AU731237B2 - A video gaming machine - Google Patents

A video gaming machine Download PDF

Info

Publication number
AU731237B2
AU731237B2 AU90536/98A AU9053698A AU731237B2 AU 731237 B2 AU731237 B2 AU 731237B2 AU 90536/98 A AU90536/98 A AU 90536/98A AU 9053698 A AU9053698 A AU 9053698A AU 731237 B2 AU731237 B2 AU 731237B2
Authority
AU
Australia
Prior art keywords
data
external secondary
game machine
memory
slots
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
AU90536/98A
Other versions
AU9053698A (en
Inventor
Tetsuya Hirano
Hisayuki Kunigita
Shinji Noda
Shinichi Okamoto
Teiji Yutaka
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sony Interactive Entertainment Inc
Original Assignee
Sony Computer Entertainment Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU20420/95A external-priority patent/AU698045B2/en
Application filed by Sony Computer Entertainment Inc filed Critical Sony Computer Entertainment Inc
Priority to AU90536/98A priority Critical patent/AU731237B2/en
Publication of AU9053698A publication Critical patent/AU9053698A/en
Assigned to SONY COMPUTER ENTERTAINMENT INC. reassignment SONY COMPUTER ENTERTAINMENT INC. Alteration of Name(s) of Applicant(s) under S113 Assignors: SONY CORPORATION
Application granted granted Critical
Publication of AU731237B2 publication Critical patent/AU731237B2/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Description

S F Ref: 304150D1
AUSTRALIA
PATENTS ACT 1990 COMPLETE SPECIRiCATION FOR A STANDARD PATENT
ORIGINAL
Name and Address of Applicant: Sony Corporation 1-35, Kitashinagawa- Tekye jAPAN c.~ 6-Cf ~eme -r 0 0 *00 0 0@ 6 *00 0 0
*OSS
OSO@
0e *0 0@ 0O 0@ es. S S S *5 0 *SS@0@ 0 0 *SSS0@ 6 0S *e 0
S
Actual Inventor(s): Address for Service: Invention Title: Tetsuya Hirano, Hlsayuki Kunigita, Shinichi Okamoto, Shinji Noda, Teiji Yutaka Spruson Ferguson, Patent Attorneys Level 33 St Martins Tower, 31 Market Street Sydney, New South Wales, 2000, Australia A Video Gaming Machine The following statement is a full description of this invention, including the best method of performing it known to me/us:- 5845 A VIDEO GAMING MACHINE BACKGROUND OF THE INVENTION FIELD OF THE INVENTION This invention relates to a video signal reproducing Sapparatus, and more particularly to a video game machine in which, for example, a game content stored in a CD-ROM is processed at operating devices while displaying the content on a display so as to perform the game.
DESCRIPTION OF THE RELATED
ART
Heretofore, there are video game machines in which a game content stored in a video recording medium such a CD-ROM or the like is processed with an operating device while being displayed on a TV set so as to perform the game. The main body of the game S machine in this kind of video game machine is normally connected to an operating device with a serial interface. A simple communication procedure is used for sending key switch information or the like which respond to an operation of users who operate the operating device in synchronization with a clock 00 0 which is sent from the main body of the video game machine to the 2o processor.
However, some of these kinds of video game are so constituted to record the state of the game in a recording device with respect to a game which has become so complicated that it takes a long time to complete the game. It is considered that 2rthe recording device or the like is connected to a serial interface to which the processor is connected. However, the game -2machine is constituted so that key switch information is fetched from the processor with a simple communication procedure. Thus connecting the recording device to the serial interface is impossible in practical terms. It has been impossible to read data from or write it into the recording device while playing the game at the same time.
Further, it is considered that the main body of the game machine is directly connected to the recording device with a memory signal line used in the recording device.
However, there arises a problem in that such a constitution will result in an increased number of connection signal lines of the recording device and the connection part will be complicated. In addition, due to such a connection method, it has been impossible to detach or attach the recording device with turning on the power supply of the main body of the game machine.
It is an object of the present invention to overcome or at least ameliorate one or more of the disadvantages of the prior art.
SUMMARY OF THE INVENTION Accordingly, the invention provides a video gaming machine comprising: a central processing unit connected to a main bus; a communication controller connected to the main bus; and .ooo.i a plurality of slots to which external secondary memories are respectively oo connectable, said slots being connected to the main bus via said communication 20 controller, wherein, when a size of data to be read or written exceeds a capacity of a signal external secondary memory, said central processing unit controls the slots via said communication controller to read or write the data over a required plural number of the external secondary memories.
[N:\LibE]01394:mxl At least in a preferred form, the invention provides a video signal reproducing apparatus which connects the main body of the video game machine, operating devices and the recording device with a simple structure and which is capable of recording the game data simultaneously when needed while operating the game.
In a preferred form, there is provided a video signal reproducing apparatus having a reproducing device of a video recording medium such as CD-ROM, for performing a game by an operation of one or more operating devices connected to a main body of a game machine provided with a first central processing unit, in which: the operating devices are also provided with respective central processing units; the main body of the game machine and the plurality of operating devices are interconnected with a serial interface; serial data is bidirectionally communicated between the main body of the game machine and the operating devices in accordance with a predetermined •communication procedure; the first central processing unit and at least one recording device having a memory are connected to the serial interfaces respectively corresponding to each of the plurality of operating devices; and the game machine is configured to •I •selectively write data to and read data from the recording devices in accordance with the predetermined communication procedure.
B.
[N:\LibE]01394:mxl -4- Preferably, the main body of the video game machine and a plurality of operating devices are connected with a serial interface to communicate serial data bidirectionally in accordance with a predetermined communication procedure. At the same time, a plurality of recording devices are connected to the serial interfaces respectively corresponding to a plurality of operating devices so that the game machine may write data to and read it from the recording devices in accordance with the predetermined communication procedure thereby connecting the main body of the video game machine, operating devices and recording devices with a simple structure to record the game data at the same time when needed while playing the game.
As described above, the main body of the video game machine is connected to a plurality of operating devices with a serial interface to communicate the serial data bidirectionally in accordance with a predetermined communication procedure. A corresponding plurality of recording devices are connected to serial interfaces .000* corresponding to the respective operating devices so that the main body of the game o 15 machine may write predetermined data to and read it from the recording devices in accordance with a communication procedure thereby realizing a video game machine *0*o that can connect the main body of the video game machine to the operating devices and woo* °o the recording devices with a simple structure to enable recording data during game operation.
S 20 In a preferred embodiment, game data can be secondarily memorized by the 9 external secondary memory means comprising a flash memory connected to the slot so that data can be stored semi-permanently.
9 0 o 00 9 Si 9' IN:\LibE)01394:SEC BRIEF DESCRIPTION OF THE DRAWINGS A preferred embodiment of the invention will now be described, by way of example only, with reference to the accompanying drawings, in which like features are designated by like reference numerals or characters.
In the accompanying drawings: Fig. 1 is a plan view showing an external appearance of a video game machine according to this invention; Figs. 2A and 2B are a side view and a front view showing an external appearance of the video game machine according to this invention; Fig. 3 is a block diagram showing an entire structure of the video game machine according to this invention; Fig. 4 is a block diagram showing a connection with the main body of the game machine, recording devices, and operating devices; Fig. 5 is a block diagram showing a structure o the operating device; 1* Fig. 5 is a block diagram showing a structure of the operating device; 15 Fig. 6 is a block diagram showing a structure of the recording device; a S *O O *OoS IN:\LibE101394:SEC Figs. 7A and 7B are timing charts explaining a communication procedure with the main body of the game machine, the recording device and the operating device; SFig. 8 is a timing chart explaining the rewriting of a screen and a communication timing; Fig. 9 is a block diagram showing a structure of a video game machine according to this invention; Fig. 10 is a flowchart showing a procedure in which the writing of data into a plurality of memory cards is controlled by 0iiii:i a host CPU on the side of the main body of the machine in the video game machine; and Fig. 11 is a flowchart showing a procedure in which the reading of data from a plurality of memory cards is controlled by the host CPU on the side of the main body of the machine in the video game machine.
DETAILED DESCRIPTION OF THE EMBODIMENT ~Preferred embodiments of this invention will be described
OS..
with reference to the accompanying drawings: Entire Structure of Video Game Machine Figs. i, 2A, and 2B show an external structure of a video game machine as a whole. An operating device 2 is connected to the main body 1 of the game machine via a connector 3. The main ooro S body 1 of the game machine incorporates a CD-ROM drive for reproducing a CD-ROM. On the upper surface of the CD-ROM drive, there provided a lid 4 of the CD-ROM drive, an open/close switch for opening and closing the lid 4, a power source 5B, a reset or the like.
The video game machine is constituted so that two operating devices 2 are connected to the main body 1 of the game machine respectively via a connector 3. For this purpose, on the front surface of the main body 1 thereof, connecting parts 6A and 6B are respectively arranged for use in the connector 3. Further, in the case of the main body 1 of the game machine, connecting parts 7A and 7B are arranged adjacent to the connecting parts 6A and 6B. By connecting the connecting parts 7A and 7B to recording devices 8, game data for each of the operating devices 2 are recorded at every occasion.
The main body 1 of the game machine described herein is constituted as shown 'in Fig. 3. CPU 11, DRAM 12, MDEC 13, GPU (Graphic Processing Unit) 14 and the like are respectively connected toi a system bus 10 comprising a 24-bit wide address and 32-bit wide data. Further, the GTE (Geometric Transfer Engine) 15 is DMA connected to the CPU 11.
Out of the components described above, the MDEC 13 is a .0 processor for reproducing a motion picture, the processor developing a motion picture read from the CD-ROM. Further, the GTE 15 is a processor exclusively used with graphics. The processor comprises a plurality of computing parts which performs parallel processing. The processor performs parallel processing 0 of coordinate transformation and rendering with respect to image data developed by the MDEC 13.
0O The GPU 14 is a processor exclusively used with graphics like GTE 15. On the basis of data that has been coordinate transformed and computed at the GTE 15, the GPU 14 contributes to -8actual depiction of images such as shading, texture mapping, and raster processing.
The resulting image data is sent to an expanding device 17-including an VDAC via a VRAM 16. The expanding device 17 expands the image data, and digital-to-analog converts the data, so that the resulting image signal is output as an RGB signal, and at the same time the resulting image signal is input to an NTSC encoder 18 to be output as an NTSC style video signal.
In addition, from a peripheral 19 connected to one end of a system bus 10, an I/O bus 20 is formed comprising a 24-bit wide address and a 16-bit wide data. To this I/O bus 20, a ROM 21 storing a boot program and an extended I/O interface 22 are connected. Further, to this I/O bus 20, a reproducing device in the form of a CD drive 23 is connected via a CD-DSP24 and a CD-ROM decoder To this CD-ROM decoder 25, an SRAM 26, a mechanical controller 27 are connected to send decoded image data to the I/O bus 20 and to send sound data to an SPU (Sound Processing Unit) 28. The SPU 28 is a processor for sound process. The S* 15 SPU 28 decodes the sound data decoded at the CD-ROM decoder 25 with the DRAM 29 connected so that the resulting sound data is D/A converted at a DAC 30 to be output as an audio output.
Further, in the case of the main body 1 of the game machine, the operating devices 2 and the recording device 8 are connected to a serial I/O interface (SIO) 31 20 connected to the peripheral 19. This allows the game manipulation input by the operating devices 2 to be incorporated into the main body 1 of the game machine. At the same time, the game data comprising the content [N:\LibE]01394:SEC in the process of the game for each of the operating devices 2 is recorded to the recording device 8 when needed.
Video Game Machine According to the Embodiment In this embodiment, as described in Fig. 3, a plurality of 6 operating devices 2 and a plurality of recording devices 8 are connected to the serial I/O interface 31 of the main body 1 of the game machine, so that data can be bidirectionally sent in accordance with a predetermined communication procedure. In S actuality, the main body 1 of the game machine, operating devices i02A and 2B and recording devices 8A and 8B are connected as shown in Fig. 4. In this embodiment, two systems A and B operating devices, that is, 2A and 2B, and recording devices 8A and 8B are connected to the main body 1 of the game machine.
The main body 1 of the game machine is connected to the .1 operating devices 2 and the recording devices 8 with a data transmission signal line TXD for sending data respectively to the S operating devices 2 and the recording devices 8, a data ro transmission signal line RXD for sending data from the operating devices 2 and the recording devices 8 to the main body 1 of the game machine, a serial synchronization clock signal line SCK for .9 extracting data from the data transmission signal lines RXD and TXD, and a control line DTR for establishing and interrupting communication by selecting two systems A and B, and a flowcontrol line DSR for transmitting a large size of data.
*0 Out of the lines, data transmission signal lines TXD, RXD and a flow-control line DSR are connected in parallel from the main body 1 of the game machine to the operating devices 2A and 2B and the recording devices 8A and 8B respectively. Further, since the two systems A and B are connected to the control line DTR, a control-line DTRA is connected to the operating device 2A and the recording device 8A of the system A from the main body 1 A of the game machine while a control line DTRB is connected to the operating device 2B and the recording device 8B of the system B.
As shown in Fig. 5, the operating devices 2 incorporate a serial I/O interface (SIO) for serial communication with the main body 1 of the game machine and a parallel I/O interface (PIO) for o1 inputting switch information. The operating devices 2 are composed of a one-chip microprocessor comprising a CPU, a RAM and a ROM, and a plurality of switches SW for inputting operation.
This one-chip microprocessor controls the communication procedure.
'S As shown in Fig. 6, the recording devices 8 incorporates a serial I/O interface (SIO) for serial communication with the main 4.
body 1 of the game machine, and a parallel I/O interface (PIO) 0*ee for inputting data into and outputting data from a memory MEM a (for example composed of flash memory) in which data is to be actually memorized. The recording devices 8 are composed of a one-chip microprocessor comprising a CPU, a RAM and a ROM, and a memory MEM. Also in the recording devices 8, the one-chip microprocessor controls the communication procedure.
*0@U*S Here Figs. 7A and 7B show a communication procedure in which the main body 1 of the game machine communicates with operating devices 2A and 2B and recording devices 8A and 8B. Fig. 7A shows a procedure in which the main body 1 of the game machine communicates with the operating device 2A of the system A to incorporate, for example, operating data of the game. In this case, the main body 1 of the game machine outputs selection data to the control line DTRA at the outset. As a result, it is 6 confirmed that the operating device 2A and the recording device 8A of the system A are selected by the control line DTRA to produce a state of waiting for the succeeding receipt of TXD.
At this time, the operating device 2B and the recording device 8B of the system B maintain a state of no response to the o data sent through the data transmission signal line TXD because the control line DTRB does not change., Subsequently, the main body 1 of the game machine sends to the data transmission signal line TXD an identification code designating the operating device with one byte. This allows the operating device 2A and the l recording device 8A of the system A to receive this *g identification code' from the signal line TXD.
As a result, the operating device 2A initiates communicat±on w- th the main body 1 of the game machine thereafter as soon as the identification code designates the operating device. On the other hand, the recording device 8A assumes a state of no response to data sent through the data transmission signal line TXD as soon as the identification code designates the operating device.
S
This allows the main body 1 of the game machine to transmit 'Z~control data or the like of the operating device 2A through the data transmission signal line TXD to the operating device 2A. On the other hand, this allows the operating device 2A to transmit game operation data or the like to the main body 1 of the g-ame machine through the data transmission signal line RXD. In this manner, serial data communication is executed between the main body 1 of the game machine and the operating device 2A. The communication between the main body 1 of the game machine and the operating device 2A terminates when the main body 1 of the game machine outputs selection interruption data through the control line DTRA.
In addition, Fig. 7B shows a procedure in which the main body 1 of the game machine communicates with the recording device 8B of the system B to record, for example, game process data or the like into the recording device 8B. In this case, the main body 1 of the game machine outputs selection data to the c :ntrol line DTRB at the outset. As a result, it is confirmed that the operating device 2B and the recording device 8B of the system B are selected by the control line DTRB to produce a state of waiting for the succeeding receipt at the TXD.
o. At this time, the operating device 2A and the recording 00* device 8A of the system A maintain a state of no response to data sent through the data transmission signal line TXD because the Ao control line DTRA does not change. Subsequently, the main body 1 of the game machine sends an identification code designating the recording device with 1 byte to the data transmission signal line TXD. This allows the operating device 2B and the recording device 8B of the system B to receive this identification code 4from the signal line TXD.
As a result, the recording device 2B initiates communication with the main body 1 of the game machine thereafter as soon as the identification code designates the recording device. On the other hand, the operating device 2B assumes a state of no response to data successively sent through the data transmission Ssignal line TXD as soon as the identification code designate the 6 recording device.
This allows the main body 1 of the game machine to send game process data or the like to the recording device 8B. through the data transmission signal line TXD. This then allows the process data to be recorded into the memory MEM of the recording device 1 08B. On the other hand, for example, record confirmation data or the like is sent to the main body 1 of the game machine through the data transmission signal line RXD from the recording device 8B.
In this manner, serial data communication is executed Sbetween the main body 1 of the game machine and the recording device 8B. This data communication between the main body 1 of the game machine and the recording device 8B also terminates when the main body 1 of the game machine outputs selection es..
Sinterruption data through the control line DTRB. In this manner, 2O a serial data communication is executed with a few signal lines and a simple signal connection between the main body 1 of the OG• game machine, operating devices 2A and 2B and recording devices 8A and 8B of the two systems by executing communication procedure o oo
G
using a serial interface.
SHere, in the case of the video game machine according to the S embodiment, the serial data communication between the main body 1 of the game machine, operating devices 2A and 2B, and recording devices 8A and 8B of the two systems is controlled, for example, in accordance with the screen rewriting timing as shown in Fig.
8. The main body 1 of the game machine normally communicates with the operating device 2A of the system A and the operating Sdevice 2B of the system B at timings AO and BO following the 6 screen rewriting timing (in Fig. 8, a vertical synchronization signal VSYNC designates the screen rewriting timing) thereby respectively providing switch information such as switching operation or the like.
Here, if it is necessary to write data into and read it from the recording device 8A of the system A, communication is executed with the recording device 8A of the system A at a successive timing C. At the same time, when it is necessary to write data into and read it from the recording device 8B of the system B, continuation of succeeding communication will result in 1?the surpass of the following screen rewriting timing.
*000 V'0 Consequently, in this case communication with the recording device 8B of the system B is executed at a timing D after the termination of the communication with the operating devices 2A 0OaS 0 and 2B of the systems A and B at timings Al and B1 following the screen rewriting timing.
*b a In this manner, priority is given to communication between bt 0 the main body 1 of the game machine that must observe the timing without fail and the operating devices 2A and 2B by controlling ee eo othe timing of the serial communication, so that a large size of 9 record data such as game process data in the midst of the game or 0 the like is communicated. Thus, data is input to the main body 1 of the game machine from operating devices 2A and 2B while at the same time serial communication can be effectively executed without interruption of the receipt of the operation data from the operating devices 2A and 2B by selecting either the recording device 8A or the recording device 8B that can communicate in an Sinterval of the input of data.
In accordance with the aforementioned structure, the main body 1 of the game machine is connected to the operating devices 2A and 2B with a serial interface so that serial data is bidirectionally communicated in accordance with a predetermined /o communication procedure, while at the same time, the recording devices 8A and 8B are connected to the serial interface respectively corresponding to the operating devices 2A and 2B and the main body 1 of the game machine reads predetermined data from or writes it into the recording devices 8A and 8B in accordance Swith the communication procedure, thereby realizing the video game machine that can connect the main body 1 of the game machine thereof to the operating devices 2A and 2B and recording devices 3 •.8A and 8B with a simple structure to enable recording data during *ue.
game operation.
2o Further, in accordance with the aforementioned structure, *the recording devices can be connected to the video game machine S with a simple connection with a few signal lines by connecting 00 the recording devices 8A and 8B to a serial interface which n Sconnects the operating devices 2A and 2B to the main body 1 of *600.9 .2the game machine. Further, since the number of connection line S is small, and the connection line is independent of the signal line of the memory MEM used in the recording devices 8A and 8B, the recording devices 8A and 8B can be attached or detached when needed with the power source at the main body 1 of the game machine being turned on which leads to an improvement of the usage of the machine by users.
Further, in accordance with the aforementioned structure, the recording devices 8A and 8B with long communication data and the operating devices 2A and 2B with short communication data can occupy the serial interface so as to be efficiently used in communication for required time by rendering variable the length of communication data with each of the operating devices 2A and o 2B, recording devices 8A and 8B and the main body 1 of the game machine simultaneously connected to each other.
Other Embodiment In the aforementioned embodiment, two operating devices are connected to the main body of the game machine, and two recording devices are connected to each other corresponding to respective operating devices. However, the number of the operating devices are not only limited to two, but three or more operating devices 0* S can be connected. The recording device can be connected corresponding to respective operating devices.
Further, in the aforementioned embodiment, a control line S for selection for each of the system is provided as the communication procedure. However, the same advantage as that of the aforementioned embodiment can be realized when only corresponding operating device or recording device is allowed to communicate with the main body of the video game machine by adding peculiar identification code respectively to a plurality of operating devices and a plurality of recording devices as transmission data instead of using a control line in the aforementioned embodiment.
Further, other embodiment of a video game machine according 6 to this invention will be explained in detail by referring to the drawings. The video game machine according to this invention is constituted, for example, as shown in Fig. 9.
With this video game machine, a game is played in accordance with an instruction from users, for example, by reading and (0O executing a game program memorized in an auxiliary memory means such as optical disk. As shown in Fig. 9, the video game machine provides a control system 50 composed of a central processing unit (CPU) 51 and a peripheral -thereof, a graphic system composed of a graphic processing unit (GPU) 62 for depicting L1;images into a frame buffer 63, a sound system 70 composed of a sound processing unit (SPU) 71 or the like for generating music 4.g.
3 0 Ssounds, effect sounds or the like, an optical disk controller &0 e 0 for controlling the optical disks which constitute an auxiliary memory means, a communication controller 90 for controlling the -Oinput of an instruction from a controller for inputting an instruction from users and the input and output from the auxiliary memory for memorizing the setting of games or the like, and a bus 100 to which the control system 50 through the eeJe• Scommunication controller 90 are connected.
O OJ The control system 50 provides a CPU 51, a peripheral device controller 52 for controlling an interruption and the transmission of a dynamic memory access (DMA), a main memory 53 comprising a random access memory (RAM), and a read only memory (ROM) 54 storing a program such as an operating system for controlling the main memory 53, the graphic system 60, the sound system 70 or the like. The CPU-51 controls the whole machine by executing the operating system memorized in the ROM 54. The CPU 51 comprises 32-bit long RISC CPU.
Then, the video game machine is constituted so that when the power is turned on, the CPU 51 in the control system 50 controls the graphic system 60, the sound system 70 or the like by executing the operating system stored in the ROM 54. When the SIOoperating system is executed, the CPU 51 initializes the whole machine such as confirmation of the operation followed by controlling the opticaldisk controller 80 to execute the program such as games or the like stored in the optical disk. The CPU 51 controls the graphic system 60, the sound system 70 or the like in response to the input from users by executing the program such Sr. 'as games or the like to control the display of images, effect sounds, and the generation of music sounds.
In addition, the graphic system 60 provides a geometry transfer engine (GTE) 61, a GPU 62 for depicting an image in *i accordance with an depiction instruction from the CPU 51, a frame Sbuffer 63 for memorizing an image depicted by the GPU 62, and an image decoder 64 for decoding image data compressed and encoded by an orthogonal conversion such as discrete cosine conversion or :..the like.
The GTE 61 provides a parallel arithmetic mechanism for executing a plurality of operations in parallel to execute coordinate conversion, light source calculation, matrix or vector calculations at high speed in response to an arithmetic request from the CPU 51. Specifically, this GTE 61 is constituted so that coordinate calculation is performed with respect to a maximum of 1.5 million polygon per second in the case of flat Sshading for depicting, for example, a triangle-shaped polygon in the same color. This enables the video game machine to alleviate the load of the CPU 51 while performing a high-speed coordinate calculation.
In addition, the GPU 62 depicts polygons or the like onto 1e the frame buffer 63 in accordance with a depiction instruction from the CPU 51. This GPU 62 can depict about 0.36 million polygons at maximum per second. Further, the frame buffer 63 comprises a dual port RAM. The frame buffer 63 is capable of depicting images from the GPU 62, transmitting data from the main .:69 memory, and reading data for the display at the same time. The @0 @0 o oo S frame buffer 63 has a capacity of 1M byte. Then the frame buffer is treated as a 16 bit-long 1024 (horizontal) x 512 (vertical).
0000 pixels matrix.
Further, this frame buffer 63 is provided with a CLUT area memorizing a color lock up table (CLUT) to which the GPU 62 refers to in depicting polygons or the like, and a texture area memorizing a material (texture) to be inserted (mapped) into ooeoo S polygons or the like depicted by the GPU 62 through coordinate conversion at the time of image depiction in addition to a display area to be output as a video output. The CLUT area and the texture area is dynamically changed in accordance with the conversion of the display area.
Incidentally, the GPU 62 is capable of glow shading for determining a color in the polygon with compensation from the color of the tip of the polygon, and texture mapping for sticking a texture memorized in the texture area onto the polygon in
'I
addition to the flat shading. In the glow shading or texture Cmapping, the GTE 61 can calculate the coordinate of 0.5 million polygons at maximum per second.
Further, the image decoder 64 decodes an image data of a static image or a motion image stored in the main memory 53 by the control from the CPU 51 to memorize the image data in the to main memory 53. Further, this reproduced image data can be memorized in the frame buffer 63 through the GPU 62 to be used as a background of the image depicted by the GPU 62.
The sound system 70 provides an SPU 71 for generating music sounds, effect sounds or the like based on an instruction from ooo :'.'Zthe CPU 51, a sound buffer 72 in which waveform data or the like 0 is recorded by the SPU 71, and a speaker 73 for outputting music o sounds, effect sounds or the like generated by the SPU 71.
See.
S 0 :04 The SPU 71 provides an ADPCM decoding function for reproducing sound data obtained by subjecting 16-bit long sound S.'.aOdata to adaptive differential PCM as a 4-bit long differential S signal, a reproduction function for generating effect sounds or the like by reproducing waveform data memorized in the sound buffer 72, and a modulation function or the like for modulating and reproducing waveform data memorized in the sound buffer 72.
By providing these functions, the sound system 70 can be used as sampling sound source for generating music sounds, effect sounds or the like based on waveform data memorized in the sound buffer 72 based on an instruction from the CPU 51.
The optical disk controller 80 provides an optical disk device 81 for reproducing programs, data or the like recorded on optical disks, a decoder 82 for decoding, for example, program 6 recorded with addition of error correction code (ECC), data or the like, and a buffer 83 for heightening the speed of the reading data from the optical disk by temporarily memorizing reproduced data from the optical disk device 81.
Sound data recorded on an optical disk reproduced by the i0 optical disk device 81 includes PCM data obtained by analog-todigital converting a sound signal in addition to the ADPCM data.
Sound data recorded by representing a differential portion of, for example, 16-bit digital data with 4-bit as ADPCM data is decoded by a decoder 82 followed by being supplied to the SPU 71 and being subjected to digital-to-analog conversion or the like with the SPU 71. After that the sound data is used for driving 55 the speaker 73.
Further, sound data recorded as, for example, 16-bit long digital data as PCM data is decoded by a decoder 82 followed by .2o being used for driving the speaker 73.
In addition, the communication controller 90 provides a communication controller 91 for controlling the communication with the CPU 51 via a bus 100, and a slot 93 to which the controller 92 is connected for inputting an instruction from S* \.users and two card connectors 95A and 95B to which two memory cards 94A and 94B are connected as external secondary memory means for secondarily memorizing set data of games or the like, are provided on the aforementioned communication controller 91.
The controller 92 connected to the slot 93 has, for example, z 16 instruction keys for inputting an instruction from users to transmit the state of this instruction key in accordance with an instruction from the communication controller 91 by synchronization communication to the communication controller 91 about sixty times per second. Then the communication controller 91 transmits the state of the instruction key at the controller 92 to the CPU 51.
This allows the instruction from users to be input to the CPU 51, and the CPU 51 performs a process in accordance with the instruction from users based on the game programs or the like which is performed.
Here, it is necessary to transmit a large size of image data at high speed in reading programs, displaying, and depicting images between the main memory 53, the GPU 62, the image decoder 64, and the decoder 82. Then, in the video game machine, DMA transmission can be executed to enable direct data transmission Oe between the main memory 53, the GPU 62, the image decoder 64, and the decoder 82 or the like by the control from the peripheral 30 device controller 52 without the intervention of the CPU 51 as mentioned above. This allows alleviation of the load of the CPU 51 by data transmission to enable high speed data transmission.
.In addition, the CPU 51 transmits data to be memorized to the communication controller 91 when the set data or the like of *S the executed game needs to be memorized. The communication controller 91 memorizes data from the CPU 51 to the memory card 94A or the memory card 94B connected to the card connector 95A or the card connector slot.
Here, the communication controller 91 incorporates a protective circuit for preventing an electric breakage. The memory cards 94A and 94B are separated from the bus 100 so that 6 they can be attached to and detached from the machine with the power on. Consequently, when the memory capacity is insufficient, a new memory card can be attached without shutting off the power source of the machine. Thus the game data that should be backed up will never be lost. A new memory card can be o attached to write new data into a new memory card.
In addition, as shown in Fig. 6, each of the memory cards 94A and 94B comprises a flash memory MEM which can be accessed at random and which does not require a back up power source. Then each of the memory cards 94A and 94B incorporates a microcomputer iMPU having a serial I/O interface (SIO) connected to control SO 00 9 6 e lines DTX and DTR through a card connector, data transmission signal lines RXD and TXD, and serial clocking signal line SCK,* ooo0 and a parallel I/O interface (PIO) connected to an address line (ADDRESS) of the flash memory MEM, data line (DATA), and control line (CONTROL). When the memory cards 94A and 94B are connected to the card connector 95A or the card connector 95B, power can be supplied to the microcomputer MPU from the whole machine through re e the card connectors.
ooo Here, the memory cards 94A and 94B are recognized as a file 0 device identified as a double-digit hexadecimal number designating a port and a card connector from the application. In addition, each of this memory cards 94A and 94B is provided with an automatic initialization function at the time of the file opening. Then, in the microcomputer MPU, the memory cards 94A and 94B are connected to the card connector 95A or the card connector 95B so that the inside state is set to a state of no communication, at the time of the start of power supply from the machine, followed by accepting communication through the communication controller 91.
Then, the CPU 51 on the side of the machine tests the inside state of the microcomputer MPU incorporated in the memory cards 94A and 94B connected to the card connectors 95A and 95B, based (oon a field representing the inside state in a response packet for confirming a connection from the card to the host in the communication protocol, so that communication to the newly connected memory cards 94A and 94B is identified in the case of Sno communication in the microcomputer. And then, the structure S'.'of the file control data of the memory cards 94A and 95B newly connected, for example such as a file name, a file size, a slot O e* •number, a status or the like, is read.
Such a communication protocol allows communication corresponding to the dynamic attachment and detachment of the memory cards 94A and 94B. This allows the two memory cards 94A and 94B to memorize the set state of the game or the like. In addition, the two memory cards 94A and 94B allow direct copying of data and each kind of data can be taken in from the two memory cards 94A and 94B to the machine at the same time.
Furthermore, the CPU 51 on the side of the machine controls the data writing into a plurality of memory cards connected to the card connector 95A or the card connector 95B for example in accordance with a procedure shown in the flowchart of Fig. In other words, in writing data extending over a plurality of memory cards, an offset designating an order of memory cards is set to at step SP1 followed by calculating the total number of memory cards required from the size of the data to be saved or the quantity of data at step SP2.
Then, at step SP3, it is judged whether an unused memory card, or a memory card vacant in the total memory block is attached in the 0-th card slot assigned to the card connector 1c95A. When the result of the judgment is or no unused memory card is inserted into the 0-th card slot, the process proceeds to step SP4. On the other hand, when the result is "YES", or when an unused memory card is inserted into the O-th card slot, the process proceeds to step SP6.
At the step SP4, it is judged whether an unused memory card, or memory card vacant in the total memory block is inserted into 0 the first card slot assigned to the card connector 95B. If the result of the judgment is or no unused card is inserted into the first card slot, the process proceeds to step SP5. On .,0Othe other hand, when the result is "YES", or an unused memory card is inserted into the first card slot, the process proceeds to step SP7.
At step SP5, a message "insert an unused memory card" is •0•0o2 displayed to notify users of the necessity of inserting the OS *0 o* o• unused memory card into the 0-th or the first memory card slot, and the process returns to the step SP3.
Then, at step SP6, the 0-th card slot in which the unused memory card is inserted is selected to designate it as a slot in which the data is to be written. Then the process proceeds to step SP8.
Further, at the step SP7, the first card slot in which the unused memory card is inserted is selected to designate it as a t slot in which data is to be written. Then, the process proceeds to step SP8. Then, at the step SP8, the name, the offset, and the total number of the cards are recorded on the head area of the file. This allows designation of a memory card in which data is written.
0o At the succeeding step SP9, data is written, and the pointer on the main memory 53 is changed to the writing front. At the succeeding step SP10, offset is incremented. Then, at the succeeding step SP11, judgment is made as to whether the all writing is completed or not. If the result of the judgment at step SP11 is or data to be written is present, the process returns to the step SP3, where data writing control continues.
If the result of the judgment is "YES", or no data to be written
S*
is present, the data writing control is completed.
Further, the CPU 51 of the machine controls data reading *30 from a plurality of memory cards connected to the card connector 95A or card connector 95B in accordance with a procedure shown in :a flowchart in Fig. 11. Namely, when data is read which extends over a plurality of memory cards, the offset designating an order of the memory cards is set to at the outset at step SP21.
Then, at step SP22, the total number of memory card required is calculated from the size of the data to be loaded namely the data quantity.
Then at step SP23, judgement is made as to whether an object memory card is inserted into the O-th card slot assigned to the card connector 95A in which file data to be loaded is written.
If the result of the judgment at step SP23 is or no object Smemory card is inserted into the O-th card slot, the process proceeds to step SP24. If the result of the judgment is "YES", namely an object memory card is inserted into the 0-th card slot, the process returns to step SP16.
At the step SP24, judgment is made as to whether an object S1 memory card is inserted into the first card slot assigned to the card connector 95B in which file data to be loaded is written.
If the result of the judgment at step SP24 is or no object memory card is inserted into the first card slot, the process proceeds to step SP25. If the result of the judgment is "YES", or an object memory card is inserted into the first card slot, the process proceeds to step SP27.
Incidentally, the result of the judgement at the step SP23 and SP24 is processed by detecting an agreement of offset recorded in the head area of the file. Then, at the step SP25, a ZO message "insert a memory card with the offset number" is displayed to notify users of the necessity of inserting the .0 object memory card into the O-th or the first card slot. Then, Sthe process returns to step SP23.
At the step SP6, the O-th card slot is selected in which the S*C- object memory card is inserted to designate it as a slot in which data is read. Then the process proceeds to step SP28. Further, at the step S27, the first card slot is selected in which the object memory card is inserted to designate it as a slot in which data is read. Then, the process proceeds to step SP28.
Then, at step SP28, data is read, the pointer on the main memory 53 is changed to the head of the next reading. At the succeeding step SP29, the offset is incremented. Then, at the next step SP30, judgment is made as to whether all the reading is completed. If the result of the judgment is or data to be read is present, the process returns to the step SP23 to continue the control of data reading. On the other hand, the result of the judgment is "YES", or there is no data to be read, the IOcontrol of data reading is completed.
Thus, in the video game machine according to this invention, a plurality of card slots to which memory cards are connected as external secondary memory means are independently controlled by the host CPU 51 via the communication controller 91 connected to 'S 7 the main bus 100 to control the reading and/or writing of data extending over a plurality of memory cards, so that a plurality of small volume memory cards can be used as a large volume C external secondary memory means, thereby enabling backing up game software or the like having a large data quantity extending over a plurality of memory cards.
In addition, since each of the memory cards 94A and 94B comprise a flash memory which can be accessed at random and which does not require a back-up power source, data can be stored semipermanently. Incidentally, the video game machine provides a 9parallel input/output port 101 connected to the bus 100 and a serial I/O port 102. Thus, the video game machine can be connected to the peripherals via the parallel I/O port 101, and 29the machine can communicate with other video game machines via the serial I/O port -102.
The following documents are incorporated herein by reference: EP 632407, published 4 January, 1995; s EP 649118, published 19 April, 1995; and AU 20218/95, published 7 December 1995.
Although the invention has been described with reference to a particular example, it will be apparent to those skilled in the art that the invention may be embodied in many other forms.
*C a
C
C
0 IN:\LibEl01394:SEC

Claims (4)

1. A video gaming machine comprising: a central processing unit connected to a main bus; a communication controller connected to the main bus; and a plurality of slots to which external secondary memories are respectively connectable, said slots being connected to the main bus via said communication controller, wherein, when a size of data to be read or written exceeds a capacity of a signal external secondary memory, said central processing unit controls the slots via said communication controller to read or write the data over a required plural number of the external secondary memories. oooe S2. The video gaming machine according to claim 1, wherein said central processing unit judges, prior to a data writing operation, whether an unused external secondary memory is connected to any one of the slots and designates a slot judged to i have the unused external secondary memory as a slot through which a portion of the data is to be transferred to said unused external secondary memory. The video gaming machine according to claim 2, wherein if said central 20 processing unit judges that no unused external secondary memory is connected to any one of the slots, then the machine prompts a user to insert an unused external secondary memory into one of the slots.
4. The video gaming machine according to claim 1, wherein said central processing unit judges, prior to a data reading operation, whether an external secondary memory storing a required portion of the data to be read is connected to any one of the slots and designates a slot judged to have such an external secondary memory as a slot [N:\LibE]01394:mxl -31 through which said required portion of the data is read from said such an external secondary memory. The video gaming machine according to claim 4, wherein if said central processing unit judges that no such external secondary memory is connected to any one of the slots, then the machine prompts a user to insert said such an external secondary memory into one of the slots.
6. The video gaming machine according to claim 1, wherein a memory card incorporating a flash memory is used as each of said external secondary memories.
7. A video gaming machine being substantially as herein described with reference to any one of the embodiments of the invention is shown in the accompanying drawings. DATED this eighth Day of January, 2001 Sony Corporation Patent Attorneys for the Applicant SPRUSON FERGUSON [N:\LibE]01394:mi
AU90536/98A 1994-06-01 1998-11-03 A video gaming machine Ceased AU731237B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU90536/98A AU731237B2 (en) 1994-06-01 1998-11-03 A video gaming machine

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP6-142454 1994-06-01
AU20420/95A AU698045B2 (en) 1994-06-01 1995-05-31 Video signal reproducing apparatus
AU90536/98A AU731237B2 (en) 1994-06-01 1998-11-03 A video gaming machine

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
AU20420/95A Division AU698045B2 (en) 1994-06-01 1995-05-31 Video signal reproducing apparatus

Publications (2)

Publication Number Publication Date
AU9053698A AU9053698A (en) 1999-01-14
AU731237B2 true AU731237B2 (en) 2001-03-29

Family

ID=3709744

Family Applications (1)

Application Number Title Priority Date Filing Date
AU90536/98A Ceased AU731237B2 (en) 1994-06-01 1998-11-03 A video gaming machine

Country Status (1)

Country Link
AU (1) AU731237B2 (en)

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4922420A (en) * 1986-07-23 1990-05-01 Nintendo Company Limited Video game software selection data processing system
US5261820A (en) * 1990-12-21 1993-11-16 Dynamix, Inc. Computer simulation playback method and simulation
AU2021895A (en) * 1994-05-27 1995-12-07 Sony Corporation Game machine apparatus

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4922420A (en) * 1986-07-23 1990-05-01 Nintendo Company Limited Video game software selection data processing system
US5261820A (en) * 1990-12-21 1993-11-16 Dynamix, Inc. Computer simulation playback method and simulation
AU2021895A (en) * 1994-05-27 1995-12-07 Sony Corporation Game machine apparatus

Also Published As

Publication number Publication date
AU9053698A (en) 1999-01-14

Similar Documents

Publication Publication Date Title
EP0810016B1 (en) Video game device
US8187099B2 (en) Game method and apparatus for enabling a video game system console to execute video game programs originally written for execution on architecturally different video game platforms
US6743103B2 (en) Memory card device, video game apparatus, and program providing medium
US7155604B2 (en) Game system having selectable startup display image wherein system processor selects between internal display image or display image from external memory card
JP2000181876A (en) Information adding method, information addition system and recording medium
JP3468786B2 (en) Information processing apparatus and information processing method using optical storage medium
JP2001079262A (en) Information processing device, entertainment device, start image display method and information recording medium
US6322450B1 (en) Entertainment system with transferable calculator program
AU731237B2 (en) A video gaming machine
NZ500070A (en) Portable microcomputer module, plugs into games controller
AU713084B2 (en) A method for writing data in a video game machine
JP3198022B2 (en) Video game equipment
JPH117504A (en) Memory card device and video game device
JP3342866B2 (en) External secondary storage device for video game device
CA2329066A1 (en) Optical recording medium and entertainment system that employs it
JP2002078964A (en) Entertainment device, command input acceptance method and command display method
JP2001282466A (en) Video game device
MXPA00002991A (en) Method of ink-jet recording with two fluids
MXPA99000021A (en) Memory card device, video gate device and program providing medium
MXPA99009178A (en) Method of and system to add information and regis register

Legal Events

Date Code Title Description
PC1 Assignment before grant (sect. 113)

Owner name: SONY COMPUTER ENTERTAINMENT INC.

Free format text: THE FORMER OWNER WAS: SONY CORPORATION

FGA Letters patent sealed or granted (standard patent)