When using this document, keep the following in mind:ntialGeneral Notice

1. This document is confidential. By accepting this document you acknowledge that you are boundby the terms set forth in the non-disclosure and confidentiality agreement signed separately and /inthe possession of SEGA. If you have not signed such a non-disclosure agreement, please contact
SEGA immediately and return this document to SEGA.

de2. This document may include technical inaccuracies or typographical errors. Changes are periodically made to the information herein; these changes will be incorporated in new versions of the
document. SEGA may make improvements and/or changes in the product(s) and/or the
program(s) described in this document at any time.

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3. No one is permitted to reproduce or duplicate, in any form, the whole or part of this document
without SEGA’S written permission. Request for copies of this document and for technicalinformation about SEGA products must be made to your authorized SEGA Technical Services
representative.
4. No license is granted by implication or otherwise under any patents, copyrights, trademarks, orother intellectual property rights of SEGA Enterprises, Ltd., SEGA of America, Inc., or any third
party.

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5. Software, circuitry, and other examples described herein are meant merely to indicate the characteristics and performance of SEGA’s products. SEGA assumes no responsibility for any intellectual
property claims or other problems that may result from applications based on the examples
describe herein.

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6. It is possible that this document may contain reference to, or information about, SEGA products(development hardware/software) or services that are not provided in countries other than Japan.
Such references/information must not be construed to mean that SEGA intends to provide such
SEGA products or services in countries other than Japan. Any reference of a SEGA licensed product/program in this document is not intended to state or simply that you can use only SEGA’slicensed products/programs. Any functionally equivalent hardware/software can be used instead.
7. SEGA will not be held responsible for any damage to the user that may result from accidents or any
other reasons during operation of the user’s equipment, or programs according to this document.

SE

NOTE: A reader's comment/correction form is provided with thisdocument. Please address comments to :SEGA of America, Inc., Developer Technical Support (att. Evelyn Merritt)
150 Shoreline Drive, Redwood City, CA 94065

SEGA may use or distribute whatever information you supply in any way
it believes appropriate without incurring any obligation to you.

(11/2/94- 002)

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SATURN Author
User's ManualDoc. # ST-164-062794© 1994-95 SEGA. All Rights Reserved.

nti
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READER CORRECTION/COMMENT SHEETKeep us updated!
If you should come across any incorrect or outdated information while reading through the attacheddocument, or come up with any questions or comments, please let us know so that we can make therequired changes in subsequent revisions. Simply fill out all information below and return this form to
the Developer Technical Support Manager at the address below. Please make more copies of this form if
more space is needed. Thank you.
General Information:

Phone

Document number
Document nameDate

ST-164-062794
Saturn Author User's ManualCorrections:
Correction

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pg. #

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Chpt.

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Your NameSE

Questions/comments:

Fax:

Where to send your corrections:(415) 802-1717
Attn: Evelyn Merritt,
Developer Technical Support

Mail:

SEGA OF AMERICA
Attn: Evelyn Merritt,
Developer Technical Support
150 Shoreline Dr.
Redwood City, CA 94065

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Saturn Author
User’s Manual

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1. Introduction Guide .................................................................. 1
1.1 About Saturn Author ........................................................ 1
1.2 Characteristics .................................................................1
1.3 System Image .................................................................. 2
1.4 Environment..................................................................... 2
1.5 Installation ....................................................................... 3
1.6 Vocabulary Used in this Manual ...................................... 3
2. Author Editor ...........................................................................5
2.1 Overview .......................................................................... 5
2.2 System Configuration ..................................................... 6
2.3 How To . . . ....................................................................... 8
2.4 Reference ......................................................................15

GA

3. Author Converter .................................................................. 29
3.1 Overview ........................................................................ 29
3.2 System Configuration ................................................... 29
3.3 How To . . . ..................................................................... 32
3.4 Interleave File ................................................................ 33
4. Author Player ........................................................................ 35
4.1 Overview ........................................................................ 35
4.2 System Configuration ................................................... 35
4.3 How To . . . ..................................................................... 36
4.4 Functions ....................................................................... 39SE

5. Data Format .......................................................................... 43
5.1 Overview ........................................................................ 43
5.2 File Names..................................................................... 45
5.3 Scenario File .................................................................. 47
5.4 Text Format Collision File.............................................. 53
5.5 Binary Format Collision File .......................................... 56
Index ......................................................................................... 59

nti
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1. Introduction Guide
1.1 About SaturnAuthor
The Saturn author is the authoring software that is used to combine individual unitsof raw data (QuickTime movie or PICT), that were created using other tools (movie
editing or graphics tools), into interactive movies. Saturn authoring software greatly
reduces the time required to create applications that use movies. The Saturn author
is made up of the following programs.
Author EditordeCombines multiple materials together to create a scenario. Runs on a Macintosh.
Author Converter

Converts the data created by the author editor for the author player and at the sametime outputs a virtual CD script file for creating CD-ROM images. Runs on an IBM
PC/AT.

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Author Player

Plays the movies that is based on the scenarios created by the author editor. Runs on
the Saturn.

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1.2 Characteristics
The Saturn author has the following characteristics:• Adds collision frames or branch information to movies or still pictures.
• Scenarios created on the Macintosh can be run in simulations.
• Can create programless interactive movies.
• Data output from the author editor can be used in game applications.
• Compatible with Cinepak movies and MPEG movies.

Saturn Author User's Manual1AuthoringMAC

Program

AuthoringMAC

Program

PICT

Scenario

PICT

RawDataEditingTool

Design&SoundDesign&Soundnti
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1.3 System Image
The flow of data through the Saturn authoring is shown in Figure 1.1.

Scenario

AuthorPlayer

AuthorEditor
RawDataEditingTool
PremierePhotoshop

Collision

Author Editor

Premiere
Photoshop

Author Player

Collision

QuickTime

Converter
SEGA
Converter
Converter
SEGA Converter
Movie to Saturn
Movie to Saturn

QuickTime

LayoutLayoutCD Emulator
CD Emulator Interface
File

MAC

Interface
File

RGB
RGB

AuthoringPC/AT
AuthoringPC/AT
MPEG
MPEG
RealTime

Raw Data
VTR
Raw
Data
CD
VTR
DATA
CD
DATA

AuthorConverter

MPEG
MPEG

Author Converter

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EncodeRealTime
EncodeCinepak
Cinepak

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MAC

PC/AT
PC/AT

SEGAAuthoringTool
SEGAAuthoringTool

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DataFile
DataFile

Figure 1.1 Data Flow

1.4 Environment
Depending on the program, the environment used will change.
Table 1.2 Environments Used with the SaturnAuthor
ProgramEnvironment Required

Macintosh

CPU:
RAM:
HD:
PC/AT or compatible
CPU:
RAM:
(Uses a virtual CD environment) HD:
SaturnGA

Author Editor

Author Converter
Author Player

68040 or higher
More than 32MB
More than 1 GB
80486 or higher
More than 8MB
More than 1 GBSE

The data or movie files output from the author editor are moved to the author converter PC. Because the movie files are large, the Macintosh and PC/AT must beconnected by EtherNET or another network in a LAN (configuration to) send files
from the Macintosh to the PC/AT. A large capacity media such as MO could also be
used.

2

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1.5 Installation
The Saturn author is supplied with the following files. Because there is no particularinstallation program prepared, simply copy the required files to the appropriate
folder or directory before using it.
• Author Editor
File Name: AT_EDIT

Copy AT_EDIT to an appropriate folder or directory on the Macintosh hard disk.
• Author Converter
File Name: AT_CNV.EXE• Author Player
File Name: AT_PLAY.ABS

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Copy AT_CNV.EXE to an appropriate directory on the PC/AT and set the path.

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Used when creating CD-ROM images with the virtual CD.
1.6 Vocabulary Used in This Manual
Vocabulary used in this manual is explained below.
ObjectCollision Frame

Co

Unit processed by Saturn author. Includes movies, pictures, cursors, etc.
Rectangular region used to determine if a collision has occurred.
Movie

QuickTime movie. Used by Cinepak, MPEG.
PictureGA

Still Picture. A PICT file can be used.
CursorItems used by the users to operate the program. Similar to the mouse cursor used on
personal computers. A picture can be used as a cursor.
ScenarioSE

Indicates the display timing of an object.

Saturn Author User's Manual3

EventActionnti
alReason why a collision is selected. Events include pad operation and time.
Process contents when a collision is selected. Includes branches, object display, etc.
Tag

Name attached to scenario time. It is the branch destination.
BranchMove to the specified tag.

deInterleave File

The file where a movie file and collision file that have been interleaved.
Interleave Definition File

Virtual CD

CD-ROM emulator for the Saturn.
Script Filenfi

Definition file used to create interleave files output by the author converter. An
interleave file is created by the virtual CD by assembling this file into a script file.

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Text file that defines how the CD-ROM image is created. The virtual CD translates
this file and creates a CD-ROM image.

4

2. Author Editornti
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2.1 Overview
This section explains the functions and operations of the author editor. The author
editor is an editing program that can combine multiple units of raw data (QuickTime
movie or PICT) to create scenarios or applications that use movies. By adding collision frames to movies or pictures, branches can be added to movies by connecting
pad operation with collision frames. The scenarios created here can be emulated on
the Macintosh and after conversion with the author converter (described later) canbe assembled as an application by the author player.

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Also, the data edited by the author editor is not just for the author player, but canalso be used by game application developers in programs. Refer to Chapter 5 “DataFormat” for information about the data files output by the author editor.

Saturn Author User's Manual52.2 System Configuration
Function Overview

ntialAuthor editor functions are listed below.

• Combines multiple raw data into a single scenario.
• Can designate object display timing.
• Edits the collision frames applied to the object.
• Compliments collision frames between movie frames.
• Defines action execution contents.
• Simulates scenario and collision data.
• Outputs object and collision data interleave information (layout file).

deAn image of the author editor is shown in Figure 2.1.

AuthorEditor

Raw Data

Author Editor

RawData

FormatScenario
Editornfi

Simulator

Movie
MovieQ
Quick
uickTime
Time
FormatScenario
Editor

Simulator

Collision
EditorFormatOutputData

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Collision
EditorPicturePicturePICT
PICT
FormatScenario FileGA

Output Data

Scenario
FileCollision File

Collison
FileSE

Figure 2.1 Author Editor Image

6

CreateLayoutCreateLayoutLayout File

LayoutFile

Specificationsnti
alSpecifications of the author editor are shown in Table 2.1.

Action Function· Branch· Object display, non display
Play, Stop

Comments

By memory limits.

Total count is limitedby memory.
Can specify up to 4
branches for eachcollision.
PAD is assigned tothe mouse or
keyboard

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Simulator

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deTable 2.1 Author Editor Specifications
Item
Specification
Special Object· Time· Non-display cursor
Usable objects· Picture (PICT)· Movie (QuickTime movie)
Picture· Size max320x224· Color 32 K colors
Movie· Frame rate max30fps, 320x224· Color 16M colors, 32K colors
Total objects that can be
190 pieces
used.
Number of objects that
· Movie 1
can be displayed at the· Picture 32
same time
Scenario Time Axis
90 minutes
Object Display Control· Indicates display timing on thetime axis.
· Specify display coordinates.
Collision Setting· Movie, 1-frame units· Compliment between frame
Collision Count· max 50 / Frame

Saturn Author User's Manual72.3 How To . . .

ntialPreparationde• Objects used by the author editor (movies or pictures) are edited in advance byother tools.
• If using Cinepak movies, they are compressed by Cinepak when changing to a
QuickTime movie. With MPEG, any type of compression is allowed because
QuickTime is not used.
• Object files are named following MS-DOS rules with the extension for a movie
being “.MOV” and a picture “.PCT”. Refer to Chapter 5, “Data Format,” formore details.
• All objects are placed in the same folder.
Startup and End

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To start the author editor, double-click the AT_EDIT icon in the application file.
The startup screen is shown in Figure 2.2. To end, select “Quit” from the file menu.

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Figure 2.2 Startup Screen8Screen Explanation
Object WindowntialFigure 2.3 shows the object window. The object window is an area where the object
data (QuickTime movie or PICT files) that are required to create a scenario areloaded.

Special Object Areade

Object Data Load Area

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Figure 2.3 Object Window
Special ObjectArea

The first level of the object window is an area that contains special objects suppliedwith the author editor. Area 02~09 is reserved and cannot be used.

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Co• TIME Object
Object that generates a time-out event. It is placed in the scenario TIME object
layout area and its action can be set. The action event can set the time-out, sowhen the time where the time-out was set is reached, a specified action takes
place.
• NO DISP Object
Object which does not display the cursor. It is placed in the scenario cursor
object location and can set an action.
Object Data LoadArea

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Required objects are loaded by selecting “Load Object” from the file menu. Objects
are loaded by the system starting at number 10 loading order. There is no particularsignificance in the order, but if many objects are to be loaded, it may be best to planout the positions ahead of time.

Saturn Author User's Manual9Scenario WindowntialFigure 2.4 shows the scenario window. The scenario window is used to layout special
objects or registered objects on the object window, and to assemble a scenario.
Time Axis
Tag Name Set Area
TIME Object
Placement AreadeCursor Object
Placement Area (VDP1)
Object Placement
Area (VDP2)

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Object Placement
Area (VDP1)

Time Axis

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Figure 2.4 Scenario W
indow

The time access of the scenario is made up of time and frame position and is compatible to the SMPTE format.
SMPTE Format

00:00:00.00(Hr : Min. : Sec . Frame Number)GA

Frame number is from 00~29. The time axis can extend to 01:29:59:29 for a maximum
length of 90 minutes.
Tag Name Setting Area

Area used to set the branch destination for when an action event occurs.
TIME Object Placement Area

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This is where the TIME object in the object window is to be placed. Other objects
cannot be located here.
Cursor Object Placement Area (VDP1)

The picture object and NO DISP cursor objects located in the object window can beplaced in this area. Objects use the VDP1 and are displayed as sprites. Normally, acursor made of a PICT is placed. Cursor objects can be moved up, down, left andright, by the Saturn PAD cursor keys. However, the NO DISP cursor object is not
displayed so the action must be set first before being used.

10

Object Placement Area (VDP2)ntialMovie and picture data registered in the object window are placed here. Objects are
displayed using NBG0 and NBG1 on the VDP2 scroll screen. Scroll 0 (NBG0 of VDP2
) can place movies or pictures. Scroll 1(NBG1 of VDP2) is set to display directly withthe author player external input screen, so it is exclusive for MPEG movies.
Object Placement Area (VDP1)deMovies and pictures registered in the object window are placed here. Objects are
displayed as sprites using the VDP1. Positioning is done in 32 levels (from 5~36);
when picture objects displayed at the same time are different, the smaller number isdisplayed on the previous screen.
Screen Window

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Screen Windownfi

The screen window is shown in Figure 2.5. When simulating created scenarios, thiswindow takes the place of the Saturn TV monitor.

Time Code

Figure 2.5 Screen Window

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Screen

Displays the created scenario.
Time CodeSE

Displays a time code corresponding to the scenario time axis.

Saturn Author User's Manual11Collision Editor WindowntialFigure 2.6 shows the collision editor window. It is used to create collision frames in
the object window.

Collision Frame Edit AreadeTime Code

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SliderFigure 2.6 Collision Editor W
indow
Collision Frame Edit Area

Area used when editing a collision frame.

CoTime CodeThis is the time code that shows the play frames of a movie object. If a picture object
is displayed, the time code is “00:00:00.00”.
SliderSE

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Used to advance the frame position (or move back). Cannot be selected in the caseof a picture object.

12

Editing Procedure

[1]

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The procedure for using the author editor to create a scenario is shown below. Actual
procedure will differ depending on the type of work being performed.
Open Object DataFirst read the object data into the object window. Object data are Quicktime or
PICT data files that have already been edited with the extension “.MOV” or“.PCT”.

deWhen the author editor starts up, a new scenario window is automatically
opened. Next, select “Load Object” from the file menu and read the necessary
files. Object data can be added and deleted while editing a scenario.
Position the Object
Pastes the loaded object data into the scenario window. Activate the object
window and drag the desired object to the time axis of the scenario window
and drop it. There is no need to worry about correct positioning of the object.
Just double-click the object and the play dialog box will open; enter the start
time and play time.

[3]

Set Branch Destination (Tag Setting)Sets the tag name that sets the branch destination. To set the tag name, doubleclick the appropriate time axis of the tag table in the scenario window. Whenthe tag name setting dialog box appears, enter the correct time and tag name.

[4]

Create Collision Frames
Collision frames are created for object data in the object window. Select theobject data in the object window with the mouse; selecting “Start Collision
Editor” from the Collision Editor Menu will activate the collision editor window.
Collision frames are created by using tools in the tear-off menu under the Tools
menu. Collision frames can be created in both movies and pictures; frames canalso fill-in between frames in movies.

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[5]

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[2]

Set Action
The collision frame corresponds to the Saturn pad and can be used to branch
off to the branch destination set in the tag. In addition, other objects in theobject window can be displayed (or played) or deleted.

SE

To set an action, open the action dialog box from the Action menu by selecting“Action”. Select the desired action to correspond to the event from the dialog
box.
When finished setting actions for the collision frame, select “Quit” from theCollision Editor menu to close the collision editor window.

Saturn Author User's Manual13

Save The File
Data created in steps [1] ~ [5] is all scenario data. If a new scenario has
been created, select “Save As” from the File menu and enter the file name tosave. Scenario file names must have a file extension of “.ASC” according to therules in Chapter 5, “Data Format.” When editing an existing scenario whose
file name need not be changed, save the file by selecting “Save.” When a scenario is saved, the collision file, layout file, and environment file are all saved
at the same time.

[7]

Verify The Scenario
Verify the saved scenario with the simulator. Play the scenario in the simulation window by selecting “Start” from the Simulation menu. The Macintosh
keyboard and mouse are used in place of the Saturn PAD.

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[6]

14

2.4 Reference

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Menu
File Menu
File
New
Open...

N

Save
SaveAs...

S

O

L

Quit

Q

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LoadObject...

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• New
Select “New” and a new untitled scenario will result. If there is already ascenario being edited, a dialog box for confirming a Save will open. Untitledscenarios can be given a name using the “Save As” command. When the author
editor opens, a new scenario will automatically appear.

Co• OpenSelect the “Open” command and a dialog box showing a list of scenario files thatcan be opened will appear. (Figure 2.7) When the scenario file name is opened,
the layout file, collision file and environment file will also open at the same time.
Scenario

Scenario

Scenareo1.ASC
Scenareo1.ASC

Scenareo2.ASC
Scenareo2.ASC

Scenereo3.ASC

GA

Scenereo3.ASC.

.

MacintoshHD

MacintoshHD

Eject

Eject

Desktop

Desktop

CancelCancelOpen
Open

Figure 2.7 Scenario Selection Dialog

SE• SaveSelect “Save” to save changes in a scenario. If there is a lot of edited data, thesave will take time because collision data is being converted while the layout fileis being created.

Saturn Author User's Manual

15

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• Save As
Select “Save As” to save a scenario file under a different name. Enter the filename into the dialog box when it appears (Figure 2.8). The scenario file namemust have the file extension “.ASC”, according to MS-DOS file naming rules. As
in the “Save” operation, collision file conversions and layout file creation aredone during the save operation. When the scenario is saved, the files in Table 2.2
are created in the same folder. See Chapter 5, “Data Format” for more information.
Table 2.2 Files Related to the Scenario
Type

File Name

Formatxxxxxxxx.ASC

Text

Collision Filexxxxxxxx.ACT
xxxxxxxx.ACB

Text
BinaryLayout Filexxxxxxxx.ALA

Text

Environment Filexxxxxxxx.ENV

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BinaryCo

Scenario

Scenereo1.ALA

Scenereo1.ASC

Scenereo1.CFG
Scenario2.ALA
Scenario2.ASC

GA

Scenario2.CFG
SaveFileAs:
Untitled1

Comments

Contains objects, tags, time
information, etc.
Contains collision, action, etc.,
information.
These files are created for eachobject (movie, picture); the file
identifier is the same as the object.
Contains the information required tocreate a CD-ROM image. The file
identifier is the same as the scenario.
Environment information used by theauthor editor. The file identifier is thesame as the scenario.

deScenario File.

MacintoshHD

Eject
Desktop
New

CancelOpen

SE

Figure 2.8 Scenario Save Dialog Box

16

nti
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• Load Object“Load Object” is used when reading objects into the object window. Object data
is a file that has already been edited and has the file extension of “.MOV” or“.PCT” for QuickTime movies and PICT files.
Activate the object window and select “Load Object”. A dialog box will be
displayed showing a list of object data that can be loaded. (Figure 2.9) Select andopen the necessary object data and the object image will be set into the object
window starting at the 10th location. (Figure 2.10)
OBJECT
MOVIE2.MOV
MOVIE3.MOV
PICTURE1.PCT
PICTURE2.PCT

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PICTURE3.PCT

MacintoshHDde

MOVIE1.MOV

.

Eject

Desktop
CancelOpen

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Figure 2.9 Object File Select Dialog

Special Object Area

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Object Data Load Area

Figure 2.10 Object Window

SE• QuitSelect “Quit” and the author editor will end.

Saturn Author User's Manual17

Edit Menu

ntial

The edit menu contains commands for editing object data and collision frames.
When a collision frame is edited, the action set to that frame is edited at the sametime. “Clear” is the only editing command that can be used for object data.
Edit
Undo

Z

Cut

Clear

Collision Menu

Co

Copy
Paste

Explanation
Used to undo the latest change to a collision frame.
Use it again to undo the undo.
Deletes the selected collision frame and saves it to
the paste buffer. Objects that have been cut can bepasted in a different location.
Saves the selected collision frame to the paste buffer.
Outputs the contents of the paste buffer saved by the“cut” or “copy” commands.
Deletes the selected object data or collision frame.
The deleted contents are not saved to the paste
buffer.

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Table 2.3 Edit Menu
Edit Menu
Undo

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X
C
V
Y

Cut
Copy
Paste
Clear

SE

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Collision
StartCollisionEditor
QuitCollisionEditor
Zoom

18

[
]

Start Collision Editorntial

To create collision frames, select an object from the object window and select “Start
Collision Editor” from the collision menu. If a movie object is selected, the interval
setting dialog box is opened, set the interval for creating collision frames. (Figure 2.11)
The minimum interval setting is 1 frame; at this time collision frames can be created atintervals of 1/30 of a second. By setting the interval value to match the frame rate of
the movie, a collision frame can be created for every frame of the movie.
Enter the interval to edit the collision window.
Edit collision every

deframesOK

Cancelnfi

Figure 2.11 Interval Set Dialog Box

GA

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The collision editor window will open; use the Tool menu to create collision frames(see Figure 2.12).
Collision Frame

Figure 2.12 Collision Editor Window

Quit Collision Editor

SE

After collision frames have been created for the object and the action settings are
finished, select the “Quit Collision Editor” command to close the collision editor
window.

Saturn Author User's Manual

19

Zoom

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“Zoom” is used to change the magnification of the collision editor. When open,
zoom factors are 1X, 2X, 3X, 4X window sizes can be selected.
Tool MenudeThe tear-off menu of the Tool menu is used to create collision frames. Drag and drop
the tear-off menu somewhere near the collision editor window. Figure 2.13 shows
the functions of the Tool menu.

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Supplement: Supplements the collision frame
between each frame at a regular interval.
Supplemented windows copy the actionof the previous collision frame.

FrameSelect: Selects the collision frame. Used when
editing the collision frame. When the frame
is selected, it will change from green to red.

Co

FrameSelect: Selected when creating a collision frame.
Drag with the mouse to create a frame.

Figure 2.13 Tool Menu Functions

Collision Frame Status

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Collision frames have the following two states.
Normal State: The collision frame is displayed in red.
Selected State: The collision frame is shown in green.
Selecting Collision Frames

Collision frames are selected and released in the following ways.
Select: Select the frame selector and click in the frame with the mouse.
Release: Select another collision frame or click the mouse in an area where a collision frame is not shown.
Collision Frame Priority

SE

Collision frames can be stacked. The priority of collision frames are determined by
the order in which they were created. In other words, the first created collisionframe has the lowest priority, and frames created last have a higher priority.

20Collision Frame Information

CollisionFrame Information
XCoordinates 0
XSize

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Double-click inside the collision frame and the collision information dialog box will
open (see Figure 2.14).

YCoordinates 0

320

YSize

200

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Attribute

Cancel0

OK

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Figure 2.14 Collision Frame Information Dialog• X Coordinates, Y Coordinates
Information for the left frame of the collision frame; used to adjust the positioning.

Co• X Size, Y Size
Collision frame size information.

SE

GA• Attribute
Cannot be used with the author player. Use when creating an application fromcollision data without using the author player. Setting range is -32768 ~ 32767.

Saturn Author User's Manual21

Interpolate

First, set frame AntialOnce chosen, select two collision frames on different frames. All collision frames
between the two are automatically complimented. At the same time, the action
value set in the previous frame is also copied. The size and position of thecomplimented collision frame is divided at even intervals between the two
specified collision frames. Figure 2.15 shows an interpolated image.
Next, set frame B

A

de

B

Once 2 collision frames are set, the interval is supplemented.

A

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B

Co

.
· The
collision frame of this frame is.
· supplemented.
The action value is copied from the value
set in collision frame A.

SE

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Figure 2.15 Interpolated Image Diagram

22

ActionAction . . .

I

Actionnti
alAction Menu

Action can be set for cursor objects or time objects placed within collision frames or
scenarios. Select the object to be set and choose the “Action” command to display theaction dialog box. Set the contents to be executed. Events that are conditions for actions
are different depending on the action as shown below.
Applicable Action

Events that can be Selected

A Button
B Button
C Button
START Button
A Button
B Button
C Button
START Button
Up Button
Down Button
Right Button
Left Button
Time-outdeCollision Frame

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Cursor Object

Time Object

Co

To set an action, select the event radio button and choose the type of action button to
open a list of tag names and objects, then choose the destination of the object. Figure
2.16 shows the action dialog and Table 2.4 describes an explanation of the action buttons.

ActionSettings
ActionSettings
Event

Event

ActionActionA Button A ButtonGA

B Button B Button
C Button C Button
START Button
START Button
Up ButtonUp Button
Down Button
Down Button
Left Button
Left Button
Right Button
Right Button

SE

Timeout Timeout

Set Wait Branch Set Branch Set Display

SetWaitBranch

SetBranch

Delete Action

DeleteAction

Saturn Author User's Manual

SetDisplay

CancelSetDelete

CancelOK

Set Delete
OK

Figure 2.16 Action Setting Dialog Box

23

Table 2.4 Action Buttons

Display Setting

Delete Setting

WaitBranch (tagname)
Show (object
name)

Hide (object name)

SE

GA

Co

nfi

Action Delete

Action List

Branch (tag name)ntialWait Branch
Setting

Contents

Sets the branch for when an event occurs.
Branches at the same time the event occurs.
Press the button and a list of tags set in the
scenario window will appear; select the tag
name of the desired branch.
Sets the branch for when an event occurs.
After an event, it waits for the object to finish
playing. Select the tag for the desired
branch the same as in branch setting.
Sets the object to be displayed when theevent occurs. Press the button to display alist of objects listed in the object window;
select the object to be displayed.
Deletes the object being shown when an
event occurs. Select an object from the list
the same as the display setting.
Deletes the action set in the action list.
Select the action from the list and press
this button to delete.

deCommand Button

Branch Setting

24

Simulation
Play
Stop

nti
al

Simulation Menu

¥
/

Play

Saturn PAD

Macintosh Keyboard, Mousea or A key, mouse clickb or B keyc or C keys or S key
cursor key ↑cursor key ↓cursor key →cursor key ←nfi

A Button
B Button
C Button
START Button
Up Button
Down Button
Right Button
Left ButtondeThe simulation menu is used to verify scenarios once they are created. Select “Play”
and the saved scenario will be played in the screen window. To confirm the set
actions, use the Macintosh keyboard and mouse in place of the Saturn PAD. The
relationship is shown below.

Stop

Co

Note: The ↑, ↓, →, ← are only for action events. The cursor is moved with the mouse.

SEGA

Use the “Stop” command to stop a scenario that is currently being played.

Saturn Author User's Manual25

Object Placement

GA

Co

nfi

de

nti
al

To place registered object data into the scenario window:[1] Activate the object window and select the object.
[2] Drag the selected object and the object frame will appear in the scenario window;
drag the object to the appropriate time axis and drop. (Figure 2.17)[3] Open the play dialog box by double-clicking the object.
[4] Enter in play start time and play time and any other needed items.

SE

Figure 2.17 Object Layout

26

ObjectName
Object Name PICTURE1.PCT
PicturePlay
PlayStart
Start
Time
Time
Play TimePlay Time

0

0

:

0

0

:

0

0.

0

0

0

0

:

0

0

:

0

0.

0

0

Display Position X: 0

0
Y: Y:
0

Display Position X: 0
5

Sprite Level

Type of Movie

Type of Movie

5
Cinepak

Cinepak

MPEG

MPEG

de

Sprite GroupntialObjectPlayback
Play Information
ObjectInformation

CancelCancel

Set

Set

nfi

Figure 2.18 Play Information• Play Start TimePlay start time on the scenario time axis.

Co• Play TimePlay time of that object. If it is a picture, it indicates the display time.
• Display Position
The coordinates are upper left of the object.
• Sprite Group
Input is allowed when an object is placed in a sprite group of the object
placement area. Used when changing the sprite level.

SE

GA• Movie TypeSpecifies whether the positioned movie object is Cinepak or MPEG. It is used
when using the author player. If the wrong setting is entered, the author player
will not play the object.

Saturn Author User's Manual27

Tag Settingntial

To set the tag to indicate the branch destination:[1] Double-click in the appropriate time of the tag name set area in the scenario
window. (Figure 2.19)[2] Enter the tag name when the tag name setting dialog box opens. (Figure 2.20)[3] Enter the correct time of the branch destination.
Note: The object will not play if the start time of the object data is before the tag set time.

nfi

de

Double-click theappropriate timeCo

Figure 2.19 Tag Name Setting

Tag Setting Screen

Tag Setting Screen

Tag Name:

Tag Name:
0

GA

TimeCode:

SE

Time Code: 0

28

:

:

0

0

:

:

0

0

.

.

0

0

CancelCancelFigure 2.20 Tag Setting Dialog

Set

Set

3. Author Converter

nti
al

3.1 Overview
In this chapter, the Saturn author converter (author converter heareafter) functions
and method of operation will be explained.
The author converter converts the file output by the author editor for the author
player to use. See Chapter 5, “Data Format” for the types of data that can be used in
the author converter.
3.2 System ConfigurationdeFunction Overview

nfi

An overview of the functions in this system is outlined below.
• Makes an animation file and a collision file into an interleave file. The actual
conversion to interleave is done by the virtual CD. The author converter creates
an interleave definition file.
• Outputs a script file used to create CD-ROM images. Based on this script file, thevirtual CD creates a CD-ROM image.
A system image of the auto converter is shown in Figure 3.1 below.

MPEG

Cinepak

Cinepak

Co

MPEG

Collision
Collision

AuthorConverter
AuthorConverter

Virtual CD
CD
Virtual
CD-ROM

LayoutOperateson
CD-ROM
the Saturn

GA

LayoutScenario

Scenario

Operates on the Saturn
PC-AT

Player

PC-AT

PlayerSE

Figure 3.1 System Image

Saturn Author User's Manual29Function ConfigurationntialFunction configuration of the Saturn author is shown in Figure 3.2 below.
AuthorConverter
AuthorConverterInterleave Definition
File Output

Read
LayoutRead
LayoutInterleave Definition File Output

Interleave Definition
Interleave
DefinitionFile Output
File Output

ScriptFileOutput

deScript File Output
Figure 3.2 Function Configuration

The author converter consists of the following two modules.
Interleave Definition File Output

nfi

Outputs a definition file used to interleave the animation file and the collision file.
Script File Output

SE

GA

Co

Outputs the script file used to create CD-ROM images. When using animation files
in game applications, the user must create the script file.

30

Date Flow

Collision

AnimationFile

Animation File

(MPEG,Cinepak)

Layout(Textformat)

Collisionntial

The data flow of the auto converter is shown in Figure 3.3.

Layout(MPEG, Cinepak) (Text Format)

Scenario

Scenario

AuthorPlayer

Author Player

deInterleaveDefinition File Output

Interleave Definition
File Output

Interleave
Definition
InterleaveDefinition(Definition
fileusedused
convert(Definition fileto tochangeanimation
andandcollision
totointerleave.)animation
collisioninterleave.)nfi

Script File Output

Script File Output

Script File
Script File

(Definition file used to create(Definition
file used to create
CD-ROM
images.)Co

CD_ROM images.).

VirtualVirtualCD
CD

Changes animation and collision to•. Change amination and collisioninterleave. Creates CD-ROM images.
to interleave.
• Creates CD-ROM images.

CD-ROM

Figure 3.3 Data Flow

SE

GA

CD-ROM

Saturn Author User's Manual313.3 How To . . .

ntialOperation Procedure

The procedure for creating a CD-ROM image using the auto converter and virtualCD. (See Table 3.1 for the directory.)
1. Copy the following files created by the author editor to the IBM PC-AT. (SeeTable 3.1 for the directory.)• Scenario File
• Collision File
• Layout Filede2. Copy a Cinepak or MPEG animation file to the IBM PC-AT.
Verify that the file extension is “.CPK” for the Cinepak files and “.MPG” for the
MPEG files. If a file has a different file extension, rename the file extension.

nfi

3. Execute the author converter. (See page 33, “Startup Method”) The author
converter executes the following conversion processed based on the animation
file name and collision file name described in the layout file.
• Outputs the Interleave Definition file.
• Outputs the Script file.

Co

4. When using with a game application, the user creates the script file separately.
The interleave definition file output by the author converter must be incorporated into the script file.
5. The CD-ROM image is created with the virtual CD.
Note:

The files used by the author converter are stored in the following directories.
Table 3.1 File Directories
File Type

File Name

Layout File
Scenario File

GA

Input FileSE

Output File

Author Player
Animation File (MPEG, Cinepak)
Collision File
Interleave Definition File
Script File32

Directory

User defined.
Stored in the same directory as
the layout file.
;;;
User defined.
Saved in the same file as theinterleave definition file with theextension “.AIL”.

Launch the program from the MS-DOS prompt.
• Format
AT_CNV layout file name, split file name(Example)
AT_CNV CRI.ALA CRI.ASP

ntialStartup Method• After conversion, a VCD file is created.
(Example)
File that the layout file for CRI.ALA can be converted to.

de

CRI_ASP, CRI.PRE, CRI.AIL

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3.4 Interleave File
The interleave definition file is used by including it in the script file created by theuser. Virtual CD creates the CD-ROM image based on the script file. The interleave
file is an alternate lineup of the collision data and animation data according to thetime specified by the user.
The figure below shows the interleave method for animation files and collision data.
CollisionAnimation
Animation
Animation Collision
CollisionCollisionAnimation..
..
..
Sector
Sector Sector Sector
Sector Sector SectorSector

Collision
Collision
Sector
SectorAnimation
Animation
Sector ..
SectorCo

Animation data to equal set time

Animation date to equal set time

Collision data to equal set time

Collision date to equal set time

The collision data sectors and the animation sectors are placed in sectors with nointervening in every 2048 bytes or 2324 bytes.
Channel NumberSEGA

The interleave file channel number is assigned as follows.
• Animation File Channel Number = 1• Collision File
Channel Number = 2

Saturn Author User's Manual33

An output example of the interleave definition file is shown below.

InterleaveFile

MOV.AMIMOV.AMI

1 second of collision
1 second of collisiondeInterleaveFile
MOV.AMIMOV.AMI
Channel2
Channel2
FileSource COLI.ACB
FileSource
COLI.ACB
Offset
0 100
Offset0 100DataType
FORM1
EndChannel
DataType
FORM1
Channel
1
EndChannel
FileSource
MOV.MPG
Channel1
Offset
0300
FileSource
MOV.MPG
DataType
FORM2
Offset
0300
EndChannel
DataType
FORM2
Channel2
FileSource COLI.ACB
EndChannel
Offset100100Channel2
DataType
FORM1
FileSource
COLI.ACB
EndChannel
Offset100100Channel1
DataType
FORM1
FileSource MOV.MPG
EndChannel
Offset300300Channel1
DataType
FORM2
EndChannel
FileSource
MOV.MPG
EndInterleaveFile
Offset300300
DataType
FORM2
EndChannel
EndInterleaveFile

ntial<Example>• In MPEG animation, the data speed is 150 KB/S and the animation file play timeis 2 seconds.
• The MPEG animation file is MOV.MPG, the collision file is COLI.ACB, and theinterleave file is MOV.AMI.
• Animation and collision will interleave each 1 second.

1 second of animation

SE

GA

Co

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1 minute of animation34

1 second of collision

1 second of collision

1 second of animation

1 minute of animation

4. Author Playernti
al

4.1 Overview
The functions of the Saturn author player is explained below. The Saturn author
player will be referred to in this manual as “author player hereafter”.

The author player is a tool used to play interactive movies on the Saturn based on
files created with the author editor.
4.2 System Configuration
Function Overview

deThe functions of this system are shown below.
• Plays interactive movies based on the scenario file and collision file created by
the author editor.
• If a collision frame that has been added to a still picture or movie is selected, aseparate still picture or movie is played.

Scenario

Scenario

AuthorPlayerAuthorPlayerCo

Animation CollisionInterleave Filenfi

The system image of the author player is shown in Figure 4.1.

Picture Collision File(for Still Pictures)
Animation/Collis
ion interleave file

MPEG

MPEGL
LibraryibraryCinepak

Cinepak
Library
Library

SE

GA

Picture collision
file (for still
pictures)

Saturn Author User's ManualGraphics
Graphics
Library
Library

Peripheral

Peipheral
Library
Library

File System Library
FileSystemLibrary

SaturnSaturnFigure 4.1 System Image35

Function Configuration

Author Player

Author Player(1)Play Animation(1)Play Animation

Play MPEG

Play MPEG

CollisiondePlay CinepakPlay Cinepaknti
alFigure 4.2 shows the configuration of this system.

Collisionnfi(2)DisplayPicture(2)DisplayPicture Display Picture
Display Picture

Collision

Collision

Figure 4.2 Function Configuration

Animation PlayCo

The author converter consists of the following two modules.

Plays MPEG and Cinepak animation. Determines the collision data acquistation hits.
Picture Display

Displays one still picture (picture file). Determines collision registered in the picture
file.

GA

4.3 How To . . .

Creating Method

Prepare the following files and create a CD-ROM image with the virtual CD. See
Chapter 3, “Author Converter” for details.

SE• Author player (File name: AT_PLAY.ABS)• Scenario File (File name: AT_PLAY.ASC)• Script File• Interleave Definition File
• Animation File (MPEG or Cinepak)• Picture File (One still picture)• Collision File
Note:

36

Load AT_PLAY.ABS through the CD-ROM boot module. Make sure the scenario file name is
AT_PLAY.ASC.

Application ImagentialFigures 4.3 and 4.4 show application images of the author player. The opening
screen is shown. The cursor indicates scene 1.

Scene 1
Scene 2
Scene 3
Scene 4

Scene 2
Scene 3
Scene 4The cursor moves
to scene 2.

nfi

Scene 1dePress the down button on the pad.
(The cursor will move up and downfrom scene 1 to 4 each time theup/down button on the pad is pressed.)Co

Press the A or C button on the pad

Scene 1
Scene 2
Scene 3

Scene 2 will reverse
and the animation
will play.

GA

Scene 4The cursor will move freely whenpressing the up/down/left/right buttons;
moves it to an object on the screen.

Scene 1
Scene 2
Scene 3

SE

Scene 4

Saturn Author User's Manual

Press button A or C.

Figure 4.3 Operating Images (1)37Scene1ntialPlay a different
animation.

Scene
Scene
2 1
Scene 2
3
Scene
Scene 3

Play a different
animation.

Scene
Scene
4 4

Press button A or C after
moving thePresscursorbuttonto an
A or C after
object onmoving
the screen.
the cursor to an
object on the screen.

deScene 1
Scene1
Scene 2

Play the spriteon the animation
Play the spriteon the animation.

Scene
Scene
2 3
Scene 4
Scene3

Scene 2
Scene 3

Scene 1

Scene 4

Scene2
Scene3

Selectcollision

CommandA
Make selections in the window.
CommandBGA

Scene4
Scene 1

Wait for awhile and the
Select Command
animation will stop.
Window is displayed.
CommandA
Window is shown
CommandB

Co

Scene 1nfi

Wait for a while and the animation
will stop momentarily.

Scene4

Scene 2
Scene 3
Scene 4

Play a different
screen.
Make selections in
the window.

Scene1

SE

Scene2

Scene3
Scene438

Figure 4.4 Operating Images (2)Play a different
screen.

4.4 Functions
Process Flow

Start
Start

ReadRead
Scenario
File
Scenario FiledeReadRead
PreloadObjectPreloadObjectnti
alFigure 4.5 shows the process flow of the author player; Figure 4.6 shows the event
process flow.

Tag Time?

Tag Time?

nfi

Last Tag?

Last Tag?

End

End

Start play ofobject recorded
on tag.

Co

Start play of object
registered on tag

Figure 4.5 Process Flow

User

GA

User

Pad
Pad

CursorSE

CursorCollision
Collison

Saturn Author User's Manual

Event (Up, Down, Left, Right, A, B, C,
START)
Event occurance(Up, Down, Left, Right, A, B, C, START)Execute process if one is describedfor cursor event. If not, search for
Execute process if the process for event
collision
at cursor
position.
is describedin cursor.
If not, search for collision at cursor position.
Execute processing described forcollision.
Execute process registered in collision.

Figure 4.6 Event Process Flow

39

Pre-LoadntialPreload is a function that loads the specified objects (pictures) from files into memory
when the author player starts up.
This is used when a video is to be displayed momentarily as a response to a user
action.

If objects are not preloaded, there is a time-lag while the file is read from the CD-ROM.
For this reason, all objects other than videos should be preloaded to allow instantaneous display.

Display Size:
Display Count:
Display Colors:de

The number of objects that can be preloaded is limited by the Saturn RAM. The
following is an approximation.
80x80
32 objects
32,000 colors (RGB beta)

Screen Mode

NormalNormalGraphics A

ObjectInterlace
Mode

Co

Table 4.1 Screen ModeTV Screen
Graphics
Mode
Mode

nfi

The author player operates with the following screen modes. The screen mode cannot
be changed during operation.

Non-Interlace

Resolution
Vertical X
Horizontal(Pixels)
320 X 224

Cautions on
Use
NTSC format

The author player can display the objects shown in Table 4.2.
Table 4.2 Object Types
Object Name

Contents

Displays one picture.
Plays MPEG or Cinepak movies.
Object that moves with PAD operation. Pictures canbe specified.

SE

GA

PictureMovie
Cursor40

DisplayntialObjects automatically disappear when the specified time elapses. Special Saturn
sprite functions (deformation, etc.) or scroll screen control (rotate, scroll, etc.) cannot
be done.
The maximum number of objects that can be displayed in the TV mode at the sametime is 32. However, the display limit is based on Saturn VRAM.
Priority

The display priority is as follows.

Scroll Screen < MPEG Direct Play Screen < Sprite ScreendeCollision

Collisions can be set for pictures, animation and movies.

Because collision determines if the cursor hits a frame, processing for when pad up,
down, left, right, A, B, C, START buttons are pressed can be set. For example, if button A were pressed, the display could branch to a different animation.

Picturenfi

Below is a simple explanation about each type of object.

Picture indicates how long to display a still picture.

Sprite screen, scroll screen

Co

Display Destination:
Display Size:
Horizontal:
Vertical:
Display Colors:

8~320 (multiples of 8)
1~22432000 colors (RGB fill)

Movie

Movie plays MPEG and Cinepak. Multiple movies cannot be played at the same time.

GA

MPEG Animation
Destination:
Size:
Horizontal:
Vertical:Colors:Direct Screen, Sprite Screen, Scroll Screen
16~352 (multiples of 16)
16~240 (multiples of 16)
16 million colors (On the direct screen)
32000 colors (On the sprite screen, scroll screen)SE

Cinepak Animation

Saturn Author User's Manual41

CursorOperation

Table 4.3 shows the basic operation of the author player.
Table 4.3 Pad Operation
ButtonContents

Moves the cursor in the selected direction as a mouse
cursor does.
Executes the processing registers in the collisionframe of the cursor coordinates.

deUp, Down,
Left, Right
A, B, C, START
buttonsntial

The cursor is an object that moves with pad operation; only one can be displayed in
the screen at any given time.

Display

The cursor displays a picture created by the user on the sprite screen. If not specified, a cursor is not shown.
ActionTable 4.4 Types of Actions
Action Name

Contents

Co

Branches to the specified tag.
Displays the specified object.
Deletes the specified object.

SE

GA

BranchObject Display
Delete Object

42

nfi

Processing for events can be specified for collisions. This processing is called action.
Table 4.4 shows different types of actions.

5. Data Format

nti
al

5.1 Overview
This section explains the different file formats output by the Saturn author.
Output Data File

Table 5.1 shows the data files output by the Saturn author.
Table 5.1

Files Output by the SaturnAuthor

Name

Collision File
Layout File

Explanation

Describes the animation and static picture file names
to be displayed in a given time. Text format.
Animation and static picture collision information,
branch destinations, and display coordinate data aredescribed. Text or binary format.
Describes allocation information to allow real-time
continuous play of the animation file. Text format.
Internal file that allows data exchange between theauthor editor and author converter.

deScenario File

SE

GA

Co

nfi

The text format data file consists of the command token and the set value above 0that follows. If there are multiple settings of each value, use a tab or space to separate and set them. Tabs and spaces at the beginning are ignored.

Saturn Author User's Manual43

Data Files Used

Table 5.2 List of Files used by the SaturnAuthorExplanation.PCT

QuickTime
Scenario File

.MOV
.ASC

Collision File

.ACT

Layout File

.ALA

Binary Collision File

.ACB

Interleave Definition
File

.AIL

Script File

.ASP

Startup File.PRE

PictureMPEG CollisionInterleave File
Cinepak CollisionInterleave File
MPEG animation file
Cinepak animation file

.APT
.AMI

Static picture data file. (Macintosh standard
format)Movie data file. (Macintosh standard format)
Object data and time information data file. (Output
by the author editor)
File that contains collision, action and course
data. (Output by the author editor)
Placement information of the files on the CD.
(Saturn author internal file)
A collision file that has been conformed to an
animation data format and converted tobinary format. (File for the author player)
Definition file used to interleave an
animation file and binary collision file to create afile with the virtual CD. (Virtual CD script file)
Required when using author player. Definition filefor creating a CD image with the virtual CD.
(Virtual CD script file)
Used when starting the VCD. Startup file for the
VCD pre-processing program.
Static picture data file used by the author player.
MPEG movie file on the Saturn. A file where amovie file and collision file are interleaved.
Cinepak movie file on the Saturn. A file where amovie file and collision file are interleaved.
MPEG animation file
Cinepak animation file

Co

.MPG
.CPK

SE
44

nfi

.ACI

de

Extension

PICT

GA

Name

nti
al

Table 5.2 shows a list of data files used.

nti
al

5.2 File Names
In this section, the rules for assigning file names used by the Saturn author are
explained.

The naming rules for animation files and collision data files are as shown below.
Each file is saved with the same extension and in the same directory. See "5.5 File
Specification" for the file format.
File Identifier.

File Extension

File Identifier. File Extensionde3 characters
added
UpUp
to 3tocharacters
cancanbebe
added
to thenameof eachfile.file.
to thenameof each(Usedfor forfilefile
type
identification.)
(Used
type
identification.)
Up to 8 characters specified by the user.
Up to 8 characters designated by
the user.

Data File Relationships

nfi

Figures 5.1 and 5.2 show the relationship between scenario files and collision files.
Scenario File
ObjectFile
Object Table
Contents
Contents

NumberNo.

:2::

Reserve00Type, FileName, Display coordinates, etc.

11

Reserve

Type, FileName, Display
coordinates, etc.
Type, FileName, Display coordinates, etc.
Type, FileName, Display
coordinates, etc.

22MovieFile

PictureFile

CollisionFile

CollisionFile

SE

Reserve

TagName,TimeCode
TagName,
TimeCode
Number of object
to be displayed
Numberof object
to bedisplayed
Number of object to be displayed
Number of object to be
displayed
Tag Name,Time Code
TagName, TimeCode
Number of object to be displayed
Number of object to be
displayed
Number of object to be displayed
Number of object to be
displayed

Collision File:

Contents
Contents

Reserve

GA:

Number
No.

Co

00
1
1
2

ScenarioFile
Scenario Table:

Movie File

Picture File

Collision File

Figure 5.1 Scenario File and Collision File Relationship (1)Saturn Author User's Manual45Collision File

CollisionTime
Code Tablenti
alCollision File
Time CodeAction Table

Coordinate, Action Table Number

Action Address Table

Collision Table

Action Table

Coord.,Action
Action Table
numberCoordinate,
Table
NumberNo.Address Table
Contents
ActionCoord., Action Table numberNo.

0Contents
Reserve

0

1Reserve
Action Packet Address

Address
1 Action: Packet
ActionPacket Address
Action Packet Addressde:Action Address Table
ActionPacketTable
Action Packet
ActionPacket

Action Packet

ActionPacket

nfi

Action Packet
ActionPacket

Time CodeTime CodeCo

Action Packet

ActionPacktet

Numberof Event
Event Number
Event Count
Size

Size

Event Value
Event Value

ActionValueCount
Action ValueCount

RepeatActionValue

DeleteAction Value
Branch Tag Number (Enter the
scenariotable number)
Tag Number(Enterthe
Object Number (Enter the
Display tablescenario
number)object table
number)Object Number(Enter the
Object(EnterDelete Number
table number)the objectobect
table
number)::Object Number (Enter theobject table number)

:

:

GA

BranchDisplay

RepeatRepeatRepeatSE

Figure 5.2 Scenario File and Collision File Relationship (2)46Format Format Name↓
Version Version Number↓
OptionObjectDirectory Directory Name↓
EndOptionnti
al

5.3 Scenario File
The format of the scenario file is shown in Figure 5.3. See Table 5.3 for details oneach item.

deObjectBody Total Number of Objects bodies ↓ObjectBodyTotal
ObjectBodyData Object Body Number↓
FileName File Name↓
CollisionFrameStep Frame Interval ↓EndObjectBodyData;
EndObjectBody

nfi

ObjectObjectTotal Total Number of Objects ↓ObjectData Object Number, Object Type ↓(Contents of the object goes here)
EndObjectData;
EndObjectCo

Scenario
TagTotal Total Number of Tags ↓Tag Tag Number Time Code Tag Name↓
ObjectNoTotal Object Number Count↓ObjectNo Object Number↓;
EndTag;EndScenario

SE

GA

Figure 5.3 Scenario File Format

Saturn Author User's Manual47

Table 5.3 Contents of the Scenario File Items
Item
Item
Author-Scenario
Author-Scenario goes
goes here.
here.

VersionVersion Number
NumberDirectory
Directory

VersionVersion number
number ofof thethe Saturn
Saturn Author
AuthorDirectory
Directory where
where thethe object
object isis saved.
saved.

Total
Total Object
Object Body
Body CountCount
ObjectBody
NumberObject Body Number

Total
Total object
object bodies
bodies inin thisthis scenario.
scenario.
Objectbody
number(1~65535)
Object body number (1~65535)

File
File Name
Name
Frame
Frame IntervalInterval

ObjectObject file
file name.
name.
Set
collision
Set collision frame
frame interval.
interval.

ObjectObject Total
Total CountCount
ObjectObject Type
Type

Total
Total object
object count
count inin thisthis scenario.
scenario.
MOVE:
MOVE: Movie,
Movie, PICT:PICT: Picture
PictureObjectObject Contents
Contents

CRSL:
CRSL: Cursor,
Cursor, TIME:
TIME: TimeTime
Describes
theattributes
Describes the attributes ofof eacheach object.
object.

Total
Total tags
tags inin thisthis scenario.
scenario.
Tagnumberinput
Tag number input by
by thethe user.
user.

Tag
Tag Number
NumberTime
Time code
code

Tag
Tag number
number (1~65535)(1~65535)
TimeTime information
information controller
controller byby thethe author
authorCo

Tag
Tag Total
Total Count
Count
Tag
Name
Tag Name

ObjectObject Number
Numberplayer.
player. H:M:S,
H:M:S, described
described inin frames.
frames.
·Number
from
the
start
of
the
— · · · 22
Number from the start of the object
object —toto bebe processed.
processed. (1~65535)(1~65535)·· · · 22 Repeat
Repeat· ·· · 33 Repeat
Repeat

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*
*

48

· ··*·11

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See
See tabletable 5.2.
5.2.
·
RepeatRepeat · · · 11

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Item
Item
FormatName
Format Name*

· ·· · 33*

Objectntial

The object format is shown in Figures 5.4 and 5.5; see Table 5.4 for details on each
item.

Object Number
Object Type ↓Type of Movie↓
Movie Play Time↓
Object Body Number↓Movie X Size
Movie Y Size↓
Data X Coord.
Data Y Coord.↓
Data X Size
Data Y Size↓
Display X Coord. Display Y Coord.↓
Display XSize
Display Y Size↓
Display Plane↓
Priority↓(If Picture)
ObjectData
Type
DurationObjectBodyNo
Size
DataPos
DataSize
DispPos
DispPlane
Priority
EndObjectData

Object Number
Object Type↓Type of Picture↓
Picture Play Time↓
Object Body Number↓
Picture X Size
Picture Y Size↓
Data X Coord.
Data Y Coord.↓
Data X Size
Data Y Size↓
Display X Coord. Display Y Coord.↓
Display Plane↓
Priority↓

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(If Movie)
ObjectData
Type
DurationObjectBodyNo
Size
DataPos
DataSize
DispPos
DispSize
DispPlane
Priority
EndObjectData

Figure 5.4 Object Format (1)SEGA(If Cursor)
Object Number
Object Type↓
ObjectData
Type
Type of Cursor↓
Duration
Cursor Play Time↓
ObjectNo
Object Number↓
Action↓EventNum
Event Count↓
ActionTotal
Total Action Count↓
ActionData↓
EventVal
Event Value ↓ActionNum
Action Count ↓ActionVal
Action Value ↓;EndActionData;
EndAction↓
EndObjectData

Saturn Author User's Manual49Figure 5.5 Object Format (2)SEGA

Priority

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0:MPEG, 1:Cinepak
Time the movie plays. Described in Frames,
Hours: Minutes: Seconds.
Number of the corresponding object main unit.
Horizontal X size of the movie.
Vertical Y size of the movie.
Upper left X coord. of the movie display source.
Upper left Y coord. of the movie display source.
Horizontal X size of the movie display source.
Vertical Y size of the movie display source.
Upper left X coord. of the display destination.
Upper left Y coord. of the display destination.
Horizontal X size of the movie destination.
Vertical Y size of the movie destination.
Display destination plane number.
0: Sprite Plane, 1: Scroll Plane
2: Direct Plane
Priority of the display and collision
determination. 1 is display in front; collision
determination has higher priority.

Co

Object Main Unit Number
Movie X Size
Movie Y Size
Data X Coordinates
Data Y Coordinates
Data X Size
Data Y Size
Display X Coordinates
Display Y Coordinates
Display X Size
Display Y Size
Display Plane

Contents

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Table 5.4 Object Contents (1)Item
If Movie
Type of Movie
Movie Play Timede(If Time)
Object Number
Object Type↓
ObjectData
Type
Type of Time↓
Duration
Time Play Time↓
Action↓Event number ↓EventNum
ActionTotal
Total Action Count↓
ActionData↓
EventVal
Event Value↓
ActionNum
Action Count ↓ActionVal
Action Value↓
EndActionData;
EndAction↓
EndObjectData

Table 5.5 Object Contents (2)Contents
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Item
Item
IfIf Picture
Picture

0:RGB
0:RGB
Time
Time thethe cursor
cursor is
is displayed
displayed
Described
in
Frames,Described in Frames,Hours:Minutes:Seconds
Hours:Minutes:Seconds

ObjectObjectnumber
numberPictureX
Picture X size
size

NumberNumberof
ofthe
thecorresponding
correspondingobject
objectHorizontal
size
of
the
pictureHorizontal size of the picture

PicturePicture Y
Y sizesize
DataX
coordinates
Data X coordinates

VerticalVertical size
size ofof thethe picture
picture
Upper
left
base
displayUpper left base display coordinate
coordinate

Data
Data Y
Y coordinates
coordinates
Data
X
size
Data X size

Lower
Lower right
right base
base display
display coordinate
coordinate
Original
Originalhorizontal
horizontalsize
sizeofofthe
thepicture
pictureData
size
Data YY sizeDisplay
Displayplane
planenumber
numberOriginal
Original verticalvertical size
size ofof thethe picture
pictureDisplaydestination
frame
number
Display destination frame number
0:0:Sprite
Spriteplane,
plane, 1:Scroll
1:Scrollplane
plane

Display
Display XX coordinates
coordinates
DisplayY
coordinates
Display Y coordinates

Display
Display destination
destination upper
upper left
left X
X coordinate
coordinate
Displaydestination
upper
left
Y
coordinate
Display destination upper left Y coordinate

Display
Display X
X sizesize
DisplayYsize
DisplayYsize

Display
Displaydestination
destinationhorizontal
horizontalsize
size
Displaydestination
verticalsize
Display destination vertical size

Display
Display andand collisioncollision priority
priority
11isis display
display inin front,
front, collisioncollision isis higher
higher priority.
priority.

Co

IfIf Cursor
CursorType
Typeofofcursor
cursornfi

Priority
PrioritydeTypeType ofof picture
picturePicturedisplay
Picture displaytime
time

ObjectNumberNumberof object
Event
Count
Number of event

NumberNumberofofobject
objectto
tobe
bedisplayed
displayedas
asthe
thecursor.
cursor.
Event
value
count
Number of Event Values

Total
Count
Total Action
Numberof Action
Event
Value
Event Value
ActionCount
Numberof Action

Totalvaluesin thisValues
actionTotalaction
Numberof Action
Value
Value toto show
show thethe event
event type
type

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Cursor
Cursor play
play time
time

0:
0: Normal
NormalTime
Time thethe cursor
cursor is
is displayed
displayed
Described
in
Frames,Described in Frames,Hours:Minutes:Seconds
Hours:Minutes:Seconds

Actioncount
Numberof Actions
Actionvalue
Action value toto bebe processed
processed
Repeat1
Repeat 1*Repeat 2* Repeat 2*11 *22SE

ActionAction Value
Value

Saturn Author User's Manual51

Table 5.6 Object Contents (3)
Item
Item
IfIfTime
Time

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Contents
Contents

Type
TypeofofTimeTime

0: Normal
0: Normal

Time
Time
TimePlay
Playback
back
Time

Time
to playback
timetimeTime
to playback

Described in Frames, Hours:Minutes:Seconds

Described in Frames, Hours:Minutes:Seconds

Number of Event

Event Count

Number of Event Values

Number of Total Action

Total action values in this action
Total action values in this action
Value that shows the type of event

Total Action Count

Event Value
Event Value
Number of Action

Action Count

Action Value

Count of Event Values

Valuethat shows the type of event

Number of Action

Action countAction value to be processed

Action value to be processed

Action ValuedeRepeat 3* Repeat3
Repeat 4* Repeat4* 3 *3 4

Event Value

4nfi

The event value is expressed in 2bytes. The data format is shown in Figure 2.1.
When the bit is 1, that event is processed.
MSB
LSB
MSB
LS
11 11
10 109 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0B01515141413131212: Bit:

Bit

Timeout
0 0 0 0 0 0 0 0 0 0 0 0 0 0Time

Co

out

Reserved at 0
Reserved at 0

C
A
Left
Down
START
B
Right
Up
START C B A Right Left Up Down
Pad Events
Pad Events

Figure 5.6 Event Value Data Format
Action ValueGA

The action value is expressed in 4 bytes. The leading 2 bytes express the action type;the remainder expresses supplemental data.
Table 5.7 Action Value
Action Type

Value
0
1

SE

2

Contents
Does nothing
Branch to the tag number
specified in attribute.
Branch to the indicated tag
number after object has
been displayed.
Displays the designatedobject.
Deletes the designatedobject.

10
11

52

Supplemental Data

Contents
Shows the tag number(1~65535)
However if 0, it does nothing
Shows the object number(1~65535)
Shows the object number(1~65535)

Header
HeaderTag:HMPK
HMPK
Tag:

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Time Code
Code
Time

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5.4 Text Format Collision File
Collision files are created for each animation file and picture file. They contain hit
determination coordinate data and processing data for when there is a hit.
The format image is shown in Figure 5.7 and the format in Figure 5.8; the details ofeach item are shown in Table 5.8.

Tag: VLVR
VLVR
Tag:
Tag:
Tag: COLI
COLI

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Time
TimeCode
CodeX
X coordinate,
coordinate,YYcoordinate,
coordinate,X X
size,
Y
size,
Z
coordinate,size, Y size, Z coordinate,
Attribute, Action Table Number

Attribute, Action Table Number

Tag: ACTN

Tag: ACTN

CoTime CodeTime CodeEvent Value, Action Count

Event Value, Number of Action
Action Value

Figure 5.7 Format Image Diagram

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Action Value

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Format Format Name↓
Version Version Number↓
Tag HMPK↓
TimeCode Time Code↓Tag VLVR↓
Tag COLI↓
TimeCode Time Code↓Collision↓
Pos X Coord. Y Coord.↓
Size X Size, Y Size↓
PosZ Z coordinates↓
Attribute Attribute↓
ActionTblNo Action Table Number↓
EndCollsion↓;
EndTag↓Tag ACTN↓
TimeCode Time Code↓Action↓ActionTotal Total Number of Action↓
ActionData↓
EventVal Event Value↓
ActionNum Number of Action↓
ActionVal Action Value↓;
EndActionData↓;
EndAction↓;
EndTag↓
EndTag↓
EndTag↓;SE

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Figure 5.8 Collision File Format

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Table 5.8 Contents of Collision File Items
Contents
Contents
Item
Item
Enter
Author-CollisionEnter
Author-Collision
FormatFormatName
Name
SaturnAuthorVersionnumberVersionNumberSaturn Author
VersionnumberVersion Number
Tag
HMPK:
Frame
PacketHMPK:
Frame
Packet
Tag

Time
code
of thecorresponding
animation
file fileTime
codeof thecorresponding
animation

Time
TimeCode
Code
Tag
Tag
Tag

Described in Frames, Hours: Minutes: Seconds

Described in Frames, Hours: Minutes: Seconds

If Collision

VLVR:
Volatile
Variable
Data
VLVR:
Volatile
Variable
Data
COLI: Collision, ACTN: Action

Collision countCollision count
X coordinates

Collision count of this time code
Collision count of this time code
Collision frame X coordinate

Y coordinates
Y coordinates
X sizeX sizeY sizeCollision frame Y coordinate
Collision frame Y coordinate
Collision frame horizontal width
Collision frame horizontal width
Collision frame vertical heightTag
If Collision

COLI: Collision, ACTN: Action

If Action
Total
action count
If Action

Action value

Tag

*
*
*

* * * *

5*

VLFX: Volatile Fixed Length Data
Repeat 5

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Tag

*1

Total number of action values in this action
Total
action values in this action
Event
value
NumberAction in this event value
Event of
value
Value
of
actionprocessed
Action countbeing
in thisevent value 2 3 4 5
Repeat2
Value of action being processed
2 3 4
Repeat3 2
RepeatRepeat 4
Repeat 3
VLFX: Volatile Fixed Length Data
Repeat 4
Repeat 5Co

Event
Total value
action countNumberof Action
Event value
Actionvalue
Action countCollision
frame
vertical height
Collision
frame
Z coordinate
Collision
frame Z coordinate
Attribute
value
Attribute
Action table value
numberActiontable
number
1~65535.
1~65535.
Repeat 1
Repeat 1

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size
ZYcoordinates
Z coordinates
Attributes
value
Attributes
Actiontablevalue
numberAction table numberdeCollision frame X coordinate

X coordinates

Saturn Author User's Manual55

Table 5.9 Contents of Binary Format Collision File Items (1)
Bytes
4
4
4

Tag Name

44Data Size
If Collision

Contents
HMVD
Data bytes of the current tag
Time code of the corresponding animation file
H:M:S:Frame are each shown with one byte
VLVR
Data bytes of the current tag

de

Item
Tag Name
Data Size
Time Code

4
4

COLI
Data bytes of the current tag

Time Code

4

Time code of the corresponding animation file

Extra
Collision CountX coordinate

42
2

H:M:S:Frame are each shown with one byte
Extra
Collision count of this time code
Collision frame X coordinate

Y coordinate
X sizeY sizeZ coordinate
Attribute value

2
2
2
2
2

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Tag Name
Data Size

Collision frame Y coordinate
Collision frame horizontal width
Collision frame vertical height
Collision frame Z coordinate
Attribute value

Co

Action table number

2

Action table numberSEGA* 1 Repeat

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5.5 Binary Format Collision File
The binary format collision file is created in conformity with the animation frame attribute data file. The binary format collision file format is shown in Tables 5.9~5.10.

*1

Table 5.10 Contents of Binary Format Collision File Items (2)Byte

Contents

If Action

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Item

Tag Name

4

ACTN

Data Size

4

Data bytes of the current tag.

Time Code

4

Time code of the corrresponding animation.

file H:M:S: Frames are shown with one byte
4

Extra

Number of Action

2

Number of action packets for this time code.

Action Packet
Address2

Offset bytes from the action table
lead ----- 2

de

Extra

Repeat 2
2

Number of Event from this action packet.

Size

2

Action value bytes registered in this event.

Event Value

2

Event value

Number of Action
value

2

Number of Actions regesteredin this event

Action value

4

4

*5

Action value to be processed.

***

RepeatRepeatRepeat

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5

*

4

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3

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Number of Event

Saturn Author User's Manual

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(There is no page 58 in the original Japanese document.)

58

Picture ........................................................ 41
Picture Display ......................................... 36
Play ............................................................ 25
Preload ....................................................... 40
Process Flow ............................................. 39
Quit Collision Editor ............................... 19
Scenario File .............................................. 45
Scenario File format ................................. 47
Scenario Window ..................................... 10
Screen ......................................................... 11
Screen Mode ............................................. 40
Screen Window ........................................ 11
Script File Output .................................... 30
Simulation Menu ..................................... 25
Slider .......................................................... 12
Special Object ........................................... 9Specifications ............................................ 7
Start Collision Editor ............................... 19
Startup ....................................................... 8
Startup Method ........................................ 33
Stop ............................................................ 25
Tag Name Setting Area ........................... 10
Tag Setting ................................................ 28
TIME Object .............................................. 9
TIME Object Placement Area ................. 10
Time Axis .................................................. 10
Time Code ................................................. 11, 12
Tool Menu ................................................. 20
Zoom.......................................................... 20

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Action ........................................................ 23, 42
Action Menu ............................................. 23
Action Value ............................................. 52
Animation Play ........................................ 36
Application Image ................................... 37
Author Converter .................................... 1
Author Editor ........................................... 1
Author Player ........................................... 1
Channel Number ..................................... 33
Collision Editor Window ........................ 12
Collision File ............................................. 46
Collision Frame Edit Area ...................... 12
Collision Frame Information .................. 21
Collision Frame Priority ......................... 20
Collision Frame Selection ....................... 20
Collision Frame Status ............................ 20
Collision Menu ......................................... 18
Compliment .............................................. 22
Cursor ........................................................ 42
Cursor Object Placement Area ............... 10
Data File Relationships ........................... 45
Data Files Used ........................................ 44
Data Flow .................................................. 31
Edit Menu ................................................. 18
Edit Procedure .......................................... 13
End ............................................................. 8
Event Value ............................................... 52
File Menu .................................................. 15
Function Overview .................................. 6
Interleave Definition File ........................ 30
Load Object ............................................... 17
Movie ......................................................... 41
NO DISP Object ....................................... 9
Object ......................................................... 40
Object Data Load Area ............................ 9
Object Format ........................................... 49
Object Placement ...................................... 26
Object Placement Area ............................ 11
Object Window ......................................... 9
Output Data File ...................................... 43

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Index

Saturn Author User's Manual59