EP0026232A1 - Video-anzeigeverfahren für die reflexe eines sich bewegenden gegenstanden - Google Patents

Video-anzeigeverfahren für die reflexe eines sich bewegenden gegenstanden Download PDF

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Publication number
EP0026232A1
EP0026232A1 EP79901336A EP79901336A EP0026232A1 EP 0026232 A1 EP0026232 A1 EP 0026232A1 EP 79901336 A EP79901336 A EP 79901336A EP 79901336 A EP79901336 A EP 79901336A EP 0026232 A1 EP0026232 A1 EP 0026232A1
Authority
EP
European Patent Office
Prior art keywords
obstacle
ball
balloon
spot
collision
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP79901336A
Other languages
English (en)
French (fr)
Other versions
EP0026232A4 (de
Inventor
Masaya Nakamura
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Namco Ltd
Original Assignee
Namco Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Namco Ltd filed Critical Namco Ltd
Publication of EP0026232A1 publication Critical patent/EP0026232A1/de
Publication of EP0026232A4 publication Critical patent/EP0026232A4/de
Withdrawn legal-status Critical Current

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Classifications

    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G5/00Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
    • G09G5/42Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of patterns using a display memory without fixed position correspondence between the display memory contents and the display position on the screen

Definitions

  • the invention relates to a display device with a cathode ray tube (CRT) intended for use with a computer, and more particularly to a method for the video display of a bouncing operation of a top or of a moving spot during a collision with an obstacle displayed on the screen of the cathode ray tube in a video game machine.
  • CTR cathode ray tube
  • Such a rule as just described bouncing it can also be applied to any obstacle other than the aforementioned wall, such as pallets, blocks, etc ..
  • a predetermined function within which the sign of a horizontal vector component of the predetermined speed of the ball or the sign of a vertical vector component is inverted, must be assigned to all that is used as obstacle returning the ball.
  • a circuit capable of modifying not only the signs of the directional vectors making up the speed of the ball but also their absolute values at the moment when the ball collided with an obstacle, so as to ensure the behavior of the ball with intentional modification has been widely used.
  • a playing field on a video screen is represented by coordinates X - Y, that four specific points are assigned to the vertices of a quadrilateral delimited by sides parallel with respect to the coordinates X and Y and that, when only one point or two or three specific points placed on the front side in the direction of movement of the movable spot come into contact with the obstacle, the mobile spot rebounds and moves as if it had struck a non-planar part of the obstacle.
  • the rebounding operation of the mobile spot when it hits the corner and the curved part of the obstacle will be presented in a natural form.
  • a cathode ray tube corresponds to a system with rectangular coordinates represented by X and Y
  • each point on the screen can be designated by these coordinates (X, Y).
  • a balloon in the form of a moving spot is generally represented by a square to simplify the circuits.
  • each vertex of the square representing the ball can be chosen as a specific point to detect a collision, and if the vertices, P, Q, S and T are represented by four different sets of coordinates, (X 1 , Y 1 ), (X 2 , Y 1 ), (X 1 , Y 2 ) and ( X 2 , Y 2 ) respectively, the detection of the collision as well as the determination with regard to the rebound direction after the collision, can be carried out by detecting the direction of movement and the presence or absence of contacts at each point P, Q, S and T against the obstacle when the ball is deflected.
  • the video signals can be obtained by storing the information corresponding to each picture element on the screen in an intermediate memory (screen data memory), by reading this memory in synchronism with the rhythm of scan of a cathode ray tube then by converting to a series of data via a shift register.
  • the desired video signals can be obtained by dividing the screen into several blocks, by storing only the data of the character to be indicated on each block in an intermediate memory, by reading these memories. one by one in synchronism with a scanning rate for a cathode ray tube, by extracting a piece of picture element data via a character generator (picture element memory) and finally operating conversion to a series of data via a shift register.
  • the concrete method for detecting the contact between the four aforementioned specific points for a balloon and the obstacle in the graphic display system is different from that for the character display system.
  • a calculation is first performed to convert the coordinates at each point P, Q, ' S and T into an address for the intermediate memory corresponding to the image elements on the screen, and on the database in the intermediate memory corresponding to this address, the cont controlled conditions to know if the ball can pass through these coordinates, or else come into contact with them.
  • This control operation is carried out at each point P, Q, S and T.
  • the position in coordinates of one of the points P, Q, S and T is first read and the address of the corresponding intermediate memory to a block including the above point, on the screen, is calculated.
  • the intermediate memory data at this address are read to combine them with the number of lines inside the block obtained during the previous calculation step, in order to calculate the address of the character generator directly corresponding to the combined value.
  • the conditions for knowing whether the balloon can pass through the contact details or come into contact with them are determined by analyzing the content of the information of image elements in the character generator corresponding to the address. This control operation is carried out for each of the points P, Q, S and T.
  • the reference number 1 designates a central processing unit CPU used to control the entire system
  • 2 designates an address line. wise, 3 a data line
  • 4 a programmable read memory
  • ture only P-ROM and 5 designates a reading and writing memory W-RAM behaving like a local working memory for temporarily storing the data such as the position in coordinates and the transfer quantities of a balloon, etc.
  • the construction of the system described above is precisely similar to that of a general device of a computer. Instead of programmed memory 4 and local working memory 5, RAM and ROM can be used respectively.
  • the reference number 6 represents the input of television signals used to successively read the W-RAM memory 8 behaving like an intermediate memory in response to the frame scanning rate of a cathode ray tube.
  • 7 shows a first multiplexer which is used to select either the television signal side 6 during an ordinary frame scanning period, or side 2 of the address line during the horizontal and vertical blanking periods, and the signals thus selected are applied to an intermediate memory 8.
  • 9 is used as a data buffer link to memory 8.
  • 10 represents a second multiplexer which selects the data coming from intermediate memory 8 during the ordinary frame scanning period or alternatively the side 2 of the address line during the horizontal and vertical blanking periods.
  • the intermediate memory 8 and the character generator 11 can be constituted by using a ROM and a RAM respectively.
  • 12 designates a second data buffer connection intended to be used when the character generator consists of a RAM.
  • a shift register 13 provides parallel-to-serial conversion of the picture element data from the character generator 11 to obtain the desired video signals.
  • a circuit generating a representation balloon is designated by 14, and 15 represents a mixer which generates a resulting video signal on a terminal 16 after adding the horizontal-vertical synchronization signals to the video signals obtained from the shift register 13 and the balloon representation generator 14 .
  • a playing field on the screen of the cathode ray tube is composed of blocks 32 x 28 in number per row and per column, and that each block consists of 64 (8 x 8) points.
  • the resolution on the whole screen is 256 points in line and 224 points in column.
  • a balloon is represented by a square of 4 x 4 points and each vertex corresponds to a specific point used to detect the conditions of the collision.
  • the multiplexer 7 selects the television signal 6, and the multiplexer 10 is used to select the output data from the intermediate memory 8.
  • the television signal 6 can be used to sequentially read the one after the other, the character data entered in the intermediate memory 8 via the multiplexer 7, the signals 6 being synchronized with the scanning rhythms of a cathode ray tube.
  • the data thus read are introduced into the character generator 11 via the multiplexer 10.
  • the character generator 11 a character model consisting of 8 x 8 points for a character is stored. With the character information to be displayed, applied from the intermediate memory 8 to the character generator 11 or else the address of the designated character generator, the image element information of the character in the aforementioned address is delivered in synchronism with the scanning rate for the frame.
  • initial values are determined for a horizontal - vertical position representing one of the four specific points of the balloon, which serves as a reference, and for the amounts of offset (i.e. the quantities required to slide the balloon behind a frame) in the horizontal and vertical directions.
  • the coordinate values for the horizontal - vertical position of the balloon and the amounts of offset in the horizontal and vertical directions are written into the local working memory 5 by the central processing unit CPU 1, in accordance with the programs. circulating in program memory 4.
  • the amounts of offset or transfer components of the tank in the horizontal and vertical directions are represented by 8 binary digits, one of which is used to indicate the positive or negative sign in regards the ball.
  • the direction in which the ball moves can be expressed by one of the four dials in the rectangular coordinate system, through the combination of positive or negative signs.
  • the coordinate values stored in the local working memory 5 are read from the CPU and then written into the circuit generating the representation of the ball.
  • the ball appears at a starting point, or at the center of the playing field, but the position of this point is successively moved on the screen of the cathode ray tube in accordance with the calculation results by the CPU depending on the predetermined offset amounts.
  • each of the four specific points will be checked to see if the ball can pass through without collision with the obstacle, at the position behind the next frame. This operation is called "collision detection mode".
  • the CPU operates successively as follows, in accordance with the commands from the program memory 4.
  • the CPU calculates the coordinates of the position of the next block where the balloon arrives after a frame, on the basis of the specific point referenced by the balloon, such as the coordinates of point P for example, which is currently stored in the local working memory 5, as well as on the basis of the amounts of shift of the balloon in the horizontal direction and in the vertical direction, and the results are converted into the address of the intermediate memory 8.
  • a block number which the balloon reaches after a frame is sought, and an initial address of this block is added to it.
  • a row number and a column number corresponding to the numbers in the horizontal and vertical directions inside the block are also calculated.
  • the CPU not only delivers a read request signal for the intermediate memory 8, but also applies the calculated address values to the address line 2 and then reads, via the data buffer link 9, the character information of the address allocated in the intermediate memory 8 via the multiplexer 7.
  • the CPU calculates the address of the character generator 11 corresponding to this value on the basis of the character data read from the intermediate memory 8 and the line number inside the block which is obtained by the previous calculation.
  • the character data is combined with the line number inside the block and the initial address of the character generator is added to the result of this operation.
  • the calculated address values are again output to the address line 2 and become address signals for the character generator 11 via the multiplexer 10 in order to read the picture element information from of this generator.
  • the image element data read from the character generator 11 is evaluated by the CPU to determine whether the balloon can pass through the coordinates of the next position of the balloon after a calculated frame or whether it comes into contact with some obstacle.
  • the attached table 1 gives the rule according to which the rebounding operation for a ball is determined in accordance with the combination of the contact conditions of the four specific points P, Q, S and T against the obstacle, as well as of the direction moving the ball.
  • I, II, III and IV represent the directions of movement of the balloon which have been obtained in accordance with the combinations of the positive and negative signs of the amounts of offset in the horizontal and vertical directions, and more specifically, this implies the case where the ball has been moved in the direction of an area corresponding to one of the four dials 1, 2, 3 and 4 in the rectangular coordinate system.
  • the indications "0" and "1" carried in each column for P, Q, S and T correspond to the states of non-contact and contact respectively.
  • the sign in the vertical direction of the local working memory 5 goes from negative to positive and the replacement of the X - Y axes or the mutual exchange of horizontal and vertical information is carried out in the aforementioned step o
  • the direction of movement of the balloon after it has collided with the obstacle will be modified so that it moves obliquely towards the upper right part da ns figure 1, as if it had struck on the corner of the obstacle.
  • the signs of the amounts of offset in the horizontal and vertical directions go from negative to positive and the exchange of the X - Y axes is accomplished.
  • the direction of movement of the balloon is in the direction determined by the reflection at an acute angle as if the balloon had struck a curved part.
  • the direction of movement of the balloon rotates 90 ° clockwise.
  • the sign in the horizontal direction changes from negative to positive and the exchange of the XY axes is accomplished.
  • the ball rebounds obliquely towards the upper right part of FIG. 1, as if it had struck the corner of the obstacle.
  • the direction of movement of the balloon is divided into four regions based on the signs and amounts of offset in the horizontal and vertical directions of the balloon, but it will easily be understood that a greater number of regions is usable. to determine the direction of movement of the ball. For example, a division into eight regions can be made taking into account the results of comparison between the values of the amounts of offset in the horizontal and vertical directions.
  • the values of the amounts of offset in the horizontal and vertical directions of the moving spot can also be modified after the judgment on the presence or absence of contact concerning the four specific points, in accordance with the combinations of the judgment results or depending on the direction of movement of the ball.
  • the arrangement of the four specific points represents feeling the moving spot is not always limited to a square or a rectangle but, any quadrilateral, such as a trapezoid or the like can also be used.
  • the presence or absence of collision can be decided directly from the data in each block, without requiring investigation by means of the following calculation on the picture element information in the character generator.
  • a concrete representation of the obstacle on which the moving spot hits can be determined by analyzing the data in each block.
  • the results the judgment on the presence or absence of contact for four specific points can also be used to decide the outcome of the game.
  • the video display method of the rebound of a mobile spot according to the present invention can be applied not only to ball games, but also to various types of video games, in which the collision or contact between a moving spot and an obstacle must be detected.
  • the specific points for detecting a collision can be assimilated to any desired point on a representation of a motor vehicle, an airplane or a rocket for example, and consequently, more sophisticated functions which have no could not be obtained by conventional systems can be achieved using the combination of contact conditions of the mobile spot.

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  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Computer Hardware Design (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)
  • Television Systems (AREA)
  • Controls And Circuits For Display Device (AREA)
  • Time Recorders, Dirve Recorders, Access Control (AREA)
EP19790901336 1978-10-17 1980-05-07 Video-anzeigeverfahren für die reflexe eines sich bewegenden gegenstanden. Withdrawn EP0026232A4 (de)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP126865/78 1978-10-17
JP53126865A JPS6057355B2 (ja) 1978-10-17 1978-10-17 Crtデイスプレイの移動体と障害物の衝突検出方法

Publications (2)

Publication Number Publication Date
EP0026232A1 true EP0026232A1 (de) 1981-04-08
EP0026232A4 EP0026232A4 (de) 1981-05-15

Family

ID=14945742

Family Applications (1)

Application Number Title Priority Date Filing Date
EP19790901336 Withdrawn EP0026232A4 (de) 1978-10-17 1980-05-07 Video-anzeigeverfahren für die reflexe eines sich bewegenden gegenstanden.

Country Status (5)

Country Link
EP (1) EP0026232A4 (de)
JP (1) JPS6057355B2 (de)
DE (1) DE2953245A1 (de)
GB (1) GB2055279B (de)
WO (1) WO1980000795A1 (de)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS579480A (en) 1980-06-19 1982-01-18 Nintendo Co Ltd Figure displaying game device
US5089811A (en) * 1984-04-16 1992-02-18 Texas Instruments Incorporated Advanced video processor having a color palette
EP0165665A3 (de) * 1984-04-16 1989-02-22 Texas Instruments Incorporated Kollisionsdetektor für bewegliche Muster

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2304124A1 (fr) * 1975-03-12 1976-10-08 Alpex Computer Corp Appareil de commande de l'affichage d'images sur un televiseur

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
ZA731414B (en) * 1972-05-22 1973-11-28 Phillips Petroleum Co Method for the production of an olefin polymerization catalyst
JPS5338971B2 (de) * 1972-10-18 1978-10-18
JPS5411734B2 (de) * 1972-12-11 1979-05-17
JPS5742471B2 (de) * 1973-07-11 1982-09-08
JPS5342952A (en) * 1976-09-28 1978-04-18 Sanwa Denki Seisakusho Kk Servo device for game using tv screen

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
FR2304124A1 (fr) * 1975-03-12 1976-10-08 Alpex Computer Corp Appareil de commande de l'affichage d'images sur un televiseur

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See also references of WO8000795A1 *

Also Published As

Publication number Publication date
WO1980000795A1 (en) 1980-05-01
JPS5554980A (en) 1980-04-22
GB2055279B (en) 1982-11-03
EP0026232A4 (de) 1981-05-15
JPS6057355B2 (ja) 1985-12-14
DE2953245A1 (en) 1981-03-26
GB2055279A (en) 1981-02-25

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PUAI Public reference made under article 153(3) epc to a published international application that has entered the european phase

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Effective date: 19801125

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Designated state(s): FR

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18W Application withdrawn

Withdrawal date: 19820819

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Inventor name: NAKAMURA, MASAYA