MXPA00003077A - Entertainment system, supply medium, and manual control input device - Google Patents
Entertainment system, supply medium, and manual control input deviceInfo
- Publication number
- MXPA00003077A MXPA00003077A MXPA/A/2000/003077A MXPA00003077A MXPA00003077A MX PA00003077 A MXPA00003077 A MX PA00003077A MX PA00003077 A MXPA00003077 A MX PA00003077A MX PA00003077 A MXPA00003077 A MX PA00003077A
- Authority
- MX
- Mexico
- Prior art keywords
- control
- input device
- control members
- light
- video game
- Prior art date
Links
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Abstract
A main memory (84) stores a program for enabling a plurality of control members of a manual control input device (2) to emit light in a video game. A CPU (82) executes the program stored in the main memory (84) based on control commands from the manual control input device (2). The program sends light emission data to control member groups (B1, B2, B3, B4) of the manual control input device (2) to enable the control member groups (B1, B2, B3, B4) to light successively. Since the control members of the manual control input device (2) emit continuous or flickering light, the user can enjoy the video game because of visual sensations produced by the manual control input device (2).
Description
ENTERTAINMENT SYSTEM, MEANS OF SUPPLY, AND MANUAL CONTROL ENTRY DEVICE
TECHNICAL FIELD The present invention relates to an entertainment system that includes a video game machine for displaying an image of game characters, etc., on a display monitor for performing a video game in response to input commands of control manually entered by the player through a manual control input device, a supply means for supplying a program and data to said entertainment system, and a manual control input device for use with said entertainment system. BACKGROUND OF THE ART A conventional video game apparatus for displaying game characters, etc., created by computer graphics (CG) systems on a display monitor such as, for example, a television receiver or the like to enjoy a video game, each have at least one specific manual control input device for the video game apparatus. For example, if a user or player executes a performance game, the player moves, presses, or rotates several control members of a manual control input device with hands or fingers to move a displayed character or game object. on the screen of a monitor type display device. In recent years, game programs have been developed for entertainment systems, including these video game devices. These game programs include many action game programs, combat game programs, car racing game programs, sports game programs, etc. These game programs are supplied to video game entertainment systems from random access recording media such as CD-ROMs, memory cards, etc., or networks. To date, the manual control input devices that have been used by the player to enter control input commands as indicated by the game programs have been designed in such a way that the control members are simply pushed, tilted, or rotated by the player, and do not cause visual sensations for the player. For example, control members of conventional manual control input devices do not blink for a few seconds after the video game apparatus is turned on, and conventional manual control input devices themselves do not emit continuous or blinking light in a temporal relationship with the emission of continuous or blinking light of a game character or object displayed on the display monitor while the video game is in process. Accordingly, it is an object of the present invention to provide an entertainment system that includes a manual control input device having control members that can emit a continuous or blinking light to provide visual sensations to the player. Another object of the present invention is to provide a supply means for supplying a program and data for controlling a manual control input device to cause control members to emit a continuous or blinking light to offer visual sensations to the player. Another object of the present invention is to provide a manual control input device having control members that can emit a continuous or blinking light to offer visual sensations to the player. PRESENTATION OF THE INVENTION In accordance with the present invention, an entertainment system includes a memory member for storing the program to enable various control members of a manual control input device to emit light, and a processing means for executing the program stored in the memory medium based on control commands entered by the manual control input device.
After the connection of the manual control input device and the ignition of a video game machine, the control members can emit a continuous or blinking light for a predetermined period of time, or in a temporal relationship with an emission of Continuous or blinking light of a character or game object displayed on a display monitor while a video game continues. In accordance with the present invention, a supply means is also provided for supplying a light and data emission program for a manual control input device for use in a video game performed by a video game machine by means of the display of a character or game object on a display monitor in response to control commands entered by a manual control input device, the light emission program comprises a program to enable the control members to emit a light either randomly or in accordance with a predetermined pattern as the video game progresses. In accordance with the present invention, there is further provided a manual control input device for supplying control commands to a video game machine in response to manual control inputs, comprising a control means for enabling various control members for that emit light. The aforementioned objects, features and advantages of the present invention as well as other objects, features and advantages will be more apparent from the following detailed description taken in conjunction with the accompanying drawings in which preferred embodiments of the invention are illustrated by way of example. present invention. BRIEF DESCRIPTION OF THE DRAWINGS Figure 1 is a view of a video game apparatus as an entertainment system in accordance with the present invention; Figure 2 is a block diagram of a circuit arrangement of the video game apparatus; Figure 3 is a perspective view of a manual control input device of the video game apparatus; Figure 4 is a plan view of the manual control input device illustrated in Figure 3; Figure 5 is a plan view of a control member of the manual control input device; Figure 6 is a plan view of another control member of the manual control input device; Figure 7 is a cross-sectional view of a specific structure of control member; Figure 8 is a cross-sectional view of another specific structure of control member;
Figure 9 is a perspective view of a video game machine of the video game apparatus; Figure 10 is a block diagram of a circuit arrangement of the video game machine; Figure 11 is a flow chart of an operation sequence of the video game apparatus; Figures 12A to 12C are plan views showing the manner in which groups of control members in the manual control input device are turned on individually; Figures 13A to 13C are plan views showing the manner in which control members in a control member group are individually turned on; Figure 14 is a flow diagram of a second embodiment of the processing operation that is carried out while performing a video game process; Figure 15 is a diagram showing a specific example of an association table used in the second embodiment of the processing operation; Figure 16 is a flow diagram of a light emission routine (subroutine) in the second embodiment of the processing operation. PREFERRED MODE OF THE INVENTION A mode in which an entertainment system according to the present invention is applied to a video game apparatus for playing a video game, a mode in which a delivery means according to the present invention invention is applied to a supply means by recording there a program and data executed by the video game apparatus and a mode in which a manual control input device according to the present invention is applied to a manual input device of control employed in the video game apparatus will be described below with reference to the drawings. As shown in figure 1, a video game apparatus 1 comprises a manual control input device 2, a video game machine 4 for reading a game program in response to the control action of a user entered through the manual input device. control 2 and pair generate a character or game characters and a background image in accordance with a CG-based image processing, for example, and a display monitor 6, for example a television receiver or the like to display the character or the game characters and the background image generated by the video game machine 4. The manual control input device 2 and the video game machine 4 are connected to each other via a cable 3, and the video game machine video game 4 and the display monitor 6 are connected to each other by a cable 5. Alternatively, control and data signals can be transmitted between the manual control input device 2, the m video game machine 4, and the display monitor 6 through wireless communications, instead of cables 3, 5. Figure 2 shows a block diagram of a circuit arrangement of the video game apparatus 1. In particular, circuit details of the manual control input device 2 will be described below, and circuit details of the video game machine 2 will be described later. Details of the display monitor 2 will not be described because they are well known in the art and are not directly related to the present invention. The manual control input device 2 comprises a plurality of switches 20 ?, 202, ..., 20n having respective control members 200 ?, 2002, ..., 200n, buttons, levers, etc, an I / interface. Or in parallel (PIÓ) 21 to be supplied with control signals coming from the switches 20 ?, 202, ..., 20n, a microcomputer of a chip 22 that includes a central processing unit (CPU), an access memory random (RAM), and a read-only memory (ROM) manufactured on a single chip, a serial I / O interface (SIO) 23 to perform serial communication with the video game machine 4, and a motor driver 24 for supplying a motor current to a motor 25 for vibrating the manual control input device 2 based on a vibration generation command produced in an adaptive manner from the video game machine
2. The switches 20 ?, 202, ..., 20n include, in addition to the control members 200 ?, 2002, ..., 200n, respective amplifiers 201 ?, 2012, ..., 201n to amplify the driving signals for allow control members 200 ?,
2002, ..., 200n emit a continuous or blinking light, and respective light emitting elements 202 ?, 2022, ..., 202n such as light-emitting diodes (LEDs), for example, to emit light through the control members 200 ?, 2002, ..., 200n based on the amplified impulse signals coming from the amplifiers 201 ?, 2012, ..., 201n. The video game machine 4 has an SIO 41 to carry out serial communication with the manual control input device. When a connector 7 is connected with the video game machine 4, the SIO 41 and the SIO 23 of the manual control input device 2 are connected to each other through the connector 7 for a bidirectional serial communication between the manual device of control input 2 and the video game machine 4. The video game machine 4 also has a power supply 42 for applying a power supply voltage to the motor driver 24 of the manual control input device 2. A program of game read on the video game machine 4 contains a process for allowing the control members 200 ?, 2002, ..., 200n to emit a continuous or blinking light in response to commands from the video game machine 4. The game program also contains a process for enabling the manual control input device 2 to emit a continuous or blinking light in a time reversal with continuous light emission or blinking of a character or game object displayed on the display monitor 6 while the video game is in progress. Before describing structural details to allow the control members 200 ?, 2002, ..., 200n to emit a continuous or blinking light, an appearance and components of the manual input device will be described below with reference to FIGS. 3 and 4. of control. As shown in Fig. 3, the manual control input device 2 has a frame 53 comprising an upper member 51 and a lower member 52 corresponding to and fastened to each other by fasteners, for example screws. A pair of first and second fasteners 54, 55 project from one side of the respective opposite ends of the frame 53. The first and second fasteners 54, 55 are formed such that they can be grasped by the palm of the left hand and right of the user or player when the manual control input device 2 is connected to the video game machine 4 and when the video game is played. The first and second fasteners 54, 55 are progressively spaced apart from each other towards their distal and downwardly sloping ends of the frame 53. To allow the player to grasp the first and second fasteners 54, 55 comfortably for a long period of time, the first and second fasteners 54, 55 are tapered from their attachment to the frame 53 to their distal ends, and have external arc-shaped peripheral surfaces as well as distant arcuate end surfaces. The manual control input device 2 has a first control pad 57 positioned at one end of the frame 53 and comprising from the first to fourth control members that can be depressed 56a, 56b, 56c, 56d. The first to fourth control members that can be depressed 56a, 56b, 56c, 56d are projected onto an upper surface of the frame 53 and are arranged in a cross pattern. The first to fourth control members that can be depressed 56a, 56b, 56c, 56d are integrally formed with an angularly movable control body supported for angular movement around its center, and positioned around the center of a control body that I could move angularly. The first to fourth control members that can be oppressed 56a56b, 56c, 56d are integrally connected to each other by the angularly mobile control body. The first control column 57 includes switching elements as signal input elements associated respectively with the first to fourth controllable control members 56a, 56b, 56c, 56d. The first control pad 57 functions as a directional controller to control the direction of movement of a character or game object (collectively referred to below as a displayed character) displayed on the display monitor screen 6, when the player selectively presses the first to fourth control member that can be depressed 56a, 56b, 56c, 56d to turn on or off the switching elements associated respectively with the first to fourth controllable control members 56a, 56b, 56c, 56d, the displayed character is displaced in the direction corresponding to the first to the fourth control member that can be pressed corresponding 56a, 56b, 56c, 56d. The manual control input device 2 also has a second control pad 60 positioned at the other end of the frame 53 and comprising the first to fourth controllable control members 59a, 59b, 59c, 59d. The first to fourth control members that can be depressed 59a, 59b, 59c, 59d are projected onto the upper surface of the frame 53 and are arranged in a crossover pattern. The first to fourth control members that can be depressed 59a, 59b, 59c, 59d are constructed as independent members, and associated with respective switching elements placed on the second control pad 60. The second control pad 60 serves as a unit that establishment / realization of functions to establish a function for a displayed character and to carry out a function of a displayed character. Specifically, when the player selectively presses the first to fourth control members that can be depressed 59a, 59b, 59c, 59d, the corresponding switching element of the switching elements is turned on to establish a function for a displayed character and perform a function of a character displayed, said function is assigned to the corresponding switching element. The manual control input device 2 also has a third and fourth control cushions 61, 62 positioned respectively at opposite corners defined between the frame 53 and the distal ends of the first and second fasteners 54, 55 attached to the frame 53. The third and fourth control pads 61, 62 have respective rotating control members 63, 64 that can rotate 360 ° around control levers, and respective signal input elements such as variable resistors or the like that are operable through the control members. respective rotary controls 63, 64. Specifically, the rotary control members 63, 64 are mounted on the tip ends of the control levers normally pushed back to their neutral positions through pressure members, and can rotate 360 ° around of the axes of the control levers. The third or fourth control cushions 61, 62 can move a displayed character while rotating said character or bieri while changing their speed, and can perform an analogous action, for example changing the shape of a displayed character, when the player does Accordingly, the third control pad 61 and the fourth control pad 62 are used as control units for sending commands for a displayed character to perform the aforementioned movement or action. Alternatively, the third control pad 61 and the fourth control pad 62 can be used as a control unit to move a character displayed in an analogous manner in a two-dimensional space in a manner related to the manner in which the player handles a depicted object. by the displayed character. The manual control input device 2 also has a fifth control pad 65 and a sixth control pad 66 positioned on one side of the frame 53 remote from the first fastener 54 and the second fastener 55 and placed respectively on the opposite ends of the frame 53 The fifth control pad 65 and the sixth control pad 66 have respective pairs of control members that can be depressed 67a, 67b and 68a, 68b and respective switching elements associated respectively with the controllable control members 67a, 67b and 68a, 68b. The fifth control pad 65 and the sixth control pad 66 serve as a function setting / performing unit for establishing a function for a displayed character and for performing a function of a displayed character. Specifically, when a player selectively presses the pressure control members 67a, 67b and 68a, 68b, the corresponding element of the switching elements is turned on to establish a function for a displayed character and to perform a function of a displayed character. , this function is assigned to the corresponding switching element. As shown in Figure 4, the manual control input device 2 has a start switch 69 and a selection switch 70 positioned in parallel positions between the first control pad 57 and the second control pad 60 on the surface upper frame 53. The boot switch 69 starts the video game when it is pressed, and the selection switch 70 selects a difficulty level of the video game. The manual control input device 2 also has a mode selection switch 71 and a mode indicator 72 placed between the third control pad 61 and the fourth control pad 62 on the upper surface of the frame 53. The selection switch in mode 71 selects a control mode of the third control pad 61 and the fourth control pad 62 when depressed, and the mode indicator 72 indicates a selected control mode of the third control pad 61 and fourth control pad 62. The mode indicator 72 comprises a light emitting element such as an LED or the like. When the mode selection switch 71 is depressed, you can select a control mode to allow a command signal to be input from the third control pad 61 and fourth control pad 62 or a control mode to inhibit a command signal is input from the third control pad 61 and fourth control pad 62. When the mode selection switch 71 is pressed, it can also select a control mode to allow a control signal to be input from the third control pad 61 and fourth control pad 62 and for selecting the function of the first to fourth controllable control members 59a, 59b 59c, 59b of the second control pad 60 or the function of the control members that can be depressed 67a, 67b and 68a, 68b of the fifth control pad 65 and sixth control pad 66. According to the control mode selected by the mode selection switch 71, the mode indicator 72 flashes and changes its indication light. The rotary control members 63, 64 can rotate 360 ° around the control levers. When the rotary control members 63, 64 are rotated, a central processing unit in a control system (described below) within the video game machine 4 acquires data entered according to the rotation of the rotary control members 63, 64 and determines a movement pattern in accordance with the acquired data. After having established a movement based on the pattern of movement, the Central Processing Unit controls a graphics generation system for moving a displayed character in accordance with the movement established based on the rotation of the rotary control members 63, 64. The control members illustrated in Figure 3 and 4 emit a continuous or blinking light with the circuit arrangement illustrated in Figure 2. For example, the first to the fourth control member may be depressed 59a, 59b, 59c, 59d of the second control pad 66 shown in FIG. 3 is associated respectively with the switches 20 ?, 202, ..., 20n illustrated in FIG. 2. In the switches 20?, 202, ..., 20n, the light emitting elements 202 ?, 2022, ..., 202n, placed below the respective control members, emit a continuous or blinking light based on continuous light impulse signals or blinking light generated under the control of the central processing unit in the video game machine 4, that is, generated when the game program is executed by the central processing unit. The continuous or blinking light emitted passes through the first to the room
-Member of control that can be oppressed 59a, 59b, 59c,
59d. Accordingly, the player sees as if the first to fourth control numbers that can be pressed 59a, 59b, 59c, 59d emit the continuous or blinking light. In fact, each of the first to fourth control members that can be oppressed 59a, 59b, 59c, 59d is constructed as shown in Figure 5, 6, 7, or 8. Figure 5 shows a control member structure wherein the control member also serves as a light guide that includes a portion for emitting an opalescent light. As can be seen in Figure 5, the control member has a molded circular base of clear plastic that includes a triangular area 100 coated with an opalescent color and a remaining area 101 coated with an ornamental color. Figure 6 shows a control member structure in which a ring-shaped pattern is illuminated around the control member. As shown in Figure 6, a ring-shaped area around the control member is molded of transparent polycarbonate and serves as a light guide in the form of a ring-shaped illumination area 102. The member structure of The control illustrated in Figure 6 should preferably incorporate a single source of light. Other control member structures are illustrated in Figures 7 and 8. Each of the control member structures illustrated in Figures 7 and 8 comprises a flexible key 104 and a key cover 103 which are conventional in nature, molded from elastomer and ABS (acrylonitrile-butadiene-styrene copolymer) and combined in a control member 110 in accordance with the double molding. In the double molding, two parts of material are molded simultaneously in a mold. Specifically, the ABS key cover 103 and flexible elastomer key 104 are simultaneously molded in a mold, such that the key cover 103 and the flexible key 104 are integrally combined with each other. The flexible key 104 serves as a light guide for illuminating the key cover 103 with a light guided through the flexible key 104. As shown in FIGS. 7 and 8, a plurality of LEDs 108a, 108b are placed around the a switch 107 on a printed circuit board 105. When the switch 107 is depressed by a presser 106 mounted at a lower end of the control member 110, the LEDs 108a, 108b emit a continuous or blinking light. Accordingly, when the control member 110 is depressed, a continuous or blinking light emitted by the LEDs 108a, 108b passes through the flexible key 104 as the light guide to the cover of the key 103. The player can from this form as if the control member 110 will emit a continuous or blinking light. The key cover 103 can be made of PC (polycarbonate) instead of 7? BS. Details of a structure and operation of the video game machine 4 will be described below with reference to Figures 9 and 10. The video game machine 4 has a substantially rectangular box housing a disk loading unit 75 substantially centrally for loading an optical disc such as a CD-ROM or the like as the registration means for supplying the game program. The box supports a reset switch 76 for reinitializing the video game, a power supply switch 77, and a disk control switch 78 for controlling the loading of the optical disk in the disk loading unit 75, and has two grooves 79A, 79B. Two manual control input devices 2 may be connected to the respective slots 79A, 79B in such a way that the video game can be played on a video game machine 4 by two users or players. A memory card device and a portable electronic device may also be connected to the slots 79A, 79B. The video game machine 4 can have more than two slots 79A, 79B. As shown in Figure 10, the video game machine 4 has a control system 81 connected to a system bus 80, and a graphics generation system 86, a sound generation system 91, and a system optical disc control 95 connected to the control system 81 through the system bus 80. The manual control input device 2 inputs user or player commands through the SIO 41 (see figure 2) to the video game machine 4. The optical disk control system 95 has an optical disk drive 96 wherein a CD-ROM is loaded as an example of the supply means in accordance with the present invention. The CD-ROM stores a program and data to provide an operation guide to explain the functions of the control members of the manual control input device 2 while causing the control members to emit a continuous or blinking light on the display monitor 6, and also to cause the corresponding control members to emit a continuous or blinking light in the manual control input device 2 to thereby produce visual sensations for the player. The control system 81 controls the movement of a character displayed based on the program and data from the CD-ROM and commands input from the manual control input device 2. The control system 81 comprises a central processing unit ( CPU) 82, a peripheral device driver 83 for effecting an interrupt control and controlling the direct memory access data (DMA) transfer, a main memory 84 comprising a random access memory (RAM), and a memory read only (ROM) 85 that stores several programs such as an operating system to operate the graphics generation system 86, the sound generation system 91, etc. At least the game program may be executed in the main memory 84. The central processing unit 82 executes the operating system stored in the read-only memory 85 to control the video game apparatus 1 in its entirety, and comprises a RISC -CPU of 32 bits, for example. Details of the operation of the central processing unit 82 will be described below. When the video game machine 4 is turned on, the central processing unit 82 executes the operating system stored in the read-only memory 85 to initiate control of the graphics generation system 86, the sound generation system 91, etc. . When the operating system is executed, the central processing unit 82 starts the video game apparatus 1 in its entirety to confirm its operation, and then controls the optical disk controller 95 to execute an application program, such as a game of video, registered on the optical disc. As the application program is executed, the central processing unit 82 controls the graphics generation system 86, the sound generation system 91, etc., according to instructions entered from the player to control in this way the visualization of images and the generation of musical sounds and sound effects. While developing the video game, the central processing unit 82 allows the manual control input device 2 to emit a continuous or blinking light in a temporal relationship with the continuous or blinking light emission of a displayed character or game object. in the display monitor 6. The graphics generation system 86 comprises a geometry transfer engine (GTE) 87 for carrying out coordinate transformations and other processing, a graphics processing unit (GPU) 88 for displaying data from compliant images with commands from the central processing unit 82, a frame buffer 89 for storing image data graphically represented by the graphics processing unit 88, and an image decoder 90 for decoding compressed image data and encoded by an orthogonal transformation such as a discrete cosine transformation. The GTE 87 has an arithmetic mechanism in parallel to carry out several arithmetic operations in parallel between them, and can carry out coordinate transformations and calculations of light source and calculation of matrices or vectors at high speed in response to a request coming from of the central processing unit 82. Specifically, the GTE 87 can calculate the coordinates of a maximum of 1.5 million polygons per second in the case of a flat shading process to graphically represent a triangular polygon with a color, for example. With the GTE 87, the video game machine 4 can reduce the load on the central processing unit 82 and carry out high-speed coordinate calculations. In accordance with a graphic image representation command from the central processing unit 82, the graphics processing unit 88 graphically represents a polygon or the like in the frame buffer 89. The graphics processing unit 88 may graphically represent a maximum of 360 thousand polygons per second. The frame buffer 89 comprises a dual port random access memory, and can simultaneously store image data graphically represented by the graphics processing unit 88 or image data transferred from a main memory 84, and read data of images for visualization. The frame buffer 89 has a storage capacity of 1 Mbytes, for example, and is handled as a 16-bit array consisting of a horizontal row of 1024 pixels and a vertical column of 512 pixels. The frame buffer 89 has a display area for storing image data to be produced as video output data, a color reference table area (CLUT) for storing a CLUT which will be referred to by the video processing unit. graphics 88 when graphically representing a polygon or the like, and a texture area for storing texture data to be subjected to coordinate transformations when a polygon is graphically represented in a polygon graphically represented by the graphics processing unit 88. The CLUT area and the texture area vary dynamically as the viewing area varies. The graphics processing unit 88 can perform, in addition to the flat shading process, a Gouraud shading process to determine colors in a polygon by interpolating their intensities from the colors of the polygon's vertices, and a process of texture representation to represent texture data stored in the texture area in a polygon. In the case of the Gouraud shading process or in the case of the texture representation process, the GTE 87 can calculate the coordinates of a maximum of 500 thousand polygons per second. The image decoder 90 is controlled by the central processing unit 82 for decoding image data of a static or moving image stored in the main memory 84, and for storing the decoded image in the main memory 84. The reproduced image data by the image decoder 90 are transferred to the frame buffer 89 by the graphics processing unit 88, and can be used as a background for an image plotted by the graphics processing unit 88. The sound generation system 91 comprises a sound processing unit (SPU) 92 for generating musical sounds, sound effects, etc., based on commands from the central processing unit 82, a sound buffer 93 for storing waveform data from of the sound processing unit 92, and a speaker 94 for producing musical sounds, sound effects, etc., generated by the sound processing unit 92. The sound processing unit 92 has an ADPCM (Adaptive Differential PCM) function for reproducing sound data from 18 bits that have been encoded as 4-bit differential audio data per ADPCM, a playback function to reproduce the waveform data stored in the sound buffer 93 to generate sound effects, etc., and a function of modulation for modulating and reproducing the waveform data stored in the sound buffer 93. With these functions, the sound generation system 91 can be used as a sampling sound source that generates musical sounds, sound effects, etc. ., based on the stored waveform data of the sound buffer 93 in accordance with commands from the central processing unit 82. The Optical disc driver 95 comprises an optical disc unit 96 for reproducing programs and data recorded on optical disc such as a CD-ROM or the like, a decoder 97 for decoding programs and data recorded with an error correction code (ECC) aggregates there, and the controller 98 for temporarily storing data read from the optical disk unit 96 such that the data of the optical disk can be read at high speed. An auxiliary central processing unit 99 is connected to the decoder 97. Sound data recorded on the optical disc that is read by the optical disc unit 96 including PCM data converted from analog sound signals, in addition to the data of ADPCM. The ADPCM data, recorded as differential data of 4 bits of 16 bit digital data, is decoded by the decoder 97, supplied to a sound processing unit 92, converted into analog data, and applied to drive the horn 94. PCM data, recorded as 16-bit digital data, is decoded by the decoder 97 and then applied to drive the horn 96. The optical disc unit 96 reads the program to provide the operation guide based on visual sensations from the CD -ROM which is a specific example of the delivery means in accordance with the present invention. The decoder 97 then decodes the program thus read by the optical disc unit 96. In order to allow the manual control input device 2 to emit a continuous or blinking light in a temporal relationship with the emission of continuous light or If a flashing character or game object is displayed on the display monitor 6 while the video game progresses, it is necessary for the video game machine 4 to execute a program to emit said continuous or blinking light. A program for allowing control members of the manual control input device 2 to emit a continuous or blinking light will be described below. The program can be supplied from an optical disk such as a CD-ROM or distributed from a network. In the following description, it is considered that the program is read from a CD-ROM in the video game machine 4. An operation sequence of the video game apparatus 1 will be described below with reference to Figure 11. In the video game apparatus 1, the manual control input device 2 is controlled by the central processing unit 82 in the video game machine 4 to allow the control members to emit a continuous or blinking light. Specifically, after the connection of the manual control input device 2 to the video game machine 4 and after its ignition, two modes (the first mode and the second mode) are selectively executed according to whether the start button 69 is find in oppressed condition or not. The player is considered to press the supply switch 77 of the video game controller 4 in step SI. If the manual control input device is connected to the video game machine 4 in step S2, then the control proceeds to step S3 which decides whether the start button 69 of the manual control input device 2 is in a depressed condition or not. If the start button 69 is not in the condition depressed in step S3, then the control proceeds to steps S4, S5, S6 in the first mode. Specifically, light emission data is sent successively to the groups of control members Bl, B2, B3, B4 illustrated in FIG. 12A to allow control members to emit light successively for a predetermined period of time, as shown in FIGS. Figures 12B and 12C. Alternatively, the control members bll, bl2, bl3, bl4 of the group of control members Bl can emit light in succession for a predetermined period of time, as shown in figures 13A, 13B, 13C. If the start button 69 is in the condition depressed in step S3, then the control proceeds to step S7 in the second mode to carry out a video game activation process. The video game activation process comprises steps Sil to S14 illustrated in Figure 14, and is carried out continuously until the end of the video game is determined in step S8 in Figure 11. In the activation process of video game (step S7) illustrated in figure 14, if a light emission command is generated in step Sil, then light emission data is read in step S12. Specifically, the central processing unit 82 reads light emission data (light emission sequences) corresponding to the light emission command from an association table illustrated in Figure 15 stored in the main memory 84, generates a control signal, and sends the generated control signal to the manual control input device 2. The association table shown in FIG. 15 contains light emission data
(light emission sequences) in association with light emission commands. For example, if a light emission command A is generated in the video game activation process, then the central processing unit 82 reads a light emission sequence (the groups of control members Bl, B2, B3, B4) corresponding to the light emission command A from the association table, generates a control signal corresponding to the light emission sequence, and sends the generated control signal to the manual control input device 2. In In step S14, a light emission routine (subroutine) illustrated in FIG. 16 is executed. Specifically, the value of an index register m is set to "1" in step S21, and a m-th group is read. of control members from the light emission sequence read in step S12 in step S22. Then, it is decided whether or not the light emission sequence is finished in step S23. If the sequence has not ended, then light emission data is supplied to the fifth group of control members present in step S24. Now, the LEDs of the switching elements of the present group of control members of the manual control input device 2 receive power to emit a continuous or blinking light. In step S25, the value of the index register m is incremented by? L. "The control then returns to step S22 to read a next group of control members from the light emission sequence read in step S12. The processing in steps S22 to S25 is repeated to allow groups of control members that can emit a light successively in accordance with the present light emission command, since the light emitting commands change according to the progress of the game of video, the light emission sequences for the groups of control members also change according to the progress of the video game.For example, the control members of the manual control input device 2 emit a continuous or blinking light in a relationship temporary with the emission of continuous or flashing light of a character or game object displayed on the display monitor 6. If the sequence of light emission for the present emission command of light ends at step S23, then the light emission routine illustrated in figure 16 comes to an end. The control then returns to the routine illustrated in Figure 14. It is decided whether or not the video game has ended in step S15. If the video game is not finished, then the control returns to step Sil to wait for a next light emission command. In each of the light emission sequences, each of the control members, once their LED is lit, can emit a continuous light either for a limited period of time before the end of the light emission sequence or continuously until the end of the light emission sequence, or it can emit a blinking light either for a limited period of time before the end of the light emission sequence or continuously until the end of the light emission sequence . In accordance with what has been described above, after the connection of the manual control input device 2 to the video game machine 4 and after its activation, the two modes (the first mode and the second mode) are selectively executed according to whether the tear button 69 is in the depressed or not condition. Specifically, after the connection of the manual control input device 2 to the video game machine 4 and after its ignition, if the start button 69 is not in the depressed condition, then the first mode is carried out for allowing control members of the manual control input device 2 to emit a continuous or blinking light. After connection of the manual control input device 2 to the video game machine 4 and after its ignitionI SAW.
, if the start button 69 is in a depressed condition, then the second mode is carried out to allow the control members of the manual control input device 2 to emit a continuous or blinking light in a temporal relationship with the emission of continuous or blinking light of a character or game object displayed on the display monitor 6. As a result, the player can enjoy the video game due to the visual sensations produced by the manual control input device 2. The entertainment system according to the present invention is not limited to the video game apparatus 1. The light emission of the control members of the manual control input device 2 can be controlled by the central processing unit in the control input device manual 2. In accordance with said modification, the central processing unit of the computer of a chip 22 in the manual device of control input 2 sends light emission data to the groups of control members or control members of the manual control input device 2. Accordingly, the light emission of the control members is controlled within the manual device of the control device. control input 22. An application of the above light emission control is that after the power supply switch 77 of the manual control input device 2 is turned on, the central processing unit of the chip microcomputer 22 enables the groups of control members or control members to emit a continuous or blinking light for a certain period of time before the game program begins to be executed. Accordingly, the player can enjoy visual sensations produced by the manual control input device 2 itself before the actual start of the video game. Although some preferred embodiments of the present invention were illustrated and described in detail, it will be understood that various changes and modifications can be made without departing from the scope of the appended claims.
Claims (15)
- CLAIMS An entertainment system comprising: a manual control input device (2) for inputting control commands, said manual control input device having a plurality of control members; a display monitor (6) for viewing a game image; a video game machine (4) for generating an image of a character or game object to be displayed on said display monitor (6) in response to control commands entered by said manual control input device (2) to proceed with a video game; a memory means (84) for storing "a program for allowing said control members of said manual control input device (2) to emit light; and processing means (82) for executing said program stored in said memory medium. (84) based on control commands entered by said manual control input device (2) An entertainment system according to claim 1, wherein said memory means (84) stores a program to enable said control members to emit light either randomly or according to a predetermined pattern as the video game progresses An entertainment system according to claim 2, wherein said program selectively carries out a first mode for enabling said control members for which emit a continuous or blinking light for a predetermined period of time and a second mode for enabling said control members to emit a continuous or blinking light in a temporal relationship with the continuous or blinking light emission of the character or game object displayed on said display monitor. An entertainment system according to claim 3, wherein said processing means (82) comprises means for reading a light emission sequence from the control members corresponding to a light emission command generated in the game of video from an association table, and which allows said control members to emit a continuous or blinking light based on the sequence of light emission read, in said second mode. An entertainment system according to claim 1, wherein said control members are controlled to emit light by a control signal from said processing means (82). An entertainment system according to claim 1, wherein said control members are divided into several groups of control members, said processing means (82) comprising means for enabling each of said groups of control members to emit a continuous or blinking light. An entertainment system according to claim 1, wherein said control members are divided into several groups of control members, said processing means (82) comprises means for enabling each of the control members in each of said control members. groups of control members to emit a continuous or blinking light. An entertainment system according to claim 1, further comprising a registration means (96) storing said program, wherein said memory means (84) reads said program from said registration means (96) and stores the read program. An entertainment system according to claim 1, further comprising a communication means (41) for communicating with a source, wherein said memory means (84) reads said program through said communication means (41) and stores the program read. . A supply means for supplying a light and data emission program for a manual control input device (2) for use in a video game made by a video game machine (4) by displaying a character or game object on a display monitor (6) in response to control commands entered by a manual control input device (2) said light emission program comprises a program for enabling control members of said manual input device control (2) to emit light either randomly or according to a predetermined pattern as the video game progresses. . A supply means according to claim 10, wherein said program selectively carries out a first mode for enabling said control members to emit a continuous or blinking light for a predetermined period of time and a second mode for allowing said control members to emit a continuous or blinking light in a temporary with the emission of continuous or flashing light of the character or game object displayed on said display monitor. A supply means according to claim 11, wherein said program reads a light emission sequence for the control member corresponding to a light emission command generated in the video game from an association table, and it allows said control members to emit a continuous or blinking light based on the sequence of light emission read, in said second mode. 13. A manual control input device for supplying control commands to a video game machine (4) in response to manual control inputs, comprising: a control means (22) to allow several control members to emit light. 14. A manual control input device according to claim 13, wherein said control members are divided into several groups of control members, said control means (22) comprising means for allowing each of said groups of members control emits a continuous or blinking light. 15. A manual control input device according to claim 13, wherein said control members are divided into several groups of control members, said control means (22) comprising means for allowing each of the control members in each one of said groups of control members emits a continuous or blinking light.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP10-218293 | 1998-07-31 | ||
JP11/200987 | 1999-07-14 |
Publications (1)
Publication Number | Publication Date |
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MXPA00003077A true MXPA00003077A (en) | 2001-07-09 |
Family
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