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`_____JIL Game System Requirement Specification
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`JIL Game System
` Hardware Specification
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`Ver 1.5
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`Version: 1.5 Candidate Release
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`JIL Game System Requirement Specification
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`Table of Contents
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`REVISION HISTORY ..................................................................................................... 4
`
`1.
`
`INTRODUCTION ...................................................................................................... 5
`
`1.1.
`
`Purpose ..................................................................................................................................................... 5
`
`1.2.
`
`Executive Summary .................................................................................................................................. 5
`
`1.3. Overview ................................................................................................................................................... 5
`
`1.3.1.
`
`Choosing devices for handsets ............................................................................................................ 7
`
`1.4. Roadmap................................................................................................................................................... 7
`
`1.5.
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`Platform overview .................................................................................................................................... 8
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`1.6.
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`“One binary” and hardware specification ............................................................................................... 9
`
`1.7. Handset Zone ............................................................................................................................................ 9
`
`2. SPECIFICATIONS .................................................................................................. 11
`
`2.1.
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`Peripherals .............................................................................................................................................. 11
`
`2.1.1.
`
`A-GPS ............................................................................................................................................. 11
`
`2.1.2.
`
`USB interface ................................................................................................................................... 11
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`2.1.3.
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`Bluetooth ......................................................................................................................................... 12
`
`2.1.4. Wireless LAN................................................................................................................................... 12
`
`2.1.5.
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`TV-OUT ........................................................................................................................................... 13
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`2.1.6.
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`Audio output .................................................................................................................................... 13
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`2.2.
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`Input devices ........................................................................................................................................... 14
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`2.2.1.
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`Game button ..................................................................................................................................... 14
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`2.2.2.
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`Sensors............................................................................................................................................. 16
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`2.2.3.
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`Camera............................................................................................................................................. 17
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`2.2.4. Microphone ...................................................................................................................................... 17
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`2.2.5.
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`Volume control ................................................................................................................................. 17
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`2.2.6.
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`Keyboard ......................................................................................................................................... 18
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`2.2.7.
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`Touch Screen .................................................................................................................................... 18
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`2.3. Display .................................................................................................................................................... 19
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`2.3.1.
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`Display type ..................................................................................................................................... 19
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`2.3.2.
`
`Image controller ............................................................................................................................... 19
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`2.3.3.
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`Resolution ........................................................................................................................................ 19
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`2.3.4.
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`Responding Speed ............................................................................................................................ 20
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`2.3.5.
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`Visibility .......................................................................................................................................... 20
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`2.4.
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`Processor ................................................................................................................................................. 21
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`2.4.1.
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`CPU ................................................................................................................................................. 21
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`2.4.2.
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`FPU implementation and profile ....................................................................................................... 22
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`2.4.3. Media processor ............................................................................................................................... 23
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`2.4.4.
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`Audio processor ............................................................................................................................... 24
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`2.4.5.
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`Graphic processor ............................................................................................................................. 24
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`2.5. Memory System ...................................................................................................................................... 26
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`2.5.1.
`
`High speed memory .......................................................................................................................... 26
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`2.5.2.
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`Low speed memory .......................................................................................................................... 27
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`2.5.3.
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`JIL card conformance ....................................................................................................................... 27
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`2.6.
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`Battery .................................................................................................................................................... 28
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`2.6.1.
`
`Capacity ........................................................................................................................................... 28
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`2.6.2.
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`Interface ........................................................................................................................................... 28
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`2.6.3.
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`Charger ............................................................................................................................................ 28
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`2.7. Radio ....................................................................................................................................................... 29
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`2.7.1.
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`General Rules ................................................................................................................................... 29
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`Sections
`Changed
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`All
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`All
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`All
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` Revision History
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`Date of Change Doc Version
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`22 May 2009
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`22 Jun 2009
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`7 Nov 2009
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`0.9
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`1.12
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`1.5
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`JIL Game System Requirement Specification
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`Description
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`Change made by
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`Basic device selection.
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`All device
`
`Shigenori Imanaka
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`Shigenori Imanaka
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`Description and Explanation
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`Shigenori Imanaka
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`1. Introduction
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`1.1. Purpose
`
`This requirement specification contains functional requirements for JIL’s Game system. Since the Game
`system is an application platform involving multiple parties including end user, independent software vendor
`(ISV) and operator and service provider (SP), the present document organizes the functional requirements by
`target audience. The major purpose of this document is to define the hardware specification to help
`manufacturers to build their handsets to be compliant with JIL specification. Target audiences of this document
`include product managers, architects and parties with an interest in software development.
`
`This specification was used to be usually submitted by Excel sheet, but sometimes it causes serious
`misunderstanding because it is a little bit difficult to describe all the features and functions only on text base.
`
`1.2. Executive Summary
`
`To join to JIL as a vendor, or manufacturer is very simple. But to get technical information from JIL member
`is a little bit difficult. Because JIL holds internal discussion so frequently and the definition is sometimes no
`longer the definition as it used to be. Concurrent, latest information and requirements from JIL are such
`ambiguous and hard to keep in touch with. So, JIL will provide the specification and the related information
`periodically.
`
`As a part of the JIL Project, China Mobile, Vodafone, Verizon, and SBM will create a common game
`specification and propose a new environment. The JIL Game platform is divided mainly into the 2 segments of
`mobile phones exclusively for games with game exclusive features such as a 4-way key, and regular mobile
`phones with JIL Game functions. JIL will create requirements for both segments.
`
`This specification is described about a requirement of a mobile phone exclusively for [Game Centric model]
`and a regular mobile phone with JIL Game function [Game Friendly model]. If there is no description of a
`model in each requirement, it is a requirement to both models.
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`
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`1.3. Overview
`
`
`
`Hardware specification contains the requirements for all devices which are needed by game phone. Hardly
`JIL does not require manufacturers to equip an certain device like baseband chip. If the device fulfills the
`specification, manufacturer can choose it for JIL game phone. Of cause there are a few exceptions like analog
`joy pad device. The reason why JIL compel manufacturer to use the specific devices is to keep the user
`experience as game developers defined.
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`Hardware specification is a part of HLTS (High Level Terminal Specification). JIL member and those who
`have NDA with JIL can read both document if the disclosing status is enough. Hardware specification is only
`defining the hardware and device specifications. If the reader wants to know the behavior, or some functions
`that can be achieved with software combination, the reader should refer to the documents regarding software
`specification. For example, video codec are usually listed in the semiconductor ’s specification sheet, so the
`readers are apt to think that the codec are hardware issues. But usually codec are software issues. Such
`mathematical processes as iDCT, or entropy coding are usually done by DSP in the SoC. For hardware
`specification, JIL defines only the benchmark for DSP capabilities.
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` Hardware specification contains these items.
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`1. Peripheral
`
`2. Bearer
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`3. Display
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`4. Processor
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`5. Battery
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`6.
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`Input devices
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`7. Memory
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`8. General rules
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`
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`Hardware specification determines only the specifications that are needed by JIL platform, and JIL game
`platform. So this document does not define the common specification for generic hardware.
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`1.3.1. Choosing devices for handsets
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`JIL sometimes hire special devices and compel manufacturers to use them. But most part of the device will
`not be forced to use. JIL requires the solutions of the functions and not force manufacturers to use certain
`devices without reason. If the manufacturers were accessed by JIL spec manager to use certain devices, please
`confirm the reason in the higher level meeting or contact to the product manager.
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`
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`Today, the devices JIL want manufacturers to use are:
`
` APPSIDE’s analog joystick device.
`
` Cywee’s gyro and accellometer device
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` Kinoma UI (software)
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`1.4. Roadmap
`
`The technologies for mobile handsets are developing every day. This hardware definition will be changed to
`be suitable for the market standard in the future. Device workstream in JIL is in charge of maintenance of
`platform definition and the workstream will publish the roadmap every year. If the manufacturer or technical
`vendor requires the information, they have to have NDA for it.
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`1.5. Platform overview
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`Game Centric phone
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`3D high performance games with special input devices.
`
`Game Friendly phone
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`Good performance games with generic input devices
`
`JIL phone
`
`Mobile phones that can execute JIL service clients.
`
`
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`JIL will handle 2 or 3 business platforms shown in above figure.
`
`1) Game Centric phone
`
`Mobile terminal in this category has at least 2 home screens. One is for generic phone use, and another is for
`game operation. Mobile terminals in this category also have special input devices to be able to act as game
`console devices. The manufacturers must have all the sensors and input devices in the Game Centric phone
`they will develop. JIL will have a strict certification program to find whether the handset is compliant with the
`specification or not. The input devices which are needed for the devices in this category are shown in the
`later chapter.
`
` Other specification regarding game play is also provided in this document. The bottom performance must be
`strictly kept by manufacturers. From the view point of content providers, the handset in this category shall
`have only one specification that their contents will run on each device without any optimization.
`
`
`
`2) Game Friendly phone
`
`Today, the mobile chipsets and associate chips became stronger and faster enough to be used for game
`console. They have strong processing power to calculate vector and colors, to playback encoded movie files, to
`play 3D sounds. Not only Game Centric phones, but also Smartphones based on OpenOS such as Windows
`Mobile, SymbianOS, Android or Linux came to use those powerful chipsets.
`
`They have wide screen, with capacitive touch sensor and some devices to detect motion, location,
`temperature, lights, and proximities. From the view point of processing power and input devices, they are
`capable enough to execute high performance games. Only the difference is that these handsets don’t have the
`dedicated input devices that Game Centric phones have.
`
`
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`Almost all the smartphones launched in 2009-2010 will be regarded as Game Friendly phone.
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`
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`3) JIL phone
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`The dividing line between Game Friendly phone and JIL phone is quite ambiguous today. JIL is planning to
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`launch more new services other than Game distribution and the target phones will include wider zone. JIL
`phone’s bottom line is to have ARM11 or competitive.
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`Profile
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`FPU
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`VFPU
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`Chipsets
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`bottom Frequency
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`ARM1136 JZ-S
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`ARM1176 JS-F
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`Xscale
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`No
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`Yes
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`No
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`Yes
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`Yes
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`No
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`MSM7200, OMAP2430
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`Unifier 4MBB, Medity-2
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`PXA270, PXA910
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`400MHz
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`330MHz
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`850MHz
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`Of course, these frequency or simple benchmark specification does not guarantee high performance. JIL will
`also provide a mark specification for the dividing line.
`
`
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`1.6. “One binary” and hardware specification
`
`The body of game package JIL will distribute is ARM based binary. The differentiating point from other
`platform is
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`1) The game binary can run on several OS. JIL Game execution environment will buffer the difference.
`Game developers build their games only once.
`
`2) ARM binary can run faster than other platform that has virtual machine solution.
`
`3) JIL game platform is sensitive with CPU architecture to keep the compatibility.
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`4) To keep the compatibility, some hardware features are strictly defined.
`
`1.7. Handset Zone
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`ZONE-A
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`Flagship
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`ZONE-D
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`Game dedicated button
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`60-70% compliant with Hardware spec
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`But not 100%
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`Zone-B
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`S60 Windows Mobile
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`Android Linux
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`Zone-C
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`RTOS
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`Low-tier Smartphone
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`
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`In the figure above, Zone-A is “Game Centric”. Zone-B is “Game Friendly”. Zone-C is “JIL phone”. So, what
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`is Zone-D?
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`There is a possibility that there will appear a handset that has joypad and shooting key, LR button and analog
`joystick, but not powerful/compliant enough to run JIL Game contents. For example, suppose that the
`handset does not have ARMv6 full instruction. Or, the GPU is not powerful enough. The number of
`polyphonic sound was a little bit small and the music was not played sufficiently. They are in Zone-D.
`
`The worst point of Zone-D is the possibility to mislead our customers. Our customers don’t have enough
`information or knowledge whether the handset is compliant with the platform definition or not. Actually, JIL
`will going to have a certification program and will show whether the handset is compliant or not. But it does
`not help our customers that are about to buy new handsets in the shop.
`
`So, Zone-D handset shall not be developed for a while until our customers become able to distinguish
`whether the handset is Zone-A or D. If some manufacturer came to JIL and explained their plan to develop
`Zone-D products, JIL member have to explain the difficulty to launch that kind of handsets in our market.
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`2. Specifications
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`
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`2.1. Peripherals
`
` For the peripheral, JIL does not require so special features for handsets. In this chapter we show the generic
`interface and peripherals that are required by JIL game platform shown as below.
`
`
`
`2.1.1. A-GPS
`
`
`
`GPS function is required. This function is not only used for map application but also used by games in the
`future. To provide correct mapping/location information to users, the GPS needs assistance by another service
`provider. JIL requires OMA-SUPL for A-GPS services. This is mandatory requirement.
`
`2.1.2. USB interface
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`USB 2.0 hardware that can use Highspeed profile needed. This is mandatory requirement. JIL requires the
`hardware to equip both host and slave function for additional peripheral that will be launched in the future /
`will be attached by user’s favorites. The drivers for the peripherals shall be provided by peripheral developers,
`and handset manufacturer does not have to guarantee anything regarding the peripherals that will be launched
`by another developers. The use case for the USB interface JIL is considering is
`
` Digital TV tuner (ISDBT-H / DBV-H)
`
` External keyboard
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` Game controller
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` Outer speaker
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` Battery charger
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`
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`For USB interface, micro USB interface is strongly recommended and the interface shall also be used for
`battery charger. Some of JIL operating companies has strict requirement regarding this point.
`
`2.1.3. Bluetooth
`
`2.1.3.1. Hardware device
`
`To have Bluetooth 2.1 device is mandatory. If there appeared a new version Bluetooth and that is compatible
`with 2.1, so it shall be equipped for the game device. As Bluetooth communication consumes battery so much,
`the device shall be chosen by manufacturer carefully.
`
`2.1.3.2. Profile
`
`The profile for Bluetooth will be provided by Software requirements. For example, JIL flagship model has
`these profiles. Manufacturer can add the profile to be suit for its own product strategy.
`
`1) SDP
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`2) GAP
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`3) HSP
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`4) HFP
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`5) A2DP
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`6) AVRCP
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`7) OPP
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`2.1.4. Wireless LAN
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`2.1.4.1. IPSec decode
`
`The decoding process of WEP, WPA, WPA2 takes higher processing power, JIL recommends to have IPSec
`decoder by hardware. The hardware shall be equipped in the wireless LAN chip or DSP around application
`processor. This requirement is optional. If you have any trouble with finding the vendor, JIL recommends you
`to have a contact to Marvell.
`
`2.1.4.2. Protocols
`
`The protocol shall be compliant with 802.11b/g. Logically speaking, 802.11n is compatible with 802.11b/g,
`so 802.11n is also acceptable. As 802.11n is at rather higher speed and takes high processing resource to
`decode encrypted packet, the terminal shall have enough processing power not to cause serious performance
`down when connecting to wireless LAN.
`
`
`
`802.11n or 802.11a has legal restriction in some countries. The manufacturer must have a communication
`with OpCos regarding the legal status of 802.11a/b/g/n.
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`2.1.5. TV-OUT
`
`It is desirable for mobile handset to have TV-out function. Considering that the dimension of the handset
`cannot be so large, to implement the TV-out connector is a little bit complicated issue. So TV-out is just an
`optional requirement.
`
`
`
`2.1.5.1. TV-out target function
`
`Mobile terminal shall have functions not only to playback streaming contents via TV but also to show the
`game screen with minimum latency. Less than 17msec is desirable for the cost of transferring the image to
`TV-set.
`
`
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`2.1.5.2. Target TV-set
`
`Mobile terminal shall have function to transferring image to those TV-formats. The format for respective
`market shall be considered by manufacturer.
`
`
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` NTSC
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` PAL
`
` SECAM
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` HDMI
`
`2.1.5.3. Expanding image
`
`As the basic resolution is HVGA (480x320 / 4:3), mobile terminal shall have the function to expand the
`image to be fit with the TV-screen. Not to cause the latency or serious performance down because of the cost
`to process image expansion, the terminal shall have hardware image controller.
`
`For 16:9 display such as HDMI TV-set, the expansion method shall be taken care not to synthesize the image
`too much to harm game play.
`
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`2.1.6. Audio output
`
`For audio output, the handset shall have stereo speakers and 3.5mm stereo headphone jack.
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`2.2. Input devices
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`Input device Overview
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`
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`2.2.1. Game button
`
`The Game Centric phone must have those keys
`
`
`
`L key
`
`R key
`
`4-way navi key
`
`Analog joypad
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`ABCD keys
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`Player side
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`2.2.1.1. Extend (LR) key
`
`The extend key, usually called as LR key, shall be on the shoulder of the terminal drawn in the figure above.
`
`2.2.1.2. ABCD Key
`
`ABCD key is usually called as shooting key, determining key, ○×△□ key and so on. Those name are
`used in other game platforms in the past. The Game Centric phone shall have 4 buttons on the right side of the
`screen.
`
`2.2.1.3. Analog Joystick
`
`Analog joystick or joypad shall be equipped. The joypad shall detect the distance from center, 360 degree
`direction with the sensitivity of less than 3msec. Tentatively, JIL recommends APPSIDE’s solution to keep
`the operating feel same.
`
`
`
`
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`Detail of APPSIDE spec is;
`
` Solution name: AppsPad
`
`
`
`IC: CD202C ( Appside has only IP, Appside has contractor in Taiwan, Korea, and Japan)
`
` Data sampling rate: 3msec
`
` Data bit length: 10bit for x, y, z.
`
`
`
`The access to APPSIDE is as follows:
`
`http://www.appside.com/
`
`This device shall be equipped close to the 4-way key. The implementation, like location, device, responding
`speed shall be considered with ID manager and UI manager.
`
`
`
`2.2.1.4. 4-way (navi) key
`
`The terminal shall have 4-way key. The location shall be set in the left side. The sensitivity shall be less than
`17msec. And the terminal shall abandon the detected value when the detection made twice or more when
`drawing a frame. Only the first detected value shall be provided.
`
`2.2.1.5. Key detection
`
`When pushing key together, all the pushed keys shall be detected at once.
`
`In the figure below, the system shall not detect the simultaneous key down of Up+Down, or Left+Right.
`
`But Right+(Up, Down), Left+(Up, Down) simultaneous key down shall be detected.
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`L
`
`Up
`
`R
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`The game keys status shall be
`provided within 3msec. The LR
`key and ABCD key and 4-navi
`keys shall be detected whether
`respective keys are pushed or not.
`
`Left
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`Right
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`Down
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`Analog
`
`2.2.2. Sensors
`
`
`
`The engineers and product manager will take care about the requirements regarding sensors whether JIL has
`strong recommendation to hire certain devices or not. Then, they will need the cost information or whether the
`drivers for the sensors are provided by sensor vendors.
`
`The sensitivity for each sensor is provided in the document “JIL_Extension_API.pdf”, p22-.
`
`2.2.2.1. Proximity sensor
`
`JIL is trying to implement the middleware function to use proximity sensor though there cannot be found any
`use cases by October.2009. Except for the gaming use, this sensor shall be provided to the handset. So this
`sensor is thought to be mandatory to equip by JIL.
`
`2.2.2.2. Geomagnetism sensor
`
`JIL is trying to implement the middleware function to use geomagnetism sensor though there cannot be found
`any use cases by October.2009. Except for the gaming use, this sensor shall be provided to the handset. So
`this sensor is thought to be mandatory to equip by JIL.
`
`For JIL’s first Game Centric model which was developed by Foxconn /LG Electronics, this solution is using
`YAMAHA’s geomagnetism sensor. If manufacturers want to use the function without any trouble, is may be
`better to choose the same chip. JIL can provide the contact point for YAMAHA semiconductor division.
`
`2.2.2.3. Motion sensor
`
`“Motion sensor” is just a casual name. Technically it is defined as 6-mode acceleration meters. The 6-mode are
`described as
`
` X acceleration
`
` Y acceleration
`
` Z acceleration
`
` Roll degree
`
` Yaw degree
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` Pitch degree
`
`To implement this functions and sensors are mandatory. The resolution and time quantum desirable for
`game middleware shall be provided by JIL and Acrodea.
`
`
`
`
`
`2.2.2.4. Light sensor
`
`JIL has no plan to develop middleware for this sensor. But this sensor shall be provided to the handset. So
`this sensor is thought to be mandatory for JIL Game Centric phone.
`
`
`
`2.2.3. Camera
`
`Generally speaking, a camera is mandatory device for mobile handset. JIL is planning to use mobile camera
`as an input device for games. From this view point, a camera which has too large resolution has some problem.
`For example, it needs huge memory area for image buffer. And, to process such a huge image data needs heavy
`load on processors if the game provides a recognizing function on the image. That will harm to the real-time
`feeling of the game. And for such usage, the image shall be remained in the image buffer as a raw data.
`There are so many solutions that compress the image right after it was captured. But considering the gaming
`usage, such kind of solutions shall not be hired by manufactures.
`
`2.2.3.1. Main camera
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`At most 5M pixel camera shall be supported. Manufacturer shall contact to JIL team when choosing the device.
`Decision by marketing section shall be respected. Auto focus is also desirable.
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`2.2.3.2. Sub camera
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`Sub camera is recommended. Today, such new technologies as AR, gesture detection, image recognition for
`small device became feasible. To help such implementations, the existence of sub camera is desirable.
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`2.2.4. Microphone
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`Microphone for talking shall be supported. This requirement is for telephony function. JIL does not think that
`our handset is just a game device which has 3G/LTE/GSM modem. JIL handset shall have full telephony
`functions, so microphone is mandatory.
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`2.2.4.1. Additional microphone
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`Additional microphone shall be used for noise reduction. If there is another way for noise reduction,
`manufacturer may choose it. Providing the explanation of the implementation is desirable.
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`2.2.5. Volume control
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`2.2.5.1. Hardware key or slider
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`2-key or slider switch for volume control shall be provided. Using generic key combined with game keys is
`also acceptable.
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`2.2.6. Body switch
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`If the handset had a form factor to transform the figure, like Tilt-Slide, Dual Slide, Single Slide, the handset
`shall have the sensor to detect the status as “Open” and “Close”. The detected status shall be used for
`executing game home screen, or pausing games, resuming games.
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`2.2.7. Keyboard
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`2.2.7.1. 12 digit keypad
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`2.2.7.2. QWERTY key (Hard key)
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`2.2.7.3. Virtual keyboard
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`2.2.8. Touch Screen
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`Single and Dual Slide
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`The handset shall have a capasitive touch screen. The touch screen shall have multi finger mode. Dual touch is
`enough.
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`2.3. Display
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`Today, there are so many handsets which have not only main display but sub display on its back. And, there are
`so many types of display like LCD, ASV LCD, OLED. Manufacturer shall put it into consideration when
`choosing display devices that the display the display needs the quality to save power, the responding speed,
`and clear visibilities.
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`JIL requires handsets to equip capacitive touch sensor as a input device. Because of the implementation of
`touch sensor, the transparency will be down around 15 to 20%. To keep the visibilities, back light will need
`more power. Manufacturer shall put it into consideration when choosing the device.
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`2.3.1. Display type
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`3.5inch LCD, or ASV (Advanced Super View / Trademark by SHARP) LCD are recommended. OLED
`(Organic Light-Emitting Diode) display module is also recommended if the responding speed is fast enough. If
`the manufacturer wants to use bigger display than 3.5inch, 3D display, or Dual view module, the planner shall
`contact to JIL officers whether that concept will suit to JIL’s game platform. Generally speaking, 3D display
`needs specialized contents to show the maximum performance. And, an anomalous display sometimes causes a
`incident on user’s health. Manufacturer shall not be so impatient about launching their new technologies.
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`2.3.2. Image controller
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`The implementation of the functions to expand/rotate images is mandatory. But the hiring image controller as a
`special device is another issue. Only on the case 2.3.3, manufacture shall implement the image controller
`outside the GPU. If there appears the manufacture who want to implement the image controller outside GPU
`only for rotating phone’s home screen or movie player, JIL does not forbid it. But from the viewpoint of cost,
`JIL would suggest that function can easily be achieved by using GPU libraries.
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`2.3.3. Resolution
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`Basic resolution for games is HVGA (480x320). And 24bppp (RGB 8:8:8) is mandatory. Games for JIL Game
`Centric will be designed and developed for this specification.
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`Manufacturers that want to equip higher resolution display, even though games are developed on HVGA, they
`also take care of these restrictions.
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`1) Game shall be played in, what we call, “Full screen mode”. Therefore, if the handset has a VGA
`screen, the game screen shall be displayed with being expanded twice.
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`2) On the case of 1), the system will expand the final image of game screen for every frame. For the
`expansion, no harmful influence on the game play shall be allowed like timing delay, or quality
`down of the image. The harmful influence is described as follows:
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`① Frame rate down.
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`② Big change on aspect rate