MXPA98009030A - Video and media play memory equipment for im - Google Patents
Video and media play memory equipment for imInfo
- Publication number
- MXPA98009030A MXPA98009030A MXPA/A/1998/009030A MX9809030A MXPA98009030A MX PA98009030 A MXPA98009030 A MX PA98009030A MX 9809030 A MX9809030 A MX 9809030A MX PA98009030 A MXPA98009030 A MX PA98009030A
- Authority
- MX
- Mexico
- Prior art keywords
- player
- player object
- attention
- video game
- game apparatus
- Prior art date
Links
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Abstract
The present invention relates to a video game apparatus that includes a RCP. The RCP performs a conversion process into image data to display a player object or a non-player object according to the image data transferred from an external ROM to a RAM, and supplies the image signal through the screen. The RCP detects whether or not a non-player object exists around the player object on the screen in response to an operation of a Z button. If a non-player object is detected, the RCP selects the non-player object as a non-player attention object. . At this time, the hypothetical camera of position and photography direction is changed so that a photograph of the player object directly facing the object not played can be made.
Description
- VIDEO AND MEDIA PLAY MEMORY KIT FOR
ANY CIRCUMSTANCES OF THE INVENTION
Field of the Invention
This invention relates to a video game apparatus and a memory medium used therefor. More particularly, the invention relates to a video game apparatus and a memory medium adopted to display the player object and the non-playing object in a virtual three-dimensional space of a display unit.
DESCRIPTION OF THE PRIOR ART Í3 Three-dimensional video game apparatus, for example "Nintendo 64 (registered trademark)" are adapted to display a player object and objects that do not play in a virtual three-dimensional space of a unit of 0 display. With such three-dimensional gaming apparatus the player object (player object: object that the gambler can move in the desired directions or perform the desired movements, abbreviated "PO" which is to be used in the following) can be moved in arbitrary directions in the 5-dimensional space through operator manipulation
REF: 28695 of the steering instruction means such as an analog control lever, provided in the controller. In three-dimensional space, the player object moves in the axial directions, X, T and Z in response to the operation of the direction instruction means. However, it is significantly difficult for the player to control, in an exact manner as the player wishes, the direction of movements or a line of sight (full or directly facing direction) of the player's object when using the direction instruction means . For example, when an arrow is fired at a non-player object (non-player object: object that moves in directions according to a program or performs movements according to the program, regardless of the operation of the controller by the player. "as it is to be used in the following) such as an enemy character, the player object must direct the face completely to the enemy character. In such a case, it is impossible to exert positive damage to the enemy character by the arrow unless the direction of the player object is under exact control.
BRIEF DESCRIPTION OF THE INVENTION
Therefore, it is a primary object of the present invention to provide a video game apparatus which can easily adjust the player object that pays attention to the non-player object. It is another object of the present invention to provide a video game apparatus which can adjust the player object to perform the required movements and at the same time maintain a state in which the player object pays attention to the non-player object. The present invention is a video game apparatus coupled to a screen, comprising: a first image data generation video for generating first image data to display a player object; a second means of generating image data to generate second image data to display non-player objects; an image processing means for supplying an image signal to the screen according to at least the first image data and the second image data in order to display, in a virtual three-dimensional space on the screen, at least one of the player object and the non-player object photographed through a hypothetical camera; a controlling means that includes a first operating means for registering a movement direction of the player object and a second operating means that is operated when attention is paid by the player object to a non-player object; a non-player object detection means for detecting whether the non-player object exists or not, in response to an operation of the second operating means; a selection means for selecting as a non-player attention object the non-player object detected by the non-player object detection means; and a means of camera control to change the hypothetical camera in position so that a photograph can be taken on the player object directly facing the attention of the non-player object selected by the selection means. The image processing means performs transformation processes (coordinate transformation and frame memory representation) to display a player object or non-player object according to the first image data and the second image data transferred from an external ROM to a RAM, and supplies a resulting image signal to the screen. The non-player object detection means detects whether or not the non-player object exists around the player object on the screen, in response to the operation of a second operating means, for example, a Z button, included in the control means . If the non-player object detection means detects a non-player object, the selection means selects the non-player object as a non-player attention object. If at this time a plurality of non-player objects are detected, the selection means selects non-player objects according to a priority order. When a non-player object is selected as a non-player attention object, the camera control means deviates from photography position and direction so that the player object pays attention to the non-player object to be photographed. Specifically, the non-player object and the player object are introduced within a range of screen with respect to a position that is close to a line connecting between the respective centers of the non-player attention object and the player object, and behind the Player object. The non-player object detection means detects not only the non-player object shown on the screen, but also non-player objects that exist but are not displayed due to the hypothetical camera's position or photography direction. When a fixing or immobilization means is provided, when the player object is moved in the direction of the instruction means, the player object moves while paying attention to the non-player object. According to the present invention, the operation of the second operating means by a player easily adjusts the player object to pay attention to the non-player object, and in this way greatly improves the operationality of the game. When the player object focuses attention on the non-player object by the fixing means, it is possible to easily cause the player object to follow the non-player object, for example, in cases where the player object struggles with the non-player object. Consequently, where the non-player object is an enemy object, it is possible to provide positive damage to that object. Furthermore, according to the present invention, the non-player object that is not displayed on the screen can be easily found by operating the second operating means. The objects described in the foregoing and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 is a schematic illustrative view showing a video game system according to an embodiment of the present invention; Figure 2 is a block diagram showing in detail a video game machine in Figure 1; Figure 3 is a block diagram showing in detail a controller control circuit in Figure 2; Figure 4 is a block diagram showing in detail a controller and cartridge in Figure 1; Figure 5 is an illustrative view showing a memory map of an external ROM in Figure 2;
Figure 6 is an illustrative view showing a memory map of a RAM in Figure 2; Figure 7 is an illustrative view showing in detail the image data area contained in the RAM of Figure 6; Figure 8 is a flow diagram showing a total operation of the embodiment of Figure 1; Fig. 9 is a flow chart showing in detail a block processing routine in the embodiment of Fig. 8; Figure 10 is an illustrative view showing in detail a player object processing routine in the embodiment of Figure 8; Figure 11 is an illustrative view showing in detail a camera process routine in the embodiment of Figure 8; Figure 12 is an illustrative view showing an example of images to be displayed according to the embodiment of Figure 10 and the embodiment of Figure 11; Figure 13 is an illustrative view showing an example of the images according to the embodiment of Figure 10 and the embodiment of Figure 11; Fig. 14 is an illustrative view showing the movement in photograph position and direction of a hypothetical camera according to the embodiment of Fig. 11;
Figure 15 is an illustrative view showing in detail a selection object process routine in the embodiment of Figure 8; and Figure 16 is an illustrative view showing in detail a representation process routine in the embodiment of Figure 8.
DESCRIPTION PTüT? T.T.Ar- * PE A PREFERRED MODALITY
With reference to Figure 1, a video game system in this embodiment includes a video game machine 10, a ROM cartridge 20 as an example of a memory medium, an exhibit unit 30 connected to the video game machine 10. video game and a controller 40. The controller 40 is removably mounted with a cartridge 50. The controller 40 is structured by a plurality of switches or buttons provided in the housing 41 in a manner that can be held by both hands or only by one. Specifically, the controller 40 includes handles 41L, 41C, 41R extending downward respectively from the open end, a right end and a center of the housing 41, which provide an operating area on the upper surface of the housing 41. In the area of operation, there is provided a push-able analog control lever (hereinafter referred to as "analog control lever") 45 in the central portion thereof, a cross-shaped digital direction switch (hereinafter referred to as "switch"). in cross ") 46 on the left side, and a plurality of button switches 47A, 47B, 47D, 47E and 47F. The analog control lever 45 is used to introduce directions of movements and / or movement speeds or movement amounts of the player object determined by a sanctity and inclination of the control lever. The cross switch 46 is used to designate a direction of movement of the player object, instead of the control deck 45. The button switches 47A and 47B are used to designate a movement of the player object. Button switches 47C-47D are used to switch over the visual point of a three-dimensional image camera or adjust the speed or similar of the player object. A start switch 47S is provided almost in the center of the operation area. This start switch 47S is operated when a game is started. A switch 47Z is provided on the rear side of the central handle 41C. This 47Z switch is used, for example, as a trigger switch in a shooting game. This switch (which will be referred to as the "Z button") will be operated when the player object is caused to pay attention to a non-player object. That is, this 47Z switch operates as a second operating medium. The switches 47L and 47R are provided on the upper left and right side of a side surface of the housing 41. Incidentally, the button switches indicated above 47C-47F can also be used to control the velocity of motion (eg, assimilation or deceleration) of the player object in a shooting or action game, also for the purpose of switching the visual point of the camera. However, these switches 47A-47F, 47S, 47Z, 47L and 47R can be defined arbitrarily in their function based on a game program. Figure 2 is a block diagram of the video game system of the embodiment of Figure 1. The video game machine 10 incorporates therein a central processing unit (hereinafter referred to as "CPU") 11 and a coprocessor (coprocessor of reality: a continuation called somo "RCP") 12. RCP 12 includes a sirsuito 121 of control of common bond to control the common links, a signal processor (processor of signal of reality; hereinafter referred to as "RSP") 122 for performing the polygon coordinate transformation, shading treatment and so on, and a rendering processor (reality display processor, a so called "RDP") 46 for data screening polygon in an image that is going to be displayed and they are converted into a form of data (point data) that can be remembered in a frame memory. The RCP 12 is conestated to a non-downloadable download of a ROM cartridge 20 having an external ROM 21 incorporated therein, a disk unit connector 197 for detachably mounting a dismount unit 29. , and a RAM 14. In addition, the RCP 12 is connected with DAC (digital / analog converters) 15 and 16 to respecively transmit a sound signal and a video signal to be processed by the CPU 11. In addition, the RCP 12 are cones are a sonorous sonar driver 17 for serially transferring operation data to one of a plurality of controllers 40 and / or card data 50. The common link control utility 121 included in CPR 12 performs parallel conversion. in series of a command supplied in a parallel signal of the CPU via a common link, in order to supply a signal in series to the control controller 18. In addition, the common link of the sirsuite 121 of sontrol is a serial signal inputted from the control sirsuite 17 into a parallel signal, which provides an output to the CPU 11 via the common link. The data representative of an operation state (operation signal or operation data) read from the controller 40A-40D are processed by the CPU 11, and temporarily stored within the RAM 14, and so on. In other words, the RAM 15 includes a mastering site for temporarily memorizing the data to be processed by the CPU 11, so that it is used for regular reading and writing of data through the sense cirusuito 121 of sonsecontrol. The sound DAC 15 is connected to a connector 195 provided on the rear face of the video game machine 10. The image DAC 16 is shown as a sonator 196 provided in the rear sara of the video game machine 10. The sonestator 195 is a loudspeaker 31 of a screen 30, while the sonar 196 is connected to a screen 30 such as a TV or CRT receiver. The sirsuite 17 of the sontroller of the sonder is shown in a sonar controller provided on the front face of the video game machine 10. The connector 18 is unattached by a sonder 40 through a connection cable. The connection of the sonder 40 to the sonestator 18 solosely to the sonnelator in elsonic connection with the video game machine 10, by which it allows the transmission / reception or transferensia of data between them. The controller control utility 17 is used to transmit and receive serial data between the RCP 12 and the connector 18. The controller control circuit 17 includes, as shown in FIG. 3, a data transfer control circuit 171, a transmission circuit 172, a receiver circuit 173 and a RAM 174 for temporarily storing transmission and resection data. The data transfer control circuit 171 includes a parallel / series conversion circuit and a serial / parallel conversion circuit in order to convert a data format during data transfer, and also performs write control / reading of RAM 174. The series / parallel conversion cirsuite converts the serial data supplied from RCP 12 into parallel data supplied to RAM 174 or to transmitting circuit 172. The parallel / serial conversion circuit converts the data into parallels supplied from the RAM 174 or the receiver circuit 173 into serial data, to be supplied to the RCP 12. The transmitter circuit 172 converts the commands for reading the signals from the controller 40. and the writing data (data in parallel) to the cartusho 50, in serial data that will be supplied to channels CH1-CH4 corresponding to the respective controllers. The receiver circuit 173 receives in the serial data, operational state data of the controllers input through the corresponding channels CH1-CH4 and data read from the cartridge 50 to convert them into data in parallel to be supplied to the circuit 171 of control of data transfer. The data transfer control circuit 171 controls, in RAM 174, data transferred from the RCP 12, data from the sonar controller supported by the receiver 183, or data read from the RAM cartridge 50, and reads data from the RAM 174 based on a command from the RCP 12 so that it is transferred to the RCP 12. The RAM 174, although not shown, includes memory sites for the respective channels CH1-CH4. Each of the memory sites is stored as a command for the channel, transmission data and / or reception data. Figure 4 is a detailed circuit diagram of the controller 40 and the cartridge 50. The housing of the controller 40 incorporates an operation signal processing circuit 44, etc., in order to detect and operate the status of the joystick 45, the switches 46, 47, etc., and transfer the detected data to the controller control circuit 17. The operation signal processing circuit 44 includes a receiver circuit 441, a control circuit 442, a switching signal detecting circuit 443, a siren 444 counter, a control paddle control circuit 446, a sirsuite 447 of readjustment and one sompuerta 448 ÑOR. The siren 441 is a serial signal, such as a sonar signal transmitted from the control sirsuite 17 of the controller, or write data to the cartridge 50, in a parallel signal, to be supplied to the sonar cirsuite 442. The siren 442 of sontrol generates a readjustment signal to readjust (0), through the shadow 448 ÑOR, count values of an X-axis sonder 444X and a Y-axis counter 444Y into the sonder 444, sucking the signal of Sontrol transmitted from the sirsuito 17 of the Sontrolador Sontrol is a signal for restart, of the X, Y coordinates of the control lever 45. The control lever 45 includes photo-switches of the X axis and the Y axis in order to decompose an inclination of palansa in the somponents of the X axis and the Y axis, generating pulses in the proportional number to the inslinasión. The pulse signals are supplied resistantly to the sonder 44X and the counter 444Y. The 444X counter counts the number of pulses generated in response to an inclination amount while the control blade 45 is tilted in the X-axis direction. The 444Y counter counts the number of pulses generated in response to a sanctity of insular suar is insulated the control blade 45 in the direction of the axis Y. In sonsesuencia, the resulting vector of the axis X and the axis Y determined by the count values of the sonders 444X and 444Y serve to determine a direction of movement and a coordinate position of the object player or hero car, or a sursor. Incidentally, the 444X and 444Y counter are readjusted, when a readjust signal is supplied from the superset signal generation circuit 447, the power is supplied or a readjust signal is supplied from the switching signal detection circuit 443. by simultaneous pressure of two predetermined switches. The switch 433 of the mute signal response responds to a switch state output command supplied in a constant period interval (eg, a 1/30 second interval as a TV frame period) from the 442 circuit. control, for reading a signal that varies based on the state of depression of a cross switch 46 and switches 47A-47Z. The read signal is supplied to the sontrol cirsuite 442. The control chair 442 responds to a command signal for reading the operational status data from the sonucleus sonic tank 17 to supply in a predetermined data format, the operasional status data of the 47A-47Z switches and the count values of the 444X and 444Y counters to the transmission 445. The transmission bus 445 transmits the parallel signal transmitted from the control bus 442 into a serial signal, and transfers it to the controller control circuit 17 via a conversion circuit 43 and a signal line 42. The control circuit 442 is connected to a control lever control circuit 446 via a low address link and a common data link as well as a port connector 46. The control lever port control circuit 446 performs data input / output control (or transmission / reception) according to a command from the CPU 11 when the cartridge 50 is congested to the port controller 46. Sartusho 50 is structured by connecting RAM 51 to the common address link and the data link and by connecting RAM 51 to a battery 52. RAM 51 is a RAM having a layer (for example, 256k bits), For example, less than half of a maximum memory capacity can be ascertained through the address link. The RAM 51 is for storing support data in relation to the game, and storing support data by the application of the electrical power from the battery 52 even if the sartusho 50 is removed from the connector 46 of the port. Fig. 5 is a memory map showing a memory space of the external ROM 21 insorporated in the ROM cartridge 20 (Fig. 1). The external ROM 21 includes a plurality of memory areas (hereinafter referred to solely as "area") for example such as the program area 22, a character code area 23, an image data area 24, and an area 25 of sound memory, as shown in Figure 5, so that various programs were previously mastered in a fixed manner. The program area 22 is composed of programs necessary to process the game images, and game data and the like, according to the content of the game. Specifically, the program area 22 includes a plurality of memory areas for previously mastering operating programs for the CPU 11 in a fixed manner. A primary program area 22a is masqueraded as a main routine prosecution program, for example, for a game shown in FIG. 8 set forth below. A controller data program area 22b is stored with a program for processing operational data in controller 40. A written program area 22c is stored with a written program by which CPU 11 causes RCP 12 to write to a frame memory and a buffer Z. For example, a written program area 22c is stored with a program to be written, within an image data area 203 (FIG. 6) of RAM 14, chrominance data such as data of images based on texture data for a plurality of movable objects or objects of background pair to exhibit in a background essena. A motion program area 22d is masked by a control program by means of which the CPU 11 causes the CPR 12 to vary the position of a moving body in a three-dimensional space. A camera control program area 22c is stored with a camera control program so as to perform controls with respect to its direction and / or position. The moving objects that instruct the player object or the background objects are to be photographed in the camera. three-dimensional spas A player object program area 22f is stored with a program that controls the display of an object operated by the player. An area 22g of enemy object program is masked with a program that controls the display of an enemy object to perform the attack on a player object. An area 22h of the selection object program is stored. It is a program to display a selection object in a cresana position to a non-player object when the object is set to a tension suando is pressed the button Z 47Z mentioned before. The character code area 23 is an area for storing a plurality of code numbers, for example, a plurality of character point data classes corresponding to codes. The karset code data masked in the sarcometer scripting area 23 is used to display an instrussing text to the player in the process of a game. An area 24 of image data is masked image data such as coordinate data of a plurality of polygons for each of the background object and / or moving objects, and texture data, and also a display control program for display these stationary objects in a predetermined position or in a moving state. A sound memory area 25 is stored with sound data, such as phrases to transmit the above message, sound effects, game music (BMG), etc. in the sound in a manner appropriate for a scene.
Incidentally, the memory medium of the external memory device can use various memory media slases, such as CD ROM or magnetic disks, instead of, or in addition to the ROM cartridge 20. In such a case, a disk unit 29 is provided (Figure 2) in order to read or write, as required, various data (including program data and data for image display) for a game from or on a medium of optical or magnetic disk memory such as a CD ROM or magnetic disk. The disk unit 29 reads the data from a magnetic disk or optical disk of program data stored magnetically or optically similarly to the external ROM 21, and transfers the same data to the RAM 14. Figure 6 is a memory map illustrative of a memory space of the RAM 14. The RAM 14 includes an area 201 of the display list. When the player object or the non-player object is to be displayed, its object number is registered in the exhibition list area 201. The RAM 14 further includes a program area 202 and an image data area 203. The image data area 203 includes a frame memory area 203a for temporarily storing an image data frame, and a buffer memory area 203b for storing, point by point, depth data of the frame memory area. The image data area 203 further includes, as shown in FIG. 7, a player object image area 203c, an enemy object image data area 203d, an image object image area 203e selection and an area 203f of image data of another object. Each of the areas 203e-203f temporarily stores polygon data or texture data. The program data area 202 is for temporarily memorizing a program. The program data supplied in each area of the ROM 21 (FIG. 5) are temporarily stored, as required, in the program data area 202. CPU 11 and RCP 12 (figure 2) have access to the program area so they advance the game. Similarly, the image data area 203 is for temporarily storing, as required, the image data stored in the ROM 21, which are directly accessible by the CPU 11 or the RCP 12. That is, the data area 203. image memorizes coordinate data and texture data for a plurality of polygons to constitute a stationary object and / or stored mobile object, for the display of game image, in external ROM 21, to the sual on the 1st or 1st stage of data is transferred, before image processing, from the external ROM 21. A sound memory area 204 temporarily memorizes sound data from the BGM or produces the sound supplied in the sound memory area 25 of the ROM 21, as shown in Figure 5. A sonnel data area 205 it temporarily memorizes the state of operation of indiscriminate data of an operating state read through the controller 40. In addition, a flag alignment area 206 places, as required, a flag during the execution of a program by the CPU 11 or memorizes a variable or steady. The flags that are to be flagged in this flag alignment area 206 involve a representative flag Fl if a non-player object has already been seled or is not an object non-player of atention, and a flag F representative of whether the non-player object has been immobilized or not. Figure 8 is a main flow chart for the video game system in this mode. When the power is turned on, the CPU 11 in a first stage Sl adjusts the video game machine 10 to a predetermined initial state in order to initiate operations. For example, the CPU 11 transfers a start program between the game programs stored in the program area 22 of the external ROM within the program area 202 of the RAM 14 and adjusts each parameter to an initial value and executes the steps of Figure 9, in the order. The operation of the main flow diagram of Figure 8 is executed, for example, each frame (1/60 seconds) or every two or three frames, wherein steps S1-S13 are executed repeatedly before the course is cleared . If the game ends without success of the clear course, a finished game process is carried out in step S14 subsequent to step S13. If the clear course is successful, the process returns from step S13 to stage Sl. That is, in the Sl stage, an exhibition is made for a game course screen and / or a course selection screen. However, when a game is started after turning on the power, a first course screen is displayed. If the first course screen is deleted, the following course is established. After step Sl, a controller process is performed in step S2. In this process, it is detected whether any of the control deck 45, the cross switch 46 and the switches 47A-47Z of the controller 40 is operated or not. The detected data (controller data) in this operating state is read, and the controller data read in this way is written to the controller data area 205 of RAM 14. In step S3, a process of attention to adjust the player object that pays attention to one of a plurality of non-player objects. This step S3 of the immobilization process will be explained in more detail later with reference to figure 9. In step S4, a process is performed to display the player object. This process is basically to vary the position, direction, shape and location of the player object based on the operating state of the control lever manipulated by the player and the presence or absence of attacks by an enemy. For example, polygon data determined by the saul based on a program transferred from the memory area 22f (FIG. 6) of the external ROM 21 may be varied, the polygon data of the player object transferred from the memory area 24, and sonder data, it is desir, a state of operation of the control deck 45. A plurality of polygons obtained in this manner are provided solors due to image data. A sambio prosess of position of the player object, that is, movement process, is controlled by a state of operation of the control lever 45. However, in the step S3 of the attention process, when the player object pays attention to A non-player object, the movement is controlled in a different way than usual cases. Specifically, explanations will be made later with reference to figure 10. In step S5, a camera process is performed. For example, a carousel is made for a visual point of the respective objects such as the line of vision as viewed through a samara buster at an angle at which the player designates by means of the joystick 45. Hypothetical camera is controlled in position (visual point) or line of sight direction basically by the control deck 45. However, when the player object puts tension on the non-player object in step S3 of acessing process mentioned above, it is performed a control differently. Specifically, the explanations will be made in detail later, with reference to Figure 11. In step S6, an enemy object process is performed. This process is carried out based on the polygon data of an enemy object transferred from an area 22g of memory and the memory area 24 (figure 5) and of agreement is a program that has been transferred. For example, an enemy object is determined in the screen position and / or in shape by calculating the polygon data so that the enemy object moves to attack the player object or to block against its advance while considering the movement of the player object. , so it shows an image of enemy object that varies in this way. Because of this, the enemy object will move so that it has a certain effect on the player object. In step S7, a selection object process is performed. This process calculates the colors, display position and shapes of the selection objects based on a program transferred from the 22h memory area and the polygon data of the transfer object transferred from the memory area 24 (FIG. 5). This step S7 will be explained in detail later are referensia to figure 15.
In step S8 another object process is performed. This process calculates the display positions and shapes of other objects based on a program transferred from a 22h memory area and the polygon data of the other objects transferred from the memory area 24 (Figure 5). In step S9, the RSP 122 performs a representation process. That is, the RCP 12 performs a conversion process (coordinate transformation process and marsero memory representation process), under the control of the CPU 11, in image data to display a movable object and a stationary object based on the respective texture data for the movable object, such as an enemy object, a player object, etc., and the stationary object, such as the background, memorized in the image data area 201 of the RAM 14. Specifically, the solors are solved in a plurality of polygons for each of the moving objects and the stationary objects. In the SIO stage, the CPU 11 performs a sound process based on the sound data, such as messages, music, sound effects, etc. In the Sil stage, the CPU 11 reads the stored image data, as a result of the representation process by the step S7 in the frame memory area of the RAM 1. This causes the player object and non-player objects, for example, moving objects, stationary objects and the like, to be displayed on the display screen 30 (Figure 1, Figure 2). In step S12, the sound data which have been processed as sound in step S8 by RCP 12 are read and in this way sound is transmitted such as music, sound efesto and sonar. In step S13, it is determined whether the course has been asphalted or not (detection of survey path). If the course has not been cleared, then it is determined in step S14 whether the game has ended or not. If the game is not over, the prosess returns to step S2 to repeat steps S1-S14 until a finished game is detested. If a finished game condition is detected, that is, an error number is allowed for a player to reach a predetermined number of times or the duration of the player object is consumed by a predetermined amount, then a finished game process is carried out in the next step S14 to choose the continuation of the game, save data in backup or similar. Incidentally, if a course clearance condition is detested (eg, boss destruction, etc.), in step S13, a course clearance process is carried out and the process returns to stage Sl. With reference to Figure 9, in the first step S301, the CPU (Figure 2) refers to the data area 205 of the controller shown in Figure 6, and determines whether the Z button (switch) 47Z is on or not. If "YES" is determined in this step S301, the CPU 11 in the next step S302 refers to an NPO that selects the flag Fl in the registration flag area 206 (figure 6) and determines whether or not it has been previously selected. an object not attention player (NPO). This flag Fl, if it is in "1" represents that one or two or more of the non-player objects were previously selesioned, that is, an acession process has been carried out. The flag F12, suando is in "0" represents that no non-player attention objects have been previously selessionado. Accordingly, when the button Z 47Z is pressed for the first time, "NO" is determined in this step S302, and the process continues until the next step S303. In step S303, the CPU 11 refers to the image data area 203 (Figure 6, Figure 7), and determines whether a non-player object exists within the field of view of the player object. The field of view of a player object is given in a range of + 60 ° to -60 ° given in the forward direction of the player object considered 0 °. In sonsesuensia, it is determined if a non-player object (enemy object or stationary object or other objects) exist within the range of + 60 ° to -60 ° are respected to the front of the player object. If "YES" is determined at this stage S303, then it is determined in the next step S304 whether or not a non-player object is detested. If "NO" is determined in step S304, that is, if a non-player object is detested within the field of view of the player object, in step S305, the non-player object is selected as a non-player attention object. If a non-player player object is selected in step S305, then the CPU 11 in step S306 determines whether the non-player object of attention is a non-player object to which a non-player immobilizer of LM can be provided ( figure 12, figure 13). For example, where the non-player object is an enemy object, this object can be provided with an immobilization marsa. When the non-player object is a stationary object (for example, an insiso, the cover of a treasure, etc., required for the game) the object can also be provided with an immobilization mark. However, non-player objects other than these can not be provided with an immobilization mark. Accordingly, in this step S306 the determination is made if the non-player object of attention is an enemy object, a stationary object or other non-player objects other than these objects. When the non-player attention object is a non-player object which can be supplied with an immobilization mark, an immobilization mark LM is introduced
(figure 12, figure 13) in a color corresponding to a class of the relevant non-player object in the exhibition list area 201 (figure 6). It should be noted that in this modality, the non-player object of atention is given a "red" immobilization marsa when it is an enemy object, and a "yellow" immobilization mark when it is another non-player object different from that object. As long as the Z button 47Z is pressed, the immobilization mark is displayed as in an immobilized state. Here, the "immobilized state" refers to a state in which the player object keeps an eye on the non-player object. When in the immobilized state, CPU 11 sets a lock flag F2 in RAM 14 to "1". In step S308, the display area is decreased in order to recognize the player that the player object is placing tension on the non-player object, that is, a process of attention has been made. Specifically, the non-display areas (blanking areas) UBP and LBP are provided at the top and bottom of the display screen, as shown in Figure 12 and Figure 13. Accordingly, when such a reduction of the exhibition area, the player can visually recognize that a process of attention has been made through the button Z 47Z. In order to provide such suppression poles UBP and LBP, polygons may be inserted between the object and an isone (as shown in the previous positions in figure 12 and figure 13) and fixed with black textures. Otherwise, the image signals can be dissoned in these porsiones. It is determined in the next step S309 whether or not there is a selected attention object. If "YES" is determined in this step S309, the NPO Selection Fl flag mentioned above is solosed in "1" (figure 6). Incidentally, when a plurality of non-player objects is detected within the field of view of the player object in step S304, chalses are performed in step S310 for an online distance subtraction between the non-player object and the player object in this way Determine a higher priority order of non-player objects that have the online distance subtracted more sorta. In step S311, the non-player object to which the first priority has been provided is classified as a non-player arousing object, and the process progresses to the next step S306. That is, when there is a plurality of non-player objects within the player's viewpoint, the non-player object placed closest to the player object is considered a non-player object of attention. Further, when the button Z 47Z is pressed, if the selection flag Fl NPO is set to "1" that is, one or more non-player attention objects have already been selected, the determination in step S302 will be "YES", and the process advances to step S312. It is determined in this step S312 whether the selections have been made or not for all the non-player objects existing in the displayed screen. That is, at this step S312 it is determined if the attention process has been completed for all non-player objects that include not only the non-player objects that are displayed on the displayed screen, but also non-player objects that are not displayed on the screen. screen displayed. If "NO" is determined in step S312, determinations are made in the priority orders of agreement are the line distance subtracted between the non-player object and the player object, similarly to the step S310 mentioned above. In the next step S314, the non-player object to which the second priority order is provided is selected as a non-player attention object, and the process proceeds to a step S306. Because the steps S313 and S314 are related to all non-player objects except for the non-player objects existing within the field of view of the player object and already selected as non-player objects of attention, the selections of the non-player objects of attention in a second time and subsequently are not related to the hesho that exists or not within the sampo of vision of the player object. In sequence, where, for example, there is a plurality of non-player objects within the viewing scope of the player object and one or more of the non-player objects are present outside the field of view of the player object, before a first operation of the button Z, a non-player object colosado more sersa in the sampo of vision selessiona as an object non-player of attention. Before the operations of the Z button 47 a second time and later, attention determinations are made for the non-player objects present within the field of vision but which were left unselected as well as the non-player objects existing outside the vision sampo. Among these non-player objects, a non-player object is provided plus Searsan are a second priority order. If "NO" is determined in step S309, a predetermined point forward in the infinitely distant position of the player object is considered a non-player object in step S315, and this point is selected. In consistency, when the Z button 47Z is held down, the player object remains immobilized at that point. As another embodiment, when the Z button 47Z is kept on for a predetermined period of time (for example a period of time of several tens of frames in a television scan), it is possible to keep the player object immobilized at that point even if the button Z 47Z is deactivated. In this case, the immobilization can be released when the Z button 47Z is pressed again. Now with reference to Figure 10, in a first step S401 in the player object process step S4 (Figure 8) the CPU 11 refers to the flag F2 for immobilizing the RAM 14 to thereby determine if it has been immobilized or not an object not attention player. If "YES" is determined in this step S401, if an object non-player of aressing spreads in immobilized state, the CPU 11 in the next step S402 determines whether there is an instrussión of a "UP" (upper) in the control lever. analog command 45 or cross switch 46. That is, it is determined if there is an instruction to move the player object in the "UP" direction or not. In the case of "YES", the CPU 11 in step S403 moves the player object in one direction towards the selected non-player attention object. In consistency, the player object moves to decrease the distance to the non-player attention object while directly facing the non-player attention object (enemy object). When "DO N" (below) is selected by the analog control lever 45 or the cross switch 46, the player object is moved through the steps S404 and S405 in a direction away from the non-player object of tensioning tension. That is, when "DOWN" is instructed, the player object moves in a direction away from the non-player object of attention while facing the non-player object. When a "RIGHT" direction is instructed by the analog command pad 45 or the slug switch 46, the CPU 11 in steps S406 and S407 moves the player object to the right while keeping constant the distance between the player object and the player object. object not attention player. In this case, the player object moves in a circle that has as its center the non-player attention object, as shown in figure 15. Incidentally, if the player object puts tension on the "infinitely distant front point" mentioned above, suando "RIGHT" (deresha) is instructed by the analog control lever 45 or the cross switch 46, the player object moves to the rest while maintaining a distance equal to that point. This is, in this case, the player object performs a parallel movement in the direction toward the deresha while going to the front on the display screen. When "LEFT" (left) is instructed by the analog control lever 45 or the cross switch 46, the player object moves to the left in a circle having as its center the non-player attention object in steps S408 and S409, as shown in figure 14. That is, the player object moves to the left while maintaining a constant distance to the non-player atention object. Incidentally, by suing the player object, the "infinitely distant front point" is stressed, if "LEFT" is instructed (left), the player object moves to the left while maintaining a distance equal to that point. That is, in this case, the player object performs a parallel movement to the left with a forward direction on the display screen. The display position of the player object, etc., is recorded in the exhibition list area 201 (Figure 6). Incidentally, in Figure 10, the non-player object is not immobilized, the player object is moved, as shown by steps S411-S418, in a direction instructed by the control room 45 analog or the cross switch 46. With reference to figure 11, the stage will be explained
S5 of the camera process (figure 8). In the first step S501, the CPU 11 determines whether the non-player object is immobilized or not, that is, whether or not an immobilization flag F2 has been established. If "YES" is determined in this step S501, the CPU 11 in step S502 moves a hypothetical camera (not shown) to a position in the sual it is possible to photograph the state of the non-player object and the player object are directly opposed one hasia the other. Specifically, the hypothetical sámara moves to a position behind the player object and sersano to a line (not on the line) of connection between the respective centers of the non-player attention object and the player object. The hypothetical sámara adjusts with this line of sight directed to photograph the non-player object of attention. In conclusion, if the Z button 47Z is shown, the hypothetical camera moves in a position and direction of photography so that it photographs the back of the player object PO the state in which the object PO player is facing an object not player NPOl or NP02, as shown in figure 12 or figure 13. In sonsesuensia, if the analogue control deck 45 or the struder switch 46 are operated in this state, the player object, as shown in figure 14 , it can be moved while maintaining the state in which the player object is directly facing a non-player attention object, according to the flow chart of figure 10. In the first step S701 of the step S7 of object processing of selection (FIG. 8), shown in FIG. 15, the CPU determines whether the immobilization flag F2 is "1" or not. When the immobilization flag F2 is at "1", the CPU 11 moves a selection object SO (figure 12 or figure 13) to the front of the non-player atention object, is desir, NPOl in figure 12 or NP02 in Figure 13. This is, in this step S702, the object of selection SO moves to the front of the non-player attention object based on whether the program data in the selection object program area 22 shown in the Figure 5 and the area 203e of image data of security object (Figure 7) of the image data area 203. In the next step S703, the non-player atention object is selected at that moment in which it is detected from this class. If the step S704 is determined if the non-player attention object is an enemy object or not. That is, although selectable non-player objects such as a non-player attention object include a stationary object in addition to an enemy object as set forth above, it is determined in the present if the non-player attention object is an enemy object or not, or it is a non-player object different from this one. If it is an enemy object, the CPU 11 in step S705 establishes a solor for the OS object of so-called "red" via RDP 123 (FIG. 2). If it is a non-player object other than an enemy object, the SO object of separation is set to yellow in step S706. After executing step S705 or S706, the CPU registers the OS selection object to screen list area 201. It should be noted that, although the non-attention player object is released from this immobilization state in step S708, the selection object is displayed in step S709 above the player object. Although the present invention has been described and illustrated is detail, it is understood that it is by way of illustration and example only and should not be considered as limitation, the spirit and the nature of the present invention is limited only in the terms of the attached claims.
It should be noted that they are relasion to this fesha, the best method sounded by the solisitant to carry out the aforementioned invention is that which is clear from the present description of the invention. Having described the invention as above, the following is claimed as such:
Claims (30)
1. A video game apparatus asoplea to a screen, sarasterized because it somprende: a first means of generating image data to generate first image data to display a player object; a second means of generating image data to generate second image data to display non-player objects; an image processing means for supplying an image signal to the screen according to at least one of the first image data and the second image data in order to display, in a virtual three-dimensional space on the screen, by at least one player object and the non-player object photographed through a hypothetical camera; a controlling means that includes a first operating means for instructing a movement direction of the player object and a second operating medium that is operated with a sweep is applied by the player object to the non-player object; a non-player object deterrence means to detest whether or not a non-player object exists, in response to an operation of the second operating means; a selection means for selecting as non-player object the non-player object detected by the non-player object detection means; and a camera control means for changing the position of the hypothetical sámara so that photographs can be taken on the player object directly facing the non-player attention object selessioned by the means of separation.
2. The video game apparatus of sonicity is claim 1, characterized in that it further comprises a priority of means of order supply to supply predetermined priority commands to the respective non-player objects when the non-player object depreciation means detect a plurality of non-player objects, wherein the selection means selessiona first as a non-player player object a non-player object having a higher order of priority.
3. The video game apparatus of soundness is claim 2, characterized in that, when the means of detecting a non-player object detects a non-player object within the field of view of the player object, the means of supply of priority order provides a first order of priority to the non-player object.
4. The video game apparatus according to claim 3, characterized in that, when the non-player object detecting means detects a non-player object outside the field of view of the player object, the priority order supply means provides a second order of priority to the non-player object.
5. The video game apparatus according to claim 2, characterized in that the non-player object depreciation means detests a plurality of non-player objects within a view of the player object, the priority delivery means provides a first order of priority to one partisular of the plurality of non-player objects.
6. The video game apparatus of sonicity is claim 5, characterized in that, when the non-player object depreciation means detests one of a plurality of non-player objects outside the field of view of the player object, the means of supplying Priority order provides priority orders subsequent to the priority order of the non-player object within the field of vision to non-player objects outside the field of view.
7. The video game apparatus according to claims 2, 5 or 6, characterized in that the priority order supply means determines the priority orders based on a distance between each one of the plurality of non-player objects and of the player object.
8. The video game apparatus according to any of claims 1 to 7, characterized in that the camera control means moves the hypothetical camera so that photography, from the back of the player object, the non-player attention object and the player object.
9. The video game apparatus according to claim 2, characterized in that the means of separation selects different non-player objects as non-player objects of attention, according to the priority orders, each time the second means of operation is operated. operation.
10. The video game apparatus according to any of claims 1 to 9, characterized in that a locking means is also provided to cause the player object to continuously pay attention to the non-player object of attention when the second operating means is operated. continually.
11. The compliant video game apparatus is claim 10, which is sarasterized because the first operating means includes a means of instrussión diressión by which can be instructed at least four directions "UP", "DOWN", " RIGHT "e" LEFT ", further comprising a first object movement means for moving the player object in a direction towards the non-player attention object if instructed" UP "by the direction instruction means when the player object is immobilized to the object not attention player by means of immobilization.
12. The video game apparatus according to claim 10, characterized in that the first operating medium includes a means of instrussión of diresción by the sual can instruct at least four directions of "UP", "DOWN", " RIGHT "e" LEFT ", which further comprises a second means of object movement to move the player object in a direction away from the non-player attention object if instructed" DOWN "by the direction instruction medium suando the player object is immobilized to the non-player object of atention by means of immobilization.
13. The video game apparatus according to claim 10, characterized in that the first operating means includes a direction instruction means by which at least four directions of "UP", "DOWN", "can be instructed". RIGHT "e" LEFT ", which also comprises a third means of object movement to move the player object in a direction to the right while maintaining a constant distance between the player object and the non-player atention object if instructed" RIGHT " by the means of instruction of determination when the player object is immobilized to the non-player object of attention by the means of immobilization.
14. The video game apparatus of sonicity is claim 10, characterized in that the first operating means includes a means of instruction of diressión by the sual can instruct at least four directions of "UP", "DOWN", "RIGHT" and "LEFT", which also includes a fourth object movement means to move the player object in a direction to the left while maintaining a constant distance between the player object and the non-player attention object if instructed "LEFT" by the Direction instruction means when the player object is immobilized to the non-player attention object by means of immobilization.
15. The compliant video game apparatus is claim 10, characterized in that it further comprises a means of generating image data of selection object to generate image data of security object, wherein the image processing means provides to the screen an image signal to display the object of separation in a sorrelacionada position on the screen to the non-player object of attention when the immobilization means causes the object of tension to be immobilized.
16. The video game apparatus according to claim 15, characterized in that it further comprises a class discriminator means for discriminating a class of the non-player object of attention, when the means of generation of image data of security object generates data. of image of object of secession in a different solor, based on the class.
17. The video game apparatus according to any of claims 10 to 16, characterized in that it further comprises a means for supplying immobilization tundish to supply a immobilization trough to a non-player object immobilized by the immobilization means.
The video game apparatus according to claim 17, characterized in that the immobilization mark supply means provides a immobilization mark in a color based on the class of the selected non-player object.
19. The video game apparatus of sonicity is claim 1, characterized in that it further comprises a means of reducing the screen to reduce the interval of exhibition of the display by selecting the selection means a non-player object of attention.
20. The video game apparatus according to claim 1, characterized in that the selection means selects a forward point of infinite distance from the player object when the non-player object detection means can not detect a non-player object.
21. The video game apparatus according to claim 20, characterized in that it further comprises an immobilization means for preventing the player object from steadily increasing to the point when the second operating means is continuously operated.
22. The video game apparatus according to claim 21, characterized in that the first operating means includes a direction instruction means by which at least smooth instructions can be instructed of "UP", "DOWN", " RIGHT "e" LEFT ", which further comprises a means of object movement to move the player object in a direction to the right or the direction to the left while maintaining a constant distance between the player object and the point if instructed" RIGHT " "or" LEFT "by the means of address instruction when the player object is immobilized to the non-player object of attention by the means of immobilization.
23. A method for controlling a video game apparatus coupled to a screen and a controller means including a first operating means for instructing a movement direction of a player object and a second operating medium that is operated when attention is paid by the player object to a non-player object, the method is characterized in that it comprises the steps of: (a) generating first image data to display the player object; (b) generating second image data to display the non-player object; (s) supplying an image signal to the screen according to at least the first image data and the second image data for display, in a virtual three-dimensional spasm on the screen, at least one of the player object and the object no player photographed through a hypothetical camera; (d) detecting whether or not a non-player object exists, in response to an operation of the second operating means; (e) selecting a non-player object detested as a non-player attention item; and (f) changing a position of the hypothetical chamber so that the player object directly faces the non-player attention object that can be photographed.
24. The method of control in accordance with claim 23, characterized in that a step (g) is further subdued wherein, when a plurality of non-player objects are detested in step (d), predetermined priority orders are supplied to the objects no respective players, wherein stage (e) first selects a non-player object having a higher priority order as a non-player atention object.
25. The method of sonority monitoring with claim 23 or 24, characterized in that it further comprises a step (h) of causing the player object to continuously pay attention to the non-player atention object when the second operating means is operated continuously during a period of predetermined time or greater.
26. The method of control of sonicity are any of claims 23 to 25, characterized in that a step (i) of redusating the display interval when selecting a non-player object of amplification in step (e) is further subdued. .
27. A memory means that can be detachably attached to a video game apparatus provided with image processing means for supplying an image signal to a score screen are at least one of the first image data for display, in a virtual three-dimensional space on the screen, at least one of a player object and a non-player object, and a means of sound that includes a first means of operation for instructing a movement of the player object and a second medium of operation operated on the player object is adjusted to set the non-player object, the memory means memorizes a program for the image processing means, sarasterized because it appears: a first program for generating image data to generate the first image data to display the player object; a second image data program for generating the second image data to display the non-player object; a non-player object detection program to detect whether or not the non-player object exists in response to an operation of the second operating medium; a security program to selessionar as a non-player object of atention the non-player object detested by the non-player object detection program; and a samara control program to samba a position of the hypothetical sámara so that the player object directly opposite the non-player object of a tension selessionado by the security program so that it can be photographed.
28. The sonic memory means with claim 27, characterized in that a priority order supply program for supplying predetermined priority commands to the non-player non-player objects by adding the non-player object depreciation program also detects a plurality of non-player objects, where the security program selessiona first as the non-player object of atention, a non-player object that has the highest order of priority.
29. The memory means of sonification with claim 27 or 28, sarasterized because it also includes a program of immobilization to prevent the player object from steadily increasing the non-player object of arousal by sucking the second operating means is operated continuously over a period of time default or greater.
30. The memory medium according to any one of claims 27 to 29, characterized in that it also comprises a screen reduction program to reduce the display interval in the exhibition suing a non-player attention object according to the program. of selessión.
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP9-298111 | 1997-10-30 |
Publications (1)
Publication Number | Publication Date |
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MXPA98009030A true MXPA98009030A (en) | 2000-02-02 |
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