CN1874828A - Game system - Google Patents

Game system Download PDF

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Publication number
CN1874828A
CN1874828A CN 200480032001 CN200480032001A CN1874828A CN 1874828 A CN1874828 A CN 1874828A CN 200480032001 CN200480032001 CN 200480032001 CN 200480032001 A CN200480032001 A CN 200480032001A CN 1874828 A CN1874828 A CN 1874828A
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China
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game
unit
step
character
program
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CN 200480032001
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Chinese (zh)
Inventor
布田裕一
大森基司
中野稔久
横田薰
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松下电器产业株式会社
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Publication of CN1874828A publication Critical patent/CN1874828A/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/201Playing authorisation given at platform level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/401Secure communication, e.g. using encryption or authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Abstract

Provided is a game system in which a plurality of game execution apparatuses, having internal structures different from each other, are capable of proceeding with a game while sharing characteristics of a character appearing in the game. A stationary game apparatus 100 obtains character data from a server apparatus 600, and writes the character data to a memory card 300. The stationary game apparatus 100 executes a stationary game software program stored in a DVD 500, using the character data stored in the memory card 300. A portable game apparatus 200 executes a portable game software program stored in a cartridge 400, using the character data stored in the memory card 300.

Description

游戏系统 Game system

技术领域 FIELD

本发明涉及一种按照其中描述了游戏过程等的计算机程序来进行游戏的计算机游戏处理技术。 The present invention relates to a method according to which the described game like a computer program for a computer game processing of the game.

背景技术 Background technique

近来,随着计算机技术的发展,配备有高性能处理能力的固定式游戏设备和小型且易于携带的便携式游戏设备已被开发,并且现在在商业上可得到。 Recently, with the development of computer technology, equipped with high-performance processing power stationary game consoles and small and easy to carry portable gaming devices have been developed and are now available commercially.

这些游戏设备按照其中描述了游戏过程等的计算机程序进行操作,以便进行游戏。 The game apparatus according to which describes the course of the game, etc. The computer program operates, for the game. 一种被称为“角色”的虚拟对象出现在由游戏设备进行的游戏中。 The virtual object is called a "cast of characters" in the game by the game device. 角色的行动可以由用户随意控制。 The role of activities can be controlled by the user. 随着游戏的进行,角色具有既能增加、也能减少的各种虚拟能力。 As the game progresses, the role has not only increased, but also to reduce the variety of virtual capacity. 另外,随着游戏的进行,角色形状可以以各种方式改变。 In addition, as the game progresses, the role of shape can be changed in various ways.

当用户暂停进行中的游戏时,游戏设备存储诸如能力和形状这样的角色特征、以及指示游戏暂停时间的信息。 When the user pauses for the game, the game device stores information such as ability and shape characteristics of the role of such, indicating pause game information on a time. 当用户恢复游戏时,游戏设备读取所存储的诸如能力和形状这样的角色特征、以及指示游戏暂停时间的信息,以便通过增加具有和以前一样的能力和形状的角色,来进行游戏。 When user restores the game character features such as capacity and shape of such a game apparatus reads the stored, indicating pause game information on the time, so as to have the same as before the character ability and shape by adding, to the game.

固定式和便携式游戏设备通过不同介质而拥有计算机程序。 Fixed and portable gaming devices with a computer program through different media. 例如,对于固定式游戏设备,以存储在光盘等中的形式来提供计算机程序。 For example, for a stationary game apparatus, to be stored in the form of an optical disc to provide a computer program. 而对于便携式游戏设备,以存储在专用卡带中的形式来提供计算机程序。 For a portable game device, as stored in a dedicated cassette is to provide a computer program. 因此,有个问题是,不能把存储用于固定式设备的计算机程序的光盘加载到便携式设备上,相反,不能把用于存储便携式设备的计算机程序的专用卡带加载到固定式设备上。 Thus, there is a problem, not the optical disc is loaded computer program stored therein for fixing the devices to the portable device, the contrary, can not dedicated cassette for a computer program stored in the portable device is loaded onto the fixed equipment.

另外,在固定式游戏设备和便携式游戏设备之间有许多规范差异,如在所采用的系统体系结构、所安装的处理器的类型和数目、以及屏幕显示能力中的差异。 Further, there are many standardized difference between a stationary game apparatus and a portable game device, as in the system architecture employed, the type and number of installed processor, and a screen Differences in the display. 换句话说,用于固定式设备的计算机程序并不是被设计成照原样在便携式设备中执行,相反,用于便携式设备的计算机程序并不是被设计成照原样在固定式设备中执行。 In other words, a computer program for stationary equipment not designed to be as it is performed in a portable device, on the contrary, a computer program for a portable device is not designed to be as it is performed in a stationary device.

在非专利参考文献1中,利用一种专用适配器,来把存储用于便携式游戏设备的游戏软件程序的专用卡带加载到固定式游戏设备上,使得固定式游戏设备能够执行该游戏软件程序。 Special cassette in Non-Patent Reference 1, the use of a special adapter to the store for a portable game device game software program loaded onto the stationary game apparatus, so that the stationary game apparatus capable of executing the game software program. 因此,即使在固定式游戏设备上,用户也能够享受为便携式游戏设备而制作的游戏。 Therefore, even in the stationary gaming device, the user can enjoy portable gaming device and make the game.

(非专利参考文献1)http://www.nintendo.co.jp/ngc/acce/gbplayer(非专利参考文献2)Practical computer graphics(实用计算机图形学)(David F.Rogers,November 15,1996,Nikkan Kogyo Shinbun Co.)(非专利参考文献3)“To be a game programmer”IBM PC/AT compatible apparatus(“成为游戏编程者”IBM PC/AT兼容设备)(Yamazaki Yoshinori,February 1,1998,CQ Publishing company)(本发明要解决的问题)然而,根据非专利参考文献1中所披露的技术,虽然固定式游戏设备能够执行为便携式游戏设备而制作的游戏软件程序,但是不可能固定式和便携式游戏设备之一进行游戏,然后在游戏被暂停之后,另一游戏设备以完全相同的内容来恢复该游戏。 (Non-patent Reference 1) http://www.nintendo.co.jp/ngc/acce/gbplayer (Non-patent Reference 2) Practical computer graphics (practical computer graphics) (David F.Rogers, November 15,1996 , Nikkan Kogyo Shinbun Co.) (Non-patent reference 3) "To be a game programmer" IBM PC / AT compatible apparatus ( "become a game programmer" IBM PC / AT compatible device) (Yamazaki Yoshinori, February 1,1998, CQ Publishing company) (the present invention is to solve the problem) However, according to Non-Patent reference 1 disclosed in the art, although the stationary game apparatus capable of executing the game software program to portable game devices fabricated, it is impossible fixed and one portable gaming devices for the game, then after the game was suspended, another gaming device to the exact same content to resume the game.

发明内容 SUMMARY

为了处理该问题,本发明的目的是提供一种游戏系统、游戏执行设备、游戏执行方法和游戏执行程序,借此在多个游戏执行设备之一已进行游戏之后、另一个游戏执行设备进行同一游戏的情况下,能够在具有互不相同的内部结构的两个游戏执行设备之间共享游戏中出现的角色的特征。 To address this problem, an object of the present invention is to provide a game system, a game execution device, a game execution method and game execution program, whereby after one of the plurality of execution of the game device has a game, another game execution device for the same a case where the game can be in a characteristic shared game occurs between two game execution apparatus mutually different internal configuration of the character.

为了实现以上目的,本发明是一种游戏系统,包括:存储卡,用于存储指示固定式/便携式游戏设备的游戏软件中出现的角色的外观、能力等的角色数据;卡带,用于存储要被便携式游戏设备执行的便携式游戏软件;以及DVD(数字通用光盘),用于存储要被固定式游戏设备执行的固定式游戏软件。 To achieve the above object, the present invention is a game system, comprising: a memory card for storing information indicating the stationary / portable game device game software appearing character appearance, ability of character data; cassette, for storing to the portable game software to be executed by the portable game apparatus; and a DVD (digital versatile disc) for storing data to be stationary game software executed stationary game apparatus.

用户把存储卡和DVD加载到固定式游戏设备上,并且固定式游戏设备根据用户指令从存储卡读取角色数据,并执行DVD中存储的固定式游戏软件,由此使角色出现在游戏中并进行游戏。 User memory card and DVD loaded onto a stationary game apparatus, and the stationary game apparatus reads the character data from the memory card according to a user instruction, and performs fixed Games DVD is stored, whereby the characters in the game and game.

此后,用户把存储卡和卡带加载到便携式游戏设备上,并且便携式游戏设备根据用户指令从存储卡读取角色数据,并执行卡带中存储的便携式游戏软件,由此使角色出现在游戏中并进行游戏。 Thereafter, the user memory card and cassette loaded onto the portable gaming device, and the portable game device reads the character data from the memory card according to a user instruction, and executes a portable game software cassette stored, whereby the characters in the game and game.

用以上方式,用户能够在固定式游戏设备和便携式游戏设备二者上享受具有同一角色的同一游戏。 In the above manner, the user can enjoy the same game with the same character on both stationary gaming devices and portable gaming devices.

本发明是这样一种游戏系统,其具有内部结构互不相同的第一游戏执行设备和第二游戏执行设备,其中第一游戏执行设备包括:第一程序读取单元,用于从第一游戏记录介质读取指示一个游戏的过程的第一游戏程序;第一角色读取单元,用于从便携式记录介质读取指示游戏中出现的角色的特征的角色数据;第一输入单元,用于从用户接收输入操作;以及第一游戏执行单元,用于根据由第一输入单元所收到的输入操作和第一游戏程序所指示的过程来进行游戏,并且根据由第一角色读取单元所读取的角色数据来使角色出现在游戏中,第二游戏执行设备包括:第二程序读取单元,用于从第二游戏记录介质读取指示游戏的过程的第二游戏程序;第二角色读取单元,用于从便携式记录介质读取角色数据;第二输入单元,用于从用户接收输入操作;以及第二游 The present invention is a game system, which has an internal structure with a first game execution device and the second game execution device different from each other, wherein the first game execution device comprising: a first program reading unit, from a first game a recording medium reading indicates a process of the game is a first game program; a first character reading unit for reading characters indicate appear in the game from the portable recording medium, character data characteristic; a first input unit for the the user receives an input operation; and a first game execution means for performing a game process according to the first input unit receives the input operation of the first game program instructed, and read according to the reading from the first character unit character data taken to make the characters appear in the game, the second game execution device comprising: a second program reading unit, a second game program read instruction game from the second game recording medium process; second character read fetch unit for reading the character data from the portable recording medium; and a second input unit for receiving an input operation from a user; and a second run 执行单元,用于根据由第二输入单元所收到的输入操作和第二游戏程序所指示的过程来进行游戏,并且根据由第二角色读取单元所读取的角色数据来使角色出现在游戏中。 Execution means for performing a game process according to the second input unit receives an input operation and a second game program as indicated, and to make the character to appear in accordance with the reading unit by the second character read character data in the game.

根据以上结构,第一游戏设备从第一游戏记录介质读取第一游戏程序,从便携式记录介质读取角色数据,并使其特征与所读取的角色数据一致的角色出现在游戏中。 According to the above configuration, the first game device is read from the first game recording medium in the first game program, reading the character data from a portable recording medium, and allowed to characteristics of the role and the role of the read data match occurs in the game. 第二游戏执行设备从第二游戏记录介质读取第二游戏程序,从便携式记录介质读取角色数据,并使其特征与所读取的角色数据一致的角色出现在游戏中。 The second game execution device read from the second game recording medium a second game program, reads the character data from a portable recording medium, and make it consistent role features and character data read in the game. 因此,在分别在第一游戏执行设备和第二游戏执行设备中进行的游戏之间,共享角色的特征。 Thus, between the game are performed in the first game execution device and the second game execution device, the shared features of the character.

本发明是一种按照游戏程序进行游戏的游戏执行设备,具有:程序读取单元,用于从游戏记录介质读取指示一个游戏的过程的游戏程序;角色读取单元,用于从便携式记录介质读取指示游戏中出现的角色的特征的角色数据;输入单元,用于从用户接收输入操作;以及游戏执行单元,用于根据输入操作和过程来进行游戏,并且根据角色数据来使角色出现在游戏中。 The present invention is a game execution device for playing the game according to the game program, comprising: program reading means for the game program from the game records read indicator medium a game process; character reading unit configured from a portable recording medium character data read character indicating appear in the game features; an input unit for receiving input from a user; and a game executing unit configured to play the game according to the input operations and processes, and to make the character to appear in accordance with the character data in the game.

根据以上结构,指示角色的特征的角色数据被存储在便携式记录介质中,该便携式记录介质不同于存储指示一个游戏的过程的游戏程序的游戏记录介质。 According to the above structure, character data indicating character features is in the portable recording medium in the portable recording medium the game recording medium is different from the process of storing data indicating a game of a game program stored. 因此,具有任何类型内部结构的游戏执行设备都能够从便携式记录介质读取角色数据,由此使具有由所读取的角色数据所指示的特征的角色出现在游戏中。 Accordingly, any game execution device type internal structure can read the character data from a portable recording medium, whereby the character is characterized by a character data read being indicated in the game.

在此,游戏执行设备可以进一步具有:请求单元,用于从服务器设备请求角色数据;获取单元,用于通过网络从服务器设备获得角色数据;以及写入单元,用于将所获得的角色数据写入便携式记录介质。 Here, the game execution device may further have: a request means for requesting character data from the server apparatus; obtaining unit for obtaining character data from the server apparatus via the network; and a writing unit for character data obtained write the portable recording medium.

根据以上结构,可以从服务器设备获得角色数据,并将所获得的角色数据写入便携式记录介质。 According to the above configuration, it is possible to obtain character data from the server apparatus, character data and the obtained write portable recording medium. 因此,游戏执行设备必定能够获得角色数据。 Therefore, the game execution device will be able to obtain character data.

在此,游戏执行设备可以进一步包括鉴别单元,其用于检查便携式记录介质的可靠性(authenticity),其中当确保可靠性时,角色读取单元读取角色数据。 Here, the game execution device may further include a discriminating unit for reliability (Authenticity) check whether the portable recording medium, wherein when ensure reliability, the role of the reading unit reads character data.

根据以上结构,游戏执行设备检查便携式记录介质的可靠性,并且只有当确保可靠性时,才从便携式记录介质读取角色数据。 According to the above configuration, the reliability of the game execution device check whether the portable recording medium, and only when ensure reliability, it reads the character data from the portable recording medium. 这防止了使用未授权的便携式记录介质。 This prevents unauthorized use of a portable recording medium.

在此,游戏执行设备可以具有这样一种结构,其中游戏记录介质进一步在其中存储用于指示是否允许改变角色的特征的许可信息,角色读取单元进一步从游戏记录介质读取该许可信息,以及当所读取的许可信息肯定地指示时,游戏执行单元在游戏进行时改变角色的特征,并且当所读取的许可信息否定地指示时,游戏执行单元禁止改变角色的特征。 Here, the game execution device may have a structure in which the game recording medium further stores therein for indicating whether to permit to change the character feature license information, character reading unit further reads the permission information from the game recording medium, and when the license information read affirmative indicative, the game execution unit changing role in the game feature, and when the license information read negative indicative, the game execution unit changes the role of features disabled.

根据以上结构,当从游戏记录介质读取的许可信息肯定地指示时,游戏执行设备使其特征被允许改变的角色出现在游戏中。 According to the above structure, when the license information read from the game recording medium affirmatively indicated, the game execution device of its characteristics is allowed to change characters in the game. 相反,当许可信息否定地指示时,游戏执行设备禁止改变角色的特征。 In contrast, when the license information in the negative indicative, the game executing device prohibits changing the role of features. 因此,用户在不同游戏执行设备上享受角色的特征的不同变化。 Therefore, different variations of the user to enjoy the role on different game execution device features.

在此,游戏执行设备可以进一步具有:角色写入单元,用于当游戏执行单元改变角色的特征时,用指示改变后的角色的特征的改变后角色数据来重写便携式记录介质中的角色数据,其中角色读取单元进一步从便携式记录介质读取改变后角色数据,并且随着游戏的进行,游戏执行单元根据所读取的改变后角色数据来改变角色的特征。 Here, the game execution device may further include: when the character writing means for, when the game execution unit changes the character features with the changed characteristics of the characters after the indication changed character data to rewritable portable recording medium character data wherein the character reading unit further reads changes from a portable recording medium character data, and as the game to change the role according to the change of the read character data feature game execution unit.

根据以上结构,游戏执行设备能够用指示改变后的角色的特征的改变后角色数据来重写便携式记录介质,从便携式记录介质读取改变后角色数据,并使其特征由改变后角色数据所指示的角色出现在游戏中。 According to the changed characteristics of the character after the above structure, the game execution device can be changed with the indicated character data to rewritable portable recording medium, reading the changed character data from the portable recording medium, and allowed to feature data generated by the changed character indicated role in the game. 因此,在游戏被暂停、并且此后从暂停点被恢复的情况下,用户能够使其特征已被改变的角色出现在游戏中。 So, it is suspended in the game, and thereafter from the case of the pause point is restored, the user is able to make it character features have been changed in the game.

另外,本发明是一种便携式记录介质,其具有:存储单元,用于在其中存储指示游戏中出现的角色的特征的角色数据;鉴别单元,用于检查游戏执行设备的可靠性;以及输出单元,用于当确保可靠性时,从存储单元读取角色数据,并将所读取的角色数据输出到游戏执行设备。 Further, the present invention is a portable recording medium, comprising: a storage unit for the character data features which appear stores information indicating the game characters; discriminating unit, reliability for checking the game execution device; and an output unit for, when ensure reliability, outputs the read character data from the storage unit, and the read character data to the game execution device.

根据以上结构,便携式记录介质检查便携式记录介质要被加载到的游戏执行设备的可靠性,并且只有当确保可靠性时,便携式记录介质中存储的角色数据才被输出到游戏执行设备。 According to the above configuration, the portable recording medium to check the portable recording medium to be loaded into the reliability of the game execution device, and only when ensure reliability, the portable recording the character data stored in the medium was only outputted to the game execution device. 这防止了由未授权的游戏执行设备来执行游戏。 This prevents performed by unauthorized execution of the game device game.

附图说明 BRIEF DESCRIPTION

图1所示为游戏系统10的结构图。 Figure 1 is a block diagram of a game system 10.

图2所示为服务器设备600的结构框图。 Figure 2 is a block diagram showing the server apparatus 600.

图3所示为游戏销售信息表641的数据结构图。 Figure 3 shows the data structure of game sales information table 641.

图4所示为用户购买信息表631的数据结构图。 Figure 4 shows a user for later data structure information table 631.

图5示出了DVD 500中存储的程序和数据结构。 FIG. 5 shows a program and data structure of the DVD store 500.

图6示出了每一游戏阶段的每一游戏步骤中在监视器120上显示的屏幕的一个例子。 FIG 6 illustrates an example of a screen of each player steps in each game stage displayed on the monitor 120.

图7示出了每一游戏阶段的每一游戏步骤中在监视器120上显示的屏幕的一个例子。 FIG. 7 shows an example of a screen of each player steps in each game stage displayed on the monitor 120.

图8示出了每一游戏阶段的每一游戏步骤中在监视器120上显示的屏幕的一个例子。 FIG 8 illustrates an example of a screen of each player steps in each game stage displayed on the monitor 120.

图9所示为延续到图10的固定式主程序的内容流程图。 Figure 9 shows a flowchart of a continuation of the content stationary main routine of FIG. 10.

图10所示为续自图9的固定式主程序的内容流程图。 Figure 10 shows a flowchart for the content of fixed main 9 is continued from the FIG.

图11所示为延续到图12的固定式帧处理程序的内容流程图。 Figure 11 shows a flowchart of a continuation of the content stationary frame processing program of FIG. 12.

图12所示为续自图11的固定式帧处理程序的内容流程图。 Figure 12 is a flow chart continued from the content stationary frame processing program of FIG. 11.

图13所示为延续到图14的战斗程序的内容流程图。 13 shows a flowchart of a continuation of the contents of the battle process of FIG. 14.

图14所示为续自图13的战斗程序的内容流程图。 Figure 14 shows a flowchart for the content of the battle program 13 is continued from the FIG.

图15所示为延续到图16的固定式图像生成程序的内容流程图。 Figure 15 shows a flowchart of a continuation of the contents of the fixed-type image of Figure 16 generates program.

图16所示为续自图15的固定式图像生成程序的内容流程图。 FIG. 16 is a flow chart continued from the content of fixed image of FIG. 15 generating program.

图17所示为固定式游戏设备100的结构框图。 Figure 17 is a block diagram stationary game apparatus 100.

图18示出了主存储单元110中存储的信息的一个例子。 FIG. 18 shows an example of the information of the main storage unit 110 is stored.

图19示出了图形存储单元114中存储的信息的一个例子。 FIG 19 shows an example of the information pattern storage unit 114 is stored.

图20示出了寄存器单元109中提供的每个寄存器的内容。 FIG 20 shows the contents of each register of the register unit 109 provided.

图21示出了寄存器单元109的寄存器R0中存储的指令种类。 Figure 21 shows the type of the instruction register unit registers R0 109 is stored.

图22示出了由主控制单元108生成的菜单屏幕160的一个例子。 FIG. 22 shows an example of the main control unit generates 108 a menu screen 160.

图23所示为存储卡300的结构框图。 FIG 23 is a block diagram showing the memory card 300 of FIG.

图24所示为卡带400的结构框图。 Figure 24 is a block diagram showing the cassette 400.

图25所示为延续到图26的便携式主程序的内容流程图。 FIG 25 shows a flowchart of a continuation of the content of the portable main routine of FIG. 26.

图26所示为续自图25的便携式主程序的内容流程图。 FIG 26 is a content flowchart of FIG portable main routine 25 is continued from the FIG.

图27所示为延续到图28的便携式帧处理程序的内容流程图。 Figure 27 is a flowchart of a continuation of the content of the portable frame processing routine of FIG. 28.

图28所示为续自图27的便携式帧处理程序的内容流程图。 Figure 28 is a flowchart of the content of the portable frame handler 27 is continued from the FIG.

图29所示为便携式图像生成程序的内容流程图。 Figure 29 shows a flowchart for the content of the portable image generating program.

图30所示为便携式游戏设备200的结构框图。 Figure 30 is a block diagram of the portable game apparatus 200.

图31示出了主存储单元210中存储的信息的一个例子。 FIG 31 shows an example of the information of the main storage unit 210.

图32所示为便利店终端(convenience-store terminal)700的结构框图。 Figure 32 is a block diagram of a convenience store terminal (convenience-store terminal) 700 of.

图33所示为固定式游戏设备100所执行的操作的流程图。 33 is the operation stationary game apparatus 100 performs the flowchart shown in FIG.

图34所示为固定式游戏设备100所执行的游戏操作的流程图。 FIG 34 is a game operating stationary game apparatus 100 performs the flowchart shown in FIG.

具体实施方式 Detailed ways

1.第一实施例以下说明作为与本发明相关的一个实施例的游戏系统10。 1. The first embodiment described below, as a game system related to the present invention, an embodiment 10 of FIG.

1.1游戏系统10的结构如图1所示,游戏系统10由固定式游戏设备100、便携式游戏设备200、存储卡300、卡带400、DVD 500、服务器设备600和便利店终端700组成。 1.1 gaming system 10 shown in Figure 1, the game system 10 by the stationary gaming device 100, a portable gaming device 200, a memory card 300, cassette 400, DVD 500, server device 600 and a convenience store terminal 700 components.

固定式游戏设备100通过因特网20连接到服务器设备600。 Stationary game apparatus 100 through the Internet 20 to server device 600. 用户把DVD 500加载到固定式游戏设备100上,DVD 500中存储了固定式游戏设备100所要执行的游戏软件程序。 Users put DVD 500 is loaded onto the stationary gaming device 100, the DVD 500 stores a game software program stationary gaming device 100 to perform. 另外,用户把存储卡300加载到固定式游戏设备100上。 Further, the user memory card 300 loaded onto a stationary game apparatus 100. 固定式游戏设备100通过因特网20,从服务器设备600获得指示固定式游戏软件程序中出现的角色外观、能力等的角色数据,并将所获得的角色数据写入存储卡300。 Stationary game apparatus 10020, obtained character appearance, ability of character data indicative of the stationary game software program that emerges from the server device 600 via the Internet, and writes the character data obtained by the memory card 300.

接着,按照用户操作,固定式游戏设备100利用存储器300中写入的角色数据,来执行DVD 500中存储的固定式游戏软件程序。 Character data Next, according to a user operation, the stationary game apparatus 100 using the memory 300 written to perform stationary game software program the DVD 500 stored.

另外,用户把卡带400加载到便携式游戏设备200上,卡带400存储了便携式游戏设备200所要执行的便携式游戏软件程序。 In addition, users put the cassette 400 is loaded into the portable gaming device 200, cassette 400 stores a portable game software program for a portable gaming device 200 to perform. 在此,借助于卡带400中存储的便携式游戏软件程序的游戏具有和借助于DVD 500中存储的固定式游戏软件的游戏一样的内容。 In this game a portable game software program by means of the cassette stored in 400 has the aid of the DVD 500 stores stationary game software games like content. 用户也把写入了角色数据的存储卡300加载到便携式游戏设备200上。 Users also writes the memory card character data 300 is loaded into the portable gaming device 200.

接着,按照用户操作,便携式游戏设备200利用存储卡300中写入的角色数据,来执行卡带400中存储的便携式游戏软件程序。 Next, the operation by the user, the portable game apparatus 200 using the memory card 300 writes the character data, performs the cassette 400 stored in the portable game software program.

这样,用户能够在固定式游戏设备100和便携式游戏设备200二者中都执行其中出现相同角色的相同游戏。 Thus, the user can perform which the same game the same characters appear in both the stationary game apparatus 100 and the portable game apparatus 200.

在此,可能有一种不同的结构,其中把存储卡300加载到便携式游戏设备200中,其中便携式游戏设备200和固定式游戏设备100通过电缆30互联。 Here, there may be a different structure in which the memory card 300 is loaded into the portable game apparatus 200, wherein the portable game apparatus 200 and the stationary game apparatus 100 via a cable 30 interconnection. 在此,便携式游戏设备200通过因特网20和固定式游戏设备100从服务器设备600获得角色数据,并将所获得的角色数据写入存储卡300中。 Here, the portable game apparatus 200 100 to obtain character data from the server device 600 via the Internet 20 and the stationary game apparatus, and written to the memory card 300 the character data obtained.

此外,也可能有另一种不同的结构,其中把存储卡300加载到便利店终端700中,其中便利店终端700通过因特网20连接到服务器设备600。 In addition, there may be a different structure in which the memory card 300 loaded into a convenience store terminal 700, wherein a convenience store terminal 700 is connected to the server device 600 via the Internet 20. 便利店终端通过因特网20从服务器设备600获得角色数据,并将所获得的角色数据写入存储卡300。 Convenience store terminal 20 obtains character data from the server device 600 via the Internet, and writes the character data obtained memory card 300.

1.2服务器设备600的结构如图2所示,服务器设备600包括信息存储单元601、控制单元602、输入单元603、显示单元604、通信单元605和鉴别单元606。 1.2 Structure of server apparatus 600 shown in Figure 2, the server device 600 includes an information storage unit 601, control unit 602, an input unit 603, a display unit 604, a communication unit 605, and discrimination unit 606.

服务器设备600特别地是一种计算机系统,其包括微处理器、ROM、RAM、硬盘单元、LAN连接单元、显示单元、键盘、鼠标等。 Server device 600 specifically is a computer system that includes a microprocessor, ROM, RAM, hard disk unit, LAN connection unit, a display unit, a keyboard, a mouse, and the like. RAM或硬盘单元中存储了计算机程序。 RAM or hard disk unit stores a computer program. 通过微处理器按照计算机程序来操作,使服务器设备600实现其一部分功能。 The microprocessor according to the computer program operated by the server device 600 to achieve its part of the functions.

(1)信息存储单元601如图2所示,信息存储单元601具有游戏信息表621、用户购买信息表631和游戏销售信息表641。 (1) Information storage unit 601 shown in FIG. 2, the information storage unit 601 has a game information table 621, the user purchase information table 631 and the game marketing information table 641.

(游戏信息表621)如图2所示,游戏信息表621包括多组游戏信息。 (Game information table 621) shown in Figure 2, the game information table 621 includes a plurality of sets of game information. 每一组游戏信息都包括两个游戏标识符、一条角色数据和两个秘密密钥。 Each set of game information includes two game identifiers, a character data and two secret keys.

这两个游戏标识符的每一个都是用于标识游戏软件程序的标识信息。 Each of these two game identifiers are identification information for identifying a game software program. 在这两个游戏标识符中,第一游戏标识符标识由固定式游戏设备操作的游戏软件程序,而第二游戏标识符标识由便携式游戏设备操作的游戏软件程序。 In both the game identifier, the game software program of the first game identifier is identified by a stationary game device operation, the game software program for the second game identifier identifying a portable game device operation. 另外,第一游戏标识符对应于两个秘密密钥中的第一秘密密钥,而第二游戏标识符对应于第二秘密密钥。 Further, a first game identifier corresponding to two secret keys of a first secret key, and the second game identifier corresponding to the second secret key.

每个游戏标识符都由类型信息和标识号的组合形成。 A combination of each game identifier by the type of information and the identification number is formed. 类型信息指示游戏软件程序是由固定式游戏设备操作、还是由便携式游戏设备操作,并且取“A”和“B”值之一。 Type information indicating a game software program is a stationary game device operation, or by the portable game device operation, and takes one of the values ​​"A" and "B". 在此,“A”标识由便携式游戏设备操作的游戏软件程序,并且“B”标识由固定式游戏设备标识的游戏软件程序。 Here, "A" identifies the game software program from the portable game device operation, and "B" identified by the game software program stationary game device identification. 标识号是每个游戏唯一的号码,因此如果所提及的游戏相同,则把相同标识号分配给借助于固定式游戏设备所操作的游戏软件程序的游戏和借助于便携式游戏设备所操作的游戏软件程序的游戏。 Identification number of each game unique number, the same if the mentioned game, put the same identification number assigned by means of the game game software program stationary game device operated by a game and by means of a portable game device operated game software program.

例如,游戏标识符622“A001”由类型信息“A”和标识号“001”的组合形成,并且游戏标识符625“B001”由类型信息“B”和标识号“001”的组合形成。 For example, a game identifier 622 "A001" is formed by the combination of "001" type information "A" and the identification number, and the game identifier 625 "B001" is formed by the combination of "001" type information "B" and the identification number. 因此,游戏标识符622“A001”和游戏标识符625“B001”分别是由便携式游戏设备操作的游戏软件程序和由固定式游戏设备操作的游戏软件程序。 Therefore, the game identifier 622 "A001" and the game identifier 625 "B001" are game software program from the portable game device operations and game software program from the stationary game apparatus operation. 另外,借助于这两个游戏软件程序的游戏彼此是相同的。 In addition, by means of the two game software program games are identical to each other.

角色数据是显示游戏中出现的角色的外形和能力的信息。 Character data display information appearance and ability to appear in the game characters. 更具体地说,角色数据623由角色ID(标识符)、种族、性别、职业、身高、体重、发型、眼睛形状、耳朵形状、生命力、战斗力和资金组成。 More specifically, the role of the data 623 by the character ID (identifier), race, sex, occupation, height, weight, hair style, eye shape, ear shape, vitality, combat and financial components. 稍后将详细说明这些项。 The description of these items in detail later.

如果借助于便携式游戏设备所操作的游戏软件程序的游戏和借助于固定式游戏设备所操作的游戏软件程序的游戏是相同的,则角色将在游戏系统10中被共享。 If by means of the game game software program portable game device operated and by means of a game software program stationary game device operated by a game are the same, then the character will be shared game system 10. 换句话说,分别在这些游戏中出现的角色的外形、能力等通过一条角色数据来标识的。 In other words, they appeared in these games character shape, capacity by a character data identified. 因此,具有相同标识号的两个游戏标识符和一条角色数据相关联。 Thus, two game identifiers the same identification number and a character data is associated. 例如,游戏标识符622“A001”和游戏标识符625“B001”都和角色数据623关联。 For example, a game identifier associated 622 "A001" and the game identifier 625 "B001" are and role data 623.

为每个游戏软件程序生成一个秘密密钥。 Generate a secret key for each game software program.

(2)游戏销售信息表641如图3所示,游戏销售信息表641包括多组游戏销售信息。 (2) the game marketing information table 641 shown in Figure 3, the game sales information table 641 includes a plurality of sets of game sales information. 每一组游戏销售信息都包括两个游戏标识符、一个游戏名称和两个价格。 Each set of game sales information includes two game identifiers, a name of the game and two prices.

如已经描述的,这两个游戏标识符的每一个都是用于标识一个游戏软件程序的标识信息。 As already described, the two game identifiers each of which is used to identify a game software program identification information. 在这两个游戏标识符中,第一游戏标识符标识由固定式游戏设备操作的游戏软件程序,而第二游戏标识符标识由便携式游戏设备操作的游戏软件程序。 In both the game identifier, the game software program of the first game identifier is identified by a stationary game device operation, the game software program for the second game identifier identifying a portable game device operation. 另外,第一游戏标识符和两个价格中的第一价格关联,而第二游戏标识符和第二价格关联。 Further, a first price associated with the first game identifier and the two prices, and the second game identifier and a second price associated.

游戏名称是用于标识相应游戏的名称。 Game name is the name used to identify the corresponding game. 当借助于便携式游戏设备所操作的游戏软件程序的游戏和借助于固定式游戏设备所操作的游戏软件程序的游戏相同时,这两个游戏软件程序的游戏名称彼此相同,这意味两个游戏标识符对应于一个游戏名称。 When the game game software program by means of a portable game device operated and by means of the game stationary game software program to the game device operated by the same, the name of the game both game software program identical to each other, which means that two game identification character corresponding to a game title.

两个价格的每一个都显示由相应的游戏标识符标识出的游戏软件程序的销售价格。 Each of the two prices are displayed selling prices identified by the corresponding game identifier game software program.

(3)用户购买信息表631如图4所示,用户购买信息表631包括多组购买信息。 (3) the user purchase information table 631 shown in Figure 4, the user purchase information table 631 includes a plurality of sets of purchase information. 每一组购买信息由一个用户ID、一个游戏标识符和一个购买日期组成,或者由一个用户ID、两个游戏标识符和两个购买日期组成。 Each group purchasing information of a user ID, a game identifier and a later date, or of a user ID, two game identifier and the two later date composition.

当用户购买由便携式游戏设备操作的游戏软件程序和由固定式游戏设备操作的游戏软件程序之一时,购买信息将由一个用户ID、一个游戏标识符和一个购买日期组成。 When a user purchases the game software program from the portable game device operations and one game software program from the stationary game apparatus operated purchasing information by a user ID, a game identifier and a purchase date composition. 当用户购买这两个游戏软件程序时,购买信息将由一个用户ID、两个游戏标识符和两个购买日期组成。 When a user purchases both game software program, purchase information by a user ID, two game identifiers and two purchase date components.

用户ID是用于标识购买了游戏软件程序的用户的标识信息。 The user ID is used to identify users who have purchased the game software program identification information.

如上所述,游戏标识符标识由便携式游戏设备操作的游戏软件程序、或由固定式游戏设备操作的游戏软件设备,所述游戏软件程序已被该用户购买。 As described above, the game identifier identifies a game software program from the portable game device operation, or a game software apparatus from the fixed gaming devices operated, the game software program has been purchased to the user.

购买日期指示用户购买相应的游戏软件程序的日期。 Date of purchase indicating that the user purchase date of the corresponding game software program.

(4)鉴别单元606在控制单元602和外部设备之间通过通信单元605开始通信之前,鉴别单元606在控制单元602的控制下,使用挑战-应答方法来执行和该外部设备的相互设备鉴别。 (4) identifying unit 606 between control unit 602 and an external device before the communication starts communication unit 605 through the authentication unit 606 under the control of the control unit 602 using the challenge - response method is performed and the external apparatus is another apparatus authentication. 在此,因为挑战-应答方法是众所周知的,所以省略对其的说明。 Here, because the challenge - response method is well known, so the description thereof is omitted.

鉴别单元606将设备鉴别的结果输出到控制单元602。 Discriminating unit 606 outputs the result of the device authentication to the control unit 602. 当相互鉴别失败时,鉴别单元606禁止控制单元602与该外部设备通信,而当相互鉴别成功时,鉴别单元606允许控制单元602与该外部设备通信。 When the mutual authentication fails, the authentication unit 606 prohibits a control unit in communication 602 with the external device, when the mutual authentication is successful, the authentication unit 606 allows the control unit in communication 602 with the external device.

在该例子中,外部设备是存储卡300。 In this example, the external device is a memory card 300.

(5)通信单元605通信单元605通过因特网20连接到固定式游戏设备100和便利店终端700。 (5) Communication unit 605 The communication unit 605 is connected to the stationary game apparatus 100 and a convenience store terminal 700 via the Internet 20.

通信单元605通过因特网20,发送信息给固定式游戏设备100和鉴别单元606/从固定式游戏设备100和鉴别单元606接收信息,并且发送信息给固定式游戏设备100和控制单元602/从固定式游戏设备100和控制单元602接收信息。 The communication unit 60520, send information to the Internet stationary game apparatus 100 and authentication unit 606/100 and 606 receive information stationary gaming device identifying means, and transmits information to the stationary game apparatus 100 and the control unit 602 / the stationary game apparatus 100 and the control unit 602 receives information.

另外,通过因特网20,通信单元605发送信息给便利店终端700和鉴别单元606/从便利店终端700和鉴别单元606接收信息,并且发送信息给固定式游戏设备100和控制单元602/从固定式游戏设备100和控制单元602接收信息。 Further, through the Internet 20, the communication unit 605 transmits information to the convenience store terminal 700 and the authentication unit 606/700 and 606 receive information convenience stores the terminal identifying unit, and transmits information to the stationary game apparatus 100 and the control unit 602 / the stationary game apparatus 100 and the control unit 602 receives information.

(6)控制单元602(发送角色数据给固定式游戏设备100)控制单元602通过因特网20和通信单元602从固定式游戏设备100接收用户ID、游戏标识符和签名数据。 (6) The control unit 602 (transmitting character data to 100 stationary game device) the control unit 602 ID, the game identifier, and signature data 100 receives a user stationary game apparatus through the Internet 20 and the communication unit 602.

如上所述,用户ID是用于标识用户的标识信息,而游戏标识符是用于标识游戏软件程序的标识。 As described above, the user ID is identification information for identifying a user, the game identifier is an identifier for identifying a game software program. 另外,如稍后描述的,签名数据是通过利用与游戏软件程序相对应的公开密钥,来对游戏标识符和用户ID执行数字签名SIG而生成的。 Further, as described later, the signature data is generated by using the game software program corresponding to the public key to the game identifier and a user ID perform a digital signature SIG generated.

在此,数字签名SIG的一个例子是根据椭圆曲线离散对数问题来保证安全性的数字签名算法。 Here, an example of a digital signature SIG is based on elliptic curve discrete logarithm problem to guarantee the security of digital signature algorithm. 这是公知的技术,因此在此不再描述。 It is well known in the art, and therefore will not be described.

接着,控制单元602从信息存储单元601所拥有的游戏信息表621中读取与所收到的游戏标识符相对应的秘密密钥。 Next, the control unit 602 reads the game identifier corresponding to the received secret key from the information storage unit 601 has a game information table 621.

接着,控制单元602对游戏标识符、用户ID和签名数据执行数字签名验证“VRFY”,由此获得验证结果。 Next, the control unit 602 of the game identifier, user ID and signature data to perform digital signature verification "VRFY", thereby obtaining a verification result. 在此,数字签名验证“VRFY”是作为椭圆曲线ElGamal签名方法的签名验证算法。 Here, the digital signature verification "VRFY" as elliptic curve ElGamal signature method of the signature verification algorithm.

接着,控制单元602通过通信单元605和因特网20,把通过数字签名验证“VRFY”获得的验证结果发送给固定式游戏设备100。 Next, the control unit 602 through the communication unit 605 and the Internet 20, the digital signature verification verification result "VRFY" obtained to a stationary game apparatus 100. 当验证结果指示失败时,控制单元602不执行此后的处理。 When the verification result indicates a failure, the control unit 602 thereafter processing is performed.

当验证结果指示成功时,控制单元602通过因特网20和通信单元605从固定式游戏设备100接收通信指令,并进一步控制鉴别单元606执行与加载到固定式游戏设备100上的存储卡300的相互鉴别。 When the verification result indicates success, the control unit 602 from 100 receives the communication command stationary game apparatus, and further controls the authentication unit 606 performs a load via the Internet 20 and the communication unit 605 to the mutual authentication the memory card on a stationary game apparatus 100 300 .

控制单元602从鉴别单元606接收鉴别结果,并通过通信单元605和因特网20把所收到的鉴别结果发送给固定式游戏设备100。 The control unit 602 receives the discrimination results from the discrimination unit 606, and transmitted to the stationary game apparatus 100 via the discrimination result of the communication unit 605 and the Internet 20 is received. 在此,当鉴别结果指示失败时,控制单元602不执行此后的处理。 Here, when the authentication result indicates failure, the control unit 602 thereafter processing is performed.

另一方面,当鉴别结果指示成功时,控制单元602在用户购买信息表631中搜索所收到的用户ID,并且当在用户购买信息表631中没有找到所收到的用户ID时,控制单元602通过通信单元605和因特网20、把显示该信息的搜索结果发送给固定式游戏设备100。 On the other hand, when the authentication result indicates success, the control unit 602 for later ID information table 631 searches the received user, and when the user purchase information table 631 is not the user ID received is found, the control unit 60220, the transmission through the communication unit 605, and an Internet search result information to the stationary game apparatus 100.

当在用户购买信息表631中找到了所收到的用户ID时,控制单元602从游戏信息表621中读取与所收到的游戏标识符相对应的角色数据,并通过通信单元605和因特网20把所读取的角色数据发送给固定式游戏设备100。 When a user has purchased information table 631 to find the user ID is received, the control unit 602 reads the character data with a game identifier corresponding to the received from the game information table 621, through the communication unit 605 and the Internet 20 character data read is transmitted to the stationary game apparatus 100.

接着,控制单元602通过因特网20和通信单元605,从固定式游戏设备100接收指示将角色数据写入存储卡300完成的完成信息。 Next, the control unit 602 via the Internet 20 and the communication unit 605 from receiving an indication stationary game apparatus 100 the character data is written to the memory card 300 is completed completion information. 一旦收到完成信息,控制单元602就执行针对该用户ID所标识的用户的记帐处理。 Upon receiving the completion information, the control unit 602 performs a billing process for a user of the user ID is identified.

(发送角色数据给便利店终端700)控制单元602通过因特网20和通信单元605,从便利店终端700接收指示与存储卡300进行相互鉴别的请求的鉴别指令。 (Transmitting character data to a convenience store terminal 700) control unit 602 performs authentication command requesting mutual authentication convenience stores the received indication of the memory card 300 terminal 700 via the Internet 20 and the communication unit 605.

一旦收到鉴别指令,控制单元602就控制鉴别单元606执行与存储卡300的相互设备鉴别。 Once the authentication command is received, the control unit 602 controls the authentication unit 606 performs a memory card mutual device authentication 300. 接着,控制单元602从鉴别单元606接收鉴别结果,并通过通信单元605和因特网20把鉴别结果发送给便利店终端700。 Next, the control unit 602 receives the discrimination results from the discrimination unit 606, and transmitted to the convenience store terminal 700 by 20 discriminating result of the communication unit 605 and the Internet.

当鉴别结果指示失败时,控制单元602不执行此后的处理。 When the authentication result indicates failure, the control unit 602 thereafter processing is performed.

当鉴别结果指示成功时,控制单元602从游戏销售信息表641中读取所有组游戏销售信息,并通过通信单元605和因特网20、把所读取的所有组游戏销售信息发送给便利店终端700。 When the authentication result indicates success, the control unit 602 reads all set of game sales information from the game marketing information table 641, and 20, transmits through the communication unit 605 and the Internet all the set of game sales information read to the convenience store terminal 700 .

接着,控制单元602通过因特网20和通信单元605从便利店终端700接收游戏标识符。 Next, the control unit 602 terminal 700 receives the game identifier from a convenience store through the Internet 20 and the communication unit 605. 一旦收到游戏标识符,控制单元602就从游戏信息表621中读取与该游戏标识符相对应的角色数据,并通过通信单元605和因特网20把所读取的角色数据发送给便利店终端700。 Upon receipt of the game identifier, the control unit 602 reads character data with the player identifier corresponding to the game information table 621, and transmitted to the convenience store terminal by character data communication unit 605 and the Internet 20 the read 700.

(7)输入单元603和显示单元604输入单元603从服务器设备600的操作者接收数据或指令的输入,并把所收到的数据或指令输出到控制单元602。 (7) input unit 603 and the display unit 604 input unit 603 receives data or instructions from the server device operator 600 inputs and outputs data or the received command to the control unit 602.

显示单元604显示正在受控制单元602控制的各种信息。 The display unit 604 displays various information control unit 602 controls being affected.

1.3DVD 500DVD 500是一种能够在其中记录大量数据的便携式光盘介质。 1.3DVD 500DVD 500 is capable of in which a portable optical disc medium for recording mass data.

例如,DVD 500预先存储固定式主程序511、固定式角色处理程序551和固定式发展项表561。 For example, DVD 500 stores in advance a fixed main program 511, fixed role handler 551 and the stationary development item table 561. 这些是在固定式游戏设备100中使用的计算机程序或用于计算机的数据,并组成一个游戏软件程序。 These are computer programs stationary game apparatus 100 used or data for a computer, and the composition of a game software program.

(1)游戏说明首先,在对固定式游戏程序511、固定式角色处理程序551和固定式发展项表561进行说明之前,说明借助于游戏软件程序的游戏。 (1) Game Description First, prior to stationary game program 511, a fixed role handler 551 and the stationary development item table 561, and description by means of game software program games.

游戏由“n”个游戏阶段1、2、...、n组成。 Game by the "n" game stages 1,2, ..., n components. 游戏将按游戏阶段1、2、...、n的顺序进行。 Games will game stage 1, 2, ..., the order n is. 每一个游戏阶段都由“m”个游戏步骤1、2、...、m组成,并且游戏将按游戏步骤1、2、...、m的顺序进行。 Each game stage by "m" game steps 1,2, ..., m the composition, and the game will play steps 1, ..., a sequence of m.

在每一个游戏步骤内,允许用户玩游戏的最大时间被确定为“MAX”。 Within each game step, the maximum allowed users to play the game time is determined as "MAX". 如果在一个步骤中玩游戏时间超过了最大值“MAX”,则该游戏步骤将正常结束,并且操作继续进行到下一游戏步骤。 If the play time exceeds a maximum value "MAX" in one step, the game step ends normally, and the operation proceeds to the next game step.

在游戏中,将出现作为固定式游戏设备100的玩家(即用户)的操作目标的角色、表示游戏每个场景的背景、将要攻击角色的攻击者、以及其它对象。 In the game, the role as a player (ie user) stationary gaming device 100 of the operation target appears, indicating that the background game of each scene, the attacker will attack role, as well as other objects.

图6-8示出了在每一游戏阶段的每一游戏步骤中,监视器120上所显示的屏幕的例子。 6-8 illustrate an example of a screen in each gaming steps in each game stage, the monitor 120 is displayed.

图6所示屏幕571上显示了角色572、背景573和其它对象。 Figure 6 shows a character 572, the background 573, and other objects on the screen 571. 图7所示屏幕574上显示了角色575、背景576和其它对象。 It shows the character 575, the background 576, and other objects on the screen 574 shown in Figure 7. 图8所示屏幕577上显示了角色578、背景579、攻击者580和其它对象。 Figure 8 shows the character 578, the background 579, the attacker 580, and other objects on the screen 577.

角色被赋予了种族、性别和职业,这些组成了该角色的个性特征。 Role was given race, gender and occupation, which make up the personality of the character. 另外,角色被赋予了身高、体重、发型、眼睛形状、耳朵形状,作为形状特征。 In addition, the role is given the height, weight, hair, eye shape, shape of the ear, as the shape feature. 另外,角色被赋予了生命力、战斗力和资金,作为能力特征。 In addition, the role was given vitality and combat effectiveness and funding ability as a feature.

在此,种族、性别、职业、身高、体重、发型、眼睛形状、耳朵形状是其字面意思,因此未给出对它们的说明。 In this race, sex, occupation, height, weight, hair style, eye shape, ear shape is its literal meaning, and therefore not given instructions to them.

种族、性别、职业、发型、眼睛形状和耳朵形状是不变的特征。 Race, sex, occupation, hair style, eye shape and ear shape is invariant feature. 另一方面,身高、体重、生命力、战斗力和资金将随游戏进行而改变。 On the other hand, height, weight, vitality, combat and funds will vary depending on the game.

生命力指示角色生存的能力。 Vitality - indicating the role of survival. 当生命力取大于0的值时,角色活着,并且当生命力取0值时,角色死了。 When the vitality takes a value greater than 0, the role alive, and when the vitality is zero for roles dead. 例如,当角色受到攻击者的不可避免的攻击时,生命力值减小。 For example, when the role of being the inevitable attackers, the vitality value decreases. 另一方面,当每个游戏阶段正常结束时,生命力值增加。 On the other hand, when each game stage ends normally, the vitality value increases.

战斗力指示角色对攻击者进行攻击的能力。 Fighting - indicating the role of the attacker attacks. 当战斗力取大于0的值时,角色能够攻击攻击者。 When fighting takes a value greater than 0, the role can attack the attacker. 当战斗力取0值时,角色不能攻击攻击者。 When fighting takes a value of 0, the character can not attack the attacker. 另外,当每个游戏阶段正常结束时,战斗力值增加。 In addition, when each game stage ends normally, combat value increases.

资金指示角色所拥有的货币值,它可用于购买其它物品。 Funds indicate monetary value roles have, it can be used to purchase other items. 当角色在有效地攻击攻击者中成功时,或者当每个游戏阶段正常结束时,资金值增加。 When the role of success by effectively attack attack, or when each game stage ends normally, the capital value increases.

身高和体重随游戏进行而改变,如上所述。 Height and weight with the game change as described above. 当每个游戏阶段正常结束时,身高和体重值分别增加预定值。 When each game stage is completed normally, height, and weight values ​​are increased by a predetermined value. 换句话说,角色在形状上长大了。 In other words, roles in shape grown up.

在此,角色、攻击者和背景虚拟地存在于三维游戏空间中。 Here, the role of attacker and background virtually present in the three-dimensional game space. 游戏空间用X坐标、Y坐标和Z坐标的正交坐标系来表示。 The game space with the X coordinate, Y and Z coordinates of the orthogonal coordinate system is represented.

一部分游戏空间被剪裁,以便生成显示空间。 Part of the game space is cut so as to generate display space. 存在于显示空间中的角色通过透视投影被投射在帧中,以形成图像。 Character exists in the display space is projected by the perspective projection in the frame to form an image.

(2)固定式游戏程序511如图5所示,固定式游戏程序511包括相关信息单元521、程序单元531和对象数据单元541。 (2) stationary game program 511 shown in FIG. 5, the stationary game program 511 includes information unit 521, a program unit 531 and the object data unit 541.

(相关信息单元521) (Information unit 521)

相关信息单元521包括游戏部分522、游戏标识符BID 523、公开密钥BPK 524、游戏名称525以及图中未示出的音频信息。 Related information unit 521 includes a part of the game 522, a game identifier BID 523, the public key BPK 524, name of the game 525, and the audio information map is not shown.

游戏部分522指示固定式游戏程序511是用于固定式游戏设备中的游戏程序。 Games section 522 indicates a stationary game program 511 is a game program stationary game apparatus.

游戏标识符BID 523是用于标识固定式游戏程序511的标识信息。 Game identifier BID 523 is identification information for identifying a stationary game program 511.

公开密钥BPK 524是利用秘密密钥、通过公开密钥生成方法来生成的。 Public key BPK 524 using secret key by the public key generation method generates. 在此,秘密密钥对应于在服务器设备600的信息存储单元601所拥有的游戏信息表621中找到的游戏标识符,该游戏标识符和游戏标识符BID 523相同。 Here, the secret key corresponding to the game identifier is found in the server device information storage unit 601 600 owned by a game information table 621 in the same game ID and a game identifier BID 523. 在此,公开密钥生成方法的一个例子是借助于椭圆曲线ElGamal签名方法的公开密钥生成算法。 Here, one example of the public key generation method is a public key by means of the elliptic curve ElGamal signature method of generation algorithm.

游戏名称是用于标识由固定式游戏程序511实现的游戏的名称。 Game name is the name for a game is identified by a stationary game program 511 implemented.

音频信息是角色的声音、音乐和音效的编码数据。 The audio information is the role of voice, music and sound encoded data.

(程序单元531)程序单元531包括:用于固定式游戏的计算机程序(以下称为“固定式主程序”);用于处理一帧图像的计算机程序(以下称为“固定式帧处理程序”);以及用于处理战斗场景的计算机程序(以下称为“战斗场景程序”)。 (Program unit 531) program unit 531 comprises: a computer program for stationary type game (hereinafter referred to as "stationary main program"); ​​a computer program for processing an image (hereinafter referred to as "stationary frame handler" ); and a computer program for processing battle scenes (hereinafter, referred to as "battle scene program"). 每种计算机程序都由多种机器语言格式的多条指令组成。 Each computer program consists of a variety of multiple instructions in machine language format of the composition. 机器语言格式是一种要由固定式游戏设备100的主控制单元108进行解码和执行的格式(稍后将详细描述主控制单元108)。 Machine language format is a for a format decoded and executed by the main control unit stationary game apparatus 100, 108 (the main control unit will be described in detail later 108). 固定式主程序、固定式帧处理程序和战斗场景程序被主控制单元108使用。 Fixed main, fixed frame handler and the battle scene program is 108 using the main control unit.

固定式帧处理程序被固定式主程序调用以供使用。 Fixed frame handler is stationary main program calls for use. 另外,战斗场景程序被固定式帧处理程序调用以供使用。 In addition, the battle scenes program is the stationary frame processing program calls for use.

以下描述每种计算机程序的内容。 The following description of each computer program. 为了更容易理解每种计算机程序的内容,以下描述利用流程图来表达计算机程序,而不是利用机器语言格式的指令来表达。 In order to more easily understand the content of each computer program described below to express a computer program flowchart, rather than expression with instructions in machine language format.

(a)固定式主程序以下借助于图9-10的流程图来描述固定式主程序。 The flowchart of FIG. 9-10 to describe stationary main program (a) a stationary main below with the aid.

固定式主程序读取恢复阶段号335和恢复步骤号336,并将所读取的恢复阶段号和恢复步骤号写入主存储单元110。 Fixed main routine reads the recovery stage 335 and the recovery step 336, and the write recovery stage number of the read and recovery step number of the main storage unit 110. 在此,恢复阶段号和恢复步骤号分别是指示应该由此恢复游戏的游戏阶段和游戏步骤的编号。 In this case, the recovery phase number and recovery steps numbers are an indication should thus restoring the numbers game stages and game steps of the game. 当恢复阶段号和恢复步骤号的每一个都是“1”时,则游戏将从第一游戏阶段的第一游戏步骤开始进行。 When the recovery phase number and a recovery step number each of which is "1", then the game from the first game stage of a first game step starts. 当恢复阶段号和恢复步骤号例如分别是“5”和“3”时,则游戏将从第五游戏阶段的第三游戏步骤开始进行。 When the recovery phase number and a recovery step number, for example, are to "5" and "3", then the game from the fifth game stage third game step starts. 这样,恢复阶段号和恢复步骤号是用于控制重新开始游戏进行的位置的信息(步骤S101)。 In this way, the recovery phase number and recovery step number is information for controlling the position of starting the game again performed (step S101).

接着,固定式主程序从存储卡300读取角色数据321,并将所读取的角色数据写入主存储单元110(步骤S102)。 Next, the stationary main program from the memory card 300 reads the character data 321, and writes the character data read by the main storage unit 110 (step S102).

接着,固定式主程序从主存储单元110中的角色数据中提取身高和体重,并更新主存储单元110中存储的角色对象数据,以便基于身高与体重之比来改变角色的形状。 Next, the stationary main extracted from the main storage unit 110 the character data of height and weight, and updates the character object data in the primary storage unit 110 stores the order based on a ratio of height and weight of the changing shape of the character. 具体地说,当身高高且体重重、或者当身高矮且体重轻时,执行更新以使角色将具有标准形状。 Specifically, when the tall and heavy weight, or when short height and low weight, the update is executed such that the character having the standard shape. 如果身高高且体重轻,则执行更新以使角色将具有细长形状。 If taller and light weight, update is performed such that the character having an elongated shape. 如果身高矮且体重重,则执行更新以使角色将具有肥胖形状。 If short height and heavy weight, then perform the update in order to make the role will have a fat shape. 如后面所描述的,角色对象数据是显示角色的三维形状的三维数据。 As described later, the character object data is a character in the three-dimensional data of three-dimensional shape.

接着,在步骤S105-步骤S124中,重复以下步骤S106-步骤S123,直到通过开始由恢复阶段号所示的游戏阶段而完成了由“n”所示的游戏阶段为止。 Next, in step S105- step S124, the repeating the steps S106- step S123, the up by starting from the recovery shown phase number for a game stage and completed until the game stage of "n" shown.

(i)在步骤S106一步骤S113中,重复以下步骤S107-S112,直到通过开始由恢复步骤号所示的游戏步骤而完成了由“m”所示的游戏步骤为止。 (I) In step S106, a step S113, repeating steps S107-S112, until it passes starting from game step recovery shown by step numbers and complete the game step from the "m" shown so far.

判断主存储单元110中写入的生命力是否显示“0”(步骤S107)。 Analyzing the main storage unit 110 writes the vitality whether a "0" (step S107).

当生命力被判定为显示“0”时(步骤S107),生成显示游戏结束的屏幕,并把所生成的屏幕写入帧缓冲器106中作为帧图像(步骤S108)。 When vitality is determined to be displayed, "0" (step S107), the game over screen generation display, and the generated screen written into the frame buffer 106 as a frame image (step S108). 然后,指示把帧缓冲器106中的帧图像传送到VRAM 115的屏幕显示指令被写入寄存器单元109的寄存器R0 151中。 Then, indicating the frame image buffer 106 is transferred to the VRAM 115 is a screen display instruction is written in register unit 109 registers R0 151 in. 然后,指示将指令写入寄存器单元109已完成的控制信号被输出到图形控制单元113(步骤S109)。 Then, the instruction indicating to write register unit 109 a control signal has been completed is output to the graphic control unit 113 (step S109). 然后,游戏结束。 Then, the game is over.

当生命力被判定为不显示“0”时(步骤S107),判断游戏步骤中经过的时间是否超过最大值MAX(步骤S110),并且当经过的时间被判定为超过最大值MAX时(步骤S110),该游戏步骤结束,并且操作前进到下一游戏步骤。 When vitality is determined not to display "0" (step S107), whether the player step is the elapsed time exceeds the maximum value MAX (step S110), and when the elapsed time is determined to exceed the maximum value MAX (step S110) the game step ends, and the operation proceeds to the next game step.

当经过的时间被判定为没有超过最大值MAX时(步骤S110),对经过的时间进行计数(步骤S111),并调用固定式帧处理程序以便将控制移到固定式帧处理程序,由此执行对一帧图像的处理(步骤S112)。 When the elapsed time is determined to not exceed the maximum value MAX (step S110), the elapsed time counted (step S111), and calls the fixed frame handler so that the control moves to the stationary frame processing program, thereby performing processing an image (step S112). 在对一帧图像的处理结束之后,操作返回到步骤S110,以便重复处理。 After the process of an image, the operation returns to step S110, the order processing is repeated.

(ii)接着,判断主存储单元110中写入的身高标志是“开”还是“关”(步骤S114)。 (Ii) Next, it is determined height flag main storage unit 110 is written in the "on" or "off" (step S114). 如果身高标志被判定为“关”(步骤S114),则控制转移到步骤S117。 If the height flag is determined to be "OFF" (step S114), then control proceeds to step S117. 如果身高标志被判定为“开”(步骤S114),则把值“10”加到主存储单元110中所写入的身高上(步骤S115),并把加10之后的身高写入寄存器单元109的寄存器R4155的高位比特(步骤S116)。 If the height flag is determined to be "on" (step S114), put the value "10" is added to the height of the main storage unit 110 written (step S115), and the height after adding 10 written in the register unit 109 register R4155 upper bit (step S116).

(iii)接着,判断主存储单元110中写入的体重标志是“开”还是“关”(步骤S117)。 (Iii) Next, it is determined weight flag main storage unit 110 is written in the "on" or "off" (step S117). 如果体重标志被判定为“关”(步骤S117),则控制转移到步骤S120。 If the weight flag is determined to be "OFF" (step S117), then control proceeds to step S120. 如果体重标志被判定为“开”(步骤S117),则把值“0.5”加到主存储单元110中所写入的体重上(步骤S118),并把加上0.5之后的体重写入寄存器单元109的寄存器R4 155的低位比特(步骤S119)。 If the weight flag is determined to be "on" (step S117), put the value "0.5" is added to the weight of the main storage unit 110 written (step S118), and to add weight after 0.5 write register unit 109 registers R4 155 low order bits (step S119).

(iv)接着,判断主存储单元110中写入的生命力标志是“开”还是“关”(步骤S120)。 (Iv) Next, determine the main storage unit 110 writes vitality flag is "on" or "off" (step S120). 如果生命力标志被判定为“关”(步骤S120),则控制转移到步骤S122。 If the vitality of the flag is determined to be "OFF" (step S120), then control proceeds to step S122. 如果生命力标志被判定为“开”(步骤S120),则把值“10”加到主存储单元110中所写入的生命力上(步骤S121)。 If the vitality of the flag is determined to be "on" (step S120), put the value "10" is applied to the vitality of the main storage unit 110 written (step S121).

(v)接着,判断主存储单元110中写入的战斗力标志是“开”还是“关”(步骤S122)。 (V) Next, it is determined fighting flag of the main memory unit 110 writes the "on" or "off" (step S122). 如果战斗力标志被判定为“开”(步骤S122),则把值“10”加到主存储单元110中所写入的战斗力上(步骤S123)。 If the fighting flag is determined to be "on" (step S122), put the value "10" on the combat added to the main storage unit 110 written (step S123). 如果战斗力标志被判定为“关”(步骤S122),则什么也不执行。 If the fighting flag is judged to be "OFF" (step S122), nothing is executed.

(b)固定式帧处理程序以下借助于图11-12所示的流程图来描述固定式帧处理程序。 To describe the fixed frame processing program flowchart shown 11-12 (b) a fixed frame handler below with the aid of FIG.

固定式帧处理程序计算游戏空间中当前攻击对象的坐标值(三维坐标)。 Fixed frame processing program calculates the game space coordinate values ​​of the current attack object (three-dimensional coordinates). 在此,攻击对象的坐标值是游戏空间中的点,其是攻击对象的形状的中心(例如当对象为人的形状时,为头部的中心)所在的点。 Here, the coordinate values ​​of the attack object is the game space point, which is a center of the shape of the attack target (when the shape of the subject is a human, the center of the head, for example) point is located. 注意,这也适用于角色对象的坐标值和背景对象的坐标值。 Note that this also applies to the coordinate values ​​of the coordinate values ​​and the background object character object.

具体地说,如下来计算攻击对象的坐标值。 Specifically, as calculated attack object coordinate values.

在固定式帧处理程序中描述攻击对象的坐标值的初值。 Initial Value Description attack object in the stationary frame handler coordinate values. 最初,该初值被认为是攻击对象的坐标值。 Initially, the initial value is considered to be attacked object coordinates.

随后,生成三个随机数(各随机数对应于X坐标值、Y坐标值和Z坐标值),并且通过把这三个随机数加到攻击对象的相应坐标值(即X坐标值、Y坐标值和Z坐标值)上,来计算攻击对象的新坐标值(步骤S131)。 Subsequently, generates three random numbers (each random number corresponds to the X coordinate value, Y-coordinate values ​​and Z coordinate values), and to a corresponding coordinate value attack object (i.e., X-coordinate value by these three random numbers, Y coordinates upper and Z coordinate values) to calculate new coordinate values ​​(step S131) ​​attack object.

接着,将所计算的攻击对象坐标值写入寄存器单元109的寄存器R3 154(步骤S132)。 Subsequently, the calculated target for the coordinate values ​​written to the register unit 109. The register R3 154 (step S132).

接着,通过控制器控制单元101从操作控制器122接收与操作控制器122上的按钮相对应的操作指令信息,并判断所收到的操作指令信息的类型(步骤S133)。 Next, operation instruction information unit 101 from the button 122 receives an operation controller 122 operates the controller corresponding controlled by the controller, and determines the type (step S133) the operation instruction information received.

当所收到的操作指令信息对应于向上按钮、向下按钮、向左按钮和向右按钮时(步骤S133),则分别使角色对象的Y坐标值加1(步骤S134)、减1(步骤S135),使X坐标值减1(步骤S136)、以及加1(步骤S137)。 When the operation instruction information received corresponding to the up button, down button (step S133) to the left button and right buttons, respectively, so that the Y coordinate value of the character object is incremented by one (step S134), decremented by one (step S135 ), an X-coordinate value by one (step S136), and incremented by one (step S137).

在此,正如攻击对象的坐标值的初值一样,在固定式帧处理程序中描述角色对象的坐标值的初值。 Here, as the initial value of the coordinate value of the attack target, as described initial value of the coordinate values ​​of the character object in the stationary frame handler. 最初,该初值被设置为角色对象的坐标值。 Initially, the initial value of the coordinate value is set for the role of the object.

当所收到的操作指令信息对应于停止按钮时(步骤S133),控制转移到步骤S145。 When (step S133) operation instruction information received corresponding to the stop button, the control proceeds to step S145.

当所收到的操作指令信息对应于决定按钮时(步骤S133),什么也不执行,并且控制转移到步骤S139。 When (step S133) operation instruction information received corresponding to the decision button, nothing is performed, and control proceeds to step S139.

当所收到的操作指令信息对应于其它按钮之一时(步骤S133),执行对应于该按钮的处理(步骤S138),然后结束固定式帧处理程序。 When (step S133) operation instruction information received corresponding to one of the other buttons, executing processing corresponding to (step S138) of the button, and then ends the stationary frame handler.

当没有收到操作指令信息时(步骤S133),则什么也不执行,并且控制转移到步骤S139。 When not received operation instruction information (step S133), nothing is performed, and control proceeds to step S139.

接着,调用战斗程序,由此将控制转移到战斗程序,以便执行战斗时的处理(步骤S139)。 Next, call fighting program, thereby transfers control to combat program so as to perform the processing (step S139) when the fighting.

当战斗时的处理完成时,将角色对象的坐标值写入寄存器单元109的寄存器R1 152(步骤S140)。 When the process is completed at the time of the battle, the coordinate values ​​of the character object is written to the register unit 109 registers R1 152 (step S140).

接着,计算背景对象的坐标值(步骤S141),并将所计算的背景的坐标值写入寄存器单元109的寄存器R2 153(步骤S142)。 Next, calculate the coordinate value (step S141) a background object, the coordinate value and the calculated background write register register unit 109, R2 153 (step S142).

接着,调用背景对象的生成指令。 Next, call generation instruction background object. 具体地说,把指示生成背景对象的生成指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S143)。 Specifically, the indication generating a background object generation instruction into the register unit 109 registers R0 151, and to indicate that the instruction has been written to the register unit outputs a control signal 109 to 113 (step S143) pattern control unit.

接着,调用攻击对象的生成指令。 Then, calling to generate directing attacks against an object. 具体地说,把指示生成攻击对象的生成指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S144)。 Specifically, the instruction generation attack object generation instruction into the register unit 109 registers R0 151, and to indicate that the instruction has been written to the control signal output register unit 109 through 113 (step S144) pattern control unit.

接着,调用角色对象的生成指令。 Then, call the generation instruction character object. 具体地说,把指示生成角色对象的生成指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S151)。 Specifically, the indication generated character object generation instruction into the register unit 109 registers R0 151, and to indicate that the instruction has been written to the control signal output register unit 109 through 113 (step S151) pattern control unit.

接着,把指示传送帧缓冲器106的帧图像给VRAM 115的屏幕显示指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S152),并且结束固定式帧处理程序的处理。 Subsequently, indicating the transmission frame buffer frame image 106 to the VRAM 115 is a screen display instruction into the register register unit 109. R0 151, and to indicate that the instruction has been written to the control signal output register unit 109 to the graphic control unit 113 (step S152), and ends the process stationary frame handler.

当所收到的操作指令信息对应于停止按钮时(步骤S133),生成保存屏幕,该保存屏幕包括一个消息,其用于向用户确认:1)在游戏结束之前,是否应该把角色数据、恢复阶段号和恢复步骤号保存在存储卡300中;或者2)是否能够在不保存以上信息的情况下结束游戏。 When (step S133) operation instruction information received corresponding to the stop button to generate the save screen, the save screen includes a message for confirmation to the user: 1) before the end of the game, whether to the character data, recovery phase number and recovery step number stored in the memory card 300; or 2) whether to end the game without saving the above information. 然后,把所生成的保存屏幕写入帧缓冲器106中作为一帧图像(步骤S145)。 Then, the generated saving the screen written into the frame buffer 106 as an image (step S145). 接着,把指示传送帧缓冲器106的帧图像给VRAM 115的屏幕显示指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S146)。 Subsequently, indicating the transmission frame buffer frame image 106 to the VRAM 115 is a screen display instruction into the register register unit 109. R0 151, and to indicate that the instruction has been written to the control signal output register unit 109 to the graphic control unit 113 (step S146).

接着,通过控制器控制单元101从操作控制器122接收与操作控制器122上的按钮相对应的操作指令信息。 Subsequently, the controller controlling unit 101 from the button on the controller 122 receives the operation controller 122 corresponding to the operation instruction information. 在此,操作指令信息指示是否执行保存。 Here, operation instruction information indicating whether to save. 接着,判断所收到的操作指令信息的类型(步骤S147)。 Next, type (step S147) the operation instruction information determination received.

当所收到的操作指令信息指示不执行保存时(步骤S147),游戏处理在那里结束。 When the operation instruction received information indicating storage is not performed (step S147), the game processing where it ends.

当所收到的操作指令信息指示执行保存时(步骤S147),从主存储单元110中读取身高、体重、生命力、战斗力、资金、恢复阶段号和恢复步骤号(步骤S148),并用所读取的身高、体重、生命力、战斗力和资金来重写存储卡300的信息存储单元301中的角色数据321。 When the operation instruction received information indicating execution stored (step S147), reads the height, weight, vitality, combat, funds from the main storage unit 110, the recovery stage number and recovery step number (step S148), and treated with the read height, weight, vitality, combat and money to rewrite the character data information storage unit 301 memory card 300 321. 另外,用所读取的恢复阶段号和恢复步骤号来重写恢复阶段号335和恢复步骤号335(步骤S149)。 Further, with the recovery stage number of the read and recovery step numbers to rewrite the recovery stage 335, and a restoration step 335 (step S149). 接着,结束固定式帧处理程序的处理。 Next, the process stationary frame processing program ends.

(c)战斗程序以下借助于图13-14中的流程图来描述战斗程序。 Described combat program flowchart of 13-14 (c) fighting procedure below with the aid of FIG.

战斗程序判断角色对象的坐标值是否存在于攻击范围内,该攻击范围的中心是攻击对象的坐标值。 Fighting program to determine the role of the object coordinate value exists within the scope of the attack, the center of the attack range is the coordinate value of the object of the attack. 在此,该攻击范围是在游戏空间中攻击对象所拥有的攻击武器能够起作用的广阔范围。 In this case, the attack range attack assault weapons object would have in the game space can play a role in a wide range.

战斗程序进一步判断攻击对象的坐标值是否存在于反击范围内,该反击范围的中心是角色对象的坐标值。 Fighting program to further determine the attack object coordinate value exists in the counter-attack range, the center of the counter-attack range is the coordinate value of the character object. 在此,反击范围是在游戏空间中角色对象所拥有的反击武器能够起作用的广阔范围。 Here, the counterattack range in the game space, the role of objects owned by the counter-attack weapons capable of functioning in a wide range.

而且,战斗程序判断是否存在由攻击对象发出的攻击,并判断是否存在由角色对象发出的反击。 Moreover, the fighting program to determine whether an attack issued by the attack target, and determine whether there is a counter-attack issued by the role objects.

根据四个判断结果的组合,战斗程序的处理内容发生变化。 The combination of four judgment results, processing contents fighting program change.

(i)在攻击范围内、并且在反击范围内在攻击范围内(步骤S171)、并且在反击范围内(步骤S172),当没有攻击(步骤S173)、并且没有反击时(步骤S174),什么也不执行就结束战斗程序。 (I) within the scope of the attack, and in the counter-range internal attack range (step S171), and (step S172), when there is no attack (step S173), and there is no counter (step S174), what the counter scope does not perform to end the fighting program.

在攻击范围内(步骤S171)、并且在反击范围内(步骤S172),当没有攻击(步骤S173)、但是有反击时(步骤S174),使主存储单元110中存储的资金加上1(步骤S175),并且使主存储单元110中存储的战斗力减去1(步骤S176),然后结束战斗程序。 In the attack range (step S171), and the counter range (step S172), when there is no attack (step S173), but with a counter (step S174), the main storage unit 110 funds stored plus 1 (step S175), and the fighting main storage unit 110 stores minus 1 (step S176), and then ends the fighting program.

在攻击范围内(步骤S171)、并且在反击范围内(步骤S172),当有攻击(步骤S173)、并且没有反击时(步骤S177),使主存储单元110中存储的生命力减去1(步骤S178),然后结束战斗程序。 In the attack range (step S171), and the counter range (step S172), when attack (step S173), and there is no counter (step S177), the main storage unit 110 stores the vitality of minus one (step S178), and then end the fighting program.

在攻击范围内(步骤S171)、并且在反击范围内(步骤S172),当有攻击(步骤S173)、并且有反击时(步骤S177),使战斗力减去1(步骤S179),然后结束战斗程序。 In the attack range (step S171), and the counter range (step S172), when attack (step S173), and with a counter (step S177), so fighting minus one (step S179), and ends the fighting program .

(ii)在攻击范围内、并在反击范围以外在攻击范围内(步骤S171)、并且在反击范围以外(步骤S172),当没有攻击(步骤S180)、并且没有反击时(步骤S181),什么也不执行就结束战斗程序。 (Ii) in the attack range, and in the back outside the scope of the attack range (step S171), and in the back outside the scope (step S172), when there is no attack (Step S180), and did not fight back when (step S181), what do not perform to end the fighting program.

在攻击范围内(步骤S171)、并且在反击范围以外(步骤S172),当没有攻击(步骤S180)、并且有反击时(步骤S181),则使战斗力减去1(步骤S182),并结束战斗程序。 Within attack range (step S171), and outside the counter-attack range (step S172), when there is no attack (Step S180), and has a counter (step S181), then the fighting minus 1 (step S182), and end the fighting program.

在攻击范围内(步骤S171)、并且在反击范围以外(步骤S172),当有攻击(步骤S180)、并且没有反击时(步骤S183),使生命力减去1(步骤S184),然后结束战斗程序。 In the attack range (step S171), and outside the counter range (step S172), when attack (step S180), and there is no counter (step S183), so that the vitality of minus one (step S184), and ends the fighting program .

在攻击范围内(步骤S171)、并且在反击范围以外(步骤S172),当有攻击(步骤S180)、并且有反击时(步骤S183),使生命力减去1(步骤S185),并使战斗力减去1(步骤S186),然后结束战斗程序。 In the attack range (step S171), and outside the counter range (step S172), when attack (step S180), and with a counter (step S183), so that the vitality of minus one (step S185), and to combat Save to 1 (step S186), and then end the fighting program.

(iii)在攻击范围以外、并在反击范围内在攻击范围以外(步骤S171)、并且在反击范围内(步骤S191),当没有攻击(步骤S192)、并且没有反击时(步骤S193),什么也不执行就结束战斗程序。 (Iii) outside the scope of the attack, and outside the counter range of internal attack range (step S171), and (step S191), when there is no attack (step S192), and there is no counter (step S193), what the counter scope does not perform to end the fighting program.

在攻击范围以外(步骤S171)、并且在反击范围内(步骤S191),当没有攻击(步骤S192)、并且有反击时(步骤S193),使资金加上1(步骤S194),并使战斗力减去1(步骤S195),然后结束战斗程序。 Outside the scope of the attack (step S171), and the counter range (step S191), when there is no attack (step S192), and with a counter (step S193), so that funds plus 1 (step S194), and to combat Save to 1 (step S195), and then end the fighting program.

在攻击范围以外(步骤S171)、并且在反击范围内(步骤S191),当有攻击(步骤S192)、并且没有反击时(步骤S196),什么也不执行就结束战斗程序。 Outside attack range (step S171), and in the counter-attack range (step S191), when the attack (step S192), and there is no counter (step S196), nothing is executed to end the fighting program.

在攻击范围以外(步骤S171)、并且在反击范围内(步骤S191),当有攻击(步骤S192)、并且有反击时(步骤S196),使资金加上1(步骤S197),并使战斗力减去1(步骤S178),然后结束战斗程序。 Outside the scope of the attack (step S171), and the counter range (step S191), when there is a challenge (step S192), and with a counter (step S196), so that funds plus 1 (step S197), and to combat Save to 1 (step S178), and then end the fighting program.

(iv)在攻击范围以外、并在反击范围以外在攻击范围以外(步骤S171)、并且在反击范围以外(步骤S191),当没有攻击(步骤S201)、并且没有反击时(步骤S202),什么也不执行就结束战斗程序。 (Iv) outside the scope of the attack, and outside the counter range outside the scope of the attack (step S171), and outside the counter range (step S191), when there is no attack (step S201), and there is no counter (step S202), what do not perform to end the fighting program.

在攻击范围以外(步骤S171)、并且在反击范围以外(步骤S191),当没有攻击(步骤S201)、并且有反击时(步骤S202),使战斗力减去1(步骤S203),并结束战斗程序。 Outside the scope of the attack (step S171), and outside the counter range (step S191), when there is no attack (step S201), and with a counter (step S202), so fighting minus one (step S203), and ends the fighting program .

(对象数据单元541)如图5所示,对象数据单元541包括角色对象数据542、背景对象数据543、攻击对象数据544以及图中未示出的其它对象数据。 As shown in (object data unit 541) in FIG. 5, the object data unit 541 includes a character object data 542, the background object data 543, attack object data 544, and other object data not shown out.

角色对象数据542、背景对象数据543和攻击对象数据544分别是显示固定式游戏设备的角色对象、背景对象和攻击对象的三维形状的三维曲线数据。 Character object data 542, a background object data 543 and the attack object data 544 is a character object stationary game apparatus, a three-dimensional profile data of the three-dimensional shape of the background object and the object of the attack.

(2)固定式角色处理程序551如图5所示,固定式角色处理程序551由程序单元552组成。 (2) fixed character processing program 551 shown in FIG. 5, the fixed character processing program 551 by the program unit 552 components. 程序单元552包括以下所示的固定式图像生成程序。 Unit 552 comprises a program shown below fixed image generation program.

固定式图像生成程序是一种由机器语言格式的指令组成的计算机程序。 Fixed image generation program is a computer program of instructions in machine language format thereof. 这些机器语言格式要被固定式游戏设备100中的图形控制单元113解码和执行(稍后详细描述图形控制单元113),并且固定式图像生成程序被图形控制单元113所使用。 The machine language format 100 to be fixed in the game device and the graphic control unit 113 performs decoding (described later in detail the graphic control unit 113), and the fixed image pattern generation program is used by the control unit 113.

以下描述固定式图像生成程序的内容。 The following description stationary image generating program. 为了更容易理解固定式图像生成程序的内容,以下描述利用图15-16所示的流程图来表示固定式图像生成程序,而不是利用机器语言格式的指令来表示。 To make it easier to understand the stationary image generation program content, the following description uses 15-16 shown in flow diagrams stationary image generation program, rather than using machine language format instructions to represent. 因此,如下借助于这些流程图来说明固定式图像生成程序。 Thus, as will be explained fixed image generation program by means of the flow chart.

固定式图像生成程序接收一个控制信号,该控制信号指示已完成从主控制单元108将指令写入寄存器单元109。 Fixed image generation program receives a control signal, the control signal indicating completion of 108 instructions are written from the master control unit register unit 109. 该控制信号指示发自主控制单元108、且针对图形控制单元113的图像生成请求(步骤S301)。 The control signal indicates with autonomic control unit 108, and the image generation request (step S301) for the graphic control unit 113.

一旦收到该控制信号,就读取寄存器单元109的寄存器R0151的内容。 Once the control signal is received, reads the contents of register unit registers R0151 109. 寄存器R0 151存储了已由主控制单元108写入的指令(步骤S302)。 Register R0 151 is stored by the master control instruction unit 108 to write (step S302).

接着,判断从寄存器R0 151读取的内容,即指令,是否为屏幕显示指令(步骤S303)。 Next, it is determined from the contents of register R0 151 is read, i.e. the instruction, whether the screen display instruction (step S303). 如果被肯定地判定(步骤S303),则在稍后详述的垂直回扫时间期间,把固定式游戏设备100的帧缓冲器106中存储的帧图像传送给VRAM 115(步骤S310),并且控制将返回到步骤S301,以便重复处理。 During the vertical retrace if affirmatively determined (step S303), then later described in detail, the frame image transfer frame buffer stationary game apparatus 100, 106 is stored in a VRAM 115 (step S310), and controls returns to step S301, the order processing is repeated.

如果被否定地判定(步骤S303),即如果判断所读取的内容是角色对象生成指令、背景对象生成指令和攻击对象生成指令之一,则从寄存器单元109读取作为相应生成指令的目标的对象的坐标。 If the determination is negative (step S303), i.e. if the content is determined the read character object generation instruction, and the background object generation instructions to generate one attack object command generation instruction 109 is read as respective targets from the register unit coordinates of the object. 具体地说,在生成指令是角色对象生成指令、背景对象生成指令和攻击对象生成指令之一的情况下,分别读取寄存器R1 152、寄存器R2 153和寄存器R3 154中的内容(步骤S304)。 Specifically, in generating the instruction is instruction generated character object, the background object generation instruction and attack instruction object generation one case, each read register R1 152, the contents of register R2 153 and R3 154 of the register (step S304).

接着,从固定式游戏设备100的图形存储单元114中读取相应的对象数据(步骤S305)。 Then, the corresponding object data is read (step S305) from the pattern storage unit 114 stationary game apparatus 100.

在此,如果相应的对象数据对应于角色对象(步骤S306),则从寄存器单元109的寄存器R4 155中读取身高和体重(步骤S307),并利用所读取的身高和体重对所读取的角色数据执行校正。 Here, if the object data corresponding to the respective character object (step S306), from the register unit 109 reads the register R4 155 height and weight (step S307), and the read using height and weight to the read the role of data correction is performed. 该校正是和图9的流程图中的步骤S103所执行的更新一样的处理操作(步骤S308)。 Update the same processing operation (step S308) correction is and the steps of the flowchart of FIG. 9 S103 executed.

接着,利用对象数据来执行对象图像生成。 Next, using the object data of the target image generation. 稍后详细描述对象图像生成(步骤S309)。 Described in detail later object image generation (step S309). 然后,控制将返回到步骤S301,以便重复处理。 Then, control returns to step S301, the process is repeated in order.

(对象图像生成的过程)接着,描述对象图像生成的过程。 (Object image generation process) Next, image generation process object.

对象数据被进行透视投影变换,以生成线框(wire frame)数据(步骤S321)。 Object data is subjected to perspective projection transformation to generate a wireframe (wire frame) data (step S321). 然后,生成多边形数据(步骤S322),并执行隐藏平面消除和隐藏线消除处理(步骤S323),并生成阴影/影子数据(步骤S324)。 Then, generating polygon data (step S322), and executes hidden plane elimination and hidden line removal processing (step S323), and generates the shadow / shadow data (step S324).

注意,在非专利参考文献2和3中公开了透视投影变换、多边形数据生成、隐藏平面消除、隐藏线消除和阴影/影子生成,因此它们是公知的。 Note that references Patent 2 and 3 disclose perspective projection transformation, the polygon data generation, hidden plane eliminate hidden line removal and shading / shadow generation, they are well known. 因此,在本说明书中省略了对它们的说明。 Therefore, omitted description thereof in this specification.

(3)固定式发展项表561如图5所示,固定式发展项表561包括身高标志562、体重标志563、生命力标志564和战斗力标志565。 (3) Fixed development item table 561 shown in Figure 5, the stationary development item table 561 including height mark 562, weight markers 563, vitality mark 564 and fighting flag 565.

身高标志562指示,当游戏在固定式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行身高更新。 Height flag 562 indicates, when the game 100 of stationary game apparatus, whether to allow character data obtained from the server device 600 of height updated. 身高标志562取开或关值,其中开指示允许身高更新,而关指示不允许身高更新。 Height flag 562 takes on or off value, wherein the opening indication allows height update, and the Commissioner indicating allowed height updated. 在此在图5中,身高标志562被设置为开,这意味着在游戏在固定式游戏设备100中进行期间,允许对从服务器设备600获得的角色数据中所包括的身高进行更新。 In FIG. 5, the height flag 562 is set to ON, which means that during the game in 100 stationary game apparatus, allowing the height from the character data server device 600 obtained by including updated.

上述规则也适用于其它标志。 Above rules also apply to other flags.

体重标志563指示,当游戏在固定式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行体重更新。 Weight flag 563 indicates, when the game in a stationary game apparatus 100, whether to allow character data obtained from the server device 600 for weight update. 体重标志563取开或关值,其中开指示允许体重更新,而关指示不允许体重更新。 Weight flag 563 takes a value on or off, wherein the opening allows the weight update indication, indicating the allowed weight update off. 在此在图5中,体重标志563被设置为开,这意味着在游戏在固定式游戏设备100中进行期间,允许对从服务器设备600获得的角色数据中所包括的体重进行更新。 In FIG. 5, the weight flag 563 is set to ON, which means that during the game in 100 stationary game apparatus, allowing the weight from the character data server device 600 obtained by including updated.

生命力标志664指示,当游戏在固定式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行生命力更新。 Health flag 664 indicates, when the game in the game device 100 stationary, whether to allow character data obtained from the server device 600 for updating vitality. 生命力标志664取开或关值,其中开指示允许生命力更新,而关指示不允许生命力更新。 Health flag 664 takes on or off value, wherein the opening indication allows vitality updated, and the Commissioner indicating allowed vitality update. 在此在图5中,生命力标志664被设置为关,这意味着在游戏在固定式游戏设备100中进行期间,不允许对从服务器设备600获得的角色数据中所包括的生命力进行更新。 In FIG. 5, the vitality flag 664 is set to OFF, which means that during the game in 100 stationary game device, does not allow for the vitality of the character data server device 600 obtained by including updated.

战斗力标志665指示,当游戏在固定式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行战斗力更新。 Fighting flag 665 indicates, when the game 100 of stationary game apparatus, whether to allow character data obtained from the server device 600 for fighting updated. 战斗力标志665取开或关值,其中开指示允许战斗力更新,而关指示不允许战斗力更新。 Fighting flag 665 takes on or off value, wherein the opening indication allows combat updated, and the Commissioner indicating allowed combat updated. 在此在图5中,战斗力标志665被设置为关,这意味着在游戏在固定式游戏设备100中进行期间,不允许对从服务器设备600获得的角色数据中所包括的战斗力进行更新。 Here in FIG. 5, the fighting flag 665 is set to OFF, which means that during the game in 100 stationary game apparatus, allowed to combat the character data server device 600 obtained by including updated.

1.4固定式游戏设备100如图17所示,固定式游戏设备100由以下部分构成:控制器控制单元101、存储卡输入/输出单元102、驱动器单元103、通信单元104、连接单元105、帧缓冲器106、鉴别单元107、主控制单元108、寄存器单元109、主存储单元110、大容量存储单元111、图形控制单元113、图形存储单元114、VRAM 115、视频信号生成单元116、音频信号生成单元117、系统总线118和图像总线119。 1.4 stationary game apparatus 100 shown in FIG. 17, a stationary game apparatus 100 is composed of the following parts: a controller control unit 101, the memory card input / output unit 102, the driver unit 103, communication unit 104, connection unit 105, a frame buffer 106, authentication unit 107, the main control unit 108, register unit 109, a main storage unit 110, a large-capacity storage unit 111, a graphic control unit 113, a graphics storage unit 114, VRAM 115, the video signal generation unit 116, an audio signal generating unit 117, a system bus 118 and an image bus 119.

控制器控制单元101、存储卡输入/输出单元102、驱动器单元103、通信单元104、连接单元105、帧缓冲器106、鉴别单元107、主控制单元108、主存储单元110、大容量存储单元111、图形存储单元114、音频信号生成单元117和视频信号生成单元116分别连接到系统总线118。 The controller control unit 101, the memory card input / output unit 102, the driver unit 103, communication unit 104, connection unit 105, a frame buffer 106, a discriminating unit 107, the main control unit 108, a main storage unit 110, a large-capacity storage unit 111 , pattern storage unit 114, an audio signal generating unit 117 and video signal generating means 116 are connected to the system bus 118. 另外,帧缓冲器106、图形控制单元113、图形存储单元114、VRAM 115和视频信号生成单元116分别连接到图像总线119。 Further, the frame buffer 106, a graphic control unit 113, a graphics storage unit 114, VRAM 115, and video signal generating unit 116 are respectively connected to the image bus 119.

如图1所示,操作控制器122和监视器120连接到固定式游戏设备100。 As shown in FIG. 1, the operation controller 122 and the monitor 120 is connected to the stationary game apparatus 100. 另外,便携式游戏设备200通过电缆30连接到固定式游戏设备100。 Further, portable game device 200 is connected to a stationary game apparatus 100 via a cable 30. 此外,DVD 500和存储卡300被加载到固定式游戏设备100上。 In addition, DVD 500 and the memory card 300 is loaded onto a stationary game apparatus 100.

(1)操作控制器122操作控制器122在其表面上拥有向上按钮、向下按钮、向左按钮、向右按钮、决定按钮、开始按钮、停止按钮和其它按钮。 (1) The operation of the controller 122 operation controller 122 has on its surface an up button, a down button, the left button, right button, a decision button, a start button, a stop button, and other buttons. 当从用户收到针对各个按钮的操作时,与该操作所针对的按钮相对应的操作指令信息就被输出到固定式游戏设备100。 Upon receipt of the operation for each button from the user, the operation for the button corresponding to the operation instruction information is outputted to the stationary game apparatus 100.

(2)控制器控制单元101、存储卡输入/输出单元102、驱动器单元103、通信单元104和连接单元105控制器控制单元101连接到操作控制器122,从操作控制器122接收与按钮相对应的操作指令信息,并通过系统总线108把所收到的操作指令信息输出到主控制单元108。 (2) The controller control unit 101, the memory card input / output unit 102, the driver unit 103, communication unit 104 and the connecting unit 105 controls the unit 101 is connected to the operation controller 122 from the operation controller 122 receives corresponding to the button the operation instruction information, and outputs an operation command system bus 108 the received information to the main control unit 108.

另外,一旦把存储卡300加载到固定式游戏设备100上,存储卡输入/输出单元102就连接到存储卡300上,并在主控制单元108的控制下从存储卡300读取信息,并通过系统总线108把所读取的信息输出到主控制单元108。 Further, once the memory card 300 loaded into a stationary game apparatus 100, the memory card input / output unit 102 even to the memory card 300, and 300 to read information from the memory card under the control of the main control unit 108, and by information output system bus 108 read to the main control unit 108. 另外,存储卡输入/输出单元102通过系统总线118从主控制单元108接收信息,并把所收到的信息写入存储卡300。 Further, the memory card input / output unit 102 via a system bus 118 of the main control unit 108 receives information, and writing the information received from the memory card 300.

驱动器单元103在主控制单元108的控制下,读取DVD 500中存储的信息,并通过系统总线118把所读取的信息输出到主控制单元108。 Driver unit 103 under the control of the main control unit 108 reads the information stored in the DVD 500, and outputs to the main control unit 108 via the system bus 118 the information read.

通信单元104连接到因特网20,并执行主控制单元108和连接到因特网20的外部设备之间的信息发送/接收。 The communication unit 104 is connected to the Internet 20, and performs the main control unit 108 and connected to the information transmission / reception between the external device 20 of the Internet. 在该例子中,外部设备具体是服务器设备600。 In this example, the specific external device is a server device 600.

另外,连接单元105通过电缆30连接到便携式游戏设备200,并通过电缆300从便携式游戏设备200接收信息,并把所收到的信息输出到主控制单元108。 Further, the connection unit 105 is connected by a cable 30 to the portable game apparatus 200, and receives information of the portable game device 200, and outputs the received information to the main control unit 108 via the cable 300. 另外,连接单元105从主控制单元108接收信息,并通过电缆30把所收到的信息输出到便携式游戏设备200。 In addition, the connecting unit 105 from the main control unit 108 receives information, via cable 30 received information to the portable game device 200.

(3)监视器120监视器120中包括扬声器121,监视器120从视频信号生成单元116接收包括垂直回扫时间和水平回扫时间的视频信号,并根据所收到的视频信号来显示图像。 (3) monitor 120 monitors 120 includes a speaker 121, a monitor 120 receives the video signal generating unit 116 includes a video signal vertical retrace and the horizontal retrace time, and displays an image based on the video signal received. 扬声器121从音频信号生成单元117接收音频信号,并把所收到的音频信号转换为声音,并输出声音。 Speaker 121 receives an audio signal generation unit 117 of the audio signal and the audio signal received sound, and outputs the sound.

(4)主存储单元110、大容量存储单元111和图形存储单元114主存储单元110由RAM组成,并存储固定式游戏程序131、固定式发展项表132、角色数据133,例如如图18所示。 (4) The main storage unit 110, a large-capacity storage unit 111 and a pattern storage unit 114, a main storage unit 110 of a RAM, and stores a stationary game program 131, stationary development item table 132, character data 133, e.g. FIG. 18 shows.

大容量存储单元111由硬盘单元组成,并存储游戏软件1、游戏软件2、...。 The mass storage unit 111 is a hard disk units, and stores the game software, a game software 2, .... 游戏软件1、游戏软件2、...具有和DVD 500中存储的游戏软件一样的数据结构。 Game software 1, game software 2, ... has the game software stored in 500 of the DVD as data structures.

图形存储单元114由RAM组成,并存储对象数据单元134、固定式角色处理程序135、角色数据136,例如如图19所示。 Pattern storage unit 114 is a RAM, and stores the object data unit 134, the fixed character processing program 135, character data 136, for example, as shown in FIG.

(5)寄存器单元109如图20所示,寄存器单元109配备有5个寄存器:寄存器R0 151、寄存器R1 152、寄存器R2 153、寄存器R3 154和寄存器R4 155。 (5) 109 register unit 20, the register unit 109 is equipped with five registers: registers R0 151, the register R1 152, register R2 153, R3 154 and registers the register R4 155. 每个寄存器的长度都是128位。 The length of each register is 128 bits.

寄存器单元109连接到主控制单元108和图形控制单元113两者。 Register unit 109 is connected to both the main control unit 108 and a graphic control unit 113.

每个寄存器单元的用途是预定义的。 The purpose of each register cell is predefined.

寄存器R0 151存储由主控制单元108记录到寄存器R0 151中的指令。 Register R0 151 is stored by the main control unit registers 108 to the registers R0 151 instructions. 图21显示了要存储在寄存器R0 151中的指令的种类。 Figure 21 shows the type of command to be stored in the register of R0 151. 如该图所示,要存储在寄存器R0 151中的指令是以下指令之一:角色对象生成指令156;背景对象生成指令157;攻击对象生成指令158;和屏幕显示指令159。 Instruction As shown, to be stored in the register R0 151 is one of the following commands: character object generation instruction 156; background object generation instructions 157; attack object generation instructions 158; and on-screen display instruction 159.

角色对象生成指令156、背景对象生成指令157和攻击对象生成指令158分别用于命令生成分别与角色对象、背景对象及攻击对象相对应的图像。 Character object generation instruction 156, instructions 157 and the background object generation attack objects are used to generate instructions 158 to generate the command character object, respectively, and a background object corresponding to the object image attack. 屏幕显示指令用于命令从帧缓冲器106传送帧图像给VRAM 115。 Screen display instruction commands from the frame buffer 106 transmits the frame image to the VRAM 115.

另外,寄存器R1 152、寄存器R2 153和寄存器R3 154分别用于存储:角色对象坐标值;背景对象坐标值;和攻击对象坐标值。 Further, the register R1 152, the register R2 153 and register R3 154, respectively, for storing: character object coordinate values; background object coordinate values; and attack object coordinate values. 注意,每个寄存器的最高32位都用于存储X坐标值、Y坐标值和Z坐标值。 Note that the top 32 bits of each register is used to store an X coordinate value, Y-coordinate and Z coordinate values.

另外,寄存器R4 155的最高64位用于存储身高,最低64位用于存储体重。 Further, the register R4 155 top 64 for storing a height, the bottom 64 bits for storing weight.

(6)帧缓冲器106帧缓冲器106具有用于存储一帧图像的区域。 (6) a frame buffer 106 buffer 106 has memory for storing an image area. 帧图像由矩阵结构中的256,000个像素组成(垂直线中640个以及水平线中400个)。 Frame image by a matrix structure of 256,000 pixels (640 and horizontal 400 vertical lines).

(7)鉴别单元107在主控制单元108和外部设备之间进行通信或信息发送/接收之前,鉴别单元107利用挑战-应答方法、在主控制单元108的控制下执行与连接到固定式游戏设备100的外部设备的相互设备鉴别。 (7) identifying the communication unit 107 or information transmitted between the main control unit 108 and an external device / prior to receiving, identifying unit 107 using the challenge - response method, under the control of the main control unit 108 performs connection to the stationary game apparatus each device identifying the external apparatus 100.

在此,因为挑战-应答方法是公知的,所以省略对它的说明。 Here, since the challenge - response methods are well known, the description thereof is omitted.

鉴别单元107将设备鉴别结果输出到主控制单元108。 Discriminating unit 107 outputs the device authentication result to the main control unit 108. 在设备鉴别失败的情况下,鉴别单元107禁止主控制单元108与外部设备通信以及发送信息给外部设备/从外部设备接收信息,而在设备鉴别成功的情况下,鉴别单元107允许主控制单元108与外部设备通信以及发送信息给外部设备/从外部设备接收信息。 In the case of the device authentication fails, the authentication unit 107 prohibits the main control unit 108 and the communication with an external device and transmitting information to an external device / receiving information from the external apparatus, in the case of the device authentication is successful, the authentication unit 107 allows the main control unit 108 / receiving information from the external device to communicate with the external device and transmitting information to an external device.

在此,外部设备是便携式游戏设备200、存储卡300和服务器设备600之一。 Here, the external device is one of 200 memory card 300 and the server device 600 portable gaming device.

(8)主控制单元108主控制单元108具体包括图中未示出的微处理器和RAM。 (8) The main control unit 108 of the main control unit 108 comprises a microprocessor and a RAM not shown in FIG. RAM、主存储单元110或大容量存储单元111存储计算机程序。 RAM, a main storage unit 110 or a large-capacity storage unit 111 stores a computer program. 通过微处理器按照计算机程序进行操作,使主控制单元108实现其功能。 Operates according to the computer program by the microprocessor, the main control unit 108 achieves its functions.

(菜单显示)当用户将固定式游戏设备100通电时,主控制单元108生成如图22所示的菜单屏幕160。 (Menu Display) when the user is stationary game apparatus 100 is powered on, the main control unit 108 generates a menu screen shown in FIG. 22160. 菜单屏幕160包括多个选项161、163和165。 The menu screen 160 includes a number of options 161, 163 and 165.

选项161用于命令显示用户将从中进行选择的游戏名称列表。 Option 161 for command displays a list of game titles selected users were from. 选项163用于命令通过因特网20从服务器设备600获得角色数据,并将角色数据写入存储卡300。 Option 163 a command for obtaining the character data through the Internet 20 from the server device 600, and the character data is written to the memory card 300. 选项164用于命令其它操作。 Option 164 a command for other operations.

当用户选择任一选项时,主控制单元108通过控制器控制单元101、从操作控制器122接收与所选定的选项相对应的指令信息,并执行与所收到的指令信息相对应的操作。 When the user selects one of the options, the main control unit 108 by the controller control unit 101, and operation controller 122 receives the selected option corresponding to the instruction information, instruction information and performs the operation corresponding to the received .

(游戏选择)当所收到的指令信息指示显示名称列表时,主控制单元108通过驱动器单元103从DVD 500中读取游戏名称,并从大容量存储单元111中读取多个游戏名称。 (Game selection), when the received instruction information instructs the display name list, the main control unit 108 via the drive unit 103 reads from the DVD 500 the name of the game, and a plurality of game names read from the mass storage unit 111. 然后,主控制单元108生成由所读取的游戏名称组成的游戏名称列表,并将所生成的游戏名称列表写入帧缓冲器106作为帧图像。 Then, the main control unit 108 generates read by the name of the game game consisting of a list of names, and the name of the game generated a list written to the frame buffer 106 as a frame image. 接着,用户从游戏名称列表中选择一个游戏名称。 Next, the user selects a game name from the game Name list. 注意,在该例子中,用户选择DVD 500中所存储的游戏。 Note that in this example, the user selects the DVD 500 games stored.

当用户选择一个游戏名称时,主控制单元108通过控制器控制单元101从操作控制器122获得与所选定的游戏名称相对应的游戏标识符。 When the user selects a name of the game, the main control unit 108 and 122 obtains the selected game title identifier corresponding to the game controller from the operation control unit 101 by the controller.

接着,主控制单元108控制鉴别单元107执行与存储卡300的设备鉴别,并且在设备鉴别成功的情况下,执行以下说明的游戏处理。 Next, the main control unit 108 controls the authentication unit 107 performs a memory card device identification 300, and is successful device authentication, the following description of the game process. 在设备鉴别失败的情况下,主控制单元不执行此后的游戏处理。 In the case where the device authentication has failed, the main control unit does not perform the subsequent game processing.

(游戏选择) (Selection of games)

接着,主控制单元108从DVD 500中读取固定式游戏程序511,将固定式游戏程序511写入主存储单元110,读取对象数据单元541,将对象数据单元541写入图形存储单元114,读取固定式角色处理程序551,将固定式角色处理程序551写入图形存储单元114,读取固定式发展项表561,并将固定式发展项表561写入主存储单元110。 Then, the main control unit 108 reads from the DVD 500 stationary game program 511, the game program 511 writes the fixed main storage unit 110, the object data reading unit 541, the unit 541 writes the graphics object data storage unit 114, reading the stationary character processing program 551, the fixed character processing program 551 writes the graphic storage unit 114, reads the stationary development item table 561, and the stationary development item table 561 written into the main storage unit 110. 另外,主控制单元108从存储卡300中读取角色数据321、恢复阶段号335和恢复步骤号336,并将角色数据321、恢复阶段号335和恢复步骤号336写入主存储单元110,并将角色数据中所包括的身高和体重写入图形存储单元114。 Further, the main control unit 108 reads from the memory card 300, character data 321, the recovery stage 335, and a restoration step 336, and the character data 321, the recovery stage 335, and a restoration step 336 written to the primary storage unit 110, and the character data included in the height and weight of the writing pattern storage unit 114.

接着,主控制单元108从主存储单元110中存储的固定式游戏程序的程序单元中,一个一个地取指令,对所取的指令进行解码,并执行解码后的指令。 Subsequently, the program unit is fixed game program stored in the main control unit 108 from the main storage unit 110, one by one instruction fetch, instruction decode fetched and decoded instruction executed. 以下,重复指令的取、解码和指令。 Hereinafter, taking, instruction decode and instruction repeated.

(由固定式游戏设备100执行的角色数据获得操作)当所收到的指令信息指示从服务器设备600获得角色数据、并将角色数据写入存储卡300时,主控制单元108通过存储卡输入/输出单元102从存储卡300中读取用户ID,通过驱动器单元103从DVD500中读取游戏标识符BID和公开密钥BPK。 (Operation of obtaining the character data stationary game apparatus 100 executed) when the instruction information indicating the received character is obtained data from the server device 600, and the character data is written to the memory card 300, the main control unit 108 via the memory card input / output unit 102 reads the user ID from the memory card 300, reads the game identifier BID and a public key BPK from DVD500 by the drive unit 103. 接着,主控制单元108利用公开密钥BPK对游戏标识符BID和用户ID执行数字签名SIG,由此生成签名数据。 Then, the main control unit 108 using the public key of the game identifier BID BPK user ID and digitally signed SIG, thereby generating the signature data.

接着,主控制单元108通过通信单元104和因特网20,将用户ID、游戏标识符和签名数据发送给服务器设备600。 Next, the main control unit 10 820, transmits the user ID, the game identifier, and signature data by the communication unit 104 and the Internet to the server device 600.

主控制单元108通过因特网20和通信单元104从服务器设备600接收数字签名的验证结果。 The main control unit 108 receives a digital signature from the server apparatus 600 via the Internet 20 and the communication unit 104 a verification result. 当所收到的验证结果指示失败时,主控制单元108生成显示该信息的显示屏幕,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0 151,并结束处理。 When the verification result received indicates a failure, the main control unit 108 to display the screen of the information generating display the generated display screen written into the frame buffer 106 as the frame image, indicating that the instruction has been written to the register unit 109 pattern control signal to the control unit 113, the screen display instruction register unit 109 is written to the register R0 151, and ends the processing.

当所收到的验证结果指示成功时,主控制单元108通过通信单元104和因特网20将通信指令发送给服务器设备600,使得服务器设备600执行与存储卡300的通信。 When the received verification result indicates success, the main control unit 108 through the communication unit 20 transmits a communication command 104 and the Internet 600 to the server apparatus, the communication apparatus 300 so that server 600 executes the memory card. 另外,主控制单元108通过存储卡输入/输出单元102向存储卡300输出通信指令,使得存储卡300与服务器设备600通信。 Further, the main control unit 108 via the memory card input / output unit 102 to the memory card 300 outputs a communication command, so that the memory card 300 and the server device 600 communicate.

接着,主控制单元108通过因特网20和通信单元104,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果。 Then, the main control unit 108 via the Internet 20 and the communication unit 104, the discrimination result between the device 600 and the memory card 300 server device 600 receives from the server device. 另外,主控制单元108通过存储卡输入/输出单元102,从存储卡300接收服务器设备600与存储卡300之间的设备鉴别结果。 Further, the main control unit 108 via the memory card input / output unit 102, the discrimination result 300 receives the server device between the 600 and the memory card 300 device from the memory card. 当所收到的结果中的至少一个结果指示设备鉴别失败时,主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,并将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0 151,并结束处理。 When a result received at least one result pointing device authentication has failed, the main control unit 108 generates a display screen to display a message indicating the fact, the generated display screen written into the frame buffer 106 as the frame image, and indicating that instructions have been written to the register unit 109 outputs a control signal to the graphic control unit 113, the screen display instruction unit register 109 is written to the register R0 151, and ends the processing.

当所收到的两个结果都显示设备鉴别成功时,主控制单元108通过因特网20和通信单元104从服务器设备600接收用户ID的搜索结果,并且当所收到的搜索结果显示该用户ID不存在时,主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,并将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0 151,通过存储卡输入/输出单元102将所收到的搜索结果输出到存储卡300,并结束处理。 When the two results are received when the authentication is successful display apparatus, the main control unit 108 from the search result of the server device 600 receives the user ID, and when the received search result displayed when the user ID does not exist via the Internet 20 and the communication unit 104 , the main control unit 108 generates a display screen to display a message indicating the fact, the generated display screen written into the frame buffer 106 as the frame image, and indicates that the instruction is the write control signal output register unit 109 to graphic control unit 113, the screen display instruction is written unit register 109 R0 151, the output unit 102 are output via the memory card input / search result is received to the memory card 300, and ends the processing.

当所收到的搜索结果指示该用户ID存在时,主控制单元108通过因特网20和通信单元104从服务器设备600接收角色数据,并通过存储卡输入/输出单元102将所收到的角色数据输出到存储卡300。 When the received search result indicating the presence of the user ID, the main control unit 108 receives character data from the server apparatus 600 via the Internet 20 and the communication unit 104, and outputs 102 via the memory card input / output unit the received character data memory card 300.

另外,主控制单元108通过存储卡输入/输出单元102,从存储卡300接收指示角色数据的写入已完成的完成信息,并通过通信单元104和因特网20将所收到的完成信息输出到服务器设备600。 Further, the main control unit 108 via the memory card input / output unit 102, is written from the memory card 300 receives the indication of the character data has been completed completion information and completion information output communication unit 104 and the Internet 20 will be received by the server device 600.

(当便携式游戏设备200获得角色数据时,由固定式游戏设备100执行的中继处理)当便携式游戏设备200通过固定式游戏设备100从服务器设备600获得角色数据时,主控制单元108通过存储卡输入/输出单元102从便携式游戏设备200接收用户ID、游戏标识符和签名数据,接收通信指令,接收完成信息,通过通信单元104和因特网20将用户ID、游戏标识符和签名数据发送给服务器设备600,发送所收到的通信指令,并发送所收到的完成信息。 (When 200 obtains character data portable gaming device, a relay processing stationary game apparatus 100 executes a) When the portable game apparatus 200 through 100 when the server apparatus 600 to obtain character data from the main control unit stationary game apparatus 108 through the memory card the input / output unit 102, 200 receives the user of the portable game device ID, a game identifier, and signature data from the received communication command, the reception completion information, via the communication unit 104 and the Internet 20 to a user ID, a game identifier, and signature data to the server device 600, transmits the communication command received, and transmits the received completion information.

另外,主控制单元108通过因特网20和通信单元104从服务器设备600接收数字签名的验证结果,接收数字签名的验证结果,接收用户ID的搜索结果,接收角色数据,通过存储卡输入/输出单元102将所收到的验证结果发送给存储卡300,发送所收到的搜索结果,并发送所收到的角色数据。 Further, the main control unit 108 a signature from 600 receives the digital server apparatus via the Internet 20 and the communication unit 104 a verification result, the received digital signature verification result, receives the user ID of the search result, the received character data, via the memory card input / output unit 102 the verification results received is sent to the memory card 300, sends the search results received, and the role of the data transmission received.

(9)图形控制单元113图形控制单元113具体由图中未示出的图形专用处理器组成。 (9) a graphical control unit 113, a graphic control unit 113 is specifically composed of FIG dedicated graphics processor (not shown).

图形控制单元113取出图形存储单元114中所存储的固定式角色处理程序中所包括的指令,对所取出的指令进行解码,并执行解码后的指令。 Graphic control unit 113 fetch instruction stationary character processing program pattern storage unit 114 stored in included, to the fetched instruction is decoded, and the decoded instruction executed. 图形控制单元113重复取指令、对指令进行解码和执行指令。 Graphic control unit 113 repeats instruction fetch, instruction decode and execute instructions.

(10)VRAM 115VRAM 115具有用于存储一帧图像的区域。 (10) VRAM 115VRAM 115 has memory for storing an image area. 帧图像由矩阵结构中的256,000个像素组成(垂直线中640个以及水平线中400个)。 Frame image by a matrix structure of 256,000 pixels (640 and horizontal 400 vertical lines). 在此,帧图像具有和帧缓冲器106中所存储的帧图像一样的大小。 In this case, the frame image has the frame image buffer 106 stored in the same size.

(11)视频信号生成单元116视频信号生成单元116每1/60秒重复以下(a)-(b)。 (11) the video signal generation unit 116 of the video signal generation unit 116 every 1/60 second repeat the following (a) - (b).

(a)生成垂直同步信号,并将它输出到监视器120。 (A) generating a vertical synchronization signal, and outputs it to the monitor 120. 该时间周期被称为“垂直回扫时间”。 This time period is called a "vertical retrace."

(b)重复以下(b1)-(b3)400次(400次对应于一帧图像的垂直线中的像素数)。 (B) repeating (b1) - (b3) 400 times (400 times corresponding to a vertical line image in number of pixels).

(b1)从VRAM 115读取一帧图像的一条水平线上的像素(640个像素)。 (B1) reading a pixel on a horizontal line of the image (640 pixels) from the VRAM 115.

(b2)利用所读取的帧图像来生成一行视频信号和水平同步信号。 (B2) using the frame read image to generate a line of the video signal and the horizontal synchronizing signal.

(b3)将一行水平信号和水平同步信号输出到监视器120。 (B3) an output line of a horizontal signal and a horizontal synchronizing signal to the monitor 120.

(12)音频信号生成单元117和扬声器121音频信号生成单元117在主控制单元108的控制下,从主存储单元110中读取数字音频信息,对所读取的音频信息进行解码,将解码后的音频信息转换成模拟音频信号,并将模拟音频信号输出到扬声器121。 (12) an audio signal generating unit 117 and a speaker 121 of the audio signal generating unit 117 under the control of the main control unit 108 reads the digital audio information from the primary storage unit 110, the audio information read is decoded, the decoded audio information into analog audio signal, and outputs the analog audio signal to a speaker 121.

扬声器121从音频信号生成单元117接收音频信号,并输出声音。 Speaker 121 receives an audio signal from the audio signal generating unit 117, and outputs the sound.

1.5存储卡300如图23所示,存储卡300由信息存储单元301、控制单元302、输入/输出单元303和鉴别单元304组成。 1.5 Memory card 300 shown in Figure 23, the memory card 300 by the information storage unit 301, control unit 302, an input / output unit 303 and authentication unit 304 components.

存储卡300具体是一种由微处理器、ROM、RAM等组成的计算机系统。 The memory card 300 specifically is a computer system composed of a microprocessor, ROM, RAM and other components. RAM中存储计算机程序。 The RAM stores a computer program. 通过微处理器按照计算机程序进行操作,使存储卡300实现其功能。 By the microprocessor operating according to computer programs, the memory card 300 achieves its functions.

存储卡300被加载到外部设备上,从外部设备接收信息,并将所收到的信息存储在其中。 The memory card 300 is loaded to the external device, receiving information from the external apparatus, the information and stores the received therein. 或者,存储卡300从内部读取信息,并将所读取的信息输出到外部设备。 Alternatively, the memory card 300 reads information from the inside, and outputs the read information to the external apparatus.

在此,外部设备是固定式游戏设备100、便携式游戏设备200和服务器设备600之一。 Here, the external apparatus is a stationary game apparatus 100, one of the portable game apparatus 200 and the server device 600.

(1)信息存储单元301如图23所示,信息存储单元301具有用于存储角色数据321、用户ID 334、恢复阶段号335和恢复步骤号336的区域。 (1) Information storage unit 301 shown in Figure 23, the information storage unit 301 has memory for storing character data 321, user ID 334, the region stages 335 and recovery step 336 of the recovery.

用户ID 334是用于唯一标识存储卡300的用户的标识信息。 User ID 334 is identification information for the user to uniquely identify the memory card 300. 当用户购买DVD 500或卡带400时,用户ID 334已通过销售代理所管理的销售设备被写入存储卡300中。 When you purchase DVD 500 or cassette 400, user ID 334 has passed the sales agent managed sales devices are written to the memory card 300.

如图23所示,角色数据321由以下组成:角色ID 322、种族323、性别324、职业325、身高326、体重327、发型328、眼睛形状329、耳朵形状330、生命力331、战斗力332和资金333。 23, the character data 321 consists of: the role ID 322, race 323, sex 324, occupation 325, height 326, weight 327, hairstyle 328, eye shape 329, ear shape 330, the vitality of 331 combat 332 and funds 333. 角色数据和前面部分中所描述的一样,因此在此不再重复。 Character data and the previous sections described the same, and therefore will not be repeated.

恢复阶段号335和恢复步骤号336也和前面部分中所描述的一样,因此在此不再描述。 Recovery phase 335 and recovery process 336 also previous sections described the same, and therefore not described herein.

(2)控制单元302在发送信息给外部设备/从外部设备接收信息之前,控制单元302控制鉴别单元304执行与外部设备的相互设备鉴别。 (2) The control unit 302 transmits information to an external apparatus / from before the external device receives the information, the control unit 302 controls each device identifying authentication unit 304 with an external device. 在设备鉴别成功的情况下,控制单元302继续与外部设备进行信息发送/接收,而在设备鉴别失败的情况下,控制单元302停止与外部设备进行信息发送/接收。 In the case of the device authentication is successful, the control unit 302 continues to perform information transmission / reception with the external apparatus, in the case of the device authentication has failed, the control unit 302 stops sending information to an external apparatus / reception.

控制单元302通过输入/输出单元303接收信息,并将所收到的信息写入信息存储单元301。 The control unit 302 receives information via the input / output unit 303, and write information to the received information storage unit 301. 控制单元302也从信息存储单元301读取信息,并通过输入/输出单元303将所读取的信息输出到外部设备。 The control unit 302 also reads information from the information storage unit 301, and outputs the read information to the external apparatus via the input / output unit 303.

具体地说,控制单元302通过输入/输出单元303,从固定式游戏设备100或便携式游戏设备200接收关于用户ID的搜索结果。 Specifically, the control unit 302 through the input / output unit 303 receives the search results for the user ID from the stationary game apparatus 100 or the portable game apparatus 200. 当所收到的搜索结果指示用户ID不存在时,控制单元302不执行此后的处理,而当所收到的搜索结果指示用户ID存在时,继续处理。 When a search result received indicates that the user ID does not exist, control unit 302 thereafter processing is performed, and when the search result received indicates the presence of a user ID, processing continues.

另外,控制单元302通过输入/输出单元303,从固定式游戏设备100或便携式游戏设备200接收角色数据,并将所收到的角色数据写入信息存储单元301。 Further, the control unit 302 through the input / output unit 303, the character data from the received data characters stationary game apparatus 100 or the portable game apparatus 200, and sends the received write information storage unit 301.

(3)输入/输出单元303输入/输出单元303在控制单元302的控制下,从信息存储单元301中读取信息、并将信息输出到外部设备,或者从外部设备接收信息、并将所收到的信息写入信息存储单元301。 (3) Input / output unit 303 The input / output unit 303 under the control unit 302 reads from the information storage unit 301 information, and outputs the information to the external device, or an external device to receive information from, and transmits the received the information write information storage unit 301.

(4)鉴别单元304在控制单元302和加载了存储卡300的外部设备之间进行信息发送/接收之前,鉴别单元304在控制单元302的控制下、利用挑战-应答方法来执行与外部设备的相互设备鉴别。 (4) the identification unit 304 in the control unit 302 and load the memory card 300 is an external device between the information to be transmitted / received before, the identification unit 304 in the control unit 302 under the control of the use of the challenge - response method is performed with external devices each device identification. 在此,因为挑战-应答方法是众所周知的,所以省略对它的说明。 Here, because the challenge - response method is well known, so the description thereof is omitted.

鉴别单元304将设备鉴别结果输出到控制单元302。 Discriminating unit 304 outputs the device authentication result to the control unit 302. 在设备鉴别失败的情况下,鉴别单元304禁止控制单元302发送信息给外部设备/从外部设备接收信息,而在设备鉴别成功的情况下,鉴别单元304允许控制单元302与外部设备进行信息发送/接收。 In the case of the device authentication fails, the authentication unit 304 prohibits control unit 302 transmits information to an external device / receiving information from the external apparatus, in the case of the device authentication is successful, the authentication unit 304 allows the control unit 302 and the external device information transmitting / receive.

1.6卡带401如图24所示,卡带400由信息存储单元401和输入/输出单元402组成。 1.6 cassette 401 shown in Figure 24, the cassette 400 by the information storage unit 401 and an input / output unit 402 composed.

(1)信息存储单元401如图24所显示的信息存储单元401的一个例子,信息存储单元401预先存储固定式游戏程序411、固定式角色处理程序451和固定式发展项表461。 An example of an information storage unit (1) information storage unit 401 in FIG. 24 is displayed 401, the information storage unit 401 stores in advance the stationary game program 411, the fixed character processing program 451 and the stationary development item table 461. 这些是用于便携式游戏设备200中的计算机程序或计算机数据,并组成一个游戏软件程序。 These are computer programs or computer data 200 for a portable game device, and the composition of a game software program.

通过信息存储单元401中存储的便携式游戏程序411、便携式角色处理程序451和便携式发展项表461进行的游戏,和通过DVD 500中存储的固定式游戏程序511、固定式角色处理程序551和固定式发展项表561进行的游戏是一样的。 Games, portable character processing program 451 performed by the portable game program information storage unit 401 411 and the portable development item table 461, and by the DVD 500 is stored in the stationary game program 511, the fixed character processing program 551 and fixed game development item table 561 is the same. 因此,在此省略对游戏的说明。 Therefore, the description is omitted here for the game.

便携式游戏程序411由相关信息单元421、程序单元431和对象数据单元441组成。 The portable game program 411 by the information unit 421, a program unit 431 and the object data unit 441 components.

(相关信息单元421)相关信息单元421包括游戏部分422、游戏标识符AID 423、公开密钥APK 424、游戏名称425以及图中未示出的音频信息。 (Information unit 421) information unit 421 includes a part of the game 422, a game identifier AID 423, a public key APK 424, name of the game 425, and the audio information map is not shown.

游戏部分422指示便携式游戏程序411是用于便携式游戏设备中的游戏程序。 Games section 422 instructs the portable game program 411 is a game program portable game device.

游戏标识符AID 423是用于标识便携式游戏程序411的标识信息。 Game identifier AID 423 is identification information for identifying the portable game program 411.

公开密钥APK 424是利用秘密密钥、通过公开密钥生成方法来生成的。 Public key APK 424 using secret key by the public key generation method generates. 在此,秘密密钥和在服务器设备600的信息存储单元601所拥有的游戏信息表621中找到的游戏标识符相对应,该游戏标识符和游戏标识符AID 423相同。 Here, the secret key and found in the server device information storage unit 601 600 owned by the game play information table 621 in the game corresponding to the identifier, the same game ID and a game identifier AID 423. 公开密钥生成方法的一个例子如上所述。 An example of the public key generation method as described above.

游戏名称是用于标识由便携式游戏程序411实现的游戏的名称。 Name of the game is the name for the game identified by the portable game program 411 implemented.

音频信息是角色声音、音乐和音效的编码数据。 The audio information is encoded data character voices, music and sound effects.

(程序单元431)程序单元431包括:用于便携式游戏的计算机程序(以下称为“便携式主程序”);用于处理一帧图像的计算机程序(以下称为“便携式帧处理程序”);以及用于处理战斗场景的计算机程序(以下称为“战斗场景程序”)。 (Program unit 431) program unit 431 comprises: a computer program for a portable game (hereinafter referred to as "portable main program"); ​​a computer program for processing an image (hereinafter referred to as "portable frame handler"); and computer programs for processing fighting scenes (hereinafter referred to as "the battle scenes programs"). 每种计算机程序都由多种机器语言格式的多条指令组成。 Each computer program consists of a variety of multiple instructions in machine language format of the composition. 机器语言格式是一种要被便携式游戏设备200的主控制单元208解码和执行的格式(稍后将详细描述主控制单元208)。 Machine language format is a to the main control unit of the portable game apparatus 200 of the 208 decodes and formats performed (the main control unit will be described 208 in detail later). 便携式主程序、便携式帧处理程序和战斗场景程序被主控制单元208所使用。 Portable main program, the portable frame handler and fighting scene program by the main control unit 208 is used.

便携式帧处理程序被便携式主程序调用以供使用。 Portable frame processing program is portable main program calls for use. 另外,战斗场景程序被便携式帧处理程序调用以供使用。 In addition, the battle scene programs are portable frame processing program calls for use.

以下描述每种计算机程序的内容。 The following description of each computer program. 为了更容易理解每种计算机程序的内容,以下描述利用流程图来表示计算机程序,而不是利用机器语言格式的指令来表示计算机程序。 In order to more easily understand the content of each computer program is described below using a flowchart showing a computer program, rather than using instructions in machine language format to represent a computer program.

(a)便携式主程序以下借助于图25-26的流程图来描述便携式主程序。 (A) portable main program of the following means of 25-26 flow chart to describe the portable main program.

在此,对便携式主程序不进行详细说明,因为它类似于图9-10所示的固定式主程序。 Here, the portable main routine not described in detail because it is similar to the stationary main routine shown in 9-10.

便携式主程序读取恢复阶段号335和恢复步骤号336,并将所读取的恢复阶段号和恢复步骤号写入主存储单元210(步骤S401)。 The portable main routine reads the recovery stage 335 and the recovery step 336, and the write recovery stage number of the read and recovery step number of the main storage unit 210 (step S401).

便携式主程序从存储卡300中读取角色数据321,并将所读取的角色数据写入主存储单元210(步骤S402)。 The portable main program reads the character data 321 from the memory card 300, and writes the character data read by the main storage unit 210 (step S402).

接着,便携式主程序从主存储单元110中的角色数据中提取身高和体重,并更新主存储单元210中所存储的角色对象数据,以便根据身高与体重之比来改变角色的形状(步骤S403)。 Next, the portable main program is extracted from the main storage unit 110 the character data of height and weight, and updates the main storage unit character object data 210 stored in order to change the shape of the character (Step S403) The ratio of height and weight of .

接着,在步骤S405-步骤S424中,重复以下步骤S406-步骤S423,直到通过开始由恢复阶段号所示的游戏阶段而完成由“n”所示的游戏阶段为止。 Next, in step S405- step S424, repeating the steps S406- step S423, until by starting from the recovery shown phase number for a game stage is completed through the game stage shown by "n".

(i)在步骤S406-步骤S413中,重复以下步骤S407-S412,直到通过开始由恢复步骤号所示的游戏步骤而完成由“m”所示的游戏步骤为止。 (I) in step S406- step S413, the repeating the steps S407-S412, until it passes starting from game step to restore shown step number is completed until the game step shown by "m".

判断主存储单元210中写入的生命力是否显示“0”(步骤S407)。 Analyzing the main memory unit 210 writes the vitality whether a "0" (step S407).

当生命力被判定为显示“0”时(步骤S407),生成显示游戏结束的屏幕,并把所生成的屏幕写入主存储单元210的帧缓冲器中作为帧图像(步骤S408)。 When vitality is determined to be displayed, "0" (step S407), the game over screen generation display, and the generated screen written to the primary storage unit frame buffer 210 as a frame image (step S408). 在垂直回扫时间期间,将帧缓冲器中的帧图像传送给VRAM 215(步骤S409)。 During vertical retrace, the image frame buffer is transferred to the VRAM 215 (step S409). 然后,游戏结束。 Then, the game is over.

当生命力被判定为不显示“0”时(步骤S407),判断游戏步骤中经过的时间是否超过最大值MAX(步骤S410),并且当经过的时间被判定为超过最大值MAX时(步骤S410),该游戏步骤结束,并且操作前进到下一游戏步骤。 When vitality is determined not to display "0" (step S407), whether the player step is the elapsed time exceeds the maximum value MAX (step S410), and when the elapsed time is determined to exceed the maximum value MAX (step S410) the game step ends, and the operation proceeds to the next game step.

当经过的时间被判定为没有超过最大值MAX时(步骤S410),对经过的时间进行计数(步骤S411),并调用便携式帧处理程序,以便将控制转移到便携式帧处理程序,由此对一帧图像执行处理(步骤S412)。 When (step S410) elapsed time is determined to not exceed the maximum value MAX, the elapsed time counted (step S411), and calls the portable frame processing program, in order to transfer control to the portable frame processing program, thereby a frame image process (step S412). 在对一帧图像的处理结束之后,操作返回到步骤S410,以便重复处理。 After the process of an image, the operation returns to step S410, the order processing is repeated.

(ii)接着,判断主存储单元210中写入的身高标志是“开”还是“关”(步骤S414)。 (Ii) Next, it is determined height flag main storage unit 210 is written in the "on" or "off" (step S414). 如果身高标志被判定为“关”(步骤S414),则控制转移到步骤S417。 If the height flag is determined to be "OFF" (step S414), then control proceeds to step S417. 如果身高标志被判定为“开”(步骤S414),则把值“10”加到主存储单元210中所写入的身高上(步骤S415)。 If the height flag is determined to be "on" (step S414), put the value "10" is added to the height of the main storage unit 210 written (step S415).

(iii)接着,判断主存储单元210中写入的体重标志是“开”还是“关”(步骤S417)。 (Iii) Next, it is determined weight flag main storage unit 210 is written in the "on" or "off" (step S417). 如果体重标志被判定为“关”(步骤S417),则控制转移到步骤S420。 If the weight flag is determined to be "OFF" (step S417), then control proceeds to step S420. 如果体重标志被判定为“开”(步骤S417),则把值“0.5”加到主存储单元210中所写入的体重上(步骤S418)。 If the weight flag is determined to be "on" (step S417), put the value "0.5" is added to the weight of the main storage unit 210 written (step S418).

(iv)接着,判断主存储单元110中写入的生命力标志是“开”还是“关”(步骤S420)。 (Iv) Next, it is determined vitality flag main storage unit 110 is written in the "on" or "off" (step S420). 如果生命力标志被判定为“关”(步骤S420),则控制转移到步骤S422。 If the vitality of the flag is determined to be "OFF" (step S420), then control proceeds to step S422. 如果生命力标志被判定为“开”(步骤S420),则把值“10”加到主存储单元210中所写入的生命力上(步骤S421)。 If the vitality of the flag is determined to be "on" (step S420), put the value "10" is applied to the vitality of the main storage unit 210 written (step S421).

(v)接着,判断主存储单元210中写入的战斗力标志是“开”还是“关”(步骤S422)。 (V) Next, it is determined fighting flag main storage unit 210 is written in the "on" or "off" (step S422). 如果战斗力标志被判定为“开”(步骤S422),则把值“10”加到主存储单元210中所写入的战斗力上(步骤S423)。 If the fighting flag is determined to be "on" (step S422), put the value "10" is added to combat the main storage unit 210 written (step S423). 如果战斗力标志被判定为“关”(步骤S422),则什么也不执行。 If the fighting flag is judged to be "OFF" (step S422), nothing is executed.

(b)便携式帧处理程序以下借助于图27-28所示的流程图来描述便携式帧处理程序。 Described portable frame processing program flowchart shown 27-28 (b) a portable frame handler below with the aid of FIG.

注意,便携式帧处理程序类似于图11和12所示的固定式帧处理程序,因此以下给出其简化说明。 Note that, the portable frame processing procedure is similar to FIG. 11 the stationary frame processing routine shown in 12 and therefore the following is given its simplified.

便携式帧处理程序计算游戏空间中当前攻击对象的坐标值(三维坐标)(步骤S431)。 The portable frame processing program calculates the coordinate values ​​(three-dimensional coordinate) (step S431) in the game space in the current attack object.

接着,将所计算的攻击对象坐标值写入主存储单元210(步骤S432)。 Subsequently, the calculated target for the coordinate values ​​written to the primary storage unit 210 (step S432).

接着,从输入单元201接收与按钮相对应的操作指令信息,并判断所收到的操作指令信息的类型(步骤S433)。 Next, the input unit 201 receives the button corresponding to the operation instruction information, and determines the type of the operation instruction information received (step S433).

当所收到的操作指令信息对应于向上按钮、向下按钮、向左按钮和向右按钮的任一按钮时(步骤S433),分别执行以下操作:使角色对象的Y坐标值增加“1”(步骤S434);使角色对象的Y坐标值减小“1”(步骤S435);使角色对象的X坐标值减小“1”(步骤S436);以及使角色对象的X坐标值增加“1”(步骤S437)。 When the operation instruction information received corresponding to the up button, down button (step S433) left either button button and the right button, respectively, do the following: increase so the character object Y coordinate value "1" ( step S434); that the character object Y coordinate value decreased by "1" (step S435); that the X coordinate value of the character object is decreased by "1" (step S436); and that the X coordinate value of the character object is incremented by "1" (step S437).

当所收到的操作指令信息对应于停止按钮时(步骤S433),控制转移到步骤S445。 When (step S433) operation instruction information received corresponding to the stop button, the control proceeds to step S445.

当所收到的操作指令信息对应于决定按钮时(步骤S433),什么也不执行,并且控制转移到步骤S439。 When (step S433) operation instruction information received corresponding to the decision button, nothing is performed, and control proceeds to step S439.

当所收到的操作指令信息对应于其它按钮之一时(步骤S433),执行与该按钮相对应的处理(步骤S438),然后结束便携式帧处理程序。 When (step S433) operation instruction information received corresponding to one of the other buttons, the processing is performed corresponding to the button (step S438), and ends the portable frame handler.

当没有收到操作指令信息时(步骤S433),什么也不执行,并且控制转移到步骤S439。 When not received operation instruction information (step S433), nothing is performed, and control proceeds to step S439.

接着,调用战斗程序,由此将控制转移到战斗程序,以便执行战斗时的处理。 Next, call fighting program, thereby transfers control to combat program, in order to perform the processing when the fighting. 在此,省略对战斗处理的详细说明,因为它和图13-14的流程图中是一样的(步骤S439)。 Here, a detailed description of the battle processing will be omitted, because the flowchart it and 13-14 are the same (step S439).

当战斗处理完成时,将角色对象的坐标值写入主存储单元110(步骤S440)。 When the battle processing is completed, the coordinate values ​​of the character object is written to the primary storage unit 110 (step S440).

接着,计算背景对象的坐标值(步骤S441),并把所计算的背景对象坐标值写入主存储单元110(步骤S442)。 Next, calculate the coordinate value (step S441) a background object, and the calculated background object coordinate value into the main storage unit 110 (step S442).

接着,确定背景对象并调用便携式帧处理程序(步骤S443)。 Next, to determine the background object and calls the portable frame processing routine (step S443). 然后,确定攻击对象并调用便携式帧处理程序(步骤S444)。 Then, it is determined attack object and calls the portable frame processing routine (step S444). 然后,确定角色对象并调用便携式帧处理程序(步骤S451)。 Then, to determine the role of the object and calls the portable frame processing program (step S451).

接着,在垂直回扫时间期间,将主存储单元210的帧缓冲器中的帧图像传送给VRAM 215(步骤S452)。 Then, during the vertical retrace interval, the frame image transfer the main storage unit frame buffer 210 to the VRAM 215 (step S452). 接着,结束便携式帧处理程序的处理。 Next, the processing of the portable frame processing program ends.

当所收到的操作指令信息对应于停止按钮时(步骤S433),生成保存屏幕,该保存屏幕包括一个消息,其用于向用户确认以下:1)在游戏结束之前,是否应该把角色数据、恢复阶段号和恢复步骤号保存在存储卡300中;或者2)是否可以在不保存以上信息的情况下结束游戏。 When (step S433) operation instruction information received corresponding to the stop button to generate the save screen, the save screen includes a message for confirmation to the user of the following: 1) before the end of the game, whether to the character data, recovery stage number and recover step number stored in the memory card 300; or 2) whether to end the game without saving the above information. 然后,把所生成的保存屏幕写入主存储单元210的帧缓冲器中作为帧图像(步骤S445)。 Then, the generated saving the screen written to the primary storage unit frame buffer 210 as a frame image (step S445). 接着,在垂直回扫时间期间,把帧缓冲器的帧图像传送给VRAM 215(步骤S152)。 Then, during the vertical retrace interval, the frame image transfer frame buffer to the VRAM 215 (step S152).

接着,从输入单元201接收与按钮相对应的操作指令信息。 Next, from the input unit 201 receives a button corresponding to the operation instruction information. 在此,操作指令信息指示是否执行保存。 Here, operation instruction information indicating whether to save. 接着,判断所收到的操作指令信息的类型(步骤S447)。 Next, type (step S447) the operation instruction information determination received.

当所收到的操作指令信息指示不执行保存时(步骤S447),结束游戏处理。 When the operation instruction received information indicating storage is not performed (step S447), ends the game process.

当所收到的操作指令信息指示执行保存时(步骤S447),从主存储单元210中读取身高、体重、生命力、战斗力、资金、恢复阶段号和恢复步骤号(步骤S448),并用所读取的身高、体重、生命力、战斗力和资金来重写信息存储单元301中的角色数据321。 When the operation instruction received information indicating execution stored (step S447), reads from the main storage unit 210 height, weight, vitality, combat, capital recovery phase number and recovery step number (step S448), and treated with the read height, weight, vitality, combat and money to rewrite information storage unit 301 of character data 321. 另外,用所读取的恢复阶段号和恢复步骤号来重写恢复阶段号335和恢复步骤号335(步骤S449)。 Further, with the recovery stage number of the read and recovery step numbers to rewrite the recovery stage 335, and a restoration step 335 (step S449). 接着,结束便携式帧处理程序的处理。 Next, the processing of the portable frame processing program ends.

(c)战斗程序战斗程序的细节和图13-14所示的程序一样。 (C) Combat program fighting program details and procedures illustrated 13-14 the same. 因此,在此省略对它的说明。 Thus, in this description thereof is omitted.

(对象数据单元441)如图24所示,对象数据单元441包括角色对象数据442、背景对象数据443、攻击对象数据444和图中未示出的其它对象数据。 (Object data unit 441) shown in FIG. 24, the object data unit 441 comprises 442, the background object data 443, the attack object data 444 and other object data not shown in the character object data.

角色对象数据442、背景对象数据443和攻击对象数据444分别是显示用于便携式游戏设备的角色对象、背景对象和攻击对象的三维形状的三维曲线数据。 Character object data 442, a background object data 443 and the attack object data 444 are displayed a character object portable game device, a three-dimensional profile data of the three-dimensional shape of the background object and the object of the attack.

(便携式角色处理程序451)如图24所示,便携式角色处理程序451由程序单元452组成。 (Portable role handler 451) shown in Figure 24, the portable character processing program 451 consists of a program unit 452. 程度单元452包括以下所示的便携式图像生成程序。 Degree unit 452 includes a portable image generation program shown below.

便携式图像生成程序是一种由机器语言格式的指令组成的计算机程序。 The portable image generation program is a computer program of instructions in machine language format thereof. 这些机器语言格式要被便携式游戏设备200中的主控制单元208解码和执行(稍后详细描述主控制单元208),并且便携式图像生成程序被主控制单元208所使用。 The machine language format to be master of the portable game apparatus 200 the control unit 208 decodes and executes (the main control unit described later in detail 208), and the portable image generation program by the main control unit 208 is used.

以下描述便携式图像生成程序的内容。 The following description of the portable image generating program. 为了更容易理解便携式图像生成程序的内容,以下描述利用图29所示的流程图来表示便携式图像生成程序,而不是利用机器语言格式的指令来表示。 To make it easier to understand the content of the portable image generating program, the following description shows a portable image generation program, rather than using instructions in machine language format is represented using the flowchart shown in FIG. 29. 因此,如下借助于该流程图来说明便携式图像生成程序。 Accordingly, as by means of the flowchart will be described a portable image generation program.

便携式图像生成程序从主存储单元210中读取要生成的对象的坐标(步骤S464)。 The coordinates of the portable image generating program is read from the main storage unit 210 to generate the object (step S464).

接着,便携式图像生成程序从主存储单元210中读取相应的对象数据(步骤S465)。 Next, a portable image generation program reads the corresponding object data (step S465) from the main storage unit 210.

在此,如果相应对象数据对应于角色对象(步骤S466),则便携式图像生成程序从主存储单元210中读取身高和体重(步骤S467),并利用所读取的身高和体重来校正所读取的角色数据。 Here, if the respective object data corresponding to the character object (step S466), the portable image generation program to correct the main storage unit 210 reads the height and weight (step S467), and use the height and the weight read from the read the role of data taken. 注意,该校正是和图9流程图中的步骤S103所执行的更新一样的处理操作(步骤8468)。 Note that, as in the updating step correction is and the flowchart of FIG. 9 S103 executed by the processing operations (step 8468).

接着,将对象数据进行透视投影变换,以生成线框数据(步骤S471)。 Next, the target data perspective projection transformation to generate frame data (step S471). 然后,生成多边形数据(步骤S472),并执行隐藏平面消除和隐藏线消除处理(步骤S473),并生成阴影/影子数据(步骤S474)(便携式发展项表461)如图24所示,便携式发展项表461包括身高标志462、体重标志463、生命力标志464和战斗力标志465。 Then, generating polygon data (step S472), and executes hidden plane elimination and hidden line removal processing (step S473), and generates the shadow / shadow data (step S474) (portable development item table 461) shown in Figure 24, the portable development entry table 461 including height mark 462, weight markers 463, vitality mark 464 and fighting flag 465.

身高标志462指示,当游戏在便携式游戏设备200中进行时,是否允许对从服务器设备600获得的角色数据进行身高更新。 Height mark 462 indicating, when the game in the portable gaming device 200, whether to allow the role of data obtained from the server device 600 Height updated. 身高标志462取开或关值,其中开指示允许身高更新,而关指示不允许身高更新。 Height flag 462 takes on or off value, wherein the opening indication allows height update, and the Commissioner indicating allowed height updated. 在此在图24中,身高标志462被设置为关,这意味着在游戏在便携式游戏设备200中进行期间,不允许对从服务器设备600获得的角色数据中所包括的身高进行更新。 In this In Figure 24, the height flag 462 is set to off, which means that during the game in the portable gaming device 200, does not allow for the height from the role data server device 600 obtained included in the update.

上述规则也适用于其它标志。 Above rules also apply to other flags.

体重标志463指示,当游戏在便携式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行体重更新。 Weight flag 463 indicating, when the game in the 100 portable gaming device, whether to allow the role of data obtained from the server device 600 for weight update. 体重标志463取开或关值,其中开指示允许体重更新,而关指示不允许体重更新。 Weight flag 463 takes on or off value, wherein the opening indication allows the weight updating, and the Commissioner indicating allowed weight update. 在此在图24中,体重标志463被设置为关,这意味着在游戏在便携式游戏设备200中进行期间,不允许对从服务器设备600获得的角色数据中所包括的体重进行更新。 In this In Figure 24, the weight flag 463 is set to off, which means that during the game in the portable gaming device 200, does not allow for body weight from the role data server device 600 obtained included in the update.

生命力标志464指示,当游戏在便携式游戏设备200中进行时,是否允许对从服务器设备600获得的角色数据进行生命力更新。 Vitality flag 464 indicates when the game in the portable gaming device 200, whether to allow the role of data obtained from the server device 600 vitality update. 生命力标志464取开或关值,其中开指示允许生命力更新,而关指示不允许生命力更新。 Health flag 464 takes on or off value, wherein the opening indication allows vitality updated, and the Commissioner indicating allowed vitality update. 在此在图24中,生命力标志464被设置为开,这意味着在游戏在便携式游戏设备200中进行期间,允许对从服务器设备600获得的角色数据中所包括的生命力进行更新。 In this In Figure 24, the vitality flag 464 is set to open, which means that during the game in the portable gaming device 200, allowing the vitality from the role data server device 600 obtained included in the update.

战斗力标志465指示,当游戏在便携式游戏设备200中进行时,是否允许对从服务器设备600获得的角色数据进行战斗力更新。 Fighting flag 465 indicating, when the game in the portable gaming device 200, whether to allow the role of data obtained from the server device 600 combat updated. 战斗力标志465取开或关值,其中开指示允许战斗力更新,而关指示不允许战斗力更新。 Fighting flag 465 takes on or off value, wherein the opening indication allows combat updated, and the Commissioner indicating allowed combat updated. 在此在图24中,战斗力标志465被设置为开,这意味着在游戏在便携式游戏设备200中进行期间,允许对从服务器设备600获得的角色数据中所包括的战斗力进行更新。 In this In Figure 24, the fighting flag 465 is set to open, which means that during the game in the portable gaming device 200, allowing combat from the role data server device 600 obtained included in the update.

1.7便携式游戏设备200如图30所示,便携式游戏设备200由以下构成:输入单元201、存储卡输入/输出单元202、卡带输入/输出单元203、连接单元205、主控制单元208、主存储单元210、鉴别单元212、VRAM 215、视频信号生成单元216、电子发声单元217、系统总线218、液晶显示单元220和扬声器221。 1.7 portable gaming device 200 shown in Figure 30, a portable gaming device 200 consists of the following components: an input unit 201, the memory card input / output unit 202, the cassette input / output unit 203, a connecting unit 205, the main control unit 208, a main storage unit 210, discriminating unit 212, VRAM 215, a video signal generating unit 216, the electronic sound unit 217, a system bus 218, a liquid crystal display unit 220 and a speaker 221.

输入单元201、存储卡输入/输出单元202、卡带输入/输出单元203、连接单元205、主控制单元208、主存储单元210、鉴别单元212、VRAM 215、视频信号生成单元216和电子发声单元217分别连接到系统总线218。 An input unit 201, the memory card input / output unit 202, the cassette input / output unit 203, connection unit 205, the main control unit 208, a main storage unit 210, authentication unit 212, VRAM 215, a video signal generating unit 216 and the electronic sound unit 217 are respectively connected to system bus 218.

便携式游戏设备200通过电缆30连接到固定式游戏设备100。 Portable game device 200 is connected to a stationary game apparatus 100 via a cable 30. 另外,卡带400和存储卡300被加载到便携式游戏设备200上。 Further, the cassette 400 and the memory card 300 is loaded into the portable game apparatus 200.

(1)输入单元201输入单元201拥有向上按钮、向下按钮、向左按钮、向右按钮、决定按钮、开始按钮、停止按钮和其它按钮。 (1) Input unit 201 The input unit 201 has an up button, a down button, the left button, right button, a decision button, a start button, a stop button, and other buttons. 当从用户收到针对各个按钮的操作时,与该操作所针对的按钮相对应的操作指令信息就被生成,并通过系统总线118被输出到主控制单元208。 Upon receipt of the operation for each button from the user, the operation for the button corresponding to the operation instruction information was generated, and is output via the system bus 118 to the main control unit 208.

(2)存储卡输入/输出单元202、卡带输入/输出单元203和连接单元205当存储卡300被加载到便携式游戏设备200上时,存储卡输入/输出单元202被连接到存储卡300,并且在主控制单元208的控制下,从存储卡300读取信息,通过系统总线218将所读取的信息输出到主控制单元208,通过系统总线218从主控制单元208接收信息,并将所收到的信息写入存储卡300。 (2) the memory card input / output unit 202, the cassette input / output unit 203 and the connecting unit 205 when the memory card 300 is loaded onto the portable game device 200, the memory card input / output unit 202 is connected to the memory card 300, and under control of the main control unit 208, the memory card 300 reads information from 218 is output to the main control unit via a system bus read information 208, receiving information through a system bus 218 from the main control unit 208, and supplies the received the information written to the memory card 300.

卡带输入/输出单元203在主控制单元208的控制下,从卡带400读取信息,并通过系统总线218将所读取的信息输出到主控制单元208。 Cassette input / output unit 203 in the main control unit 208 under the control of the cassette 400 to read the information, and through a system bus 218 to read information to the main control unit 208.

连接单元205通过电缆30连接到固定式游戏设备100,通过电缆30从固定式游戏设备100接收信息,并将所收到的信息输出到主控制单元208。 The connecting unit 205 is connected to the stationary game apparatus 100 via the cable 30, 100 and receive information stationary gaming device from, and outputs the received information to the main control unit 208 via cable 30. 连接单元205也从主控制单元208接收信息,并通过电缆30将所收到的信息输出到固定式游戏设备100。 Connection means 205 also receives information from the main control unit 208, and outputs the information received to the stationary game apparatus 100 via a cable 30.

(3)液晶显示单元220和扬声器221液晶显示单元220从视频信号生成单元216接收包括垂直回扫时间和水平回扫时间的视频信号,并根据所收到的视频信号来显示图像。 (3) liquid crystal display unit 220 and a speaker 221 liquid crystal display unit 220 receives a video signal vertical retrace interval, and horizontal retrace time from the video signal generating unit 216, and displays an image based on the video signal received.

扬声器221从电子发声单元217接收音频信号,将所收到的音频信号转换成声音,并输出该声音。 Speakers 221 sound from the electronic unit 217 receives an audio signal, converts the received audio signal into sound and outputs the sound.

(4)主存储单元210主存储单元210由RAM组成,并存储诸如便携式游戏程序231、便携式角色处理程序235、便携式发展项表236、角色数据237、恢复阶段号和恢复步骤号这样的信息,如图31所示。 (4) The main storage unit 210 main storage unit 210 is comprised of a RAM, and stores the portable game program, such as 231, a portable character processing program 235, a portable development item table 236, character data 237, the recovery stage number and restore the step number, As shown in FIG 31. 便携式游戏程序231包括相关信息单元232、程序单元233和对象数据单元234。 The portable game program 231 includes information unit 232, a program unit 233 and the object data unit 234.

另外,主存储单元210配备有帧缓冲器。 Further, the main storage unit 210 is provided with a frame buffer. 帧缓冲器具有用于存储一帧图像的区域。 A frame buffer having an area for storing an image. 帧图像由矩阵结构中的64,000个像素组成(垂直线中320个、水平线中200个)。 Frame image by a matrix structure of 64,000 pixels (vertical lines 320, horizontal line 200).

(5)鉴别单元212在主控制单元208和外部设备进行通信和信息发送/接收之前,鉴别单元212在主控制单元208的控制下,利用挑战-应答方法来执行与连接到便携式游戏设备200的外部设备的相互设备鉴别。 (5) identifying unit 212 for communication and information transmission in the main control unit 208 and an external device / prior to receiving, discriminating unit 212 in the main control the control unit 208, the use of the challenge - is performed connected to the portable game apparatus 200 reply method each device identifying the external device.

在此,省略对挑战-应答方法的说明,因为它是公知的。 Here, we omitted challenge - response method description, because it is well known.

鉴别单元212将设备鉴别结果输出到主控制单元208。 Discriminating unit 212 outputs the device authentication result to the main control unit 208. 在设备鉴别失败的情况下,鉴别单元212禁止主控制单元208与外部设备通信以及发送信息给外部设备/从外部设备接收信息,而在设备鉴别成功的情况下,鉴别单元212允许主控制单元208与外部设备进行通信以及信息的发送/接收。 In the case of the device authentication fails, the authentication unit 212 prohibits the main control unit 208 and communication with an external device and transmitting information to an external device / receiving information from the external apparatus, in the case of the device authentication is successful, the authentication unit 212 allows the main control unit 208 transmitting communication and information with external devices / reception.

在此,外部设备是固定式游戏设备100和存储卡300之一。 Here, the external device is one of a stationary game apparatus 100 and the memory card 300.

(6)主控制单元208主控制单元208具体由图中未示出的微处理器和RAM组成。 (6) The main control unit 208 of the main control unit 208 specifically composed FIGS microprocessor and RAM (not shown). RAM存储计算机程序。 RAM stores a computer program. 通过微处理器按照计算机程序进行操作,使主控制单元208实现其功能。 Operates according to the computer program by the microprocessor, the main control unit 208 achieves its functions.

(菜单显示)当用户将便携式游戏设备200通电时,主控制单元208生成和图22的菜单屏幕160一样的菜单屏幕。 (Menu Display) when the user of the portable 200 is powered game device, the main control unit 208 generates and the menu screen 160 of FIG. 22 as a menu screen. 在垂直回扫时间期间,主控制单元208将所生成的菜单屏幕写入VRAM。 During the vertical retrace time, the main control unit 208 transmits the generated menu screen write VRAM. 该菜单屏幕包括至少三个选项。 The menu screen includes at least three options.

第一选项用于命令执行卡带400中记录的便携式游戏程序411。 The first option is used to command a portable game program cassette 400 record of 411. 第二选项用于命令通过因特网20和固定式游戏设备100从服务器设备600获得角色数据,并将所获得的角色数据写入存储卡300。 The second option is a command via the Internet 20 and the stationary game apparatus 100 acquires character data from the server device 600, character data and the obtained to the memory card 300. 第三选项用于命令其它操作。 The third option is used to command other operations.

当用户选择任一选项时,主控制单元208从输入单元201接收与所选定的选项相对应的指令信息,并执行与所收到的指令信息相对应的操作。 When the user selects one of the options, the main control unit 208 from the input unit 201 receives the selected option corresponding to the instruction information, and performs an operation corresponding to the instruction information received.

(游戏执行)一旦从输入单元201收到命令执行便携式游戏程序411的指令信息,主控制单元208就控制鉴别单元212执行与存储卡300的设备鉴别。 (Game execution) upon 201 receives a command from the input unit performs the portable game program instruction information 411, the main control unit 208 controls the authentication unit 212 performs a memory card device identification 300. 在设备鉴别成功的情况下,主控制单元208执行以下说明的游戏处理。 In the device to identify a successful case, the main control unit 208 performs the following description of the game process. 在设备鉴别失败的情况下,主控制单元208不执行此后的游戏处理。 In the case where the device authentication has failed, the main control unit 208 does not perform the subsequent game processing.

(游戏处理)接着,主控制单元208从卡带400读取便携式游戏程序411,将便携式游戏程序写入主存储单元210,读取便携式角色处理程序451,将便携式角色处理程序451写入主存储单元210,读取便携式发展项表461,并将便携式发展项表写入主存储单元210。 (Game processing) Next, the main control unit 208 411, the portable game program written to the main storage unit from the cassette 400 reads the portable game program 210 reads the portable character processing program 451, the portable character processing program 451 written into the main storage unit 210, reads the portable development item table 461, and writes the main storage unit 210 of the portable development item table. 另外,主控制单元208从存储卡300中读取角色数据321、恢复阶段号335和恢复步骤号336,并将角色数据、恢复阶段号335和恢复步骤号336写入主存储单元210。 Further, the main control unit 208 reads from the memory card 300, character data 321, the recovery stage 335, and a restoration step 336, and character data, the recovery stage 335, and a restoration step 336, write to the main storage unit 210.

接着,主控制单元208从主存储单元210的固定式游戏程序单元中,一个一个地取出指令,对所取出的指令进行解码,并执行解码后的指令。 Then, the main control unit 208 from the main storage unit stationary game program unit 210, one by one fetches instructions, the fetched instruction is decoded, and the decoded instruction executed. 此后,重复指令的取出、解码和执行。 Thereafter, a repeat instruction fetch, decode and execution.

(由固定式游戏设备100执行的角色数据获得操作)当主控制单元208收到指示通过固定式游戏设备100从服务器设备600获得角色数据、并将角色数据写入存储卡300的指令信息时,主控制单元208通过存储卡输入/输出单元202从存储卡300中读取用户ID,并通过卡带输入/输出单元203从卡带400中读取游戏标识符AID和公开密钥APK。 (By the stationary gaming device 100 to perform the role of data acquisition operation) When the main control unit 208 receives an indication by stationary gaming device 100 from the server device 600 to obtain character data, and character data written to the memory card 300 of the command information, the main the control unit 208 202 read via the memory card input / output unit from the memory card 300, user ID, and the output unit 203 reads the game from the cassette 400 through the cassette input / identifier AID and a public key APK. 然后,主控制单元208利用公开密钥APK对游戏标识符AID和用户ID执行数字签名SIG,由此生成签名数据。 Then, the main control unit 208 using the public key APK game identifier AID and the user ID perform a digital signature SIG, thereby generating the signature data.

接着,主控制单元208通过固定式游戏设备100和因特网20,将用户ID、游戏标识符AID和签名数据发送给服务器设备600。 Next, the main control unit 20 820, is sent via the stationary game apparatus 100 and the Internet user ID, the game identifier AID and the signature data to the server device 600.

主控制单元208通过因特网20、固定式游戏设备100和连接单元205,从服务器设备600接收数字签名的验证结果。 The main control unit 208 via the Internet 20, the verification result stationary game apparatus 100 and the connection unit 205, from 600 receives the digital server device signature. 当所收到的验证结果指示失败时,主控制单元208生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器中作为帧图像,在垂直回扫时间期间将帧图像从帧缓冲器发送到VRAM 215,并结束处理。 When the verification result received indicates a failure, the main control unit 208 generates a display screen to display a message indicating the fact, the generated display screen written into the frame buffer as a frame image, during the vertical retrace time frame the image transmitted from the frame buffer to the VRAM 215, and ends the processing.

当所收到的验证结果指示成功时,主控制单元208通过连接单元205、固定式游戏设备100和因特网20,将通信指令发送给服务器设备600,使得服务器设备600与存储卡300通信。 When the verification result received indicates success, the main control unit 208 through the connection unit 205, a stationary game apparatus 100 and the Internet 20, transmits the communication command to the server device 600, so that the server apparatus 300 communicate 600 with the memory card. 另外,主控制单元208通过存储卡输入/输出单元202将通信指令输出到存储卡300,使得存储卡300与服务器设备600通信。 Further, the main control unit 208 202 communication command to the memory card 300 via the memory card input / output unit, so that the memory card 300 and the server device 600 communicate.

接着,主控制单元208通过因特网20、固定式游戏设备100和连接单元205,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果。 Then, the main control unit 208 via the Internet 20, 205, discrimination result between devices 600 and the memory card 300 server device 600 receives the server apparatus from the stationary game apparatus 100 and the connection unit. 另外,主控制单元208通过存储卡输入/输出单元202,从存储卡300接收服务器设备600与存储卡300之间的设备鉴别结果。 Further, the main control unit 208 via the memory card input / output unit 202, 300 receives the authentication result from the server device between the 600 and the memory card 300 device from the memory card. 当所收到的结果中的至少一个结果指示设备鉴别失败时,主控制单元208就生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器中作为帧图像,在垂直回扫时间期间将帧图像从帧缓冲器传送给VRAM 215,并结束处理。 When a result received at least one result pointing device authentication has failed, the main control unit 208 generates a display screen to display a message indicating the fact, the generated display screen written into the frame buffer as a frame image, in during the vertical retrace time of the frame image from the frame buffer to the VRAM 215, and ends the processing.

当所收到的两个结果都显示设备鉴别成功时,主控制单元208通过因特网20、固定式游戏设备100和连接单元205从服务器设备600接收用户ID搜索结果,并且当所收到的搜索结果显示用户ID不存在时,主控制单元208生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器中作为帧图像,并在垂直回扫时间期间将帧图像从帧缓冲器传送给VRAM 215。 When the two results received were the device authentication is successful display, the main control unit 208 20, a stationary game apparatus 100 and the connection unit 205 from the server device 600 receives the user ID search results via the Internet, and when the search result received indicates that the user when the ID does not exist, the main control unit 208 generates a display screen to display a message indicating the fact, the generated display screen written into the frame buffer as a frame image and the frame image from the frame buffer during the vertical retrace transmits to the VRAM 215. 主控制单元208也通过存储卡输入/输出单元202将所收到的搜索结果输出到存储卡300,并结束处理。 The main control unit 208 will also output via the memory card input / output unit 202 the search results received from the memory card 300, and ends the processing.

另外,当所收到的搜索结果指示用户ID存在时,主控制单元208通过因特网20、固定式游戏设备100和连接单元205从服务器设备600接收角色数据,并通过存储卡输入/输出单元202将所收到的角色数据输出到存储卡300。 Further, when the search result received indicates that the user ID exists, the main control unit 208 via the Internet 20, a stationary game apparatus 100 and the connection unit 205 data from 600 receives the role of the server apparatus, and via the memory card input / output unit 202 The output character received data to the memory card 300.

另外,主控制单元208通过存储卡输入/输出单元202从存储卡300接收指示写入角色数据已完成的完成信息,并通过连接单元205、固定式游戏设备100和因特网20将所收到的完成信息发送给服务器设备600。 Further, the main control unit 208 via the memory card input / output unit from the memory card 300 receives an indication 202 to write the character data has been completed completion information, and through the connection unit 205, a stationary game apparatus 100 and the Internet 20. The received complete information transmitted to the server device 600.

(便携式角色处理程序的执行)主控制单元208也取出主存储单元210中存储的便携式角色处理程序中所包括的指令,对所取出的指令进行解码,并执行解码后的指令。 (Performed portable character processing program) of the main control unit 208 also fetched instruction portable character processing program main storage unit 210 stores in included, to the fetched instruction is decoded, and the decoded instruction executed. 主控制单元208重复指令的取出、解码和执行。 The main control unit 208 repeats the instruction fetch, decode and execution.

(7)VRAM 215VRAM 215具有用于存储一帧图像的区域。 (7) VRAM 215VRAM 215 has memory for storing an image area. 帧图像由矩阵结构中的64,000个像素组成(垂直线中320个、水平线中200个)。 Frame image by a matrix structure of 64,000 pixels (vertical lines 320, horizontal line 200). 在此,帧图像具有和帧缓冲器中存储的帧图像一样的大小。 In this case, the frame image has the image frame stored in the buffer of the same size.

(8)视频信号生成单元216视频信号生成单元216每1/60秒重复以下(a)-(b)。 (8) video signal generating means 216 video signal generating unit 216 in every 1/60 seconds, repeat the following (a) - (b).

(a)生成垂直同步信号,并将它输出到液晶显示单元220。 (A) generating a vertical synchronization signal, and outputs it to the liquid crystal display unit 220. 该时间周期被称为“垂直回扫时间”。 This time period is called a "vertical retrace."

(b)重复以下(b1)-(b3)200次(200次对应于一帧图像的垂直线中的像素数)。 (B) repeating (b1) - (b3) 200 times (200 times corresponding to a vertical line image in number of pixels).

(b1)从VRAM 215读取一帧图像的一条水平线上的像素(320像素)。 (B1) reading a pixel (320 pixels) on one horizontal line of the image from the VRAM 215.

(b2)利用所读取的帧图像来生成一行视频信号和水平同步信号。 (B2) using the frame read image to generate a line of the video signal and the horizontal synchronizing signal.

(b3)将一行水平信号和水平同步信号输出到液晶显示单元220。 (B3) an output line of a horizontal signal and a horizontal synchronizing signal to the liquid crystal display unit 220.

(9)电子发声单元217和扬声器221电子发声单元217在主控制单元208的控制下,从主存储单元210读取数字音频信息,对所读取的音频信息进行解码,将解码后的音频信息转换成模拟音频信号,并将模拟音频信号输出到扬声器221。 (9) an electronic sound unit 217 and a speaker 221 an electronic sound unit 217 under the control of the main control unit 208, the main storage unit 210 reads the digital audio information from the audio information read decode, audio information is decoded converted into an analog audio signal and an analog audio signal output to the speaker 221.

扬声器221从电子发声单元217接收音频信号,将所收到的音频信号转换成声音,并输出该声音。 Speakers 221 sound from the electronic unit 217 receives an audio signal, converts the received audio signal into sound and outputs the sound.

1.8便利店终端700如图32所示,便利店终端700由显示单元701、输入单元702、控制单元703、存储卡输入/输出单元704、通信单元705、现金接收单元706和储藏器707组成。 1.8 convenience store terminal 700 shown in Figure 32, a convenience store terminal 700 by the display unit 701, an input unit 702, a control unit 703, the memory card input / output unit 704, a communication unit 705, the cash reception unit 706 and storage 707 components.

(1)显示单元701和输入单元702显示单元701在控制单元703的控制下显示各种类型的信息。 (1) The display unit 701 and input unit 702 display unit 701 displays various types of information under the control of the control unit 703.

输入单元702从便利店终端700的操作者接收指令,并把和所收到的指令相对应的指令信息输出到控制单元703。 The input unit 702 receives an instruction from a convenience store operator of the terminal 700, and outputs and instructions corresponding to the received instruction information to the control unit 703.

(2)控制单元703控制单元703从输入单元702接收指示从服务器设备600获得角色数据的指令信息。 (2) Control unit 703 The control unit 703 obtains the instruction information character data from the server device 600 received from the instruction input unit 702. 一旦收到该指令信息,控制单元703就通过通信单元705和因特网20,向服务器设备600发送用于命令在存储卡300和服务器设备600之间进行相互设备鉴别的鉴别指令。 Upon receiving the instruction information, the control unit 703 on 20, sends an authentication command for instructing mutual device authentication between the memory card 300 and the server device 600 to the server device 600 through the communication unit 705 and the Internet. 然后,控制单元703通过存储卡输入/输出单元704将鉴别指令输出到存储卡300。 Then, the control unit 703 704 output via the memory card input / output unit authentication command to the memory card 300.

接着,控制单元703通过因特网20和通信单元705,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果。 Next, the control unit 703 via the Internet 20 and the communication unit 705, the authentication result of the device between the 600 and the memory card 300 server apparatus 600 receives from the server apparatus. 另外,控制单元703通过存储卡输入/输出单元704,从存储卡300接收服务器设备600与存储卡300之间的设备鉴别结果。 Further, the control unit 703 via the memory card input / output unit 704, the receiving server device authentication result of the device between the 600 and the memory card 300 from the memory card 300. 如果所收到的结果中的至少一个结果指示设备鉴别失败,则控制单元703生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕输出到显示单元701,控制显示单元701显示该显示屏幕,并结束处理。 If the result of the received at least one result pointing device authentication has failed, the control unit 703 generates a display screen to display a message indicating the fact, and outputs the generated display screen to the display unit 701, controls the display unit 701 to display the display screen and terminates the process.

当所收到的两个结果都显示设备鉴别成功时,控制单元703通过因特网20和通信单元705从服务器设备600接收游戏销售信息,利用所收到的游戏销售信息生成游戏列表,将所生成的游戏列表输出到显示单元701,并控制显示单元701显示该游戏列表。 When the two results are received are displayed when the device authentication is successful, the control unit 703 via the Internet 20 and the communication unit 705 the server device 600 receives the game sales information from generating the list of games using game marketing information is received, the generated game list output to the display unit 701, and controls the display unit 701 display the game list.

接着,控制单元703从输入单元702接收用户所选择的游戏的游戏标识符,从现金接收单元706接收指示收到与所选定游戏相对应的现金的收到信息,并通过通信单元705和因特网20将所收到的游戏标识符发送到服务器设备600。 Next, the control unit 703, receive the selected game corresponding to the cash received information of the cash reception unit 706 receives the instruction from the input unit 702 receives a user selected by the player identifier of the game and through the communication unit 705 and the Internet 20 transmits the received game identifier to the server device 600.

接着,控制单元703通过因特网20和通信单元705从服务器设备600接收角色数据,并通过存储卡输入/输出单元704将所收到的角色数据输出到存储卡300。 Next, the control unit 703 705 data from 600 receives role server apparatus via the Internet 20 and the communication unit, and outputs the character data received via the memory card input / output unit 704 to the memory card 300.

(3)存储卡输入/输出单元704 (3) the memory card input / output unit 704

当存储卡300被加载到便利店终端700上时,存储卡输入/输出单元704被连接到存储卡300,并且在控制单元703的控制下,从存储卡300读取信息、并将所读取的信息输出到控制单元703,或者从控制单元703接收信息、并将所收到的信息输出到存储卡300。 When the memory card 300 is loaded into the convenience store terminal 700, the memory card input / output unit 704 is connected to the memory card 300, and in the control unit 703, 300 read information from the memory card, and the read the output information to the control unit 703, or receives information from the control unit 703, and outputs the received information to the memory card 300.

(4)通信单元705通信单元705通过因特网20连接到服务器设备600,并通过因特网20发送信息给服务器设备600/从服务器设备600接收信息。 (4) Communication Unit 705 The communication unit 705 is connected through the Internet 20 to the server device 600, and transmits the information to the 600 the information server apparatus / 600 receives from the server apparatus via the Internet 20.

(5)现金接收单元706和储藏器707现金接收单元706接收与用户所选择的游戏的销售价格相对应的现金额,并把指示收到现金的收到信息输出到控制单元703。 The amount of cash (5) a cash receiving unit 706 and the reservoir 707 a cash receiving unit 706 receives the user selected the sales price of the game corresponding to and indicating the receipt of cash outputted to the control unit 703 is received.

储藏器707存储由现金接收单元706接收的现金。 Cash receiving unit 706 storage unit 707 stores received by cash.

1.9游戏系统10的操作以下描述游戏系统10的操作。 1.9 gaming system 10 following operation of the game system 10 will be described.

(1)固定式游戏设备100的操作以下借助于图33所示的流程图,来描述由固定式游戏设备100执行的操作。 (1) stationary game apparatus operation 100 below by means of FIG. 33 flowchart illustrated to describe the operation performed by the stationary game apparatus 100.

当用户将固定式游戏设备100通电时,主控制单元108生成菜单屏幕160,并且监视器120显示所生成的菜单屏幕160(步骤S501)。 When the user 100 is powered stationary game apparatus, the main control unit 108 generates a menu screen 160, and 120 display monitor generated menu screen 160 (step S501).

当用户选择菜单屏幕160中所包括的选项之一时,主控制单元108通过控制器控制单元101,从操作控制器122接收与所选定的选项相对应的指令信息(步骤S502)。 When the user selects one of the option menu screen 160 included in the main control unit 108 by the controller control unit 101, from 122 receives the selected option operation of the controller corresponding to the instruction information (step S502).

当所收到的指令信息指示显示名称列表时(步骤S503),主控制单元108通过驱动器单元103从DVD 500和大容量存储单元111中读取多个游戏名称(步骤S504),生成由所读取的游戏名称组成的游戏名称列表,然后监视器120显示该游戏名称列表(步骤S505)。 When the instruction information indicating the received display name list (step S503), the main control unit 108 reads via the drive unit 103 from the DVD 500 and a mass storage unit 111, a plurality of game names (step S504), generates a read by the name of the game game name list consisting of, and monitor 120 displays the game list name (step S505).

当用户选择游戏名称之一时,主控制单元108通过控制器控制单元101,从操作控制器122获得与所选定的游戏名称相对应的游戏标识符(步骤S506)。 When the user selects one name of the game, the main control unit 108 by the controller control unit 101, 122 is obtained with the selected name of the game corresponding to the game identifier (step S506) from the operation of the controller.

接着,主控制单元108控制鉴别单元107执行与存储卡300的设备鉴别,并且鉴别单元107执行设备鉴别(步骤S507)。 Next, the main control unit 108 controls the authentication unit 107 performs a memory card device identification 300, and the authentication unit 107 performs device authentication (step S507). 在设备鉴别成功的情况下(步骤S508),主控制单元108执行游戏处理(步骤S509)。 In the case of the device authentication is successful (step S508), the main control unit 108 performs a game process (step S509). 接着,控制返回到步骤S501以重复处理。 Subsequently, the control returns to step S501 to repeat the processing. 在设备鉴别失败的情况下(步骤S508),不执行此后的游戏处理,并且控制返回到步骤S501以重复处理。 In the case where the device authentication has failed (step S508), it does not perform the subsequent game processing, and the control returns to step S501 to repeat the processing.

当主控制单元108从服务器设备600获得指示获得角色数据、并将角色数据写入存储卡300中的指令信息时(步骤S503),在固定式游戏设备100中主控制单元108执行获得角色数据的处理(步骤S510),并返回到步骤S501以重复处理。 When (step S503) The main control unit 108 obtains an indication from the server device 600 to obtain character data, and character data write instruction information memory card 300, the process of obtaining character data in the execution stationary game apparatus 100, the main control unit 108 (step S510), and returns to step S501 to repeat the processing.

当收到指示其它处理指令之一的信息时(步骤S503),主控制单元108执行由所收到的信息指示的处理(步骤S512),并返回到步骤S501以重复处理。 When the information of one of the received indication of other processing instruction (step S503), the main control unit 108 performs processing (step S512) information indicated by the received, and returns to step S501 to repeat the processing.

(2)固定式游戏设备100所执行的游戏处理以下利用图34的流程图来描述固定式游戏设备100所执行的游戏处理。 The flowchart of FIG. 34 will be described game process stationary game apparatus 100 performs the game process (2) stationary game apparatus 100 performed by the following use. 注意,以下描述的操作是图33所示流程图的步骤S509的更多细节。 Note that the operation described below are more detailed steps of the flowchart shown in FIG. 33 S509 of.

主控制单元108从DVD 500读取固定式游戏程序511,将固定式游戏程序511写入主存储单元110(步骤S531),读取对象数据单元541,将对象数据单元541写入图形存储单元114(步骤S532),读取固定式角色处理程序551,将固定式角色处理程序551写入图形存储单元114(步骤S533),读取固定式发展项表561,并将固定式发展项表561写入主存储单元110(步骤S534)。 The main control unit 108 from the DVD 500 reads the stationary game program 511, the stationary game program 511 written into the main storage unit 110 (step S531,), read target data unit 541, the object data unit 541 writes the graphic storage unit 114 (step S532), reads the fixed character processing program 551, the fixed character processing program 551 writes the graphic storage unit 114 (step S533), reads the stationary development item table 561, and the stationary development item table 561 to write into the main storage unit 110 (step S534). 另外,主控制单元108从存储卡300读取角色数据321、恢复阶段号335和恢复步骤号336,将角色数据321、恢复阶段号335和恢复步骤号336写入主存储单元110,并将所读取的角色数据321中所包括的身高和体重写入图形存储单元114(步骤S535)。 Further, the main control unit 108 of data from the memory card 300 reads the character 321, the recovery stage 335, and a restoration step 336, the character data 321, the recovery stage 335, and a restoration step 336 written to the primary storage unit 110, and the character data 321 read as including height and weight of the writing pattern storage unit 114 (step S535).

接着,主控制单元108从主存储单元110中存储的固定式游戏程序的程序单元中,一个一个地取出指令(步骤S536),对所取出的指令进行解码(步骤S537),并执行解码后的指令(步骤S538)。 Subsequently, the program unit is fixed game program main control unit 108 stores from the main storage unit 110, one by one, the fetched instruction (step S536), to the fetched instruction is decoded (step S537), and executes the decoded command (step S538). 此后,控制返回到步骤S536,由此重复指令的取出、解码和执行。 Thereafter, control returns to step S536, thereby repeating the instruction fetch, decode and execution.

(3)固定式游戏设备100所执行的角色数据获得操作以下利用图35-36的流程图,来描述固定式游戏设备100在从服务器设备600获得角色数据、并将角色数据写入存储卡300的过程中所执行的操作。 (3) character data stationary game apparatus 100 performed to obtain a flowchart of operation of the FIGS 35-36, described stationary game apparatus 100 in obtaining character data from the server device 600, and the character data is written to the memory card 300 operation process performed. 注意,以下描述的操作是图33所示流程图的步骤S510的更多细节。 Note that the operation described below are the steps in FIG. 33 of the flowchart shown in more detail in S510.

一旦收到指示从服务器设备600获得角色数据、并将角色数据写入存储卡300中的指令信息(步骤S601),主控制单元108就通过存储卡输入/输出单元102从存储卡300读取用户ID(步骤S602),通过驱动器单元103从DVD 500读取游戏标识符BID和公开密钥BPK(步骤S603),然后利用所读取的公开密钥BPK对游戏标识符BID和用户ID执行数字签名SIG,由此生成签名数据(步骤S604),然后通过通信单元104和因特网20,将用户ID、游戏标识符BID和签名数据发送给服务器设备600(步骤S605)。 Upon receiving the instruction to obtain character data from the server device 600, and character data write instruction information (step S601) memory card 300, the main control unit 108 on / output unit 102 reads the user from the memory card 300 via the memory card input ID (step S602), the identifier by the driver unit 103 from the DVD 500 reads the game BID and a public key BPK (step S603), then the public key BPK using the read game identifier BID and the user ID digitally signed SIG, thereby generating signature data (step S604,), and then through the communication unit 104 and the Internet 20, transmits the user ID, the game identifier BID and the signature data to the server device 600 (step S605).

控制单元602通过因特网20和通信单元605从固定式游戏设备100接收用户ID、游戏标识符BID和签名数据(步骤S605),从信息存储单元601所拥有的游戏信息表621中读取与所收到的游戏标识符BID相对应的秘密密钥(步骤S606),并利用所读取的秘密密钥对游戏标识符BID、用户ID和签名数据执行数字签名验证“VRFY”,由此获得验证结果(步骤S607)。 The control unit 602 ID, the game identifier BID and the signature data (step S605), from the information storage unit 601 has a game information table 621 read from 100 receives a user stationary game apparatus through the Internet 20 and the communication unit 605 with the received the game identifier BID corresponding to the secret key (step S606), and using the secret key of the read game identifier BID, the user ID and the signature data performs digital signature verification "VRFY", thereby obtaining a verification result (step S607). 接着,控制单元602通过通信单元605和因特网20,把通过数字签名验证“VRFY”所获得的验证结果发送给固定式游戏设备100(步骤S609、S610)。 Next, the control unit 602 through the communication unit 605 and the Internet 20, the digital signature verification verification result "VRFY" acquired transmitted to the stationary game apparatus 100 (step S609, S610). 当验证结果指示失败时(步骤S608),控制单元602不执行此后的处理。 When (step S608) verification result indicates a failure, the control unit 602 is not processing thereafter performed.

另外,控制单元108通过因特网20和通信单元104从服务器设备600接收数字验证的验证结果(步骤S609、步骤S610)。 Further, the control unit 108 via the Internet 20 and the communication unit 104 from the authentication result from the server device 600 receives digital verification (the step S609, the step S610). 当所收到的验证结果指示失败时(步骤S611),主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0151,并且监视器120显示该帧图像(步骤S612),然后结束处理。 When the verification result received indicates a failure (step S611), the main control unit 108 generates a display screen to display a message indicating the fact, the generated display screen written into the frame buffer 106 as the frame image, the instruction command has been written in register unit outputs a control signal 109 to the graphic control unit 113, the screen display instruction written to the register unit registers R0151 109, and monitor 120 displays the frame image (step S612), the process ends.

当所收到的验证结果指示成功时(步骤S611),主控制单元108通过通信单元104和因特网20向服务器设备600发送通信指令,使得服务器设备600与存储卡300通信(步骤S613),并且主控制单元108也通过存储卡输入/输出单元102向存储卡300输出通信指令,使得存储卡300与服务器设备600通信(步骤S614)。 When the verification result received indicates success (step S611), the main control unit 108 through the communication unit 104 and the Internet 20 to 600 transmits a communication command server apparatus, so that the server device 600 and the memory card 300 communication (step S613), and the main control unit 108 via the memory card input / output unit 102 to the memory card 300 outputs a communication command, so that the memory card 300 and the server device 600 communication (step S614).

当验证结果指示成功时(步骤S608),控制单元602通过因特网20和通信单元605从固定式游戏设备100接收通信指令(步骤S613),并且服务器设备600和存储卡300执行相互设备鉴别(步骤S615)。 When (step S608) authentication result indicates success, the control unit 602 via the Internet 20 and the communication unit 605 from 100 receives the communication command stationary game device (step S613), and the server device 600 and the memory card 300 perform mutual device authentication (step S615 ).

控制单元302从鉴别单元304接收设备鉴别结果,并通过输入/输出单元303将所收到的结果输出到固定式游戏设备100(步骤S617)。 The control unit 302 receives the device authentication result from the authentication unit 304, and outputs the result received through the input / output unit 303 to 100 (step S617) stationary game device. 当设备鉴别结果指示失败时(步骤S619),控制单元302结束处理。 When the device authentication result indicates a failure (step S619), control unit 302 ends the process.

接着,主控制单元108通过因特网20和通信单元104,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果(步骤S616),并且也通过存储卡输入/输出单元102,从存储卡300接收服务器设备600与存储卡300之间的设备鉴别结果(步骤S617)。 Then, the main control unit 108 via the Internet 20 and the communication unit 104, server device 600 receives the server device authentication result of the device between the 600 and the memory card 300 (step S616), and also via the memory card input / output unit 102 from the storage device authentication result between the card 300 receives the server device 600 and the memory card 300 (step S617). 当所收到的结果的至少一个指示设备鉴别失败时(步骤S620),主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0151,并且监视器120显示该帧图像(步骤S621),并结束处理。 When at least one result indicating the received device authentication fails (step S620), the main control unit 108 generates a display screen to display a message indicating the fact, the generated display screen written into the frame buffer 106 as the frame image , indicating that the instruction has been written to the register unit outputs a control signal 109 to the graphic control unit 113, the screen display instruction written to the register unit registers R0151 109, and monitor 120 displays the frame image (step S621), and ends the processing .

控制单元602从鉴别单元606接收鉴别结果,并通过通信单元605和因特网20将所收到的鉴别结果发送给固定式游戏设备100(步骤S616)。 The control unit 602 receives the discrimination results from the discrimination unit 606, and transmits the authentication result through the communication unit 605 and the Internet 20 will be received to the stationary game apparatus 100 (step S616). 在此,当鉴别结果指示失败时(步骤S618),控制单元602不执行此后的处理。 Here, when the discrimination result indicates a failure (step S618), the control unit 602 thereafter processing is performed.

另一方面,当鉴别结果指示成功时(步骤S618),控制单元602在用户购买信息表631中搜索所收到的用户ID(步骤S622),并且当在用户购买信息表631中不存在所收到的用户ID时(步骤S623),控制单元602通过通信单元605和因特网20向固定式游戏设备100发送指示这一事实的搜索结果(步骤S624)。 On the other hand, when (step S618) authentication result indicates success, the control unit 602 for later ID information table 631 to search received (step S622) in the user, and when the user purchase information table 631 does not exist in the closing when the user ID (step S623), the control unit 602 through the communication unit 605 and the Internet 20 to the search results (step S624) stationary game apparatus 100 transmits an indication of this fact.

当所收到的两个结果都指示设备鉴别成功时(步骤S621),主控制单元108通过因特网20和通讯单元104从服务器设备600接收关于用户ID的搜索结果(步骤S624),并且当所收到的搜索结果指示用户ID不存在时(步骤S625),主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,并将屏幕显示指令写入寄存器单元109的寄存器R0 151,并且监视器120显示该帧图像(步骤S626)。 When received two results are pointing device identification is successful (step S621), the main control unit 108 via the Internet 20 and the communication unit 104 from the server device 600 receives the user ID of the search results (step S624), and when the received when the search result indicates that the user ID does not exist (step S625), the main control unit 108 generates a display screen to display a message indicating the fact, the generated display screen written into the frame buffer 106 as the frame image, the instruction command is output control signal is written in register unit 109 to the graphic control unit 113, and screen display instruction into the register register unit 109. R0 151, and monitor 120 displays the frame image (step S626). 另外,主控制单元108通过存储卡输入/输出单元102将所收到的搜索结果输出到存储卡300(步骤S627),然后结束处理。 Further, the main control unit 108 output unit 102 are output via the memory card input / search result received to the memory card 300 (step S627), the process ends.

当设备鉴别结果指示成功(步骤S619)、并且所收到的搜索结果指示用户ID不存在时(步骤S628),控制单元302结束处理。 When (step S628) the device authentication result indicates success (step S619), the search results and the received indicates that the user ID does not exist, control unit 302 ends the process.

当所收到的用户ID存在于用户购买信息表631中(步骤S623),则控制单元602从游戏信息表621中读取与所收到的游戏标识符相对应的角色数据(步骤S629),并通过通信单元605和因特网20将所读取的角色数据发送给固定式游戏设备100(步骤S630)。 When the user ID received in a user purchase information table 631 (step S623), the control unit 602 reads the game identifier received corresponding character data (step S629) from the game information table 621, and character data read by the communication unit 605 and the Internet 20 to a stationary game apparatus 100 (step S630).

当所收到的搜索结果显示用户ID存在时(步骤S625),则主控制单元108通过因特网20和通信单元104从服务器设备600接收角色数据(步骤S630),并通过存储卡输入/输出单元102将所收到的角色数据输出到存储卡300(步骤S631)。 When the search result received indicates that the presence of the user ID (step S625), the main control unit 108 via the Internet 20 and the communication unit 104 to server device 600 receives the character data (step S630), and via the memory card input / output unit 102 from outputting character data received to the memory card 300 (step S631).

控制单元302通过输入/输出单元303接收角色数据(步骤S631),将所收到的角色数据写入信息存储单元301(步骤S632),并且当写入完成时,通过输入/输出单元303将指示写入完成的完成信息输出到固定式游戏设备100(步骤S633)。 The control unit 302 input / output unit 303 receives character data (step S631) by the character data received write information storage unit 301 (step S632), and when the writing is completed, the input-output unit 303 indicating / write completion completion output information 100 (step S633) stationary game device.

主控制单元108通过存储卡输入/输出单元102,从存储卡300接收指示角色数据写入完成的完成信息(步骤S633),并通过通信单元104和因特网20将所收到的完成信息发送给服务器设备600(步骤S634)。 The main control unit 108 102, a character data writing completion information (step S633) is completed from the received indication of the memory card 300 via the memory card input / output unit, and 20 transmits the received completion information to the server via the communication unit 104 and the Internet device 600 (step S634).

接着,控制单元602通过因特网20和通信单元605,从固定式游戏设备100接收指示角色数据写入完成的完成信息(步骤S634),并对用户ID所标识的用户执行记帐处理(步骤S635)。 Next, the control unit 602 via the Internet 20 and the communication unit 605 from receiving an indication stationary game apparatus 100 to write the character data is completed is completed (step S634), and the user of the user identified by the ID performs billing processing (step S635) .

(4)便携式游戏设备200所执行的角色数据获得操作以下利用图37-38的流程图,来描述便携式游戏设备200在通过因特网20和固定式游戏设备100从服务器设备600获得角色数据、并将角色数据写入存储卡300的过程中所执行的操作。 Character data (4) of the portable game apparatus 200 performs the operation of obtaining the flowchart of FIG. 37-38, described the portable game apparatus 200 in obtaining character data from the server device 600 via the Internet 20 and the stationary game apparatus 100, and operation of the process the character data written in the memory card 300 is performed.

便携式游戏设备200在获得角色数据过程中所执行的操作几乎和图35-36流程图所示的、固定式游戏设备100在获得角色数据过程中所执行的操作一样,因此以下省略详细说明。 Portable game apparatus 200 in the operation of obtaining the character data process performed almost 35-36 shown in the flowchart, the same operation stationary game apparatus 100 in obtaining the character data in performed, the following detailed description is omitted.

用图37-38流程图中便携式游戏设备200所执行的操作,来代替图35-36流程图中说明的固定式游戏设备100所执行的操作。 Operational 37-38 flowchart of portable game device 200 is executed, instead of the operation flowchart of FIG. 35-36 stationary game apparatus 100 described executed. 便携式游戏设备200通过固定式游戏设备100从服务器设备600获得角色数据。 The portable game device 200 data through stationary game apparatus 100 obtains the role from the server device 600.

对图37-38的流程图和图35-36的流程图进行比较,被分配具有相同的4个最高位字符的附图标记的步骤相互对应(例如“S601”)。 The step of comparing the flowchart of FIG. 37-38 flowchart and 35-36, are assigned the drawings with the same four most significant character of the mark correspond to each other (e.g., "S601").

(5)便携式游戏设备200所执行的游戏处理以下利用图39的流程图来描述便携式游戏设备200所执行的游戏处理。 The flowchart of FIG. 39 will be described game processing portable game apparatus 200 performs the game process (5) of the portable game apparatus 200 performed by the following use.

鉴别单元212执行与存储卡300的相互设备鉴别(步骤S701)。 Mutual device authentication discriminating unit 212 executes the memory card 300 (step S701). 在设备鉴别失败的情况下(步骤S702),便携式游戏设备200不执行此后的游戏处理。 In the case where the device authentication has failed (step S702), the portable game apparatus 200 does not execute the subsequent game processing.

在设备鉴别成功的情况下(步骤S702),主控制单元208从卡带400读取便携式游戏程序411,将所读取的便携式游戏程序411写入主存储单元210(步骤S703),读取便携式角色处理程序451,将所读取的便携式角色处理程序451写入主存储单元210(步骤S705),读取便携式发展项表461,将所读取的便携式发展项表461写入主存储单元210(步骤S706)。 In the case of the device authentication is successful (step S702), the main control unit 208 411, the portable game program read 411 written to the primary storage unit 210 (step S703) from the cassette 400 reads the portable game program, reading a portable role handler 451, the portable character processing the read program 451 written to the primary storage unit 210 (step S705), reads the portable development item table 461, the portable development item table read 461 written to the primary storage unit 210 ( step S706). 另外,主控制单元208从存储卡300中读取角色数据、恢复阶段号335和恢复步骤号336,并将角色数据、恢复阶段号335和恢复步骤号336写入主存储单元210(步骤S707)。 Further, the main control unit 208 reads from the memory card 300 character data recovery stage 335 and the recovery step 336, and character data, the recovery stage 335, and a restoration step 336 written to the primary storage unit 210 (step S707) .

接着,主控制单元208从主存储单元210中存储的便携式游戏程序的程序单元中,一个一个地取出指令(步骤S708),对所取出的指令进行解码(步骤S709),并执行解码后的指令(步骤S710)。 Then, the main control unit 208 from the program unit of the portable game program in the main storage unit 210 stored, one by one, the fetched instruction (step S708), to the fetched instruction is decoded (step S709), and the decoded instruction execution (step S710). 此后,主控制单元208返回到步骤S708,由此重复指令的取出、解码和执行。 Thereafter, the main control unit 208 returns to step S708, thereby repeating the instruction fetch, decode and execution.

(6)便利店终端700所执行的角色数据获得操作以下利用图40的流程图,来描述便利店终端700在通过因特网20从服务器设备600获得角色数据、并将角色数据写入存储卡300的过程中所执行的操作。 (6) the character data convenience store terminal 700 performed obtained flowchart illustrating operation of the following using FIG. 40, described convenience store terminal 700 in 20 to obtain character data from the server device 600 via the Internet, and writes the character data memory card 300 operation process performed.

控制单元703从输入单元702接收指示从服务器设备600获得角色数据的指令信息(步骤S801),通过通信单元705和因特网20,把指示执行存储卡300与服务器设备600之间的相互设备鉴别的鉴别指令发送给服务器设备600(步骤S802),并且通过存储卡输入/输出单元704将鉴别指令输出到存储卡300(步骤S803)。 The control unit 703 from the input unit 702 receives an indication from the server device 600 to obtain character data of instruction information (step S801), by the communication unit 705 and the Internet 20, the instructions to perform the memory card 300 and the server device 600 mutual device authentication identification command to the server device 600 (step S802), and the authentication command to the memory card 300 (step S803) via the memory card input / output unit 704.

服务器设备600和存储卡300执行相互设备鉴别(步骤S804)。 Server device 600 and the memory card 300 perform mutual device authentication (step S804).

控制单元602通过通信单元605和因特网20,将设备鉴别的鉴别结果发送给便利店终端700(步骤S805)。 The control unit 60220, the discrimination result of the device authentication is transmitted to the convenience store terminal 700 (step S805) through the communication unit 605 and the Internet. 当鉴别结果指示失败时(步骤S807),控制单元602不执行此后的处理。 When the discrimination result indicates a failure (step S807), the control unit 602 thereafter processing is performed.

另外,输入/输出单元303将设备鉴别的鉴别结果输出到便利店终端700(步骤S806)。 Further, the input / output unit 303 outputs the authentication result of the device authentication to the convenience store terminal 700 (step S806). 当该鉴别结果指示失败时(步骤S808),控制单元302不执行此后的处理。 When the discrimination result indicates a failure (step S808), control unit 302 thereafter processing is performed.

当鉴别结果指示成功时(步骤S807),控制单元602从游戏销售信息表641中读取所有游戏销售信息(步骤S809),并通过通信单元605和因特网20将所读取的游戏销售信息发送给便利店终端700(步骤S810)。 When the authentication result indicates success (step S807), the control unit 602 reads all the game marketing information (step S809) from the game marketing information table 641, the transmission and the game sales read by the communication unit 605 and the Internet 20 information to convenience store terminal 700 (step S810).

接着,控制单元703通过因特网20和通信单元705,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果(步骤S805),并且也接收服务器设备600与存储卡300之间的设备鉴别结果(步骤S806)。 Next, the control unit 703 705, the device authentication result between the 600 and the memory card 300 (step S805), and also receives the server device between devices 600 and the memory card 300 via the Internet 20 and the communication unit of the server device 600 receives from the server apparatus discrimination result (step S806). 当所收到的结果中的至少一个指示设备鉴别失败时(步骤S820),控制单元703生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕输出到显示单元701,并控制显示单元701显示该显示屏幕(步骤S821),并结束处理。 When a result received at least one indication device authentication fails (step S820), the control unit 703 generates a display screen to display a message indicating the fact, and outputs the generated display screen to the display unit 701, and controls the display unit 701 displays the display screen (step S821), and ends the processing.

当所收到的两个结果都显示设备鉴别成功时(步骤S820),控制单元703通过因特网20和通信单元705从服务器设备接收游戏销售信息(步骤S810),利用所收到的游戏销售信息来生成游戏列表,将所生成的游戏列表输出到显示单元701,并控制显示单元701显示该游戏列表(步骤S811)。 When the two results are received are displayed when the device authentication is successful (step S820), the control unit 703 generates the server device receives the game marketing information (step S810), the game marketing using the information received from the Internet 20 and the communication unit 705 game list, the generated play list output to the display unit 701, and controls the display unit 701 displays the list of games (step S811).

接着,控制单元703从输入单元702接收用户所选择的游戏的游戏标识符(步骤S812),从现金接收单元706接收指示收到与所选定游戏相对应的现金的收到信息(步骤S813),并通过通信单元705和因特网20将所收到的游戏标识符发送给服务器设备600(步骤S814)。 Next, the control unit 703 from the input unit 702 receives a user selected game game identifier (step S812), the cash reception means 706 receives the indication from receive the selected game corresponding to the cash received information (step S813) and through the game communication unit 705 and the Internet 20. the received identifier to the server device 600 (step S814).

接着,控制单元602通过因特网20和通信单元605从便利店终端700接收游戏标识符(步骤S814),从游戏信息表621读取与该游戏标识符相对应的角色数据(步骤S815),通过通信单元605和因特网20将所读取的角色数据发送给便利店终端700(步骤S816)。 Next, the control unit 602 via the Internet 20 and the communication unit 605 receives the game identifier (step S814) from a convenience store terminal 700, reads the game identifier corresponding to the character data (step S815) from the game information table 621, via the communication character data unit 605 and the Internet 20 to the read to a convenience store terminal 700 (step S816).

接着,控制单元703通过因特网20和通信单元705从服务器设备600接收角色数据(步骤S816),并通过存储卡输入/输出单元704将所收到的角色数据输出到存储卡300(步骤S817)。 Next, the control unit 703 output unit 704 outputs via the Internet 20 and the communication unit 705 the server device 600 receives the character data (step S816), and from via the memory card input / character data received to the memory card 300 (step S817).

控制单元302通过输入/输出单元303从便利店终端700接收角色数据(步骤S817),并将所收到的角色数据写入信息存储单元301(步骤S818)。 The control unit 302 terminal 700 receiving character data (step S817) from a convenience store through the input / output unit 303, character data and the received write information storage unit 301 (step S818).

2.总结如到目前为止所述的,本发明的固定式游戏设备和便携式游戏设备有它们自己的游戏软件程序,并且通过将游戏软件程序存储在适于相应游戏设备的记录介质上,来将其提供给用户。 2. Summary As the date, the stationary game apparatus according to the present invention, and portable game devices have their own game software program, and by the game software program is stored in suitable recording medium corresponding gaming device to the provided to the user.

另外,表示诸如游戏中的形状和能力这样的游戏中出现的角色的特征的角色数据,被存储在存储卡中。 Further, it represents a character data such as the feature game of the shape and the ability of such appear in the game character, is stored in the memory card in.

固定式游戏设备和便携式游戏设备分别从它们自己的记录介质中读取游戏软件程序,从存储卡读取角色数据,以便按照相应的游戏软件程序进行游戏。 Fixed-game consoles and portable gaming devices, respectively, from their own recording medium read the game software program from the memory card to read the role of data in order to follow the corresponding game software program for the game. 在游戏进行过程中,使游戏中出现的角色具有由从存储卡中读取的角色数据所表示的形状和能力。 In the game is in progress, so that characters appearing in the game has a shape and capacity by the character data read from the memory card indicated.

这样,在如系统体系结构、内部处理器类型和数目以及屏幕显示能力这样的各方面具有互不相同的规格的固定式游戏设备和便携式游戏设备中,可以使同一角色出现在同一游戏的过程中。 Thus, in such system architecture, the internal processor type, and number and a screen to display various such capability stationary game apparatus and a portable game device having mutually different specifications may be of the same character to appear in the same game process .

在游戏期间,角色的形状和能力以各种方式变化。 During the game, the shape and the ability to role changes in various ways.

例如,当在游戏过程中间用户在固定式游戏设备上暂停游戏时,固定式游戏设备把诸如能力和形状这样的角色特征和指示游戏被暂停的时间的信息一起存储到存储卡中。 For example, when the game intermediates pause the game on a stationary game apparatus, a stationary game device to store information such as ability and shape such role features indicating the game is suspended time together in the memory card. 当用户在便携式游戏设备上恢复该游戏时,便携式游戏设备从存储卡中读取如能力和形状这样的角色特征、以及指示游戏被暂停的时间的信息,并通过使具有游戏被暂停时的能力和形状的角色出现来继续进行游戏,反之亦然。 When the user resume the game on the portable game device, a portable game device reads the character features of such capacity and shape, as well as information such as indicating the game is suspended time from the memory card, and by having the ability to play is suspended and the role of the shape appears to continue the game, and vice versa.

这样,用户能够在固定式游戏设备和便携式游戏设备之一中进行游戏,并且在暂停之后,他能够在另一游戏设备中继续进行同一游戏。 In this way, the user can play the game in one stationary gaming devices and portable gaming devices, and after a pause, he was able to continue the same game in another game device.

3.其它变型例子到目前为止,已根据实施例描述了本发明。 3. Other variations of the examples so far, has been described in the present invention, in accordance with embodiments. 然而不用说,本发明不应该限于上述实施例,并且包括以下情况。 However needless to say, the present invention should not be limited to the above embodiments, and includes the following cases.

(1)作为游戏系统10的变型例子,游戏系统10a可以由固定式游戏设备100a、便携式游戏设备200a、存储卡300a、卡带400a、DVD500a、服务器设备600a和便利店终端700a组成。 (1) as a game system, a variant 10 of the example, the game system 10a may consist of a stationary game apparatus 100a, a portable game device 200a, the memory card 300a, cassette 400a, 700a composed DVD500a, the server device 600a and a convenience store terminals.

在游戏系统10a中,以下结构是可能的。 In the game system 10a, the following structures are possible. 即,当从服务器设备600a获得角色数据、并将其写入存储卡300a时,服务器设备600a对角色数据进行加密由此生成已加密角色数据,并发送已加密角色数据。 That is, when from the server device 600a to obtain character data, and written to the memory card 300a, the server device 600a of the role encrypt data thus generated encrypted character data, and sends the encrypted role data. 作为响应,存储卡300a接收已加密角色数据,对所收到的已加密角色数据进行解密由此生成角色数据,并存储所生成的角色数据。 In response, the memory card 300a receives the encrypted role data, the received encrypted character data is decrypted thereby generating the character data, and stores the character data generated.

固定式游戏设备100a、便携式游戏设备200a、存储卡300a、卡带400a、DVD 500a、服务器设备600a和便利店终端700a的结构分别类似于游戏系统10中的对应部分,即固定式游戏设备100、便携式游戏设备200、存储卡300、卡带400、DVD 500、服务器设备600和便利店终端700。 Stationary game apparatus 100a, a portable game device 200a, the memory card 300a, cassette 400a, DVD 500a, the structure of the server apparatus 600a and convenience stores terminal 700a are similar to corresponding portions 10 of the game system, i.e. stationary game apparatus 100, a portable gaming device 200, a memory card 300, cassette 400, DVD 500, server device 600 and a convenience store terminal 700. 以下描述聚焦于它们之间的不同之处。 The following description focuses on differences between them.

服务器设备600a还包括加密单元,并在其中存储与角色数据关联的角色密钥。 The server apparatus 600a further includes an encryption unit, and the character store data associated with a character key. 存储卡300a还包括加密单元。 Memory card 300a further includes an encryption unit. DVD 500a还在其中存储只有该DVD才有的介质唯一信息。 DVD 500a also stores therein only medium unique information unique to the DVD. 卡带400a还在其中存储只有该卡带才有的卡带唯一信息。 Cassette 400a also stores therein only cassette-only information the cassette ago. 在此,介质唯一信息和卡带唯一信息分别存储在不可能被重写的区中。 Here, the medium unique information and cassette unique information are stored in can not be rewritten region.

(a)以下利用图41来描述,在通过固定式游戏设备100a从服务器设备600a获得角色数据、并将其写入存储卡300a的过程中所执行的操作。 (A) the use of FIG. 41 will be described, the operation in obtaining the character data from the server apparatus 600a via a stationary game apparatus 100a, and writes it in the memory card 300a in performed.

服务器设备600a从DVD 500a获得介质唯一信息(步骤S851),利用所获得的介质唯一信息作为密钥来对角色密钥执行加密算法E2,由此生成已加密角色密钥(步骤S853),并通过固定式游戏设备100a将已加密角色密钥发送给存储卡300a。 The server device 600a obtained from the DVD 500a medium unique information (step S851), as a key to the character key performs the encryption algorithm E2 using the medium unique information obtained, thereby generating an encrypted character key (step S853), and by fixed game device 100a will be encrypted character key to the memory card 300a.

另外,服务器设备600a利用角色密钥作为密钥来对角色数据执行加密算法E1,由此生成已加密角色数据(步骤S852),并通过固定式游戏设备100a将已加密角色数据发送给存储卡300a(步骤S854)。 Further, the server device 600a using character key as a key to perform the encryption algorithm E1 to the character data, thereby generating an encrypted character data (step S852), and by a stationary game apparatus 100a stores the encrypted memory card character data transmitted to 300a (step S854).

存储卡300a通过固定式游戏设备100a从服务器设备600a接收已加密角色数据(步骤S854),并接收已加密角色密钥(步骤S855)。 Memory card 300a receives the encrypted fixed gaming devices 100a from the server apparatus 600a character data (step S854), and receives the encrypted character key (step S855).

存储卡300a通过固定式游戏设备100a从DVD 500a获得介质唯一信息(步骤S856),利用所获得的介质唯一信息作为密钥来对已加密角色密钥执行解密算法D2,由此生成角色密钥(步骤S857)。 Memory card 300a obtained by stationary game device 100a from the DVD 500a medium unique information (step S856), the medium unique information using the acquired as a key to a key performs the decryption algorithm D2 to the encrypted character, thereby generating a character key ( step S857). 接着,存储卡300a利用所生成的角色密钥作为密钥来对已加密角色数据执行解密算法D1,由此生成角色数据,并把所生成的角色数据保存在其中(步骤S858)。 Next, the memory card 300a using the generated character key as key data encrypted character performs a decryption algorithm D1, thereby generating character data, and the generated character data is stored therein (step S858).

当执行程序时,存储卡300a将其中存储的角色数据输出到固定式游戏设备100a(步骤S859)。 When executing the program, the memory card 300a outputs the character data stored therein to the stationary game apparatus 100a (step S859).

在此,加密算法E1的一个例子是基于离散对数问题来保证安全性的椭圆曲线加密。 Here, one example of the encryption algorithm E1 is the discrete logarithm problem to guarantee the security of the elliptic curve encryption based. 另外,解密算法D1是用于对通过加密算法E1生成的密文进行解密的算法。 Further, decryption algorithm D1 is for generating the encryption algorithm E1 ciphertext algorithm decryption.

另外,加密算法E2的一个例子基于DES(数据加密标准)。 Further, an example of the encryption algorithm E2 is a DES (Data Encryption Standard) based. 另外,解密算法D2是用于对通过加密算法E2生成的密文进行解密的算法。 Further, the decryption algorithm D2 is used to generate the encryption algorithm E2 ciphertext algorithm decryption.

(b)以下利用图42来描述,在通过固定式游戏设备100a和便携式游戏设备200a从服务器设备600a获得角色数据、并将其写入存储卡300的过程中所执行的操作。 (B) the use of FIG. 42 will be described in 200a 600a to obtain character data from the server apparatus through the fixed gaming devices 100a and a portable game device, and writes the operation of the process the memory card 300 is performed.

服务器设备600a从卡带400a获得卡带唯一信息(步骤S861),并利用所获得的卡带唯一信息作为密钥来对角色密钥执行加密算法E2,由此生成已加密角色密钥(步骤S863),并通过固定式游戏设备100a和便携式游戏设备200a将已加密角色密钥发送给存储卡300a(步骤S865)。 The server device 600a 400a obtained from cassette cassette unique information (step S861), and as a key to the character key performs the encryption algorithm E2 using the cassette only information obtained, thereby generating an encrypted character key (step S863), and fixed gaming devices 100a and a portable game device 200a the encrypted character key to the memory card 300a (step S865).

另外,服务器设备600a利用角色密钥作为密钥来对角色数据执行加密算法E1,由此生成已加密角色数据(步骤S862),并通过固定式游戏设备100a和便携式游戏设备200a将已加密角色数据发送给存储卡300a(步骤S864)。 Further, the server device 600a using character key performs an encryption algorithm E1 as key data character, thereby generating an encrypted character data (step S862), and 200a the encrypted character data by stationary game device 100a and the portable game device sent to the memory card 300a (step S864).

存储卡300a通过固定式游戏设备100a和便携式游戏设备200a从服务器设备600a获得已加密角色数据(步骤S864),并接收已加密角色密钥(步骤S865)。 Memory card 300a fixed gaming devices 100a and a portable game device 200a 600a obtained from the server device via the encrypted character data (step S864), and receives the encrypted character key (step S865).

存储卡300a通过便携式游戏设备200a从卡带400a获得卡带唯一信息(步骤S866),并利用卡带唯一信息作为密钥来对已加密角色密钥执行解密算法D2,由此生成角色密钥(步骤S867)。 Memory card 300a 200a obtained by the portable game device from the cassette 400a cassette unique information (step S866), and the use of cassette unique information as a key to a key performs the decryption algorithm D2 to the encrypted character, thereby generating a character key (step S867) . 接着,存储卡300a利用所生成的角色密钥作为密钥来对已加密角色数据执行解密算法D1,由此生成角色数据,并将角色数据存储在其中(步骤S868)。 Next, the memory card 300a using the generated character key as key data encrypted character performs a decryption algorithm D1, thereby generating character data, and character data is stored therein (step S868).

在执行游戏过程中,存储卡300a将其中保存的角色数据输出到便携式游戏设备200a(步骤S869)。 In the execution of the game, the output of the memory card 300a in which stored character data to the portable game device 200a (step S869).

(c)根据上述变型例子,在没有DVD 500a或卡带400a的情况下,不能对已加密角色密钥进行解密,因此也不能对已加密角色数据进行解密。 (C) According to the above-described modified example, in the case where there is no DVD 500a or cassette 400a, and not the encrypted character key for decryption, and therefore can not decrypt the encrypted character data. 因此,提高了角色数据传输的安全性。 Therefore, improving the security of the role of data transmission.

(2)在实施例中,当存储卡300从服务器设备600获得角色数据时,服务器设备600执行针对用户的、关于与所提供角色数据相对应的货币量的记帐处理。 (2) In the embodiment, when the memory card 300 to obtain character data from the server device 600, server device 600 performs accounting processing for the amount of money about the user provides character data and the corresponding FIG. 然而,存储卡300可以进一步具有电子货币功能,从服务器设备600接收关于货币量的记帐信息,并根据所收到的记帐信息在存储卡300内执行记帐处理。 However, the memory card 300 may further have an electronic money function, receiving the billing information regarding the amount of money from the server device 600, and performs accounting processing in the memory card 300 in accordance with the billing information received.

存储卡300在其中禁止外部访问的区域中存储了它自己的秘密密钥、以及可用来代替货币的电子货币。 Area of ​​the memory card 300, which prohibits external access is stored in its own secret key, and can be used instead of electronic money currency. 另外,存储卡300预先存储用于标识服务器设备600的记帐源ID。 Further, the memory card 300 stores in advance billing source identifier server device 600's ID. 此外,服务器设备600预先存储与存储卡300的秘密密钥相对应的公开密钥,并且也存储用于标识它自己的记帐源ID。 Further, the server device 600 in advance secret key stored in the memory card 300 corresponding to the public key, and also stores for identifying its own billing source ID.

以下利用图43的流程图来描述在服务器设备600和存储卡300之间执行的记帐处理。 The following described billing processing performed between the server device 600 and the memory card 300 using the flowchart of FIG. 43. 注意,在此说明的记帐处理是图36流程图中的步骤S635的替换方案。 Note that the accounting process described herein is a step of the flowchart of FIG. 36 in an alternative to S635 of.

服务器设备600计算记帐量(步骤S872),获得用于标识服务器设备600的记帐源ID(步骤S872),利用预先得到的存储卡300的公开密钥来对记帐量和记帐源ID执行数字签名SIG,由此生成签名数据(步骤S873),并通过因特网20和固定式游戏设备100将记帐量、记帐源ID和签名数据发送给存储卡300(步骤S874-步骤S875)。 Server device 600 calculates a billing amount (step S872), is obtained for identifying the server device 600 billing source ID (step S872), the public key of the memory card 300 using the previously obtained to the ID of the billing amount and the billing source performing a digital signature SIG, thereby generating signature data (step S873), and 100 will be transmitted via the Internet 20 and the stationary game apparatus billing amount, billing source ID and the signature data to the memory card 300 (step S874- step S875).

存储卡300利用存储卡300中预先存储的秘密密钥,来对记帐量、记帐源ID和签名数据执行数字签名验证VRFY(步骤S876)。 The memory card 300 using the memory card 300 in advance stored in the secret key, to pair the billing amount, billing source ID and the signature data performs digital signature verification the VRFY (step S876). 当验证结果指示失败时(步骤S877),存储卡300通过固定式游戏设备100和因特网20,将指示验证失败的失败信息发送给服务器设备600(步骤S878-步骤S879)。 When the verification result indicates a failure (step S877), the memory card 300 through the stationary game apparatus 100 and the Internet 20, to indicate the validation 600 failed to transmit the failure information to the server apparatus (step S878- step S879).

当验证结果指示成功时(步骤S877),存储卡300进一步判断预存的记帐源ID是否和所收到的记帐源ID一致,并且当它们相互不一致时(步骤S880),通过固定式游戏设备100和因特网20将指示这一事实的失败信息发送给服务器设备600(步骤S882-步骤S883)。 When the verification result indicates a success (step S877), the memory card 300 further determines consistent whether the pre-stored billing source ID and the received billing source ID, and when they each do not coincide (step S880), by a stationary game apparatus 100 and the Internet 20 indicating transmission failure information of the fact that the server device 600 (step S882- step S883).

当它们相一致时(步骤S880),存储卡300从其中存储的电子货币中减去所收到的记帐量(步骤S881)。 When they match (step S880), the memory card 300 by subtracting the amount of charge received (step S881) from which the electronic money stored.

(3)在上述实施例中,游戏系统包括固定式游戏设备和便携式游戏设备。 (3) In the above embodiment, the gaming system includes a stationary game apparatus and a portable game device. 然而,游戏系统可以包括个人计算机而不是固定式游戏设备,以及可以包括便携式信息终端设备和便携式电话、而不是便携式游戏设备。 However, the game system may include a personal computer instead of a stationary game apparatus, and may include a portable information terminal device and the portable telephone, instead of the portable game device. 在这种情况下,个人计算机将被设计成具有和固定式游戏设备一样的结构,而便携式信息终端设备和便携式电话将被设计成具有和便携式游戏设备一样的结构。 In this case, the personal computer will be designed to have a fixed gaming devices like structure, and the portable information terminal device and the portable telephone will be designed to have and portable game devices like structure.

另外,在上述实施例中,游戏系统包括固定式游戏设备和便携式游戏设备。 Further, in the above embodiment, the gaming system includes a stationary game apparatus and a portable game device. 然而,游戏设备可以包括另一个固定式游戏设备,而不是具有与固定式游戏设备不同的内部结构的便携式游戏设备。 However, the game device may include another fixed-type game device, instead of having a fixed gaming devices different portable game device internal structure.

(4)在上述实施例中,游戏系统包括固定式游戏设备和便携式游戏设备。 (4) In the above embodiment, the gaming system includes a stationary game apparatus and a portable game device. 然而,游戏系统可以包括:由制造商A生产的游戏设备A,而不是固定式游戏设备;以及由制造商B生产的游戏设备B,而不是便携式游戏设备。 However, the game system may comprise: a manufacturer A production game device A, rather than a fixed gaming devices; and by the manufacturer B produced game device B, instead of the portable game device.

在此,假定游戏设备A和游戏设备B在许多方面不同,如系统体系结构、内部处理器类型和数目以及屏幕显示能力。 Here, it is assumed game device A and the game device B in many ways different, such as the system architecture, the internal processor type, and number and a screen display capability. 例如,假定游戏设备A具有和上述实施例的固定式游戏设备一样的结构,而假定游戏设备B具有和上述实施例的便携式游戏设备一样的结构。 For example, assume that a game apparatus A has the above-described stationary game apparatus of the embodiment of the same structure, the assumptions and the portable game apparatus of the above embodiment is the same structure of the game apparatus B has.

同样在这种情况下,正如实施例中一样,每种游戏设备都可以使同一角色出现在同一游戏进行过程中。 Also in this case, as the embodiment, as each game device may be of the same character to appear in the same game is in progress.

(5)在上述实施例中,指示角色特征的角色数据在游戏期间变化。 (5) In the above embodiments, indicating characteristics of the role of the character data in the game during the change. 当游戏被暂停时,变化后的角色数据被写入存储卡中。 When the game is paused, change the character data is written to the memory card. 然而,作为选择,有可能只把初始状态和变化后状态之间的角色数据的差异写入存储卡。 However, alternatively, there may be only the difference character data between the initial state and after the state change to the memory card.

(6)每种游戏软件程序都可以被构造成使角色数据的改变程度随不同的游戏设备而变。 (6) for each game software program can be configured to make the role of data change degree with different gaming devices and change.

例如,以下配置是可能的。 For example, the following configuration is possible. 即,对于固定式发展项表和便携式发展项表,体重标志都被设置为开,并且固定式主程序包括用于在图9-10的步骤S118中使体重增加“1.0”的指令。 That is, for a fixed development item table and the portable development item table, weight flags are set to ON, and the stationary main program comprises instructions for the step of FIG. 9-10 S118 manipulation weight gain of "1.0". 而且,便携式主程序包括最初如图25-26的步骤S418所示的使体重增加“0.5”的指令。 Also, the portable main program including weight gain as shown in steps 25-26 S418 "0.5" instruction originally shown in FIG.

利用以上配置,可以通过改变每种游戏设备的角色数据的程度,来根据游戏设备类型改变角色发展程度。 With the above configuration, by changing the degree of each game device of the role of data, to vary the degree of character development according to the game device type.

另外,固定式游戏发展项表和便携式发展项表可以包括角色数据改变程度。 In addition, the stationary game development item table and the portable development item table may include the extent of the role of data changes.

具体地说,以下配置是可能的。 Specifically, the following configuration is possible. 在固定式发展项表中,体重标志和指示角色体重的改变的程度1.0相互关联。 In the fixed type developing entry in the table, the degree of change in body weight flag indicating roles weight 1.0 interrelated. 固定式主程序在图9-10的步骤S118读取指示角色体重改变程度的程度1.0,并且把使体重增加所读取的程度1.0的指令包括在其中。 Degree stationary main reading indicate the degree of character weight change in the step of FIG. 9-10 S118 1.0, and to make the degree of weight gain of the read instruction 1.0 included therein.

另外,有可能使多个角色出现在一个游戏中,并且每个角色都具有它自己的发展项表,并且多个发展项表将被存储在DVD或卡带中。 In addition, it is possible to make multiple characters appear in a game, and each character has its own development item table, and a number of development item table will be stored in DVD or cassette in.

(7)在上述实施例中,固定式发展项表和便携式发展项表中的每一个都被构造成被预存在DVD 500或卡带400中。 (7) In the above embodiment, the stationary development item table and the portable development entry in the table are each configured to be pre-stored in the DVD 500 or cartridge 400. 然而,这些表可以不必预存在DVD 500或卡带400中,并且当它们要被使用时被写入存储卡300,如以下方式。 However, these tables may not necessarily be pre-stored in the DVD 500 or cartridge 400, and is written in the memory card 300, as in the following manner when they are to be used.

首先,服务器设备600预先存储和游戏软件相关联的固定式发展项表和便携式发展项表。 First, stationary development item table server device 600 stores in advance and games associated software and a portable development item table.

存储卡300按以下路径之一从服务器设备600获得固定式发展项表和便携式发展项表:通过固定式游戏设备100和因特网20;通过便携式游戏设备200、固定式游戏设备100和因特网20;以及通过便利店终端700和因特网20。 The memory card 300 is obtained by one of the following path from the server device 600 stationary development item table and the portable development item table: through the stationary game apparatus 100 and the Internet 20; the portable game device 200, a stationary game apparatus 100 and the Internet 20; and by convenience store terminal 700 and the Internet 20. 然后,存储卡300将固定式发展项表和便携式开发项表存储在其中。 Then, the memory card 300 stationary development item table and the portable development item table stored therein.

固定式游戏设备100从存储卡300读取固定式游戏发展项表以供使用,并且便携式游戏设备200读取便携式发展项表以供使用。 Stationary game apparatus 100 reads the stationary game development item table from the memory card 300 for use, and the portable game apparatus 200 reads the portable development item table for use.

在此,可以将固定式游戏设备100和便携式游戏设备200配置成根据用户的操作指令来重写存储卡300中存储的固定式发展项表和便携式发展项表的相应之一。 Here, the stationary game apparatus 100 and the portable game apparatus 200 is configured in accordance with the user's instruction to rewrite a corresponding one of the stationary development item table memory card 300 is stored and a portable development item table.

当多个角色出现在游戏中、并且多个角色相应地有多个发展项表时,有可能将某些发展项表预存在DVD或卡带中,并且从服务器设备获得其它发展项表、并将它们存储到存储卡中。 When multiple roles in the game, and the multiple roles accordingly there are a number of development item table, there may be some development items table stored in DVD or cassette, and obtain other development item table from the server device, and they are stored on the memory card.

(8)在上述实施例中,固定式发展项表和便携式发展项表分别存储在DVD 500和卡带400中,固定式游戏设备100从DVD 500读取固定式发展项表以供使用,并且便携式游戏设备200从卡带400读取便携式发展项表以供使用。 (8) In the above embodiment, the stationary development item table and the portable development item table are stored in the DVD 500 and the cassette 400, a stationary game apparatus 100 from the DVD 500 reads the stationary development item table for use, and the portable gaming devices 200 from 400 reads the cassette portable development item table for use. 然而,也有可能将这些表写入存储卡300中以供使用,如下所述。 However, it is also possible to these tables to the memory card 300 for use as described below.

存储卡300通过固定式游戏设备100或便携式游戏设备200,从DVD 500或卡带400获得固定式发展项表或便携式发展项表,并存储所获得的固定式发展项表和便携式发展项表。 Memory card 300 200, to obtain a fixed development item table or portable development item table from the DVD 500 or cassette 400 through the stationary gaming device 100 or portable gaming devices, stationary development item table and stores the obtained and portable development item table.

此后,固定式游戏设备100从存储卡300读取固定式发展项表以供使用,并且便携式游戏设备200从存储卡300读取便携式发展项表以供使用。 Thereafter, the stationary game apparatus 100 reads the stationary development item table from the memory card 300 for use, and the portable game apparatus 200 reads the portable development item table from the memory card 300 for use.

在此,固定式游戏设备100和便携式游戏设备200可以根据用户的操作指令,来分别重写存储卡300中存储的固定式发展项表和便携式发展项表。 Here, the stationary game apparatus 100 and the portable game apparatus 200 according to a user's operation instruction, respectively rewritten stationary development item table and the portable development item table memory card 300 is stored.

(9)本发明可以是上述的任一方法。 (9) The present invention may be the above-described any method. 本发明也可以是通过在计算机上执行这些方法而实现的计算机程序,或由该计算机程序组成的数字信号。 The present invention may be a computer program realized by executing these methods on a computer, or a digital signal by the computer program thereof.

此外,本发明可以是以记录在计算机可读记录介质上的形式存在的计算机程序或数字信号,如软盘、硬盘、CD-ROM、MO、DVD、DVD-ROM、DVD-RAM、BD(蓝光光盘)和半导体存储器。 Further, the present invention may be a recording-readable computer program or digital signal is presented on a recording medium, such as floppy disks, hard disks, CD-ROM, MO, DVD, DVD-ROM, DVD-RAM, BD (Blu-ray Disc in the computer ) and a semiconductor memory. 另外,本发明可以是记录在这些记录介质中的计算机程序或数字信号。 Further, the present invention may be the computer program or the digital signals in these recording media recording.

另外,本发明可以是通过电子通信电路、无线/有线通信电路、由因特网所代表的网络、数据广播等发送的计算机程序或数字信号。 Further, the present invention may be the computer program or the digital signal transmitted via an electronic communication circuit, wireless / wired communication circuit, a network of Internet represented, and data broadcasting.

另外,本发明可以是配备有微处理器和存储器的计算机系统,其中存储器中存储计算机程序、并且微处理器按照该计算机程序工作。 Further, the present invention may be equipped with a computer system with a microprocessor and a memory, wherein the memory stores the computer program and the microprocessor operates according to the computer program.

另外,可以通过以记录在任一记录介质上的形式传送程序或数字信号、或者通过经由网络等传送该程序或数字信号,来在另一独立计算机系统上执行本发明。 Further, by recording in any form on a recording medium transferring the program or digital signal, or by the program or the digital signal transmitted via a network or the like, is performed according to the present invention on another independent computer system.

(10)本发明可以是实施例和变型例子的任意组合。 (10) The present invention may be any combination of the embodiments and modified example embodiment.

工业实用性本发明能够可管理地、持续性地、重复地被应用于向用户提供计算机游戏软件的工业中,以及被应用于生产和销售固定式游戏设备、便携式游戏设备以及可执行计算机游戏软件的计算机系统的工业中。 Industrial Applicability The present invention can be administratively, continuously manner, it is repeatedly applied to provide a computer game software to the user industries, as well as being used in the production and sale of fixed gaming devices, portable game devices, and executable computer game software industrial computer systems.

Claims (14)

1.一种游戏系统,包括具有互不相同的内部结构的第一游戏执行设备和第二游戏执行设备,其中所述第一游戏执行设备包括:第一程序读取单元,用于从第一游戏记录介质读取指示游戏的过程的第一游戏程序;第一角色读取单元,用于从便携式记录介质读取指示所述游戏中出现的角色的特征的角色数据;第一输入单元,用于从用户接收输入操作;以及第一游戏执行单元,用于根据在所述第一输入单元收到的所述输入操作和由所述第一游戏程序所指示的所述过程,来进行所述游戏,并且根据由所述第一角色读取单元所读取的所述角色数据来使所述角色出现在所述游戏中,以及所述第二游戏执行设备包括:第二程序读取单元,用于从第二游戏记录介质读取指示所述游戏的过程的第二游戏程序;第二角色读取单元,用于从所述便携式记录介质读取所述角 1. A game system comprising a first game execution device and the second game execution device mutually different internal structure, wherein said first game execution device comprising: a first program reading unit, from a first media read instruction process of the game play records a first game program; a first character reading unit for reading the character appearing in the game indicates that the from the portable recording medium, character data characteristic; a first input unit, with from a user receives an input operation; and a first game execution unit according to the said first input unit receives the input operation of the process by the first game program as indicated, to the games, and to cause the character according to the reading unit by the first character read the character data appearing in the game and the second game execution device comprising: a second program reading unit, for reading the instruction from the second game recording medium of the game during a second game program; second character reading unit, a medium for reading the angle from the portable recording 数据;第二输入单元,用于从所述用户接收输入操作;以及第二游戏执行单元,用于根据在所述第二输入单元收到的所述输入操作和由所述第二游戏程序所指示的所述过程,来进行所述游戏,并且根据由所述第二角色读取单元所读取的所述角色数据来使所述角色出现在所述游戏中。 Data; a second input unit for receiving input from the user operation; and a second game execution unit according to the input operation of the second input unit is received by said second game program the process is indicated to the game and to cause the character to appear in the game according to a reading unit by the second character read the character data.
2.一种按照游戏程序来进行游戏的游戏执行设备,包括:程序读取单元,用于从游戏记录介质读取指示游戏的过程的游戏程序;角色读取单元,用于从便携式记录介质读取指示所述游戏中出现的角色的特征的角色数据;输入单元,用于从用户接收输入操作;以及游戏执行单元,用于根据所述输入操作和所述过程来进行所述游戏,并且根据所述角色数据来使所述角色出现在所述游戏中。 A according to the game program to the game execution device game, comprising: program reading means for a game program read game instructions from the game recording medium process; character reading unit for the medium read from the portable recording character data feature game occurrence of the indication character; input means for receiving an input from a user; and a game executing unit configured to perform the game in accordance with the input operation of the process, and in accordance with the character data to the character to appear in the game.
3.根据权利要求2所述的游戏执行设备,还包括:请求单元,用于从服务器设备请求所述角色数据;获取单元,用于通过网络从所述服务器设备获得所述角色数据;以及写入单元,用于将所获得的角色数据写入所述便携式记录介质。 3. The game execution device of claim 2, further comprising: a request unit for the character data from the server device requests; obtaining unit for obtaining the character data from the server apparatus via a network; and a write into the cell, the role of the data obtained for writing the portable recording medium.
4.根据权利要求2所述的游戏执行设备,还包括:鉴别单元,用于检查所述便携式记录介质的可靠性,其中当确保所述可靠性时,所述角色读取单元读取所述角色数据。 4. The game execution device of claim 2, further comprising: a discriminating unit configured to check the reliability of the portable recording medium, wherein when ensure the reliability, the character reading unit reads the character data.
5.根据权利要求2所述的游戏执行设备,其中所述游戏记录介质中还存储用于指示是否允许改变所述角色的特征的许可信息,所述角色读取单元还从所述游戏记录介质读取所述许可信息,以及当所读取的许可信息肯定地指示时,随着所述游戏的进行,所述游戏执行单元改变所述角色的特征,而当所读取的许可信息否定地指示时,所述游戏执行单元禁止改变所述角色的特征。 The game execution device according to claim 2, wherein the game recording medium further stores an indication of whether changing the character feature license information, the character reading unit further from the game recording medium read the license information, and when the read license information affirmatively indicate when, as the game progresses, the game execution unit changes the role of features, and when the read license information negatively indication the game execution unit prohibits the changing of the character features.
6.根据权利要求5所述的游戏执行设备,还包括:角色写入单元,用于当所述游戏执行单元改变所述角色的特征时,用指示改变后的所述角色的特征的改变后角色数据来重写所述便携式记录介质中的所述角色数据,其中所述角色读取单元还从所述便携式记录介质读取所述改变后角色数据,以及随着所述游戏的进行,所述游戏执行单元根据所读取的改变后角色数据来改变所述角色的特征。 The game execution device as claimed in claim, further comprising: character writing unit for, when characteristic of the game execution unit changes the character, the change with the characteristics of the character after indicate the change after character data to rewrite the character data of the portable recording medium, wherein said character read further character data, as well as the reading of the portable recording medium changing unit from the game, the said game execution means to alter the characteristics of the character in accordance with the changed read character data.
7.根据权利要求5所述的游戏执行设备,还包括:写入单元,用于将所读取的许可信息写入所述便携式记录介质。 The game execution device 5 according to claim, further comprising: a write unit for the license information read write the portable recording medium.
8.根据权利要求5所述的游戏执行设备,其中所述游戏记录介质中还与所述许可信息相关联地存储对于所述角色允许改变的程度,以及随着所述游戏的进行,所述游戏执行单元根据所述游戏记录介质中存储的所述改变的程度来改变所述角色的特征。 8. The game execution device of claim 5, wherein the game recording medium further to the permission information stored in association with respect to the character to allow the degree of change, and with the progress of the game, the game execution unit changes the character according to the degree of the change in the game recording medium stored characteristic.
9.一种便携式记录介质,包括:存储单元,其中存储指示游戏中出现的角色的特征的角色数据;鉴别单元,用于检查游戏执行设备的可靠性;以及输出单元,用于当确保所述可靠性时,从所述存储单元读取所述角色数据,并将所读取的角色数据输出到所述游戏执行设备。 A portable recording medium, comprising: a storage unit, wherein the character data characteristic storage indicating appear in the game characters; discriminating unit, reliability for checking the game execution device; and an output unit configured to ensure that the when the reliability of reading the character data from the storage unit, the output character data and the read to the game execution device.
10.一种由游戏执行设备使用的游戏执行方法,所述游戏执行设备按照指示游戏的过程的游戏程序来进行所述游戏,所述游戏执行方法包括:程序读取步骤,用于从游戏记录介质读取指示游戏的过程的游戏程序;角色读取步骤,用于从便携式记录介质读取指示所述游戏中出现的角色的特征的角色数据;输入步骤,用于从用户接收输入操作;以及游戏执行步骤,用于根据所述输入操作和所述过程来进行所述游戏,并且根据所述角色数据来使所述角色出现在所述游戏中。 A game execution method used by the game execution device, the game execution device according to the game program during the game instructions to the game, the game execution method comprising: a program reading step from the game record medium reading process game instructions of the game program; character reading step of character data features appearing from the portable recording and reading indicates that the media of the game character; an input step for receiving an input operation from a user; game execution step for performing the game based on the input operation of the process, and to cause the character to appear in the game based on the character data.
11.一种由游戏执行设备使用的游戏执行程序,所述游戏执行设备按照指示游戏的过程的游戏程序来进行所述游戏,所述游戏执行程序使所述游戏执行设备执行:程序读取步骤,用于从游戏记录介质读取指示游戏的过程的游戏程序;角色读取步骤,用于从便携式记录介质读取指示所述游戏中出现的角色的特征的角色数据;输入步骤,用于从用户接收输入操作;以及游戏执行步骤,用于根据所述输入操作和所述过程来进行所述游戏,并且根据所述角色数据来使所述角色出现在所述游戏中。 A game execution procedure used by the execution of the game device, the game execution device according to the game program during the game instructions to the game, the game execution program causing the game execution apparatus to execute: a program reading step character data character reading step for reading the character appearing in the game indicates that the from the portable recording medium, characterized by;; for reading indicating a game from the game recording medium processes the game program input step from the user receives an input operation; and a game execution step according to the input operation and the procedures to carry out the game, and according to the character data to the character to appear in the game.
12.根据权利要求11所述的游戏执行程序,还使所述游戏执行设备执行:请求步骤,用于从服务器设备请求所述角色数据;获得步骤,用于通过网络从所述服务器设备获得所述角色数据;以及写入步骤,用于将所获得的角色数据写入所述便携式记录介质。 According to claim 11, wherein the game execution program, also makes the game execution device to execute: a request step from the server device requesting the character data; obtaining step over the network from the server device to obtain the said character data; and a writing step of the character data obtained is written to the portable recording medium.
13.根据权利要求12所述的游戏执行程序,被记录在计算机可读记录介质中。 13. The game execution program 12 according to claim is recorded in a computer-readable recording medium.
14.一种计算机可读记录介质,其中存储由按照游戏程序进行游戏的游戏执行设备所使用的游戏执行程序,所述游戏程序指示所述游戏的过程,其中所述游戏执行程序使所述游戏执行设备执行:程序读取步骤,用于从游戏记录介质读取指示游戏的过程的游戏程序;角色读取步骤,用于从便携式记录介质读取指示所述游戏中出现的角色的特征的角色数据;输入步骤,用于从用户接收输入操作;以及游戏执行步骤,用于根据所述输入操作和所述过程来进行所述游戏,并且根据所述角色数据来使所述角色出现在所述游戏中。 14. A computer-readable recording medium, a game execution program which is stored by the execution of the game devices playing the game according to the game program used by the game program indicating the process of the game, wherein the game execution program causing the game role character reading step for reading the character appearing in the game indicates that the from the portable recording medium, characterized by; program reading step of the game program read instruction game from the game recording medium processes: execution apparatus perform data; an input step for receiving input from a user; and a game execution step for performing the game based on the input operation of the process, and to cause the character to appear on the basis of the character data in the game.
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