, 6Player, and Mission Stick peripherals as follows:
2.3.1 Standard Digital Devices
• Compatibility
Fully compatible with all games.
• Peripheral Types
8-Button Control Pad, Virtua Stick.
• SMPC Standard Format Type
Saturn Digital Device (see the SMPC User’s Manual for more
information).
• Special Considerations
None.
2.3.2 Multitap
• Compatibility
Fully compatible with all games.
• Peripheral Types
6Player.
• SMPC Standard Format Type
Not applicable (see the SMPC User’s Manual for more information).
The 6Player supports all of the 4 Sega Saturn Standard Format Types
for protocols with a maximum data size of 15 bytes.
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• Special Considerations
For single player games, the game must support operation from any
one of the 6 peripheral ports when the 6Player is connected to Control
Port 1 (left port when looking at the front of the Sega Saturn). The
use of Control Port 2 for single player games is prohibited.
2.3.3 Analog Controllers
• Compatibility
Fully compatible with all games in digital mode as a minimum (analog
mode is optional).
• Peripheral Types
Mission Stick (and possibly other analog peripherals in the
future).
• SMPC Standard Format Type
Saturn Analog Device (see the SMPC User’s Manual for more
information).
• Special Considerations
The first 2 data bytes of the Saturn Analog Device Format are
identical to the first 2 data bytes of the Saturn Digital Device.
Therefore, the Mission Stick provides virtual compatibility with the
Digital Device format by inserting digital data in the Right, Left,
Down, and Up bits that correspond to movements of the stick. This 2axis movement is also represented by the X and Y analog data in
bytes 3 and 4.
Game producers/developers can choose to make their games
fully compatible with all available functions of an analog controller to
enhance game play (e.g., using the X, Y, and Z
analog data from the Mission Stick). Games can also support
additional peripherals that may be available in the future, but
that make use of SMPC Standard Formats. Examples would be:
•
6-Axis Analog Controller, which uses the Saturn Analog Device
Standard Format.
•
Mouse, which uses the Saturn Pointing Device Standard Format.
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2.3.4 Steering Controller
Required
Compliance Item
All driving games must support the Arcade Racer as described
below in addition to the peripheral requirements already
described:
• Compatibility
Fully compatible in analog mode.
• Peripheral Types
Arcade Racer (and possibly other steering controller peripherals
in the future).
• SMPC Standard Format Type
Saturn Analog Device (see the SMPC User’s Manual for more
information).
• Special Considerations
The digital mode of the Arcade Racer (used for Left and Right) is
not approved for use in any game because of inadequate (slow)
response times. For the Arcade Racer, the Up and Down bits in the
Saturn Analog Device standard format are activated by the “paddles”
on the steering column: Left Paddle = Up, and Right Paddle = Down.
Required
Compliance Item
The Arcade Racer does not provide buttons that activate the
RTRG and LTRG bits. Therefore, driving games that make use
of the Left and/or Right Flipper buttons on the 8-Button Control
Pad must implement an alternate means of triggering those
functions when an Arcade Racer is connected.
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3.
Company Logo Displays
3.1
Sega Logo Screen Display Requirements
• At Power On:
Required
Compliance Item
The application must display the “PRODUCED BY or
UNDER LICENSE FROM Sega ENTERPRISES, LTD.” boot
ROM-based Sega trademark logo screen immediately after power
on.
The logo data provided by Sega must be displayed without
modification.
• In the Title Loop Sequence (Sega Brand Titles ONLY):
Required
Compliance Item
The Sega logo must be displayed according to the format
described in section 3. 3 Screen Display.
Important!
However, this does not apply to situations where a licensing
agreement explicitly overrides this logo display requirement. If
this applies, there must be compliance with the logo display
requirements stipulated in the licensing agreement.
• Sega Product Group/Team Logos (Sega Brand Titles
ONLY)
Required
Compliance Item
Sega product group/team logos (e.g. Sega Sports) must be
displayed immediately after the initial Sega logo display.
• Display of Contract Developer’s Logo (Optional)
If the display of the contract developer’s logo is required, that
logo may be displayed AFTER the display of the Sega logo in the
Title Loop sequence. The contract developer’s logo should be
displayed AFTER the Sega product group logo.
Recommended
Compliance Item
3.2
Recommended
Compliance Item
Skipping the Sega Logo Screen (Sega Brand
Titles ONLY)
The screen display sequence shown below should be avoided after
the power is turned on or the RESET switch on the Sega Saturn is
pressed:
1. Boot ROM-based Sega Saturn product logo screen.
2. Boot ROM-based “PRODUCED BY or UNDER LICENSE
FROM...” Sega logo screen.
3. Application-based Sega logo screen.
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Avoid the display of the application-based Sega logo immediately
after the boot ROM-based “PRODUCED BY or UNDER LICENSE
FROM...” Sega logo screen.
The contract developer’s logo display should also be skipped in
this case.
3.3
Required
Compliance Item
Application-Based Sega Logo Screen Display
Format Requirements
(Sega Brand Titles ONLY)
The registered trademark “Sega” must be displayed in the
center of the TV screen. The trademark symbol “®” must be
included with the Sega logo for products sold exclusively within
the United States. (Consult a localization specialist for products
destined for countries other than the U.S.)
Since this is a registered trademark, it must be displayed in the
same colors and shape as it is registered. There are no explicit
guidelines governing the display size.
Required
Compliance Item
The Sega logo must be displayed for approximately 2 seconds
in the official trademark format. If the START Button is
pressed before the final form of the logo is drawn on-screen,
the logo must still be allowed to display in its registered trademark form before proceeding to the next screen.
3.4
Third Party Company Logo Screen Display
Format Requirements
(Third Party Brand Titles ONLY)
A third party developer may display their company logo as desired.
Follow internal company logo style guidelines to standardize the
screen display format. The Sega logo screen display format requirements above can be used as an example.
Sega Saturn Software Development Standards, SOA version 2.0
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4.
Required
Compliance Item
Title Screen
The Title Screen is defined as the “Game Start Screen”. “Post-Game
Start State” is defined as the point after the START Button is pressed
in this screen. “Pre-Game Start State” is defined as any time prior to
the START Button press.
4.1
Required
Compliance Item
Screen Display
The following three items are minimum display requirements:
•
•
•
4.2
Title logo
The words “PRESS START BUTTON” (Do not use the
word “PUSH”.)
Copyright information
Sega Brand Game Title Logo Screen
Requirements
Required
Compliance Item
The game title logo must be displayed in its final form for
approximately 2 seconds. In addition, the trademark
characters “™” must be shown on the upper right hand
corner of the title logo.
Required
Compliance Item
When handling trademarks owned by other companies,
make sure to consult and confirm the contents of the
applicable licensing agreements and observe their terms.
4.3 Third Party Brand Game Title Logo Screen
Requirements
Required
Compliance Item
The game title logo must be displayed in its final form for
approximately 2 seconds.
4.4
Sega Brand Game Title Copyright Display
Recommended
Compliance Item
Copyright information should always be displayed at the bottom
of the game's Title Screen.
Required
Compliance Item
Copyright information must be displayed as shown below for
original products developed by Sega.
© Sega Enterprises, Ltd., 199X
Sega Saturn Software Development Standards, SOA version 2.0
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Required
Compliance Item
Always follow the following display format:
© Formal Company Name, First Year of Release
There are no guidelines governing font style and color usage.
“First Year of Release” means “first year of sale”.
The display of copyright information for products other than
original works developed by Sega is typically determined by their
development/licensing agreements. For such products, make sure
to consult the development/licensing agreements for copyright
information display requirements.
Recommended
Compliance Item
4.5
Third Party Brand Game Title Copyright
Display
Copyright information should always be displayed at the bottom of
the game’s Title Screen as in the following example:
Recommended
Compliance Item
© Sega Enterprises, Ltd., 199X
Required
Compliance Item
Always follow the following display format:
© Formal Company Name, First Year of Release
There are no guidelines governing font style and color usage.
“First Year of Release” means “first year of sale”
4.6
Proceeding to the Next Screen
When the START Button on the Control Pad is pressed during
the Title Screen, the Start/Options selection screen is displayed.
Recommended
Compliance Item
During the Title Screen, the game should not respond to any
controller input with the exception of the START Button (This
may not apply in the case of a game that requires mouse input.)
If the START Button is not pressed, then the game demonstration
is started after the title screen is displayed for a preset time period.
Sega Saturn Software Development Standards, SOA version 2.0
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5.
Demonstration Sequence
5.1
Screen Display
Display the words “PRESS START BUTTON” and “DEMO “
during the demonstration sequence frequently.
Recommended
Compliance Item
If applicable to the game, display high scores as well as the score
from the previous game during the demonstration sequence to enable
the user to verify scores.
5.2
Demonstration Time
The demonstration should last approximately 30 seconds.
5.3
Audio During Demonstration
Audio should be present during the demonstration.
5.4
Proceeding to the Next Screen
Return to the Title Screen when the START Button is pressed
during the demonstration.
End the demonstration sequence after a preset time period if no
button is pressed and return to the Sega logo screen (for third
party titles, the company logo screen).
Sega Saturn Software Development Standards, SOA version 2.0
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6.
Start/Options Select Screen
The on-screen display of “OPTIONS” occurs during the Post-Game Start
State. The “Main Game State” is defined as the point after the game is
started from the Start/Options Screen.
6.1
Differentiating the Start/Options Screen from
the Title Screen (Game Start Screen)
The Start/Options selection screen must not be used as the Game
Start Screen (The Start/Options Screen menu items should be
displayed after the START Button is pressed in the Title Screen.).
Recommended
Compliance Item
Other menu items in addition to the Start/Options items may be
included as necessary.
6.2
Limiting Menu Item Selection
Based on the Control Pad’s or any other input peripheral device’s
connection status and the game start status (e.g., whether Control
Pad 1 or 2’s Start Button was pressed), disable the user’s ability
to select the menu items that cannot be supported under those
conditions.
Recommended
Compliance Item
Example:
•
The user must not be able to select a two player game menu
item when a Control Pad is connected only to Control Port 1.
Disabled menu items may be displayed in the menu, but the
selection cursor should not be able to move to that item (The shape,
color, etc., of the menu items should be changed to visually indicate
that they cannot be selected.).
6.3
Proceeding to the Next Screen
Select using the Directional Pad (D-Pad), confirm with the
START Button, and then proceed to the Main Game or Options
screen.
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7.
Options Screen
7.1
Options
Provide the user with as many game options as possible unless the
options compromise the quality of the game or if the game is a port
from an original that does not provide an “options” feature.
Recommended
Compliance Item
7.2
Standard Options Screen Items
The following are defined to be standard option items:
• LEVEL
• PLAYERS
• CONTROL
• RAPID FIRE
• AUDIO
• SOUND TEST
• EXIT
Sets the difficulty level
Sets the number of players
Sets game controls
Sets rapid fire/firing speed
Sets sound output
Performs a sound test
Exits Options Screen
Required
Compliance Item
Always include a sound output setting to switch between stereo
and mono audio output. (This requirement does not apply to
game applications that only support mono audio output.)
Required
Compliance Item
Adjustments to the internal Sega Saturn system clock may NOT
be made from within the game application. Adjustments to the
system clock are supported by the internal boot ROM application.
The user must set the system clock in the “Set Clock” menu.
Required
Compliance Item
The “CONTROL” option should enable the user to set
controller settings for each button.
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7.3
Options Screen Controls
The standard controls for a typical Options Screen shown below are
as follows:
Up/Down on the D-Pad:
Left/Right on the D-Pad:
Select option item
Select sub-option item
OPTIONS
LEVEL
PLAYER
CONROL
RAPID FIRE
AUDIO
SOUND TEST
EASY >NORMAL< HARD
1 2 >3< 4 5
→
>ON< OFF
>STEREO< MONO
BGM 01
SE 001
VOICE “Help me!”
EXIT
7.4
Retaining Option Settings
The settings made in the Options Screen are initialized only when
the power is switched off and by resets.
Required
Compliance Item
Settings Initialized?
Power Off
Yes
RESET Button
Yes
Title Loop Software Reset
(A+B+C+START Button)
Main Game Software
Reset
(A+B+C+START Button)
Yes
No
Option settings must be retained when reset is performed during
the Main Game state by pressing A+B+C+START Buttons.
7.5
Required
Compliance Item
Reset Condition
Proceeding to the Next Screen
After “Exit” is selected and an arbitrary decision button is
pressed or the START Button is pressed at an arbitrary
position, the screen must return immediately to the
Start/Options screen.
Always return back to the Start/Options screen and not to the
Sega logo (company logo) screen or Title Screen.
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8.
Main Game
8.1
Screen Display
8.1.1 Display Area Limits for On-Screen Items
Required
Compliance Item
Important items such as the game score and the number of
remaining player units (player lives) must not be displayed in
the following areas:
• The two cell area on the left/right sides of the game screen.
• The one cell area on the top/bottom of the game screen.
Note that the above screen dimensions are equivalent to the 40 x 28
cell mode. This requirement takes into account the differences in
the display area of monitors.
8.1.2 Standardization of Terminology
Recommended
Compliance Item
Sega recommends that the display of scores and high scores be
unified as shown below:
1 Player Scoring
2 Player Scoring
High Score
Recommended
SCORE
PLAYER 1
PLAYER 2
(or 1P / 2P)
HIGH SCORE
(or TOP)
Do Not use
POINT
1 UP / 2 UP
HI SCORE
Table 8.1 Recommended Terms for Scores and High Scores
The display for the number of remaining player units does not
count the play unit in use.
Example:
•
When 2 is displayed as the number of lives, it means that there
are 2 lives left in addition to the life that is currently being used.
Accordingly, if the game is over after one life is lost, then “0”
should be displayed.
In order to avoid confusion, the same name should not be used more
than twice within a game (especially for user-interface items).
Example:
•
A menu item under the “Tournament Mode” should not be
called “Tournament.”
Sega Saturn Software Development Standards, SOA version 2.0
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8.1.3 Scores
The initial setting for scores is “0.”
8.1.4 High Scores
High scores are not initialized after a reset. The player should also
be able to see the high scores as well as the score from the previous
game during the demo sequence.
8.2
Control Pad and Button Setup
For more detailed information on Sega Saturn input peripheral
support guidelines, please consult Section 8.2.4: Sega Saturn Input
Peripheral Software Development Standards.
8.2.1 Basic Control Pad Setup
Required
Compliance Item
The following rules must be observed when assigning operations
to the Control Pad:
•
A Control Pad must always be connected to Control Port 1 in
order for the player to start the game.
•
Control Port 1 must always be assigned to player 1 functions
and Control Port 2 must always be assigned to player 2
functions (Except when a Control Pad is not connected to
Control Port 2).
•
When a 6Player is used, the first port must always be
assigned to player 1. The next port to the right is assigned to
player 2.
8.2.2 Basic Button Setup
Required
Compliance Item
The following rules must be observed when assigning
operations to the Control Pad buttons:
•
Make sure that the “A, B, C” Buttons are all used.
•
The START Button (used for the Start and Pause functions)
input must be recognized regardless of input from other
buttons.
•
All button presses must have an immediate effect (unless a
delayed response is a wholly intentional aspect of the
game/application design).
Sega Saturn Software Development Standards, SOA version 2.0
16
Recommended
Compliance Item
•
The use of buttons A, B, C must be given priority over the use of
buttons X, Y, L, R.
Recommended
Compliance Item
•
Button C should be given priority over Button A for use as a
“Select Button”. Button B should be used as a “Cancel Button”.
(This takes into consideration the relative accessibility of each
button.)
Recommended
Compliance Item
As a rule, the Control Pad button usage priority is C>B>A.
Button functions should be assigned based on criteria such as
the frequency of use, the degree of skill required, or the power
of the shot/action.
8.2.3 Basic Button Setup Examples
Although the following should only be used as examples, button
functions should be set up so that they do not differ too much from
other games. In addition, the user should be free to reconfigure button
functions (refer to section 7. Options).
Examples:
Action
L,R
X,Y,Z
A
B
C
Not used
Not used
Special attack
Normal attack
Jump
Fighting
L,R
Defense, etc.
X,Y,Z Weak, medium and
strong punches
A,B,C Weak, medium and
strong kicks
Racing
L,R
Drift
X,Y,Z Not used (or may mirror
A,B,C functions)
A,C
Accelerate
B
Brake
Shooter
(Typical air-to-air/ ground shooter)
L, R
Change view
X,Y,Z Secondary attack (ground
attack)
A,B,C Primary attack (air attack)
Role Playing / Adventure
L,R
Special function
X,Y,Z Special function (display map, etc.)
A
Inspect area, etc.
B
Cancel
C
Confirm, open window
Sega Saturn Software Development Standards, SOA version 2.0
17
8.2.4 Sega Saturn Input Peripheral Software Development
Standards
This document contains standards for developing Sega Saturn
software applications that support Sega Saturn input peripheral
devices such as the standard Sega Saturn Control Pad, 6Player, and
the Mouse. The basic terms as well as concepts used in this
document are based on the Sega Saturn Software Development
Standards.
Important!
Note that the standards contained in this document do not address
current and future Sega Saturn peripherals such as the Backup RAM
Cartridge (available now), Floppy Disk Drive (TBA), and Keyboard
(TBA). The operating procedure of “hot-plugging” peripherals to the
Saturn discussed in this document DO NOT apply to these
peripherals.
In addition to this document, refer to sections 1. Game Sequence, 2.
Peripheral Check, and 8.2 Control Pad and Button Settings in the
Sega Saturn Software Development Standards for more information
regarding Sega Saturn input peripheral support.
Note that the information provided in this document represents only
a minimum set of development guidelines. This document is not
meant to be a comprehensive guide to dealing with all modes of
player interaction with Sega Saturn software applications using Sega
Saturn input peripherals. It is ultimately the responsibility of all
application developers to carefully implement support for
peripherals in their products.
Important!
It is crucial that the support for peripherals in the Sega Saturn
application be implemented in a user-friendly manner whenever
possible. More importantly, SOFTWARE MUST NEVER BE
ALLOWED TO CRASH.
As a general rule, users typically focus on the user interface ease-ofuse as an evaluation criteria when purchasing software. The
implementation of an input peripheral user interface can have a
critical impact on the commercial value of a product. Always bear
this factor in mind during the design of a peripheral user interface.
Sega Saturn Software Development Standards, SOA version 2.0
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Glossary of Terms
Term
Compatible
Peripheral
Incompatible
Peripheral
Active Peripheral
Control Port
Port(s)
Valid Port
Invalid Port
Active Port
Inactive Port
Player Number
System Pause
User Pause
Unused Active Port
Port [1]
= Player Number 1P
Port [2]
= Player Number 2P
Port [3]
= Player Number 3P
Explanation
An input peripheral that can be used for a given application.
An input peripheral that cannot be used for (is not compatible with)
a given application.
A compatible peripheral that is used in an actual play (connected
to an active port).
The two input ports that are equipped on the Sega Saturn. These
input ports are referred to as “Control Port 1” and “Control Port 2”
When multiple ports are used with the 6 Player, each port is
assigned a port number. The port is referred to as “Port (n)”
(where “n” is a number).
A port to which a compatible peripheral is connected.
A port with no compatible peripheral connected, or a port to which
an incompatible peripheral is connected.
A port that is used during actual game play. Active ports are
determined from among the valid ports for each game play session.
A port not used during play.
A number assigned to a player (1P, 2P, etc.). Player numbers
and active ports have a one-to-one correspondence.
This is a pause caused by the system (application), and typically
accompanied by a warning display.
This is a pause initiated by the player (by pressing the START
button).
An active port whose compatible peripheral has been disconnected.
Valid Port
Active Port
A compatible peripheral
is connected to this port.
A port that is
used during play.
Invalid Port
Inactive Port
A port with no compatible
peripheral connected, or
a port to which an incompatible peripheral is
connected.
A port not used
during play.
.
.
.
Port [MAX] = Player Number [MAX]P
There is a one-to-one relationship between port and player numbers.
A given port is either a valid port or an invalid port, depending on
whether or not a compatible peripheral is connected it. A valid port
is either an active port or an inactive port, depending on whether or
not that port is being used during game play. See Figure 2.1
Changes in the Control Port State for more information.
Sega Saturn Software Development Standards, SOA version 2.0
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Standard Peripheral Support
For additional information, see sections 1. Game Sequence and 2.
Peripheral Check in the Sega Saturn Software Development
Standards.
Basic Compatible Peripheral Setup
Observe the following requirements on input peripherals (compatible
peripherals) support that can be used in an application. These
requirements parallel those found in section 8.2.1 Basic Control Pad
Setup of the Sega Saturn Software Development Standards.
Required
Compliance Item
A Control Pad must always be connected to Control Port 1 in
order for the player to start the game.
Required
Compliance Item
Control Port 1 must always be assigned to player 1 functions
and Control Port 2 must always be assigned to player 2
functions. (For exceptions, refer to the section on the 6Player
below.)
Peripheral Check
Required
Compliance Item
Check the status of peripherals as frequently as possible while
the Sega Saturn is turned on to prevent application crashes.
The timing for performing checks may be implemented according
to the following recommended specifications:
Checks Prior to Game Start
•
Compatible Peripheral Check (detecting a valid port)
Perform the checks below during the Title Loop sequence in
addition to those during the power on sequence:
Recommended
Compliance Item
•
Check to see if a connected peripheral is a compatible
peripheral The port to which a compatible peripheral is
connected becomes a valid port.
Recommended
Compliance Item
•
If an incompatible peripheral is detected, either treat that
port as a disconnected port, or display a warning message
to prompt the user to reconnect the peripheral.
Required
Compliance Item
In applications that do not provide mouse support, make
sure that operational problems do not occur when a
mouse is connected to the system.
Sega Saturn Software Development Standards, SOA version 2.0
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Required
Compliance Item
In a multiplayer game where players can have different
starting times (e.g., a player can join in a game after the
game has started), perform checks as frequently as
possible during the main game as well as other game
sequences.
Checks During Game Start
•
Game Start
Required
Compliance Item
Always use player 1 controls (the compatible peripheral
connected to Control Port 1) to start a game .
Recommended
Compliance Item
During a game, player 1 controls should be used for
mode/option setting purposes.
Required
Compliance Item
In multiplayer games where players can have different
starting times, the game may be started from a peripheral
other than that of player 1.
In a multiplayer game, all players should be allowed to
set up their own user options and modes independently.
•
Detecting Active Ports
Recommended
Compliance Item
Detect the active ports from among the valid ports at game
start (e.g., prompt the player to press the START button to
activate the peripheral).
Required
Item
The maximum number of active ports that can be Compliance
selected for a game is equal to the maximum number of
players supported by the game.
Checks During the Main Game
•
Required
Compliance Item
When a peripheral is disconnected (or connected) during the
main title loop game sequence for any reason, make sure
that the application can support those operations without
any problems.
•
Required
Compliance Item
Peripheral (Dis)connect Check
When a Peripheral is Disconnected
If an active peripheral is disconnected during the course of
an action or time-oriented game, detect the disconnect as a
“null input” state, followed by a system pause or a warning
display. In either case, the game must not continue while the
peripheral is disconnected. The affected port becomes an
unused active port.
Sega Saturn Software Development Standards, SOA version 2.0
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Required
Compliance Item
If the peripheral is reconnected, the user must be able to
resume a normal game session. After the game is placed in
pause mode prior to the disconnection of the peripheral,
the game must resume by pressing the “START” button
after reconnection of the peripheral.
Recommended
Compliance Item
The disconnection of an incompatible or inactive peripheral is
ignored so that the game can proceed unimpeded.
Important!
•
About the System Pause
A system pause should be executed under the following
conditions:
Required
Compliance Item
•
When there are limited types of compatible peripherals
supported by the application, the system pause must
occur when the compatible peripheral is disconnected
(e.g., when a mouse is disconnected during the execution
of a mouse-compatible application).
Required
Compliance Item
•
When a 6Player is used, and the 6Player is disconnected.
Recommended
Compliance Item
•
If absence of user input leads to undesirable results
in the game.
Design the user interface so that the system pause can be cleared
from any active peripheral after the disconnected active
peripheral is reconnected and detected by the application to be
usable again.
Required
Compliance Item
If a system pause occurs during a normal user pause (for
example, if an active peripheral is disconnected during an
user pause), the user and system pause should be cleared
automatically when the system pause is cleared.
•
When a Peripheral is Connected
Required
Compliance Item
Input should be enabled only if a compatible peripheral
is connected to the unused active port and the pause is
cleared.
Recommended
Compliance Item
In all other cases, any peripheral connection operation action
does not affect the game.
Required
Compliance Item
Even if a different peripheral than the previously active
peripheral is connected to the system, input should be reenabled (after the pause is cleared), as long as that
peripheral is a compatible peripheral.
Sega Saturn Software Development Standards, SOA version 2.0
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•
Mid-Game Participation
Recommended
Compliance Item
A compatible peripheral may be connected to an invalid port
during the course of a game that supports mid-game
participation. Even if this occurs during the execution of the
main game, that port may be reassigned as a valid port and an
active port as well. When this occurs, make sure that the
connection of the peripheral does not affect the game in
progress.
Required
Compliance Item
The detection of the active port for the above cases should
in the following sequence :
1. Design the user interface so that the player must press
the START button on the control pad to join the game in
progress immediately after the peripheral is connected to
the system.
2. At the start of the next game.
Required
Compliance Item
The application should not allow the selection of more active
ports than the maximum number of players supported by
the game.
Sega Saturn Software Development Standards, SOA version 2.0
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Control Port States (Summary)
The following figure shows changes in the control port state as a
result of the processes described in the preceding sections.
Demo Loop
Main Game
Active
Demo Loop
Active
Port
Active
Port
Disconnect
Valid
Port
Button
Compatible
Connect
Peripheral(!)
Compatible
Valid
Port
Peripheral
Press
Unused
Compatible
Active Port
Peripheral YES
Compatible
Control
Port
Compatible
Peripheral
Peripheral
Connect/
Connect/
Disconnect
Inactive
Disconnect
Inactive
Port
Compatible
Peripheral NO
Invalid
Port
Connect
Disconnect
Compatible
Compatible
Peripheral
Peripheral
Invalid
Port
Mid-Game Participation
*If a compatible peripheral is connected to
an invalid port, its status may be changed to a
valid port
(inactive port).
! Detected as "null input" or a system pause.
Game Start
Game Over
Figure 2.1 Changes in the Control Port State
6Player
Required
Compliance Item
All Sega Saturn applications MUST be compatible with the 6Player,
regardless of the number of players supported by the application.
What is the 6Player?
6Player is a multi-tap hardware peripheral device that has six control
port inputs. By connecting a 6Player to both Control Port 1 and
Control Port 2, a maximum of 12 input peripherals can be connected
to the Sega Saturn.
Since the connection of a 6Player to another 6Player is not
supported in hardware, there is no need for the software to
support this.
Sega Saturn Software Development Standards, SOA version 2.0
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6Player Basic Settings
Required
Compliance Item
Note
Since the use of a 6Player increases the number of ports
and the number of players that can be supported by an
application, an expanded version of the Basic Control Pad
Setup guidelines found in the Sega Saturn Software
Development Standards must be followed:
•
A compatible peripheral or a 6Player must be connected to
Sega Saturn’s Control Port 1 in order to start the game.
•
A compatible peripheral must be connected to a 6Player
(connected to Control Port 1) in order to start the game.
•
A multiplayer application must run correctly regardless of
whether a 6Player is connected to Sega Saturn’s Control
Port 1 or Control Port 2 (see 6Player setup configuration
example below).
•
Player numbers must be assigned so that the lowernumbered ports (left-side ports) are always given assignment
priority according to the 6Player’s state. Make sure that
player numbers are not assigned out of order.
Player numbers being “out of order” refers to a case in which
player numbers are not assigned in an ascending order of port
numbers.
As long as the player numbers are not out of order, the
active ports do not need to be in sequence physically (i.e.,
there can be empty ports between occupied ports).
Peripheral Checks When Using the 6Player
This section describes the peripheral checks that are necessary when a
6Player is used. If a topic is not covered in detail here, apply the
guidelines supplied in section 2. Standard Peripheral Support.
Checks Prior to Game Start
See the Compatible Peripheral Check (detecting a valid port)
item in section 2.2.1 Checks Prior to Game Start.
Sega Saturn Software Development Standards, SOA version 2.0
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Checks During Game Start
•
Required
Compliance Item
Game Start
A game must be started from a peripheral that is connected
to the 6Player’s port with the lowest port number out of the
valid ports.
This port must be a input peripheral connected to
Control Port 1 or a input peripheral connected to a 6Player
port with the lowest port number. The 6Player in this case is
connected to Control Port 1.
Note that in a multiplayer game, a game can be started by a
player other than player 1. This only applies when a 6Player
Tap is plugged into Port 1 of the Saturn.
Recommended
Compliance Item
•
Detecting Active Ports
When a 6Player is used, there may be cases where active
ports must be chosen out of multiple valid ports. Detect the
active port as follows:
Required
Compliance Item
•
Required
Compliance Item
Player numbers may be assigned to inactive ports using the
method above. Therefore, the user peripheral interface must
be designed so that the player number assignment is in
sequence with the port numbers. (For example, when a
START button is pressed during the game, a screen is shown
immediately that indicates which player joined the game at
that point.)
From the valid port, assign player numbers in an
ascending order of port numbers to the active ports.
However, only the peripherals that have had their
START buttons pressed at a specific point in the
application are recognized (e.g., in the title screen).
Sega Saturn Software Development Standards, SOA version 2.0
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It is recommended that the consumer use Setup Example 1 as
their standard configuration. However, Saturn Software should
be able to handle all three configurations.
Note
Port 1
Port 2
[1]
6Player
[2]
Port A
Port F
[7]
[3]
Port B
Port E
[6]
ooo
ooo
[4]
Figure 3.1 Multi-Port Setup Example 1
Port 1
Port C
Port D
[5]
Ports [1] through [7]
Port 2
[7]
6Player
[1]
Port A
Port F
[6]
[2]
Port B
Port E
[5]
[3]
Port C
Port D
[4]
Figure 3.2 Multi-Port Setup Example 2
Port 1
Ports [1] through [7]
Port 2
6Player
6Player
[1]
Port A
Port F
[6]
[2]
Port B
Port E
[5]
[3]
Port C
Port D
[4]
Figure 3.3 Multi-Port Setup Example 3
[7]
Port A
Port F
[12]
[8]
Port B
Port E
[11]
[9]
Port C
Port D
[10]
Ports [1] through [12]
Sega Saturn Software Development Standards, SOA version 2.0
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Checks During the Main Game
•
Required
Compliance Item
Peripheral Connect/Disconnect Check
When the 6Player is disconnected (or connected) or replaced
with another input peripheral (or the reverse) during the
main game sequence for any reason, make sure that the
application will be able to support those operations without
any problems.
The other requirements governing peripheral disconnect checks
described in section 2. Standard Peripheral Support apply.
•
Required
Compliance Item
If an active peripheral or a 6Player configured with an
active peripheral is disconnected during the course of an
action or time-oriented game, detect the disconnect as a
“null input” state, followed by a system pause or warning
display. The port to which those peripherals were connected
to, becomes an unused active port. More than one unused
active port can exist (see Figures 3.4 through 3.6).
Control Port 1
[1]
[2] [3]
When a Peripheral Disconnect Occurs During 6Player Use
Control Port 2
[4] [5] [6]
Control Port 1
[1]
[2] [3]
Control Port 2
[4] [5] [6]
[7]
1P
2P
3P
4P
[7]
1P
2P
3P
Port [7] becomes an unused active
Figure 3.4 When One Peripheral is Disconnected
Sega Saturn Software Development Standards, SOA version 2.0
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Control Port 1
Control Port 2
[7] [8]
Control Port 1
[9] [10] [11] [12]
Control Port 2
[7] [8]
[9] [10] [11] [12]
4P
5P
[1]-[6]
4P
5P
6P
6P
Ports [1],[3],and [5] become unused active
[1] [2] [3] [4] [5] [6]
1P
2P
3P
Figure 3.5 A Disconnected 6Player Example 1
Control Port 1
[1]
[2] [3]
Control Port 2
Control Port 1
[4] [5] [6]
[1]
Control Port 2
[2] [3]
[4]
[5]
[6]
[7]-[12]
1P
2P
3P
1P
2P
3P
Ports [7],[9], and [11] become unused active
[7] [8]
[9] [10] [11] [12]
4P
5P
ports.
6P
Figure 3.6 A Disconnected 6Player Example 2
•
Required
Compliance Item
When a 6Player is Connected
If an active peripheral is disconnected and a compatible
peripheral is reconnected to that port, re-enable input from
that peripheral.
Sega Saturn Software Development Standards, SOA version 2.0
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Recommended
Compliance Item
If a 6Player that has an active peripheral connected to it is
disconnected and if the 6Player with the exact same active
peripheral port setup is reconnected, re-enable input from that
peripheral.
Recommended
Compliance Item
If a 6Player with an active peripheral is disconnected and a
different 6Player setup with active peripherals is reconnected,
re-enable input to only compatible peripherals that are
connected to the unused active ports. (See Figure 3.7 for more
details.)
Recommended
Compliance Item
In all other cases, the connection of the 6Player to the system
does not affect the game.
If the system is paused, wait for the pause to be cleared.
In addition, if a peripheral other than the original active
peripheral is reconnected, re-enable input as long as the
peripheral is a compatible peripheral.
Control Port 1
[1]
[2] [3]
Control Port 2
Control Port 1
[4] [5] [6]
[1]
[2] [3]
Control Port 2
[4]
[5]
[6]
[7]-[12]
1P
2P
3P
1P
2P
3P
When ports [7], [9], and [11] are unused active
ports.
[7]
[8]
[9] [10] [11] [12]
Only port [11] (or 6P), which
has a compatible peripheral
connected, is reenabled for
6P
input. (Ports [7] and [9] remain
as unused active ports.)
l*
*"1" = A peripheral connected to
an invalid or inactive port.
Figure 3.7 When a 6Player with a Different Peripheral Configuration
is Connected (Figure 3.6 Continued)
Sega Saturn Software Development Standards, SOA version 2.0
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•
If the 6Player is Replaced
When a 6Player is replaced with another peripheral (and vice
versa), the number of ports may not match. The following
guidelines apply under these conditions:
•
Replacing a peripheral with another equipped with fewer
ports.
Example: Replacing a 6Player with a single peripheral.
The new port is treated as the lowest-numbered port of the
6Player prior to its replacement (see Figures 3.8 and 3.9).
Recommended
Compliance Item
•
Replacing a peripheral with another equipped with more
ports.
Example: Replace a single peripheral with a 6Player.
Recommended
Compliance Item
Only the lowest-numbered port of the 6Player is enabled out of
the ports that were replaced (see Figure 3.10).
Sega Saturn Software Development Standards, SOA version 2.0
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Control Port 1
[1]
[2] [3]
1P
2P
Control Port 2
Control Port 1
[4] [5] [6]
[1]
[2] [3]
3P
1P
2P
Control Port 2
[4] [5] [6]
3P
[7] [8] [9] [10] [11] [12]
4P
Control Port 1
[1]
[2] [3]
5P
[7] [8] [9] [10] [11] [12]
6P
4P
Control Port 2
Control Port 1
[4] [5] [6]
[1]
[2] [3]
5P
Control Port 2
[4] [5] [6]
[7]-[12]
1P
2P
[7]-[12]
3P
1P
Ports [7], [9], and [11] are unused active
[1]
2P
3P
Ports [8], [10], and [12] are unused active
One compatible peripheral is
One compatible peripheral is
connected.
connected.
Control Port 1
[2] [3]
Control Port 2
Control Port 1
[4] [5] [6]
[1]
[2] [3]
Control Port 2
[4] [5] [6]
[7]-[12]
1P
2P
3P
6P
[7]-[12]
1P
4P
2P
3P
Only port [7] is used.
The compatible peripheral, which is assumed to
[9] and [11] are unused active
have been connected to port [7], is ignored.
ports.
Ports [8], [10] and [12] remain as unused active
l*
ports.
*"l" = A peripheral connected to an invalid or inactive port.
Figure 3.8 Mismatched Port Example 1
Figure 3.9 Mismatched Port Example 2
Sega Saturn Software Development Standards, SOA version 2.0
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Control Port 1
Control Port 2
[2] [3]
[4] [5]
[6] [7]
2P
3P
4P
[1]
1P
Control Port 1
Control Port 2
[2] [3]
[4] [5]
[6] [7]
2P
3P
4P
[1]
Port [1] becomes an unused active
A 6Player with a compatible
A 6Player without a compatible peripheral
peripheral connected to its port [1]
connected to its port [1] is connected
is connected to Control Port 1.
to Control Port 1.
Control Port 1
Control Port 1
Control Port 2
Control Port 2
[2] [3]
[4] [5]
[6] [7]
[2] [3]
[4] [5]
[6] [7]
2P
3P
4P
2P
3P
4P
[1]
[1]
1P
Port [1] reverts to an active port.
Port [1] remains an unused active port.
Ports without port number assignments can be treated as invalid
Figure 3.10 Mismatched Port Example 3
Sega Saturn Software Development Standards, SOA version 2.0
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•
Mid-Game Participation
In a multiplayer game where players can enter into the game at
any given time, there is a possibility that additional controllers
that have been connected at that time may cause the player
numbers to go out of sequence.
Basic 6Player setup protocol recognizes that there may be empty
ports between active ports. In addition, the additional connection
of peripherals for mid-game participation is also recognized.
Therefore, there is a possibility that the player numbers may go
out of order depending on how the additional controllers are
connected.
The following guidelines are meant to avoid this problem:
Recommended
Compliance Item
•
Any peripherals that are connected to the LEFT (a side with
a lower port number) of a port assigned with the largest
player number are ignored. That is, the insertion of a
peripheral between 2 pre-assigned player numbers is
prohibited.
Recommended
Compliance Item
•
Any peripherals that are connected to the RIGHT of a port
assigned with the largest player number are recognized. The
addition of player numbers is recognized by the application.
The guidelines above were developed based on the assumption
that most 6Player users will connect peripherals consecutively
from the left side as explained in the 6Player instruction manual.
Saturn Mouse
Required
Compliance Item
All Sega Saturn applications that support the Saturn Mouse
must also support operations from the standard Sega Saturn
Control Pad, Virtua Stick, Mission Stick (digital mode).
Compatibility of operations with the 6Player is also required.
What is the Saturn Mouse?
The Saturn Mouse is a pointing input peripheral device that outputs
analog X and Y coordinate data. The mouse is equipped with A, B,
and C buttons and a START button.
Sega Saturn Software Development Standards, SOA version 2.0
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Mouse Button Setup
Basic Mouse Button Setup
When assigning functions to a mouse button, observe the following
guidelines instead of those found in section 8.2.1 Basic Control Pad
Setup of the Sega Saturn Software Development Standards (for more
information, refer to section 8.2 Control Pad and Button Setup
found in section 8. Main Game of the Sega Saturn Software
Development Standards):
Required
Compliance Item
•
Input from buttons A, B, and C must all be supported by the
application.
Required
Compliance Item
•
The START button must operate independently of input
from the other buttons.
Recommended
Compliance Item
•
The use of double-clicking mouse button operations should be
avoided whenever possible (except in the case of applications
ported from other platforms).
Required
Compliance Item
•
For right-handed mouse button operations, the default
button assignment priority is A>B>C. This is the . inverse
of the button assignment priority for the standard Sega
Saturn Control Pad. (This button assignment priority
convention is consistent with that used in current .
graphical user interface systems.)
While the Control Pad and Button Setup guidelines in the Sega
Saturn Software Development Standards mandate that “all button
presses must have an immediate effect”, compliance with this
requirement is not necessary for the mouse. This is due to the need
to support mouse-specific functions such as “click-and-drag”
operations.
Recommended Default Button Setup
The assignment priority for the mouse buttons is A>B>C, which is
the inverse of that of the Control Pad (assuming that the default is
for right-handed operations). Based on this priority, button functions
are assigned according to the following default setup (L= Left, C=
Center, R= Right):
Button A (L): Affirmative/OK/Main function
Button B (C): Negative/Cancel/Supplemental function
Button C (R): Affirmative/Special/Supplemental function
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Recommended Button Setup Examples
Following are some sample button setups for different game genres:
•
Example 1: Real-Time Games
Button A (L): Most frequently used function
Button B (C): Least frequently used function
Button C (R): Special function
•
Example 2: Non-Real-Time Games
This setup may be used with games in the strategy, role-playing,
adventure, etc. genre.
Button A (L): OK
Button B (C): Cancel
Button C (R): Special function (e.g. open/close special function
windows)
•
Example 3: Non-Real-Time Games
This setup provides compatibility with the standard Sega Saturn
Control Pad.
Button A (L): Open window/OK and close window
Button B (C): Close window/Cancel
Button C (R): Open window/OK and close window
•
Example 4: 3D Shooting
Button A (L): Fire
Button B (C): Decelerate
Button C (R): Accelerate
•
Example 5: Platform Action
Button A (L): Attack
Button B (C): Jump
Button C (R): Run
•
Example 6: Role-Playing
Button A (L): Item select
Button B (C): Attack
Button C (R): Cancel
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Required Option Items
It is required that all software that supports mouse input must also
support input from a standard Sega Saturn Control Pad, Virtua Stick,
and Mission Stick (digital data). Compatibility of operations with
the 6Player is also required. Add the option item below in the
“Options “ screen of the application (see section 7. Options Screen
in the Sega Saturn Software Development Standards for more
information).
PERIPHERAL
[MOUSE/CONTROL PAD]
This option item automatically identifies the connected compatible
peripheral type and displays either its name or icon (the peripheral
itself is not selected by the user).
Only peripheral-specific settings should be selectable in the Options
screen’s CONTROL option item. Ideally, these peripheral settings
should be stored in memory for each peripheral type so that the
application can respond automatically to the (dis)connection of
different peripheral types (refer to the next section for more
information).
(Dis)connection of the Mouse During a Game
Required
Compliance Item
If the mouse (the active peripheral in this case) is disconnected
during the course of an action or time-oriented game, detect the
disconnect as a “null input” state, followed by a system pause, or
a warning display.
•
When a Different Compatible Peripheral is Reconnected
During a system pause, flash a text message or a icon for the
appropriate compatible peripheral on the screen and notify the
user that the active peripheral will be changed to that
compatible peripheral. The application then waits for the
system pause to be cleared.
Recommended
Compliance Item
When a different input peripheral is reconnected to the system,
use one of the following button setups:
•
If a button setup already exists in memory (via the CONTROL
option item) for the reconnected input peripheral, use that setup.
•
Prompt the user to setup the peripheral through the display of a
configuration menu.
•
In all other cases, use the default setup of each peripheral type.
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8.3
Recommended
Compliance Item
Pause
The pause function is generally not applicable to non-action or nontime oriented based games, and other games that incorporate that
function within its game design. Moreover, the START Button may
be assigned to other functions besides pause depending on the game
design.
8.3.1 Enabling and Disabling Pause
Required
Compliance Item
Pause must always be enabled and disabled by pressing the
START Button.
Required
Compliance Item
When two players are playing simultaneously, the enabling and
disabling of pause should be allowed from either Control Pad.
In those cases, controller operations for Control Port 1 and
Control Port 2 should be independent (e.g., if a pause is set from
Control Port 1, then it should be disabled only from Control
Port 1).
8.3.2 Screen Display During Pause
Required
Compliance Item
During pause, the word “PAUSE” must be displayed on-screen
(to differentiate the pause from a crash).
If independent pause operations are available from either Control Port
1 or Control Port 2 during a two-player game, text such as “PLAYER
1 PAUSE” or “PLAYER 2 PAUSE” should be displayed to determine
which player enabled the pause.
8.3.3 Pause Prohibited State
Required
Compliance Item
Pauses must be disabled during the following instances:
•
•
•
•
Display of company logos
During the Title Screen
Demonstration sequence
Blank screen
8.3.4 Sound During Pause
Required
Compliance Item
Sound must be disabled during pause. If the playback of the
background music was stopped by the pause, the music should
continue from the pause point when the pause is disabled.
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8.4
Reset
Resets on the Sega Saturn include a hardware reset via the pressing of
the RESET Button on the main unit and a software reset via the
simultaneous pressing of the A+B+C+START Buttons on the Control
Pad. The outcome of each reset type is governed by its respective
reset handler code functions.
The hardware reset is defined to be the equivalent of a power off/on
cycle reset. All applications must respond to a hardware reset in the
same manner as a power-on boot cycle.
In contrast, the software reset is defined to provide convenience
features to the user. For example, option settings are retained after a
software reset. Furthermore, the software reset also enables the user
to choose the destination screen after the reset is executed (e.g., Title
Screen, Audio CD Control Screen).
The type of reset discussed and defined in this standard is a software
reset executed by pressing the A+B+C+START Buttons
simultaneously on the Control Pad.
8.4.1 Reset Implementation Requirement
Required
Compliance Item
A Reset must be executable from any screen, except during
backup memory device operations (i.e., clear, save, remove).
High scores, passwords and options settings must not be cleared
if the reset is executed during the Main Game state.
8.4.2 Reset Method
Required
Compliance Item
If buttons A+B+C and the START Button on the Control Pad
are pressed at the same time, then a reset is executed (In terms
of button input processing, the reset occurs when the START
Button is pressed while buttons A+B+C are depressed.).
Depending on the state of the application during the reset, the
following actions occur:
When a Reset is Executed
During the...
Main Game state
Title Loop sequence
Go to the...
Title Screen
Audio CD Control Screen
If a reset is executed during the Title Loop sequence (that is, the
screen changes to the Audio CD Control Screen), high score/pass
word/option settings may be initialized.
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Reference: Multi-Game Compilation Title Resets
In a multi-game compilation title in which multiple game titles
can be played from a single CD-ROM, resets should be
structured in the following manner:
When a Reset is Executed
During the...
Main Game state of any given
game on the compilation
Title Loop sequence of any given
game on the compilation
Title Loop sequence for the
compilation
8.5
Go to the...
Title Screen of that
game.
Title Screen for the
compilation.
Audio CD Control
Screen
Game Over/Continue
8.5.1 Continue Function
A “Continue” function should be available to the player as a basic
game feature. The number of “Continues” should be set appropriately
according to the game design requirements.
8.5.2 Proceeding to the Next Screen
If the Continue function is not selected, then the screen should
return after a preset period of time to the application-based Sega
logo screen (the application-based company logo screen for third
party titles).
Recommended
Compliance Item
A countdown should be performed before the application
displays the Sega logo screen (the company logo screen for third
party titles). The application should provide a feature where the
count can be reduced/sped up by pressing an arbitrary button.
8.6
Ending/Game Credits
8.6.1 Cancel Disabled
Required
Compliance Item
Do not enable the user to skip/cancel the Ending/Game
Credits sequence.
8.6.2 Personal Names Used in the Game Credits
(Sega Brand Titles ONLY)
Refer to Section 8.6.4: Game Credits Display Standards for more
information.
Sega Saturn Software Development Standards, SOA version 2.0
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8.6.3 Proceeding to the Next Screen
Required
Compliance Item
Upon completion of the Ending/Game Credits sequence, the
application-based Sega logo screen (the application-based
company logo screen for third party titles) must be displayed after
a preset time period or any button input.
8.6.4 Sega Saturn Game Credits Display Standards
(Sega Brand Titles ONLY)
The display of development team members’ names in the game
credits should follow these guidelines.
A list of all the staff member names to be used in the credits should
be created by the producer before the beta version of the software is
completed and approved by the Sega legal department.
Display Format of Credits
Fonts
While there are no restrictions on the font style used in the credits,
consistency of the typeface and legibility are important.
Consistency in Project Job Titles
The job titles of development team members should correspond to the
work they actually performed on the game and should not deviate
significantly from that. Common sense should be exercised when
listing titles- titles should not be too eccentric.
Cautions
Obtaining Permission from Individuals
When the names of development team members are included in the
credits, the permission of that individual must be obtained whether it
is his/her actual name or nickname.
Using Nicknames
Nicknames that are offensive or vulgar must not be used. Caution
must also be exercised in using names that may have negative
meanings/connotations in other international markets.
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External Developers
The external development team members’ real names or nicknames
may be used in the credits, unless this is in violation of the developer’s
internal policies.
Note that the inclusion of the external developer’s company name in
the credits may be required in a specific format as stipulated by the
development contract.
Prohibited Items
The following content must not be included in the credits:
Copyright-Related Terminology
Copyright-related terminology included in the title of an individual.
COPYRIGHT ©, REGISTERED ®, LICENSE, PRESENTED BY,
™, etc.
Confidential Project Information
Length of the project, equipment used, and other confidential
information related to the development of the title.
Unauthorized Images and Sounds
Use of digitized photographs, realistic portraits, or other images of
individuals who have not given their express written consent to have
their likeness placed in the game. Use of unauthorized sounds (e.g.,
digital audio samples) is also prohibited.
Miscellaneous Personal and Corporate Data
Addresses, phone numbers or other information that can be used to
deter mine an individual’s or organization’s whereabouts may not be
included in the Sega Saturn application.
And Others...
The inclusion of any items deemed inappropriate by the Sega legal
department or items that violate the guidelines found in Appendix 1:
Game Content, Trademark and Copyright Standards of the Sega
Saturn Software Development Standards is prohibited.
Sega Saturn Software Development Standards, SOA version 2.0
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9.
Supplement
9.1
Handling the Open CD Door State
Required
Compliance Item
If the Sega Saturn’s CD Door OPEN button is pressed
during a game and the door opens, then the boot ROM’s
Audio CD Control Screen must be displayed in the same manner
as a reset is handled during the Title Loop sequence. As in the
case of a reset in the Title Loop sequence, high scores, passwords
and option settings may be initialized (This is only applicable to
single CD-ROM disc game titles.).
9.2
Required
Compliance Item
Compatible Area Codes (Territory Lockout)
All game applications must be coded so that they run only
on Sega Saturn hardware available in the intended sales region
for the software. This hardware territory lockout scheme is
implemented via “Area Codes” set within the game code as
shown below (For more details, consult document number
ST-040, Disc Format Standards Specification Sheet.).
Area
Japan NTSC
Asia NTSC
(Taiwan, Philippines, republic of Korea)
North/ South American NTSC
(Canada, Central South America [Brazil], United
States)
East Asia PAL, Europe PAL, Central South America
PAL
Sega Saturn Software Development Standards, SOA version 2.0
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Appendix 1:
Sega Saturn Game Content, Trademark
and Copyright Standards
Since Sega Saturn software applications are consumer products used in the
average home, care should be taken to not include any content that may be
offensive to the user as well as content that may infringe upon the legal rights
of a third party. Note that these standards are by no means comprehensive in
its scope. Use the guidelines contained in this document along with
publications from organizations such as the Entertainment Software Rating
Board (ESRB) to judge whether content materials are appropriate for
inclusion in the product.
Important!
To prevent the sales of software considered to be excessively violent (or
graphic) in nature to children 13 (or 17) years and younger, Sega requires the
display of ESRB software rating labels on the packages of all Sega Saturn
software applications.
Care must also be taken avoid intentional or unintentional infringement of
intellectual properties, copyrights, trademarks, etc. of third parties in the
content used to develop games (such as graphics, sound, software, and game
design).
1.
Avoiding Legal Problems in Application
Content
Take precautions to avoid infringing on the rights of third parties in
game designs, software, graphics, sounds, etc., such as:
•
Infringement of third party copyrights, rights to images, property
rights, patents, trademarks, ideas and other rights. Examples of
infringement include the use of manufacturer, product and
character names; images, photographs, likenesses; designs,
markings; songs, digital audio samples, etc. without permission.
•
Applicable to Sega brand products ONLY: Do not incorporate
trade-marks, images or pictures of specific products, other
companies’ logos or phrases or words associated with a company
other than Sega without written approval from the Sega legal
department.
•
Unfair competitive practices that may have negative impact or
injure third parties. Examples include the use of look-alike
products, look-alike characters, look-alike designs, etc.
•
Defamation of character or invasion of privacy of third parties.
Sega Saturn Software Development Standards, SOA version 2.0
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2.
Miscellaneous Trademark/Copyright Issues
2.1
Trademarks and Copyright Considerations in Japan
For more details on the Japanese trademark and copyright usage
restrictions, please consult the Japanese version of the Sega Saturn
Software Development Standards as well as your localization service
provider.
Important!
2.2
Prohibited Use of the Acronym RPG
Based on a Sega Enterprises, Ltd. Legal Department memorandum
dated June 29, 1992 and meeting minutes dated July 6, 1992, the
following restrictions were created regarding the use of the term
“RPG”. These restrictions must be observed.
The expression “RPG” must not be used in Japan or in other
countries:
Japan:
Registered trademark of Bandai.
US:
Registered trademark of IBM.
Europe:
Registered trademark of other third
parties. Similar registered trademarks
also exist.
Within Japan, the expression “Role Playing Game” in Japanese kana
characters can only be used as a generic noun within sentences such
as “This is a role playing game.”
The expression “Role Playing Game” in English may also not be used
in Japan.
In Japan, variations on the term “RPG” in Japanese kana characters
are recommended if the use of the term is required.
Sega Saturn Software Development Standards, SOA version 2.0
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Appendix 2:
Sega Saturn Backup Memory System
Standards
This Standard was developed in order to standardize the basic functions of the
Sega Saturn backup memory system as well as the terminology used by the
system. The object of this Standard is to provide the user with a logical and
friendly interface for dealing with the backup memory system. The contents of
this document is applicable to titles that support the backup memory system.
1.
Standardization of Backup System Terms
The terms used in game screens and user’s manuals should conform
to the standard terms shown below in order to maintain consistency
among Sega Saturn applications.
Hardware Terms
backup memory
backup memory is the generic name used to describe the backup RAM
contained internally in the Sega Saturn as well as in the Sega Saturn Backup
Memory Cartridge (sold separately).
System Memory
System Memory refers to the on-board internal backup memory contained in
the Sega Saturn.
Cartridge Memory
Cartridge Memory refers to the memory contained in the Sega Saturn Backup
Memory Cartridge.
External Device
A storage device connected to an expansion port is referred to as an External
Device in the boot ROM. An external device may be future Sega Saturn
hardware peripherals such as a floppy disk drive (TBA) or a hard disk drive
(TBA).
Hardware Function Terms
Audio CD
Control Screen
This refers to the main CD user interface contained in the boot ROM.
While it may commonly be referred to as the Multiplayer, control panel, and
BIOS screen, the use of Audio CD Control Screen is preferable.
Memory Manager
Memory Manager is the backup RAM utility contained in the boot ROM.
file
file refers to the backup data handled by the Memory Manager. The word
item may also be used.
name
name refers to the file names handled by the Memory Manager. The words file
name may also be used.
Sega Saturn Software Development Standards, SOA version 2.0
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size
size refers to the file size managed by the Memory Manager.
memory available
memory available refers to the total amount of backup memory that is
available to the application.
Software Function Terms
clear
clear refers to the Memory Manager function that clears all backup memory
data.
Note: The term “initialize” is not used unless the Sega Saturn’s System
Memory requires initialization. When this operation is necessary, use the
phrase “Clear all data (initialize)”.
load
load refers to the loading of backup data from backup memory.
save
save refers to the saving of backup data to backup memory.
copy
copy refers to the copying of backup data from one backup memory type
to another.
remove
remove refers to the deletion of backup data from backup memory. delete
is also acceptable.
overwrite
existing item
overwrite existing item refers to a backup memory operation that will
save one backup data over existing backup data.
change name
change name is a Memory Manager function that changes the name of a
backup memory file.
select memory
select memory is a Memory Manager function that enables switching between
backup memory types such as the System Memory, Cartridge Memory, and
External Device.
comment
A comment is information added to a backup file name that describes its
contents (10 or fewer alphanumeric or Japanese kana characters in length).
time data
time data is the time stamp data of a backup memory file created by the Sega
Saturn’s internal clock.
Sega Saturn Software Development Standards, SOA version 2.0
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2.
Standard Backup System Implementation
The basic backup operating system flowchart is shown in Figure
A2.1. The processes, functions and messages shown in the chart
below must be implemented in all applications that support backup
functions.
Initialize Memory
Initialization
Fail
check
Pass
Fail
Check for Data
Pass
Available
Fail
Fail
Available
Memory Check
Memory Check
Pass
Display Warning
Message
Display Warning
Message
Disable Backup Functions
Load
Game Start
During the Game
Save Game Support
Comment Support
Time Stamp Support
System/Cartridge/
External Memory
Device select support
Figure A2.1 Standard Backup System Flowchart
Important!
This operational flowchart may differ depending on the application.
Sega Saturn Software Development Standards, SOA version 2.0
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2.1
Required
Compliance Item
Initialization Check
The following processes must occur during the initialization
check:
•
Check initialization status of the System Memory and
Cartridge Memory (if present) as well as any other external
backup memory devices (if connected).
•
Do not allow the game to start if the available backup memory
is not initialized.
The initialization of the System Memory and Cartridge Memory
must always be checked without fail prior to the start of the main
game.
If either one is not initialized, the user must be notified about the
memory status and instructed to perform initialization directly
from the game application or from the Sega Saturn’s boot ROMbased Memory Manager screen The game must not be started if
either memory device remains uninitialized.
The Backup RAM BIOS calls must be used when accessing the
backup RAM. The System Memory, Cartridge Memory and External
Device must not be formatted using a backup library function other
than SEGASATURN_BACKUP_FORMAT .
2.2
Required
Compliance Item
Check for Data and Available Memory
The following checks must occur:
•
•
Check for data.
Check available memory.
Before the main game starts, check for data that can be used
by the application as well as the remaining memory space of the
System Memory and Cartridge Memory. If the application’s
data does not exist or there is insufficient amount of memory
left to save data, then display the appropriate warning message
(see section 2.8 Warning Messages).
2.3
Required
Compliance Item
Load
This process must occur during the load operation:
•
Check for damaged data and load errors.
Always check for damaged data when reading data. If the
data is unusable, then notify the user by displaying that
file name in a different name format that indicates its
damaged status.
Sega Saturn Software Development Standards, SOA version 2.0
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2.4
Required
Compliance Item
Save
During the save operation, the following operations must be
performed:
•
•
•
•
Check for write errors.
Check for available memory.
Set file names.
Set data size.
Check for the available memory status when saving data.
If there is insufficient memory, then notify the user. Check
whether the backup data was saved correctly or not.
Note that the application’s file name must be authorized and
registered with Sega in order to avoid file name conflicts among
existing game applications.
Example:
Phantasy Star X (data required in three locations):
First Location: PS_SCENE_01
Second Location: PS_SCENE_02
Third Location: PS_SCENE_03
Shared file name
consisting of 8
characters.
3 character file extension.
Do not use generic file names such as GM_DATA_000. The
characters that can be used in file names are limited to numbers,
upper-case Roman characters, and the underscore character (_).
However, note that a number cannot be used as the first character in
the file name.
Required
Compliance Item
File names must always be 11 characters in length. If there are
fewer than 11 characters, use the underscore character to pad
the name out to 11 characters. The “space” character is not
allowed.
Required
Compliance Item
When multiple save files are required in a game, the first eight
consisting of three characters (the underscore character and 2
numbers) are allowed to change.
Up to 99 save locations are allowed per game title. The file
extension begins at _01 and ends at _99.
The legal ASCII characters that are allowed in file names and
comments are shown in the following table.
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Table A2.1 Valid ASCII Characters in File Names and Comments
All of the characters in Table A2.1 above may be used in
comments. The shaded characters (the numbers 0~9, the capital
letters A~Z, and the underline character “_”) can be used in file
names. When the file size is displayed, use the equation below to
calculate it. Values generated by the equation are rounded up to the
nearest whole number. Use the term block as the unit of measurement
for the file size.
Size (blocks)= [(number of bytes used) + 32] / 64
The size of each file must not exceed 256K bytes in size if the copy
function in the Memory Manager is used. The copy function in the
boot ROM-based Memory Manager only supports file sizes under
256K bytes. If the file size exceeds 256K bytes, then the copy
function must be supported within the application itself.
Important!
2.5
Comments
The user may be allowed to change the contents of the comments as
necessary. The incorporation of the is feature into a Sega Saturn
application is at the discretion of the application developer.
Sega Saturn Software Development Standards, SOA version 2.0
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Comments can be written in Roman alphanumeric and Japanese kana
characters. Comments can be up to 10 characters in length. While
there are no set guidelines on the content of comments, enter the game
title entered in Roman alphanumeric characters as a default.
2.6
Required
Compliance Item
Time Stamp Support
Time stamp support must be implemented in the following
manner:
2.7
Required
Compliance Item
•
Time stamp data cannot be modified by the user.
•
Display files in chronological order beginning with the
file that has the most recent save date.
•
Time data must always be written in the file.
Selection of System Memory, Cartridge Memory, and
External Backup Memory Devices
All Sega Saturn memory types must be supported. The backup
memory data must be directly accessible from both the System
Memory, Cartridge Memory, and External Backup Memory
Devices.
There are no guidelines on where this function must be located in the
operating system flowchart shown above.
2.8
Warning Messages
The warning message types described below must be included to
cover the functions described in sections 2.1 through 2.5 above.
Sample messages are provided on the following pages.
•
“Initialization check” warning at startup.
•
‘No new saves permitted after game start” warning at startup.
•
“Save disabled” warning at startup.
•
“Current save not permitted” warning when save/copy is
attempted during the game.
•
“Load, save, copy, delete or initialization failure” warning
after each function is executed.
•
“Damaged file” warning during execution of the load function.
•
“Application’s backup file size requirement” warning displayed
Sega Saturn Software Development Standards, SOA version 2.0
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if new file saves are disabled after game start or new file saves
are disabled during the game.
•
3.
“Do not turn off power during execution of save function”
warning.
Sample Operational Sequences and Warning
Messages
The following examples show the operational sequence of each
backup memory function as well as the display of warning messages.
The following examples should be used as a reference to make the
backup system in a Sega Saturn application as user friendly as
possible.
Initialization Check
Initialize Backup
Memory
Is Backup Memory
Initialized?
Display Warning
Yes
Initialize Backup
Message 1
No
Memory?
Yes
No
Go to Memory
Manager Screen
Does data for this
game already exist in
memory?
No
Yes
Is there enough
backup memory to
save game data?
Is there enough
backup memory to
save game data?
No
No
Yes
Yes
Display Warning
Message 2
Disable Game
Continue Function
Display Warning
Message 3
Disable backup
functions?
No
Go to Memory
Manager Screen
Yes
Disable Backup
Functions
Game Start
Figure A2.2 Initialization Sequence
Sega Saturn Software Development Standards, SOA version 2.0
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3.1
Check for Memory Initialization Status, Data, and
Available Memory
• Warning Messages 1
Required
Compliance Item
When the Sega Saturn’s System Memory or Cartridge
Memory is not initialized, the game must never be started while in
this state. After the warning, instruct the user to perform
initialization directly from the application or from the boot ROMbased Memory Manager. Following are sample warning messages
(words in parentheses should be used depending on the memory
device type used):
•
The System Memory (Cartridge Memory/External
Device) is not ready for use.
•
Do you want to clear all files in System Memory
(Cartridge Memory/External Device)? Are you
sure? Yes No
•
Cleared all files in System Memory (Cartridge
Memory/ External Device).
•
Failed to clear all files in System Memory
(Cartridge Memory/External Device).
•
Please clear all files using Sega Saturn’s
Memory Manager.
•
To access the Memory Manager, go to the System
Settings screen by holding down the R or L
button while pressing the POWER or RESET button.
Select the Memory Manager option from that
screen.
• Warning Messages 2
Required
Compliance Item
The following warning messages are given to the user when
there is insufficient memory available for saving games (the
only way new files can be written to the system is by deleting
existing files or by overwriting/updating them). The user must
also be notified of the amount of memory required by the
game’s save file.
•
There is insufficient memory to save a new file.
If the game is started under these conditions, a
new file cannot be saved unless a existing file
is deleted.
•
An additional *** blocks of free memory is
required to save a game.
•
Restart the game after deleting files or copying
them to the Cartridge Memory using the Sega
Sega Saturn Software Development Standards, SOA version 2.0
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Saturn’s Memory Manager. To access the Memory
Manager, go to the System Settings screen by
holding down the R or L button while pressing
the POWER or RESET button. Select the Memory
Manager option from that screen.
• Disabling the Continue Option
Required
Compliance Item
The continue option in a Sega Saturn application must be
disabled if there are no saved game files present for the game.
Moreover, the player should not be given access to saved game
selection screen (game load screen) until data is saved to backup
memory.
• Warning Messages 3
Required
Compliance Item
The following warning messages are displayed when 1) there are
no saved game files for that game, and 2) there is insufficient
memory to save game data. In essence, the save game function
cannot be used in this case. However, the user must always be
given the option to play the game with the save game function
disabled. The user must also be notified of the amount of
memory required to save the game’s backup data file.
•
Games may not be saved under these conditions.
Do you still wish to start the game? Yes No
•
An additional *** blocks of free memory is
required to save a game.
•
Restart the game after deleting files or copying
them to the Cartridge Memory using Sega Saturn’s
Memory Manager.
•
To access the Memory Manager, go to the
System Settings screen by holding down the R
or L button while pressing the POWER or RESET
button. Select the Memory Manager option from
that screen.
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User Selects
Backup Memory
Feature
User Selects
Backup Data
Display Warning
Load Data
Is the backup
Message 4
Invalid
data valid?
Valid
Game Start
Figure A2.3 Backup Data Load Sequence
3.2
Loading and Saving Backup Data
• Warning Messages 4
Required
Compliance Item
Required
Compliance Item
The following warning messages are displayed when an
error occurs during the loading of data (errors do not
typically occur under real world conditions). The messages below
notify the user that the load failed and the data file is unusable.
•
The file could not be loaded properly.
•
Failed to load the file.
•
The game cannot be started with this file.
•
This file cannot be used.
Avoid using the term “damaged” in these messages.
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User Selects
Backup Memory
Feature
User Selects Save
Location
Display Warning
Message 5
Is memory
No
available?
Yes
Display Warning
Message 6
Save Data
Was save
No
operation succesful?
Yes
Continue or Quit
Game
Figure A2.4 Backup Data Save Sequence
• Warning Messages 5
Required
Compliance Item
The warning messages below are displayed when
errors occur during saves. The messages are used if there is
insufficient memory left to save data or if there is a write error
(errors do not typically occur under real world conditions). If
there is insufficient memory left in the system, the user must also
be notified of the amount of memory required by the game’s
backup data file.
•
An additional *** blocks of free memory is
required to save a game.
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•
Restart the game after deleting files or
copying them to the Cartridge Memory or
External Memory Device using Sega Saturn’s
Memory Manager.
•
To access the Memory Manager, go to the
System Settings screen by holding down the R
or L button while pressing the POWER or
RESET button. Select the Memory Manager
option from that screen.
•
The file could not be saved successfully. Try
again.
• Warning Message 6
Required
Compliance Item
This is a message that warns the user not to turn off the power
to the Sega Saturn while saving data. This warning should be
displayed when necessary and appropriate during the game. A
similar warning should also be included in the instruction manual
of the application.
• Saving game file. The file may not be saved
properly if the Sega Saturn’s power is
turned off.
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Appendix 3:
Multiple Disc Applications Software
Development Standards
The multiple disc applications in this document suggests that 2 discs or more
are required to fully play a game; furthermore, because of the story line, these
discs are interdependent. The multiplicity (of discs) does not apply if a game
can be played on discs independently. Simply stated, this document is written
for 2 discs. Applications designed for 3 discs or more can be explained in the
same way.
This document describes the following expressions:
•
Multiple discs are referred to as <disc 1>, <disc 2>, and so on. They may
also be referred to as <disc A>, <disc B>, and so on. Make sure there is
right correlation with the application CD label.
•
Messages shown in <> are examples. Use them to avoid misleading users.
•
The expression "launched" is used with [disc X]. This means "when
playing a game, the first disc inserted is <disc X> and currently this disc
is in the tray."
1. Basic Design
1.1 Specification Conditions
The following are specification conditions imposed on the 2nd and
subsequent discs:
Necessary conditions
•
•
Discs must be launched from the multiplayer screen.
(-> Discs must be passed through the CD check; i.e., the security
check.)
Backup RAM must be used between discs to save data.
(-> This is the only way to pass data to the 2nd and subsequent
discs.)
Note: As an exception, data may be passed to the 2nd and subsequent
discs using a password. In this case, backup RAM may not be used.
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Sufficient conditions
•
<Title screen>, a soft reset jump destination, must exist on each
disc.
(-> This prevents frequent disc switching.)
•
<Sega logo> and <Title screen> must exist on each disc.
(-> It is desirable that trademark/copyright displays (or data) exist
on each disc.)
Soft reset means resetting through the Control Pad
<A+B+C+START buttons>.
From the backup system conditions:
•
•
Console RAM/Cartridge RAM selection must be allowed.
Save Data selection must be allowed (in systems handling
multiple data)
1.2 Title Sequence
Required
Compliance Item
In title sequences for the 2nd and subsequent discs, at a
minimum, the following are required:
•
•
•
•
•
CD check
<License Sega logo> display
Pad check
Application <Sega logo> display
* Note: Skip immediately after the <license Sega logo>
display.
<Title screen>
* Title logo, <PRESS START BUTTON> display, and (C)
notation.
The following included in normal sequences do not need to be
included:
•
•
•
Demonstration
<Start/Options Select Screen>
<Options>
When a game is over, continued, or cleared, make sure to return to the
application <Sega logo> of each disc.
When abbreviating the demonstration, titles do not need to be looped.
Options are determined by each application. However, when settings
seem likely to be changed frequently during play on disc 2, inclusion
is required.
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When Options are not included, some specs may not have the
<Start/Options Select Screen>.
2. Switching Discs
2.1 Required compliance items and basic
procedures
2.1.1 Required compliance items
Required
Compliance Item
The following items require strict compliance when switching
discs 1 and 2:
•
Make sure to switch discs through the multiplayer screen
within the console boot ROM (processing and screen display).
•
Make sure to save the score and Options settings when
switching discs (i.e., save the settings in the backup RAM).
2.1.2 Basic procedures
Required
Compliance Item
The following items require strict compliance when switching
discs 1 and 2:
1. Display message on the game screen to prompt switching
discs. Switch discs. Press the console Open button and go to the
multiplayer screen. After switching discs 1 and 2, close the
console CD door and restart the game. (User removes disc 1 =
Press the console Open button.)
2. Move the processing over to the multiplayer screen.
(User sets disc 2 = Close the console CD door.)
3. Perform CD check on the inserted disc.
4. Display necessary information (license Sega logo).
5. If everything is normal, move quickly to the application.
•
Steps to save necessary data to the backup RAM have been
abbreviated.
2.2 Switching from disc 1 to disc 2
1) Ending Disc 1 Play
When ending the disc 1 main game and moving to disc 2, switch
discs following <Basic procedures when switching discs>.
In moving from disc 1, and starting disc 2, it is desirable to avoid
displaying items related to the main game (Sega logo, title screens,
etc.) as much as possible, and move smoothly to the game (for
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conflicts regarding 1. Basic design and 2> Title sequence, refer to
Recommended specs in 5.).
2) Continuous Start from the Disc 2 Content with Respect to Disc 1
Regardless of the launch from disc 1, when starting the game from
disc 2 through continuous start, before switching discs, a screen
display must prompt the start from disc 2.
(The user selects Continue from Title within disc 1.)
1. Reading Continue information from the backup RAM.
(The user selects and determines saved data from the disc 2
content.)
2. A display on the game screen prompts Start from disc 2.
<Starts from disc 2>
2.3 Switching from disc 2 to disc 1
As shown in <Basic design>, in the case of Game Over, Continue,
and Game Clear, make sure to return to the disc 2 application start
point (Sega logo). As we shall discuss later, also in the case of
Control Pad <A+B+C+START button>, return to <Title Screen> on
disc 2. As a result, moving from disc 2 to disc 1 is a case that only
occurs when regardless of a launch from disc 2, there is no saved data
to start from the disc 2 content, or the launch occurs from disc 2, but
the game data (saved data) started from the disc 1 content is selected
by the user. Further explanation will follow in 4> Incorrect disc
switching.
•
When there is a game link in switching from disc 2 to disc 1,
make sure to switch discs in compliance with 2> Switching from
disc 1 to disc 2 and 1) Ending disc 1 play.
2.4 Incorrect disc switching
Since the multiplayer screen is called into the process, other
applications discs cannot be switched incorrectly. Therefore, incorrect
disc switching can only be determined and the user can be notified in
the following 1) and 2) cases:
1) The launch is from disc 2, but there is no save data.
When disc 2 is inserted while there is no game data (saved data)
used per application, or when regardless of a launch from disc 2,
there is no game data (saved data) started from the disc 2 content,
display the following warning message to prompt the user to
switch discs.
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<This is disc 2. There is no game data to start from this disc.
Reinsert disc 1.>
•
The case is excluded when regardless of a launch from disc 1,
there is no game data (saved data) started from the disc 1
content (this is because disc 1 includes a function to allow start
from the start).
•
After disc 2, each application determines whether the function
to allow start form the start should be included.
2) When regardless of a launch from disc 2, the disc 1 game file is
selected by the user Compliance of 2. Disc switching and 2>
Switching from disc 1 to disc 2 with 2).
3. Reset
The title sequence exists on both discs 1 and 2; therefore, note that the reset
jump destination is partially modified.
3.1 Reset through the console Reset button
All cases: similar to the normal case. The same handling as
OFF -> ON.
3.2 Reset through Control Pad <A+B+C+START
button>
Jump destinations:
<Disc 1> Start loop -> As normal (<Multiplayer screen>)
<Disc 1> During main game -> As normal (<Disc 1> <Title>)
<Disc 2> Title <loop> -> As normal (<Multiplayer screen>)
<Disc 2> During main game -> <Disc 2> <Title screen>
•
Disc switching processing (during the message display for disc
switching) is considered to be in progress during the main game;
therefore, jump to each disc title as it is entered.
•
When resetting during the main game, make sure to maintain the
score, Options, and other settings.
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3.3 Reset through CD door Open
All cases: similar to the normal case. Jump to the console boot ROM
<multiplayer screen>.
4. Save function
4.1 Saving game data when switching discs
To pass game status over several discs, excluding special cases such
as passwords, the only way is to use the backup RAM to save status.
Therefore, all multi-disc applications using the backup RAM must
include specifications to ensure saving game data when switching
discs.
1) Autosave
In applications where game data are saved frequently through
autosave, game data are saved automatically immediately before
inserting a disc. Also, at certain limited points, when the
application calls for autosave, those points must be saved at the
end of play.
2) Arbitrary save
In applications where the user saves data arbitrarily, game data
must be saved immediately before a disc is inserted.
4.2 When there is no backup RAM space available
As shown in <Basic design>, in dual-disc applications, the backup
RAM must be used. In the case of a single-disc application, even if
there were no game data and available space (Save function cannot
be used), the user still must be able to play the game (appendix 1:
see <Backup Software Development Standards>). In dual-disc
applications, when there are no game data and available space (Save
function cannot be used), the disc 2 game cannot be launched
effectively. Therefore, before starting the disc 1 main game, ensure
the following warning message:
Starting the game in the current state does not
allow full play. Do you still wish to start the
game?
Yes
No
In applications using the save function for reasons other than moving
to a second disc, ensure the following warning message:
Starting the game in the current state does not
allow saving data. Also, you cannot play the game
in full. Do you still wish to start the game?
Yes
No
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However, when a halfway play (disc 1 play only) ends at a highly
inappropriate location (when it might be mistaken with a fatal bug),
the game play should not be forced with the above message. In that
case, display a message to prompt clearing other applications game
data and display the amount of space required, and do not allow the
game to start. (Message: Appendix 1: <Backup Software Production
Standards>)
5. Recommended specs to link games
smoothly
So far, by creating specs that complied with standards, after ending
the disc 1 game and moving to disc 2, the following screens were
processed:
1)
2)
3)
4)
5)
<Disc 1> <Disc switching message>
Console boot ROM <Multiplayer screen>
<Disc 2> <License Sega logo screen>
<Disc 2> <Title screen>
<Disc 2> <Game data select screen>
During the story line, for the user, these screens are distractions to the
flow of the game. Therefore, we recommend the following specs to
minimize these procedures:
•
After <disk 1> is finished playing, create <transition state data>
to <disc 2> within the save data.
•
When the application confirms <transition state data> within the
backup RAM, read this data with the highest priority (ignoring
other game data).
•
When switching discs through <transition state data>, at a
minimum, take the following steps:
(<normal data> game file on <disc 1>.)
(Rewrite <normal data> temporarily to <transition state data>.)
1) <Disc switching message> on <disc 1>.
2) Main console boot ROM <multiplayer screen>
3) <License Sega logo screen>
(<transition state data> recognition>)
4) Immediate return to the application (game play)
(Rewrite <Transition state data> to <Normal data> starting from
<disc 2>.)
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•
<Disc 2> <Title screen> <Game data select screen> can be
skipped.
However, pay attention to the following:
Caution!
<transition state data> is special state data; it normally do not
exist.
•
After <disc 2> is inserted correctly, make sure to rewrite to
<normal data> starting from <disc 2> as soon as possible.
•
Make sure to take appropriate measures when incorrectly
there are more than 2 <transition state data>.(i.e., set
priorities through time stamp, set select screens, etc.)
•
In checking the backup capacity at the start of a game, also
make sure to consider securing the <transition state data> size
(make sure to void cases where in a transition state, an
insufficient size prevents you from moving to the next disc.)
•
When using these specs, the user must be very careful not to
turn off power while leaving <transition state data> behind
(when the <disc 1> play is ended, care must be taken so that
when the power is turned off, the flow transition is not
adversely affected.
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