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DEVELOPMENTAL Vol. 3, No. 9
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1. GNUTOOLS SOA960904 Sega provides a standard GNU C compiler that has been modified from the Cygnus release to work with the Saturn s SH 2 CPUs read the GCC LOG amp FAQ LOG which include details on known bugs problems that have been fixed and lists changes made in the current and previous SOA GCC releases Also includes the source and IRIX5 executables SNASM2 Ver 2 1D Development software by Cross Products assembler linker and debugger Contact Cross Products at 44 113 242 6163 or e mail sales crossprod co uk http Awww crossprod co uk PSY Q Development software by Psy Q Dev Systems Contact Psy Q Sales at 44 0 151 282 3000 or e mail psyq psygnosis co uk Hitachi Development software C compiler assembler and debugger TrueMotion 3 5 A set of compression tools run time decompression libraries and sample playback applications for video graphics amp audio TrueMotion files can be compressed for 16 or 24bit playback as well as 16bit with alpha channel sprites w transparency Contact The Duck Corp at 212 941 DUCK Cinepak Library 1 21 and Tools An asymetrical intraframe codec supporting up to 16bit video VCD Virtual CD tools amp demos used in conjunction with a Virtual CD Emulation Board or Mirage to emulate a Saturn CD ROM without actually placing one in the CD drive Included are tips about basic VCD usage demos for using VCD with CartDev and examples for Third Party amp Sega Brand developers BGC
2. DTS MOVES DOWN THE STREET SO GAME DEVELOPMENT SUPPORT IS HOUSED IN ONE PLACE NEW ADDRESS 275 SHORELINE DR 2ND FLOOR REDWOOD CITY CA 94065 NEW EXTENSIONS same email DTS SEGA COM Sharon Bone sega com 3213 Paul Chamberlain sega com 3223 Renee Greenwood sega com 3210 Judy Jette Msega com 3260 Grace Maramba sega com 3220 Evelyn Merritt sega com 3275 Steve Mitchell sega com 3236 Mike Tucker sega com 3221 SAME FAX 415 802 1717 QSOUND PART 2 A PROGRAMMER S PERSPECTIVE QSOUND Since the routing of a sound through the QSound algorithm is set using the Tone Editor a particular layer can only be routed to one QSound input As a result the sound can be placed in only 1 location at atime Therefore it is often useful to create different versions of the same sound and route them to differing QSound inputs By doing this a programmer can for example play the same sound at the same time with different locations Create some MIDI sequences with the QSound trajectory informa tion already in the MIDI score For example a missile flying from left to right and fading away Pass the output from another DSP effect such as reverb into two of the QSound inputs then set the QSound positions of the inputs to 0 and 30 This will create a 3D type effect on your effect outputs Controlling QSound via CPU From a game programmer s point of view many times the position of a sound must be tracked and updated
3. SEGA A Bul KNOWN DTS COMPILES ALIST OF THE MOST COMMON BUGS IN SATURN GAME DEVELOPMENT PART 1 Sega Developer Technical Support Newsletter Wy ith the advent of new games and peripherals en hancing the gaming environment a set of standards was established so your games would sail through development with fly ing colors and not tank in test In the past few months of intensive game develop ment Sega Developer Technical Support sought out information from both First and Third Party Test and Strategic Support and Engineering to compile a listing of the most encountered A Bugs This article is the first of two parts in which we will ex amine peripheral A Bugs Sega has al ways based a great deal of importance on the peripheral end of the market as well as believed that ease of use and logical interface design will without a doubt have considerable impact on the commercial value of a product DEVELOPMENTAL continued on page 4 DEVELOPMENTA Il e me s Contents QSound Part 2 FAQ amp A s A BUG Listings SEGA Profile Mike Tucker Updated Software Tools Listing Updated Documentation Listing MAKE A NOTE NEW DTS CD SHIPS IN NOVEMBER DevelopMental is published bi monthly by the SEGA Development Technical Support Department 275 Shoreline Dr Dept 448 Redwood City CA 94065 Send all general inquiries letters and submissions to the address above or dts sega com WEVE MOVED
4. 098 031194 SATURN GRAPHIC LIBRARY SGL SGL Developer s Manual Tutorial andeccucacceunecccegstueteneccgsekietesenatqateasasGecheedsadegusteuigcerddeudeeescteatecete surteeacnaeaceeataus ST 237 R1 051 795 SGL Developer s Manual Reference 2222 ce cece e eee eee eee eee eee eee ee eee eee eee ST 238 R1 051 795 SATURN GRAPHICS TOOLS MANUAL 3D Editor1 72US ReadMe Release NoteS 9 Sieg geed SGT DISK 102795 MapEditor1 81E ReadMe Release Notes Basics 202222 cce eee ee ee eee eee eee eee ennnen SGT DISK 102795 ScreenEditor 1 07E ReadMe Release Notes Baseicei ccc ccc cece cece eee e eee eee eee ee rnrn eeeeeenseeneeeeneecneseennees SGT DISK 102795 QuickViewer 3 17US ReadMe Release Notes 2 20222 cece cece eee ee eee eee eee eee eens SGT DISK 102795 Sega2DViewer 1 0US ReadMe 2 2 22 ccee eee ee eee eee eee eee eee eee eee eee eee SGT DISK 102795 SegaConverter 4 83E ReadMe Release NotesS 22 ce cece eee eee eee eee eee eee eee SGT DISK 102795 SegaPainter 1 11US ReadMe Animation Menu Palette Color Tool Paletten SGT DISK 102795 SpriteEditor 1 36US ReadMe Release Notes BASICS 0 cece ccc eee eee eee eee eee eee e eee e rreren erreren enen SGT DISK 102795 Saturn 32X Graphics References ver 2 0 aggies ege SE E dE EE Se dE ENEE S ee ST 124 R1 091394 SATURN SOUND TOOLS MANUAL Sound Development Manual ver 71 ST 081 R5 062894 Saturn Sound Sim lat or Manual 222 3 cicdsedeenec erectus renra nera K or
5. V7 5 Contact Alias Wavefront at 800 447 2542 or e mail info aw sgi com http www aw sgi com General Games Tools Plug ins created by Alias Wavefront for PowerAnimator V7 5 Contact Alias Wavefront at 800 447 2542 or e mail info aw sgi com http www aw sgi com OTHER TOOLS w CD w CD w CD dts V dts w CD Sega Macintosh Art Tools These tools consist of downloaders converters editors andPhotoShop plug ins 3DEditor 1 72US MapEditor 1 81E ScreenEditor 1 07E QuickViewer 3 17US Sega2DViewer 1 0US SegaConverter 4 83E SegaPainter 1 11US SpriteEditor1 36US PhotoShop Plug Ins 6 plug ins Sega Sound Tools amp Converters The four main development tools used for Sound Design on the Saturn Sound Simulator 3 01 Tone Editor 2 07 Wave Editor 1 13 DSP Linker 2 0 AIFF to RedBook 1 00 ADPCM Encoder 1 00 A tool for producing ADPCM data that is compatible with the Sega Basic Library s SBL 6 0 ADPCM Playback Library QSound Interactive Real Time Virtual Audio QSound Labs has a family of tools all designed to implement QSound s patented algorithms into your application Contact QSound Labs at 403 291 2492 http www qsound ca Ysound 3D Sound DSP tools eLinker Sega General MIDI and FM Sound Tone Libraries W dts nVision Tone Library DOCUMENTATION Listed below is the complete set of Saturn documentation as of October 11 1996 If you wish to order a complete set of Saturn documentation contact
6. as the game is playing In order to permit the real time updat ing of sounds using QSound Sega has provided 2 hooks that can modify the posi tion parameters of the QSound modules One hook is done by sending MIDI data directly to the sound driver using slSoundRequest with Command Data 0x09 The MIDI message should be a MIDI Control Change request on MIDI channel 0 7 to select the QSound input to change with MIDI data in the range 0 30 The other hook is to send a request directly to the sound driver using slSoundRequest with Command Data 0x12 Parameter 1 0 7 should contain the QSound input to change and parameter 2 0 30 should contain the desired QSound position As discussed above care must be used when playing sounds and updating their positions The programmer must know what sounds are assigned to what QSound inputs in order to properly update their positions Therefore good coordination be tween sound designer and programmer is essential When used properly QSound can add a great deal to a game Sounds can be heard off screen prior to the player seeing the objects they refer to or the player can be placed in huge audio environ ments such as a jungle or stadium QSound has been successfully implemented on Saturn games such as Sega Nights and Sega Rally Championship Look for our example on the Nov96 DTS CD in Other QSound directory that con tains a full sound tool based demonstration of QSound along with
7. made with the slInitSystem function When See FAQ continued on page 5 NOVEMBER 1996 DevelopMental 1996 s BEST KNOWN A BUGS NOTE DOCUMENT ST 151 R3 IS CURRENTLY BEING UPDATED AND WILL INCLUDE STANDARDS FOR NETLINK AND MULTIPLE DISK GAMES LOOK FOR IT ON THE DTS WWW IN LATE OCTOBER GENERAL A Bug Solution A Bug Solution A Bug Solution A Bug Solution A Bug Solution A Bug Solution A Bug Solution This game is not using Sega SMPC control mode for peripherals Per Sega Standards all games must read the peripheral ports using SMPC control mode not SH2 direct mode Gameplay does not resume after a peripheral has been reconnected If the peripheral is reconnected the user must be able to resume a normal game session If the game is placed in pause mode after disconnection of the peripheral the game should ideally resume when button input is detected after re connection of the peripheral After executing a software reset during the main game state the game does not revert to the title screen A software reset must be executable from any screen by pressing a peripheral s A B C START Buttons except during backup memory device operations i e clear save remove The action to be taken upon execution depends on the status of the display e During the main game state the game should revert to the title screen e During the title loop sequence amp options display the game should revert
8. the MIDI score that plays the demo It contains A QSound DSP program created with eLinker A Tone bank set properly to use QSound A MIDI sequence that shows how to control the positions of sounds using MIDI A Map file to play the demonstration using the SoundSimulator For further information contact QSound Labs Inc 403 291 2492 or www qsound ca SBL Programming Q I m using color RAM in 2048 color mode but cannot use the color code for the 2047th color A The 2047th color in the color RAM is used in the normal shadow function of the VDP2 and therefore cannot be used by sprite You must use another palette number SGL Programming Q Should calculate the light source when there is texture data A There are assignments for cal culating the light source in SGL using an option of the Attribute Macro With polygons non tex tured it is possible to assign light source calculations by UseLight for RGB and palette modes must assign UsePalette for palette mode When using textured data calculate the light source using the Gouraud shad ing function of VDP1 According to VDP specifications light source calculations can only be done in RGB mode 32 K colors You cannot calculate the light source for textures in palette mode Q With the sllnitSystem function what are the contents set to by the arguments of the function A When settings are not indicated by arguments the following shows the settings
9. to the Audio CD Control Panel Saturn Software Development Standards p 16 Sec 8 4 2 Game does not revert back to CD Audio Control Panel after the CD door has been opened If the Sega Saturn s CD Door OPEN button is pressed during a game and the door opens then the boot HOM Audio CD Control Panel must be displayed in the same manner as a reset is handled during the Title Loop se quence Saturn Software Development Standards p 18 Sec 9 1 The game functions solely through Saturn control port 2 A control pad must always be connected to control port 1 in order for the player to start the game Saturn Software Development Standards p A5 4 Sec 2 1 The game allows player 2 controls to start the game Always use player 1 controls the compatible connected to Control Port 1 to start a game Saturn Software De velopment Standards p A5 5 Sec 2 2 2 Peripheral Sampling Per Sega standards all supported peripherals should be sampled at every VBI or 16 5ms 6 PLAYER TAP A Bug Solution A Bug When using the 6 Player Tap player 1 is not given proper assignment priority if connected to any ports other than port 1 of the 6 Player Tap Player numbers must be assigned so that the lower num bered ports left side ports are always given assignment priority according to the 6 Player s state Make sure that player numbers are not assigned out of order Saturn Software Development Standards p A5 8 Sec 3 2 The game wo
10. 95 NEW Analog Joypad User s Manual version 0260 wnccoic decade gas ek A re geb Geier SE Sieg ege Seege Eege Sege ST 277 040596 PRELIMINARY TECHNICAL BULLETINS NEW FA GCG au tons On using SoM Cx EE ST TECH 42 NEW 44 Shuttle Mouse Data Format version 1 00 gegen deg ss e SEN ENEE e Ee EE BEES de REENERT SEENEN ST TECH 44 NEW 45 Saturn Keyboard Data Format version 1 00 22 022 ce eee ee eee eee eee ST TECH 45 NEW 46 Saturn Date Cartridge Manual version 1 00 00 22 c cece eee ee eee eee eee ST TECH 46 Saturn Cinepak and Saturn Netlink documentation are also available upon request Please contact DTS for more information NOVEMBER 1996 7 DevelopMental Status Check In order to serve you better and refine our existing databases we need to stay informed of any changes with our developers that may affect the distribution of material from DTS Please take a moment to fill out the information below and mail or fax it to Sega 415 802 1717 or e mail us at lt dts sega coms gt Company E mail address URL Personnel no longer with your company who receive newsletter Title changes of personnel who receive the newsletter SEGA Developer Technical Support 275 Shoreline Dr Dept 448 Redwood City CA 94065 includes e 2 video cassettes of the sold out seminar e NetLink Documentation e And that zippy NetLink t shirt the kids can t get enough of Order today while supplies last
11. DMA CPK_SetLoadNum cpk 10 Maximum amount sector for one transfer Also the bus used by the SCU DMA for transferring data will be occu pied at that time Therefore the SH2 will be in a waiting state from the time it tries to access the CPU bus Do not overuse the SCU DMA TUCKER THE MYTH Name anything about Saturn game development and one man will find the documentation and related materials for you fast Distribution Coordinator Mike Tucker Mostly known as Tucker he is widely recognized throughout Sega for his powers of recall Quake supremacy and a biting wit that leaves few straight faced He also spares no expense on a good Dominican cigar although lunch provided by the local AM PM is another matter A Cal man all the way Tucker graduated from Berkeley in 1992 with a bachelor s degree in statistics Tucker even tually found his way to Sega in 1994 as atemp in DTS and was soon recognized as the person to be in charge of the volumes of information being released for Saturn The distribution of key discs and peripheral information also falls in his domain as well as the PDF migration and web implementation Tucker has seen this area of DTS change the most dramatically in means of technology When started docs were just duplicated on an old blown out copier today we have three modes of distribution paper CD ROM and the Web On his off hours Tucker can be found on the links or bas ke
12. G2 NBG3 RBGO Priority 73214 SpriteO polygon SPRO Priority 6 Other sprites SPR1 SPR7 Priority 5 Scroll color mode 256 color mode for each scroll Color RAM mode 1 2 048 colors chosen from 32 768 colors VRAM split split both banks A and B Character data NBGO NBG1 from 25E60000 RBGO from 25E00000 Character size 8x8 pixels for each cell Pattern name data NBGO from 25E76000 NBG1 from 257E7800 RBGO PA from 25E40000 RBGO PB from 25E50000 Pattern name size NBGO 1 word with 10 bit reflected pattern name for each cell NBG1 and RBGO 1 word with 12 bit nonreflected pattern name Plane size 64x64 cells for each plane Background color Black R 0 G 0 B 0 in 25E3FFFE Rotation parameter from 25E3FF00 Sprite data mixture of palette and RGB modes Special effect functions no mosaic color offset etc Cinepak Q Is there anything should be careful about when using the SCU DMA to A transfer a block of data from the CD to the ring buffer Occasionally the correct peripheral data is not received when transfer ring a block of data from the CD to the ring buffer The accuracy of data transfers can be improved by setting the maximum transfer sector de fault is 20 to a smaller number In doing this however you must then call the task function at a fast enough frequency to offset the smaller number See the example below Example process CPK_SetTrModeCd cok CPK_TRMODE_SCU Transfer using SCU
13. ON 1 6 2D Background Converter that can read picture files created by common graphics programs manipulate and write them in a number of Saturn spe cific formats CF EXE amp ROF2BIN EXE Converters for binary data to s28 files and Hitachi Sysrof files to binary re spectively DevelopMental NOVEMBER 1996 w CD w CD DSPASM amp DSPSIM Ver 2 00 amp 2 11 respectively SCU DSP assembler amp simulator HSI_TL For development of CartDev Tools PC ART TOOLS dts GAMUT SG 1 21 Downloader Converter by Animetix for Autodesk 3D Stu dio ver 4 0 Contact Adam Walters at 604 608 1941 or e mail adamw animetix com http www animetix com InterChange 4 0 3D conversion tool by Syndesis available for Windows and now the SGI IRIX Contact Kim Shuppe at 414 674 5200 or e mail kshuppe threedee com http www threedee com SGI ART TOOLS v Softimage 3D Design Toolkit includes Softimage 3D SGI 3 5 or available now for NT 3 51 amp Saturn Export amp Viewer The just released Softimage 3D for NT has the same features as the SGI version Updated Saturn Tools are available for both Contact Gary Horstkorta at 510 803 2300 or e mail garyho microsoft com http www softimage com Saturn Express 3 0 Downloader Converter by Nichimen Graphics for N World ver 3 0 Contact Bill Clark at 303 693 8999 or e mail bclark nichimen com http www nichimen com Wire to Sega GL Converter Created by Alias Wavefront for PowerAnimator
14. i EAEE Maecenas deben deed ene EES KENE EERUEO KAT ST 168 R3 011895 Wave Editor Users ET TEE ST 099 R1 042594 SCSP Waveform Editor Technical Specifications 0 222 c eee ee eee eee eee eee eee ST 067 121593 Tone Editor EE UN EE ST 068 R1 042594 Tone Editor Users Manual Addendum File Format dee GENEE See ST 235 030795 SCSP DSP Effect Module Specifications 0 222 c cece eee eee eee eee eee eee ST 069 121693 BSP Linker Users ea EE ST 070 R1 031094 dAsms User s Mapua EE ST 228 R1 030595 Parameter Editor User s Manual ENNEN ST 227 R1 030595 Saturn Sound Tools Manual Supplement ge eegete eege EE ge dedmmusedcegecdnetasceacy ST 198 R1 121594 NEW Saturn Sound Driver Implementation Manual EE EEN ST 241 042795 Saturn Sound Driver System Interface Version 3 08 222 cce eee ee eee eee eee eee eee eee ST 166 R4 012395 Standard MIDI File Converter Specifications xcccececea geen dacdens ha gasex Se vesetaceed ena beeeseedausesceceeseewecseecnstebaeederaiecedeereeeecteoee ST O066 121593 Sound Programming Debugger User s Manual 22 ccee eee ee ee eee eee eee eee eee ST 065 R1 031494 Microcomputing Developing Int Environment for Macintosh 22220cce cece eee eee eee eee eee eee eee eee ee eee eee eens ST O080 R2 050994 PRELIMINARY SATURN DOCUMENTS NEw CD Communication Interface PAPER ONLY aen S de ANN ENNEN EEN SEENEN NES ST 162 B R1 042795 NEW Stream System Library User s Manual PAPER ONLY a ST 136 B R3 0523
15. rks only in port 1 of the 6 Player Tap player itis required that the game support operation from any of the 6 peripheral ports when the 6 Player Tap is con DevelopMental NOVEMBER 1996 nected to Peripheral Port 1 left port when looking at the front of the Sega Saturn A Bug Saturn Port 2 does not function when 6 Player Tap is connected in Port 1 Solution Per Sega Standards Port 2 should be active for 2 player game A Bug The game cannot play 2 players when using 6 Player Tap Solution When a 6 Player Tap is used the first port must always be assigned to player 1 The next port to the right is assigned to player 2 B Bug The control pad does not work with other active ports on the 6 Player Tap after it has been disconnected from its Original port on the 6 Player Tap Solution f a 6 Player Tap with an active peripheral is disconnected and a different 6 Player Tap setup with active peripher als is reconnected re enable input to only compatible peripherals that are connected to the unused active ports Saturn Software Development Standards p A5 13 Sec 3 3 3 ARCADE RACER A Bug The driving game does not support the Arcade Racer Solution All driving games must support the Arcade Racer Sat urn Software Development Standards p 5 Sec 2 3 4 A Bug The Arcade Racer an unsupported peripheral can start and play the game through Solution Sega requires that all games ignore unsupported periph erals Sega Saturn De
16. s ST 250 R1 031296 SCU DSP Assembler User s Manual tee d s z e ge gege Greg BEE EE ES dee Bee Eege ST 240 A 042795 SCU DSP Assembler User s Manual Addendum 0 2 2 c cece eee eee eee eee eee eee eee eee eee e eee e eee eee e ee eeeeeeee ST 240 A SP1 052295 SCU DSP Simulator User s Manual ENEE ENEE ST 240 B 042795 SCU DSP Simulator User s Manual Addendum zess bgeegEs n ee S EE Sea EES KEES Eed eeR age gege ST 240 B SP1 052295 CO Development Tool Description File sescsedadecerstacdesiueteieedetssadsdacdsansiendescedesddeehebeetedtagsedassidasdsabecssdancetsediedaeeecsignagus ST 211 110494 Virtual CD System User s Manual ST 129 R2 093094 Virtual CD Supplementary Manual EE ST 129 R2 SP1 061995 Virtual CD System Release 3 EUREN Kees eebe ce tecadticeleciadecesulaseageceeebicet duce se beeg ee Ee ST 182 081294 Write Once CD R System User s Manual ST 201 B 092994 SEGA BASIC LIBRARY SBL Saturn System Library Users Guide ver 1 0 EE ST 162 R1 092994 System Library User s Manual ST 162 062094 Program Library Users Guide T geegent EES ST 136 R2 093094 Branching Playback Library Users Manual Sage Seng geg geed eebe D eet eege ST 136 D R2 082495 Program Library User s Guide 2 2 02 cece ne en eee ee eee eee eee eee ST 157 R1 092994 Programi Library Users E E EE ST 135 R4 092295 DEL Library Users NiaMUAN ET ST 200 092994 External Specification Doc Saturn Stream System 222 cece eee eee eee eee eee eee eee eee eee eee ST
17. tball or courts Being a stats tennis major makes him a rabid sports fan and a killer adversary in any sports trivia contest Tucker prior to jumping out of a plane he survived This is not an obituary NOVEMBER 1996 DevelopMental CD SEGA DTS NOV 96 CD THE LATEST IN SEGA SATURN DEVELOPMENT SOFTWARE AND TOOLS WV SEGA DTS WEBSITE dts Contact SEGA DTS e mail dts sega com WZ Contact vendor directly for information about product Details on where to call are listed SOFTWARE w CD w CD w CD w CD W CD SS SDK 1 00 Sega Saturn Software Development Kit Final Japanese Version for Win 95 includes SGL CD 0 Library A Sample Programs that are updates to SGL 2 10A Windows95 Graphic Tools and Windows95 Graphic Tool Converter for SGI SGL 2 10A Sega 3D Game Library a high level GNU C based library targeted for 3D game application development SBL 6 0 amp Updates Saturn Basic Library a low level library which can be applied to many uses updates are for the Scroll and Sound Libraries PROGRAMMING EXAMPLES Demonstration code includes new SGL flying saucer demo DevCon 96 ex amples Backup RAM Dual CPU GFS General File System and Periph eral sample code SOUND SPECIFIC CODE DEMOS A collection of examples for the programming box tool demos for the sound box and soon the MIDI compatible CartDev TOOLS w CD dts V dts dts w CD w CD w CD
18. us by e mail or fax us your request DTS e mail dts sega com Fax 415 802 1717 The documents listed below are available on both the DTS WWW Environment and the November DTS CD Document Name Document SATURN PROGRAMMING MANUAL VOL 1 Saturn Introduction Manual 2 2 22 2222cccc002sccseccccessececsneenssecenee dens EEN EENS ER ENEE SES SEENEN esesceaedeceseeenecsseedesesesdseeceeseesesene ST 155 062094 Sega of America Introduction to Saturn Game Development 13 Apr 94 Saturn Overview Manual temporary version 1 ST 103 R1 040194 SCU User s Manual 22 eiteg gege EE ee EE SEENEN e ST 097 R5 072694 SGU Final Specifications E en EE ST 210 110194 SMPO USer IN E EE ST 169 R1 072694 SMPC Sample Program User s Manual ST 214 111594 Sat rn SCSP Users WAU EE ST 077 R2 052594 SEGA Sat rn D al CPU Users EE ege eege ege ee SE ee eebe ei eg ST 202 R1 120994 SATURN PROGRAMMING MANUAL VOL 2 VDPI Users Manual EE ST 013 R3 061694 asian ECH e En EE ST 013 SP1 052794 VDP2 Users Manual E ST 058 R2 0601 94 SATURN DEVELOPMENT TOOLS MANUAL Sega Saturn Software Development StandardS 2 02002 ecee eee eee eee eee eee ees ST 151 R3 082295 Boot ROM Users Manual 2 atgekegg dees eege fe d SEENEN BER BEREEDEN SE g eent ST 079B R3 011895 Disc Format Standard Specifications Vers 1 0 EE ST 040 R4 051795 Backup System Production Standard EE ST 203 100494 SATURN Demo Demo File Loader Specifications Ver 1 20 2 2 ccc cce cence eee eee eee een
19. velopment Standards p 3 Sec 2 3 MOUSE A Bug The Mouse an unsupported peripheral can start and play the game through Solution Sega requires that all games ignore unsupported periph erals Sega Saturn Development Standards p 3 Sec 2 3 A Bug Button C on the mouse does not work Solution Input from buttons A B and C must all be supported by the application Saturn Software Development Standards p A5 18 Sec 4 2 1 MISSION STICK A Bug This game does not work with the Mission Stick Solution All games must support the 8 But ton Control Pad Virtua Stick 6 MISSION Player Tap and Mission Stick in STICK digital mode only peripherals Sat urn Software Development Stan dards p 3 Sec 2 3 This standard has been established for those con sumers wishing to purchase a Mis sion Stick as their second peripheral It also ensures that consumers will be able to play a two player game regardless of their choice of peripherals FAQ continued from page 3 making settings other than those indicated here you must use the re spective functions for those settings 1 Window size and position of vanishing point for sprites and polygons The list is OK as is Note The values for ScreenXSize and ScreenYSize can be changed by calling the function with the new values as the first two arguments 2 Initial settings for the Scroll Displayed scroll planes NBGO NBG1 RBGO Scroll planes NBGO NBG1 NB
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