MXPA99011085A - Entertainment system and registration mean for the same - Google Patents

Entertainment system and registration mean for the same

Info

Publication number
MXPA99011085A
MXPA99011085A MXPA/A/1999/011085A MX9911085A MXPA99011085A MX PA99011085 A MXPA99011085 A MX PA99011085A MX 9911085 A MX9911085 A MX 9911085A MX PA99011085 A MXPA99011085 A MX PA99011085A
Authority
MX
Mexico
Prior art keywords
character
que
player
sistema
entertainment system
Prior art date
Application number
MXPA/A/1999/011085A
Other languages
Spanish (es)
Inventor
Yamada Yuji
Takatsuka Susumu
Shimooka Kenkichi
Original Assignee
Sony Computer Entertaiment Inc
Filing date
Publication date
Application filed by Sony Computer Entertaiment Inc filed Critical Sony Computer Entertaiment Inc
Publication of MXPA99011085A publication Critical patent/MXPA99011085A/en

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Abstract

Un sistema de entretenimiento y un medio de registro en el que estáregistrado un sistema que hace posible que un personaje, en un espacio de juego, maneje un objeto, de modo que un jugador pueda hacer, con respecto a un dispositivo de operación de sistema de entretenimiento, un movimiento que estárelacionado con la manera real en que se maneja un objeto;se juega un juego en ese sistema de entretenimiento, que es acorde con ese programa;un jugador introduce comandos desde un sistema de operación de entrada;hay un CD-ROM montado en un dispositivo de discoóptico, construido en un controlador de discoóptico del sistema de entretenimiento, y en dicho CD-ROM estáregistrado un programa mediante el cual, usando sus dedos, el jugador mueve partes de operación del dispositivo de operación de entrada, con movimientos que están relacionados con la manera en la que se manejan realmente los objetos por los personajes en un espacio de juego;con lo que se mueve análogamente el objeto del personaje, en el espacio de juego, en dos direcciones;un sistema de control controla las acciones de los personajes jugadores, en una pantalla de exhibición, con base en el programa del CD-ROM y los comandos del sistema de operación de entrada.

Description

ENTERTAINMENT SYSTEM AND MEANS OF REGISTRATION FOR THE SAME BACKGROUND OF THE INVENTION FIELD OF THE INVENTION The invention relates to a recording medium in which a program is recorded, which makes it possible for characters in a game space to handle objects; and to an entertainment system that plays the game, according to the program.
DESCRIPTION OF THE PREVIOUS TECHNIQUE Conventionally a gaming machine employing a television receiver has a main game machine unit, which is connected to the television receiver, which is used as a display device; and an operating device that is connected to the main unit of the gaming machine by means of a connection cable and controls the display characters displayed on the television receiver's display screen. Constructed in the main unit comprising the game machine, there is a disk drive unit, which reproduces a recording medium, for example, an optical disk, in which a game program is registered, and an image processing device, etc., to display the exhibition characters, together with the background screen, on the television receiver's screen, according to the game program registered on the optical disc. Multiple operating parts are arranged in the operating device that is connected to the main game machine unit. Manipulating the multiple operation parts provided in the operation device, the user enters in the image processing device, instruction information, which has to do with the actions of the exhibition characters that are going to be displayed on the receiver's display screen. of television, and control the direction of movement of the exhibition character, etc., according to the instruction information, with which the game is played. The operating device used in a gaming machine of this type is used while holding in the hand and fingers of the player. Arranged on one side of the main unit of the device is an address instruction operation unit, having an address instruction operation button in the form of + or in a circular form, and arranged on the other side of the main unit of the machine there is a unit of establishment and execution of the function, which has multiple buttons to set and execute the function, which establish the action functions of the exhibition character or execute the actions. The address instruction operation unit has four switches, arranged in mutually perpendicular directions, equipped with operating parts that are connected or disconnected with contacts. The display character is moved by selectively rotating these switches in on and off by means of an address instruction operation unit, which has a + or circular shape. For example, between the four switches arranged in mutually perpendicular directions, the display character is caused to move digitally in the direction in which the switches that are in connection are arranged. In the establishment and execution unit of the function, the switches are arranged in correspondence with multiple operation parts to establish and execute the function; and by connecting the switch corresponding to an operation part to establish and execute a function, the function of the display character assigned to each button is established, or the function of the exhibition character is executed. In an address instruction operation unit, of the operation device described above, only instruction signals are given which cause the movement operations in the direction in which the switches that are connected are arranged, between the four switches arranged in directions mutually perpendicular and, in this way, it is impossible to give command information that causes an exhibition character to rotate or change the direction of their gaze while moving forward. This makes it difficult to build game programs that use exhibition characters that perform a variety of actions.
With the switches that constitute the address instruction operation unit, when connecting / disconnecting when operating the address instruction operation unit, only instruction information can be given that controls the movement of the display character, with the result of that the movement of the exhibition character is intermittent and it is impossible to provoke a continuous series of movements. As such, operating devices have been proposed that have an operating unit that makes possible the introduction of control signals that enable an exhibition character to move while rotating or moving while varying its speed, or making movements in the that is made to change shape. An operating device of this type is described in Japanese Unexamined Patent Application Publication H7-88252 (1995). Recently there has been the desire to have games that simulate human actions more closely, by allowing characters in the game space to hold objects, such as weapons or tools, and to play the game while being allowed to handle such objects with fine movements. But playing a game while allowing the characters to handle objects is done by having the player manipulate the operating device, or that means that the interface with the user is more complicated.
BRIEF DESCRIPTION OF THE INVENTION It is an object of the present invention to avoid the disadvantages of the prior art described above, and to provide a recording medium in which a program is recorded, which allows the characters in a game space to handle objects, by making the The player makes a movement in the operation device that is related to the way in which the object would actually be handled; and an entertainment system that plays the game according to the program registered in the record medium. These and other objects of the invention are achieved by means of registration in which a program is recorded that advances a game, making prescribed characters, in a display screen, perform actions according to the wishes of a player, by means of of an input operation device, where the registered program allows an object of a character to move, in a game space, analogously in two dimensions, by having the player move with his fingers the operating parts of the device of entry operation, by movements that are related to the way in which the object is actually handled. The objectives of the present invention are also achieved by means of an entertainment system in which a player plays the game by making a prescribed character, on the display screen of the entertainment system, act as intended; which comprises an input operation means, by means of which the commands are input, by the player; a means of memory to store a program that makes it possible to make the characters in a game space, handle objects by having the player do with their fingers, on the input operation medium, movements that are related to the way they really an object is handled; and a control means for controlling the actions of the game characters on the display screen, based on said program, stored in the memory medium, and the commands coming from the input operation means. The control means similarly move said object, by detecting the amount of two-dimensional movement of an operating part of the input operation means. This possibility of providing the operation of the input operation means, which is related to the actual operation of the object, can improve the interface with the user.
BRIEF DESCRIPTION OF THE DRAWINGS Figure 1 is a block diagram showing the configuration of a videogame device as an embodiment of the entertainment system of the present invention. Figure 2 is a plan view of the video game device of Figure 1.
Figure 3 is a perspective view of the input operation device, including the video game device of Figure 1. Figure 4 is a side view of the input operation device of Figure 3. Figure 5 is a diagram of flow to explain the series of processing by the central processing unit (CPU), which includes a control system of the video game device of figure 1. Figures 6 (ab) show an input operation device and a movement diagram of the rotation operation part of the input operation device, to explain the acquisition and processing of key input data in the character operation processing system, in the flow diagram of Figure 5. Figure 7 is a diagram showing the action of pushing the rotation operation part of the input operation device, to describe the acquisition and processing of the input data keys in the character's operation processing system, in the flow chart shown in figure 5 above. Fig. 8 is a flow diagram for explaining the motion establishment of the moving image patterns in the character operation processing system in the flow chart of Fig. 5.
Figure 9 is a diagram showing the display screen, which shows the manner in which a player character holds a lightsaber, in guard position. Figure 10 is a diagram showing the display screen showing the manner in which a player character is made to light a lightsaber. Figures 11 (ab) show a coordinate diagram to explain the decision operation, by the CPU, from the moment the character player is held holding a lightsaber in a guard position, until the turn Fig. 12 is a flow chart for explaining detailed processing routines for the CPU, when a player character is held holding a lightsaber in a guard position, as shown in Fig. 9, and is made to rotate it down, as shown in figure 10. Figures 13 (ab) show a diagram showing the operation in the input operation device, when a player character is driven by a magic puncher. Figure 14 is a diagram showing the way a player character is held holding a magical beater in a guard position. Figure 15 is a diagram showing the manner in which a player character is made to extend a magic puncher.
Figures 16 (a-c) show the operation of the input operation device, when a player character is made to operate a slingshot. Figure 17 is a diagram showing the manner in which a player character is made to hold a slingshot in a ready position. Figure 18 is a diagram showing the scene in which a player character has finished shooting with the spring. Fig. 19 is a diagram showing the operation of the input operation device, when a player character is made to handle a flying kite. Figure 20 is a diagram showing the way a player character flies through the air, using a flying kite. Figures 21 (a-b) diagrammatically show the operation in the input operation device, when a player character is driven by a radio controller. Figure 22 is a diagram showing the manner in which a player character moves a radio-controlled car, using a radio controller. Figure 23 is a diagram showing the operation in the input operation device, when a player character is turned around to a hula hoop.
Figures 24 (a-b) show a diagram of the operation in the input operation device, when a player character is made to handle a stick. Fig. 25 is a diagram showing the operation of the input operation device, when a player character is rowed in a boat. Figures 26 (a-c) show a diagram of the operation of the input operation device, when a tank in which a player character is traveling is moved; and Figures 27 (a-d) show a diagram of the operation of the input operation device, when a player character is made to ski.
DETAILED DESCRIPTION OF THE PREFERRED MODALITIES Referring now in detail to the drawings, Figure 1 shows one embodiment of the present invention as a videogame device in which when playing a game, players use an operating device to make the characters handle objects, in accordance with an application program registered in the recording medium of this invention. In particular, in the videogame device, the characters can be made, in a game space, to handle objects by having the player perform movements, with respect to the operating device, which are related to the actual ways in which they are performed. they handle the objects. As shown in Figure 1, in the video game device 1, a graphics generation system 40, a sound generating system 50, an optical disk controller 80 and an input operation system 70 are connected to a control system 30, by means of a system collector 20 (BUS). Here, the commands given by the players are input from the entry operation system 70. Mounted on the optical disk device, inside the optical disk controller 80, there is a CD-ROM (compact disk, with read-only memory), in which a program is registered by means of which the objects of the characters can be moved , in the game space, analogously in two dimensions, by having the player use his fingers to move the operation parts of the input operation device, with movements that are related to the way in which the players are actually handled. objects. The control system 30 controls the actions of the player characters on the display screen, based on said CD-ROM program and commands from the entry operation system 70. The control system 30 has a central processing unit 31 (CPU), a peripheral device driver 32, which performs interrupt control and control, including a direct memory access (DMA) transfer, a random access memory (RAM) 33, which serves as the main memory, and a read-only memory 34 (ROM), in which programs are stored for the so-called operating system, etc., which the graphics generation system 40 manages, a sound generation system 50, etc. The CPU 31, which controls the entire videogame device 1, when running the operating system programs stored in ROM 34, consists, for example, of a 32-bit RISC CPU. The composition and operation of this CPU 31 are described in detail below. When the power is connected to this videogame device 1, the CPU 31 of the control system 30 controls the graphics generation system 40, the sound generation system 50, etc., by executing the operating system programs stored in the computer. ROM 34. When the operating system programs are executed, the CPU 31 starts the entire videogame device 1, including the operation confirmation; then it controls the optical disk controller 80 and executes the game or other application program stored on the optical disk. When executing this game or another application program, the CPU 31 controls the graphic generation system 40, the sound generation system 50, etc., and controls the image display and the generation of sound effects and tones, of according to the input coming from the player. The graphics generation system 40 has a geometry transfer engine (GTE) 41, which performs coordinate conversion and other processing; a graphics processing unit (GPU) 42, which draws according to drawing instructions from the CPU 31; a frame buffer accumulator 43, which records the image drawn by this GPU 42, and an image decoder 44, which decodes the compressed and encoded image data by means of an orthogonal transformer, such as a discrete cosine transformer. The GTE 41, for example, has a parallel operation mechanism that executes multiple operations in parallel, and can work at high speed operations such as coordinating the conversion, light source calculations and matrix or vector operations, in response to requests of operation performed by the CPU 31. Specifically, for example, in the case of an operation in which a flat shadow with the same color is drawn in a polygon that has the shape of a triangle, the GTE 41 can coordinate the calculations for up to 1.5 million polygons per second and, in this way, with this videogame device, the load on the CPU 31 can be reduced and the high-speed coordination of the operations can be carried out. The GPU 42 draws the polygons in the accumulator-compensator 43 of the frame, according to the drawing commands from the CPU 31. The GPU 42 can draw up to 360,000 polygons per second. The frame accumulator-compensator 43 consists of a so-called double-port RAM, and can simultaneously transfer the pattern from the GPU 42, or from the main memory, and read the display. The frame accumulator-compensator 43 is capable, for example, of 1 Mbyte, and is managed as a matrix consisting of 1024 pixels, horizontally, and 512 pixels, vertically; each of them 16 bits. A display region that is displayed as a video output is provided in the frame accumulator-compensator 43; a CLUT region in which the color query table (CLUT) is stored, which is referenced when the GPU 42 draws polygons, and a texture region, in which the texture mapped in the polygons is stored, etc. ., drawn by the GPU 42, converted to coordinates at the time of drawing. These CLUT and these texture regions change dynamically according to the changes in the display region. In addition to the plane shading described above, said GPU 42 can shadow Gouraud, in which the color within a polygon is determined by the interpolation of the colors of the vertices of the polygon, and the texture mapping, in which the texture stored in the texture region mentioned above, is laid on a polygon. If said Gouraud shading or texture mapping is performed, the GTE 41 can perform coordinate operations of up to 500,000 polygons per second. The image decoder 44, under the control of the CPU 31, decodes the still image data or the moving image data, stored in the main memory 33, and stores it in the main memory 33.
When storing the reproduced image data, in the frame accumulator-compensator 43, they can be used as background for the image drawn by the mentioned GPU 42. The sound generation system 50 includes a sound processing unit 51 (SPU), which generates tones and sound effects based on the instructions of the CPU31; a sound accumulator-compensator 52, which stores the tones and sound effects generated by the SPU 51, and a loudspeaker 53, which outputs (emits) the tones and sound effects generated by the SPU 51. The SPU 51 has a ADPCM decoding function that reproduces the audio data in which, for example, the 16-bit audio data is subjected to modulation by adaptive differential pulse (ADPCM) as 4-bit difference signals, a reproduction function that generates sound effects, etc., by reproducing the data in wave form, stored in the sound accumulator-compensator 52, and a modulation function that modulates and reproduces the waveform data stored in the sound accumulator-compensator 52. Equipped with said functions, this sound generation system 50 makes it possible to reproduce tones and sound effects, etc., based on the waveform data stored in the sound buffer accumulator 52, according to the instructions of the CPU 31; that is, to use them as sources of sampling sound.
The optical disk controller 80 has an optical disk device 81 that reproduces programs or data stored on an optical disk; a decoder 82, which decodes the stored programs or data, for example, with an error correction code (ECC) added to them; and an accumulator-compensator 83 that makes it possible to read the data from the optical disk at high speed, temporarily storing the data from the optical disk device 81. Connected to the decoder 82 is the subsidiary CPU 84. The audio data stored in the optical disk, which is read by the optical disk device 81, includes, in addition to the aforementioned ADPCM data, the so-called PCM data, in the that an audio signal is subjected to analog / digital conversion. When the ADPCM data, audio data in which the difference of, for example 16-bit digital data is expressed and recorded in 4 bits, is decoded by the decoder 82, then it is supplied to the aforementioned SPU 51, and after the digital / analog conversion or other processing is performed by the SPU 51, it is used to drive the loudspeaker 53. As PCM data, the recorded audio data is decoded, for example, as 16-bit digital data, by means of the decoder 82 and then used to drive the loudspeaker 53. The optical disk device 81 reads from a CD-ROM, which serves as a specific example of the recording medium of this invention, an application program that allows the characters , in the game space, use objects, by causing the player to make a movement on the operating device that is associated with the real way in which the real object would be handled. Then the decoder 82 decodes the application program. The input operation system 70, which is an input means by which the player enters instructions, includes an input operation device 73, which has an operation lever or a series of buttons. In the field dealing with gaming devices, an input operation device 73 is generally known as a controller. In addition, the input operation system 70 includes a communication controller 71, which controls communication with the CPU 31 via the BUS collector 20 and a connection unit 72, to which the input operation device 73 is connected. In order to input the instructions from the user, the input operation device 73, which is connected to the connection unit 72, has, for example, 16 instruction keys and the state of these instruction keys is transmitted by means of synchronous communication, to the communication controller 71, approximately 60 times per second. The communication controller 71 transmits the state of the instruction keys of the input operation device 73 to the CPU 31. When the video game device 1 is activated by a player operation, through the input operation device 73, the CPU 31 of the control system 30 reads the application program from the optical disk device 81 of the optical disk controller 80, via the collector 20 of the system, stores it in the main memory 33 and begins the execution. When the execution of the application program starts, the graphics generation system 40 generates a video signal for the background of this game and the player characters, and the objects that the player characters will manipulate. The video signal is output to a monitor, not shown, and the background images and player characters and objects are displayed on the monitor display screen. At the start of the execution of said application program, the sound generating system 50 generates tones and sound effects, etc., and emits them from the loudspeaker 53. When the player operates the operating lever or the series of buttons on the input operation device 73 of the input operation system 70, the corresponding command is input to the CPU 31 through the system collector 20; and the CPU 31 controls the graph generation system 40, so that the player character on the monitor's display screen performs actions corresponding to the player's operations. In addition, the CPU 31 controls the sound generation system 50 and causes various sound effects and tones etc., which are emitted from the loudspeaker 53.
Figure 2 is a view taken from above, of the connection state between the main unit 101 of the game machine, and the input operation device 73 in the video game device 1. The connection of the input operation device 73 to the main unit 101 of the game machine is effected by means of a connecting cord 102, which is taken from the middle part of the front side of the main unit 101 of the device. The connecting cord 102 has a connector 103 at its end and the input operation device 73 is connected to the main unit 101 of the gaming machine, connecting the connector 103 to a female connector 104, which is provided in one of the sides of the main unit 101 of the gaming machine. The main unit 101 of the game machine of the video game device 1 is housed in an approximately rectangular cabinet and is equipped with, and consists of, in its middle portion, a disk mounting unit 105, on which a CD is mounted. -ROM or another optical disc which is the registration means for supplying the aforementioned application program; a reset switch 106 to arbitrarily reset the game; a power switch 107, a cover 108 of the disk mounting unit 105, a lid opening switch 109 for opening the lid 108 and, for example, two inputs 104. Two input operation devices 73 can be connected to the 104 entries, which allows two users to play the games, etc.
As shown in Figure 3, the input operation device 73 includes a main device unit 4, in which an upper half 2 and a lower half 3 abut one another and are joined using screws or other fastening means. Protruding from one side of each end of the main unit 4 of the device there is a first clamping portion 5 and a second clamping portion 6, which are held between the left and right hand palms when this operating device 73 is connected to it. entrance to the main unit 101 of the game machine and the game is executed. The first and second fastening parts 5 and 6 are separated from each other by facing the ends and protruding, so that they face downwards in the main unit 4 of the device. In order to make it possible for the first and second fastening parts 5 and 6 to be held for a prolonged period, they are formed so that they narrow from the side of the part that connects with the main unit 4 of the device, and the side extreme; the circumferential surface is an arcuate surface, and the end side is formed as an arc. Arranged at one end of the main unit 4 of the device there is a first operating unit 9, in which the four push-up, first through fourth, parts 8a, 8b, 8c, 8d, protruding on the upper surface of the main unit 4 of the device are arranged mutually perpendicular. The pushing operation parts 8a, 8b, 8c, 8d, which constitute the first operating unit 9, are integrally formed in a rotating operation member, so that the central portion is supported rotatably and arranged in mutually perpendicular directions around the center of rotation of the operation member by rotation. That is, the first through fourth thrust operating parts 8a, 8b, 8c, 8d, are integrally linked together. Switching elements are provided in the first operating unit 9, as signal input elements, each of which corresponds to one of the first to fourth thrust operating parts 8a, 8b, 8c, 8d. The first operating unit 9 functions, for example, as an address instruction control unit, which controls the movement of a character and display, and by selectively pressing the operating parts by first through fourth thrust., 8b, 8c, 8d, and rotating the switching elements corresponding to those operation parts 8a, 8b, 8c, 8d, to connection and disconnection, the exhibition character is made to move in the direction of the arrangement of the parts oppressive pushing operation 8a, 8b, 8c, 8d. Arranged at the other end of the main unit 4 of the device, there is a second operating unit 12, in which the four thrust operation parts, first to fourth, 11a, 11b, 11c, 11d, protruding into the upper part of the device. The upper part of the main unit 4 of the device are arranged in a mutually perpendicular manner. Each of the pushing operation parts 11a, 11b, 11c, 11d is formed as an independent member, and switching elements are provided as signal input elements, each of which corresponds to one of the thrust operation parts. 11a, 11 b, 11c, 11 d. The second operation unit 12 is used as a function setting execution unit, which establishes the function of a display character, assigned to each of the push operation parts 11a, 11b, 11c, 11d, or executes the function which has an exhibition character, by connecting the switches corresponding to the operation parts by first to fourth thrust 11a, 11b, 11c, 11d. Also in the input operation device 73 are disposed third and fourth operating units 14 and 15, at opposite corners, on the side of the part joining the main unit 4 of the device, on the side of the base part of the devices. first and second fastening parts 5 and 6. The third and fourth operating units 14 and 15 have rotating operation parts 16 and 17, which can rotate 360 ° about the operating axis, and variable resistance elements or other elements of signal input, which are operated by these operation parts by rotation 16 and 17. That is, the rotational operation parts 16 and 17 are fixed to the end of an operating axis fixed in such a way that they are restored to the central position by a driving member, and are rotated 360 ° around the fulcrum of rotation of the operating shaft. The third and fourth operating units 14 and 15 are used as operating units which make it possible, by rotating the operation parts 16 and 17 by rotation, to make the exhibition characters move, while they are rotating , or be made to move while changing their speed, and make it possible for instructional signals to be introduced that allow analogous movements such as changing shapes. They are also used as units of operation to move character objects in an analogous way in two dimensions, in association with the way an object is actually handled by a player. Fifth and sixth operating units 18 and 19 are also disposed and located at the left and right ends of the opposite front surface of the rear side, which is the side on which the first and second fastening parts 5 and 6 of the 4 main unit of device. As shown in Figure 4, the fifth and sixth operating units 18 and 19 have, respectively, first and second thrust operation parts 18a, 18b and 19a, 19b. Provided in these thrust operating parts 18a, 18b and 19a, 19b, there are switching elements corresponding to the thrust operating parts 18a, 18b and 19a, 19b, respectively. The fifth and sixth operation units 18 and 19 are used as a function and performer setting unit, which establishes the functions of the display characters assigned to the operation parts 18a, 18b and 19a, 19b, or performs the functions that the characters have. exhibition characters, for example, by connecting the switches corresponding to the first and second push operating parts 18a, 18b and 19a, 19b. Referring again to Figure 3, arranged in a row on the input operation device 73, located between the first operating unit 9 and the second operating unit 12, on the upper surface of the main unit 4 of the device, there is a start switch 92, which gives the instruction to start the game, and a selector switch 93. , which selects the degree of difficulty of the game, when the game starts. Provided and located between the third operating unit 14 and the fourth operating unit 15, on the upper surface of the main unit of device 4, there is a mode selection switch 94, which selects the operating mode of the operating units. third and fourth 14 and 15, and an exhibit unit 95, which exhibits the state of the mode of operation of the third and fourth operating units 14 and 15. The display unit 95 consists of a light emitting element, such as a diode light emitter. By switching the operation of the mode selection switch 94, one can, for example, select an operating mode in which the instruction signal is allowed to be input from the third and fourth operating units 14 and 15, or one mode of operation in which the input of instruction signals from the third and fourth operating units 14 and 15 is prohibited, and in addition, the input of instruction signals from the third and fourth operating units 14 and 15 can be enabled, and an operation mode is selected in which the switching is effected between the functions of the first-through-fourth operation parts 11a, 11b, 11c, 11d of the second operation unit 12, and the functions of the operation parts by first and second push 18a, 18b and 19a, 19b, of the fifth and sixth operating units 18 and 19. In accordance with the state of these operating modes, the display unit 95 turns on and off, and changes the light of the xhibitor The rotational operation parts 16 and 17 can rotate 360 ° about their operating axes. When the rotational operation parts 16 and 17 are rotated by the user, the CPU 31, which is constructed to the control system 30 shown in the aforementioned figure 1, acquires the input data generated by the movement of each operating part. by rotation and determines the pattern of action according to the input data. After establishing the movement of the action pattern, manipulate the character, controlling the drawing process. The processing performed by the CPU 31 is illustrated in the flowchart of Figure 5. In the following the explanation proceeds on the basis of "the assumption that the rotation operation part 16 is the left cane, and the part 17 of rotation operation is the right pole.First, in step S1 of the key entry processor system, the CPU 31 monitors the entry of the key of each frame from the left pole, the right pole or another switching unit, at intervals 1 / 60th of a second Here the key data is judged by the fact that the input data is updated.This key data is acquired as the key input data in step S11 of the character operation processing system.
The acquisition of the key input data in step S11, in this character operation processing system, is explained below, by using figures 6 and 7. Firstly, as shown in (a) of the 6, a scale of coordinates is established for V1 and V2, in the vertical direction, and for X1 and X2 in the horizontal direction of the operation parts by rotation 16 and 17, respectively, and how far each part of the rotation operation has moved in a more or less direction, around the center, within each coordinate scale. For example, in (b) of Figure 6, the coordinate scale is set with 127, taken in the plus and minus directions from each center, and the movement of each operation part is monitored by rotation. Specifically, when the rotation operation parts 16 and 17 are in the neutral position, the CPU 31 fixes them in the initial position 0 and measures the position in which the operation part is inclined 127 each time upwards, downwards, to the left and to the right. The neutral region N is fixed on a scale specified from the initial position 0, within the coordinate scale. Also fixed are the first quadrant 1, the second quadrant II, the third quadrant III and the fourth quadrant IV. The direction in which the part of operation by rotation is inclined and the degree of its inclination is detected, from the coordinates to which the cane is inclined. The speed at which the rotation operation part is inclined is also detected by means of the position of movement of the coordinates within a prescribed time. That is, the movement of each operation part is detected by rotation in a range of 1/60 of a second, and the position of the stick in each frame is obtained as key data. The angle of entry of each operation part per rotation is also detected, as the vector product of the coordinate movement point within a prescribed time. The rotation of each operation part is detected by rotation, checking if the coordinate movement point passes through each quadrant, in order. The rotationally operating parts 16 and 17 have a structure in which they are pushed down, so that when, for example, the user pushes the operating part 17 downwardly, as shown in Fig. 7, and the turn to connect, the CPU 31 acquires connection / disconnection data as key data for each frame. Next, in step S12 in Figure 5, the CPU 31 decides if there is a change in the action pattern, and if there is one, it switches the action pattern in the step S13. A change in the action pattern means a connection to an object operation that is different from the object operation that the character had previously been doing. An example would be a change in the action of making the character soft a stick, to the action of throwing a stone. If in step S12 there is no change in the action pattern, or if in step S13 the change of action pattern ends, proceed to step S14 and the movement of the action pattern is established. This establishment of the movement of an action pattern is discussed below using figure 8. When this establishment of the movement of the action pattern comes to an end, in step S15 the graph generation system 40 is controlled and made to perform the drawing processing. Here the details of the processing in S14 of establishing the movement of the action pattern are given in Figure 8. After analyzing the key input data in step S21, the CPU 31 proceeds to step S22 and decides whether the part 16 of rotation operation (referred to in figure 8, as the left cane) is moving. If it is judged that it is moving, the movement processing in which the character is made to perform the action established by the left stick is established in step S23. If it is decided that the left cane is not moving or if the action of establishing the left cane ends, proceed to step S24, in which it is decided whether the left cane is pushed. If it is decided that it is being pushed, step S25 is proceeded and movement processing is established to cause the character to perform the set action for which the left cane was pushed. If the left cane is not being pushed or if the establishment of the movement processing is completed in step S25, proceed to step S26. In step S26 it is decided whether the rotation operation part 17 (referred to in Figure 8 as the right cane) is moving. If it is judged that it is moving, proceed to step S27 and the movement processing is established, in which the character is made to perform the action established by the right staff. If it is decided that the right cane is not moving or if the right cane establishment action ends, proceed to step S28, where it is decided whether the right cane is being pushed. If it is decided that it is pushed, proceed to step S29 and establish the movement processing to make the character perform the established action for which the right cane is pushed. If the right cane is not pushed or if the establishment of the movement processing is completed in step S29, proceed to step S30 and establish the common basic button. In the processing by the CPU, explained above with reference to FIGS. 5 to 8, an application program stored in the main memory 33 is executed. This application program is part of the application program reproduced by the optical disk device 81. of the optical disk controller 80, from a CD-ROM, which is a specific example of the recording medium of this invention. For example, we assume that an application program is registered on the optical disc by means of which the player makes the characters behave like villains. Specifically, if an application program in which points are accumulated by fighting on your part when going through situations encountered by the character, going through a forest or a plain or a village, such as picking fruit from a tree, Fly through the air or flee from a flying monster that attacks you.
A case will now be described from the moment a player character 201 is held holding a lightsaber 202, in the guard position, and then the soft character is made, in a plain; as shown in figures 9 and 10. In this case, the CPU 31 determines the movement by the user, of the operation part by rotation (left cane) 16 and of the operation part by rotation (right cane) 17, in the coordinates of figure 11 and makes the character 201 perform a basic action. Here, the left stick 16 functions as an address instruction controller that controls the movement of the character 201, so that the character 201 is made to move in the direction of the coordinate point P of each frame. The speed of movement can be changed by the distance between the point of coordinates P and the center O. For example, the speed of movement is made faster the greater the distance. It also changes the movement of walking to running when the point of coordinates P is outside of a line L of pre-set limit. And only if the cane 16 is pressed in the center O, it is decided that it is oppressed for a special movement, such as bending over, and this movement is exhibited. Meanwhile, the right cane 17 functions as an object controller, which controls the object that is held by the character 201, in this case, a luminous saber 202, so that the saber 22 is tilted down in the direction when the right cane 17 is outside the outer limit line L. When the saber 202 is tilted downwards, character 201 is made to look in the direction of the coordinate point P, until it crosses the limit line L. Here, the saber 202 is carried backward, when the coordinate point P enters into the limit line L. In addition, the speed when crossing the limit line L, makes the difference in how the saber 202 is tilted down. Here you can detect the speed by the amount of movement from the coordinate point in the previous frames. The character 201 is held holding the lightsaber 202 in the guard position, which is shown in Figure 9, and the detailed processing routine of the CPU 31 when it is caused to swing down, as shown in the figure 10, which is shown in FIG. 12. In steps S41 the character is placed in a standing pose by the user operation of the left cane 16. When the player tilts the right cane 17, the speed of the tilt in step S42; if it is fast, proceed to step S43 and the character 201 is caused to swing the lightsaber 202 vertically, while remaining in a standing pose. Next, if in step S44 it is decided that the player is no longer touching the right cane 17, proceed to step S45 and, after the light saber 202 is returned from the vertical tilting, a standing pose is assumed in step S46 . On the other hand, when it is decided in step S42 that the tilt speed of the right pole 17 is slow, proceed to step S47 and start to make the character 201 assume the position of guard. And if in step S44 it is decided that the player does not release the right cane 17, proceed to step S48 and the character 201 is made to perform the combined action of going from tipping to assuming the guard posture. After the action of beginning to assume the posture in the previous step S47, or after the combined action of the step S48, the posture of the guard is continued in step S49. When the player subsequently rotates the right cane 17, the entry angle of the cane, of 1/30 second is detected in step S50 and if it is 60 degrees or more, proceed to step S51 and make the lightsaber 202 turn horizontally If in step S50 it is judged that the entry angle is 60 degrees or less, proceed to step S52 and character 201 is made to rotate while remaining in the guard posture. If, after the posture in step S49, the player releases the right cane 17, proceed to step S53 and leave the guard posture abandoned. After step S51 and step S53, one returns to the standing pose of step S46. During this basic action you can use the weapon that is being held, moving it from one hand to the other. The method of detecting the right cane 17 differs, with no change in the operation of the left cane 16. Next, the player character 201 will be allowed to hold a weapon called a magic beater, and will be described, with reference to figures 13 to 15, the action of making this weapon be operated. The magic beater is a weapon by which an enemy character is hit from a remote position, extending the part of the beater that is attached to the end of the handle part. By moving the right cane 17 forward, as shown by the arrow in figure 13, the handle part 203s, held by the character 201 shown in figure 14, is made to extend, which makes the beating part 203b reach a position as remote as that shown in figure 15. To retract the hitting part 203b, it is sufficient to operate the right stick 17 as shown by the arrow shown in figure 13. Next, the player character 201 will be allowed to hold a weapon called spring, and with figures 16 to 18, the action of making the spring is operated will be described. A spring is a weapon in which a rubber joins the two protuberances of a Y and throws, for example, a stone at a distance, by the driving force of the rubber. Pulling the right cane 17, as shown by the arrow in figure 16, causes the character 201 to stretch the rubber 204a, as shown in figure 17, and in this state moves to the left and right by middle of the right cane 17, to point to the left and to the right; and when the direction of shooting is decided, the right cane 17 is released, which causes the spring 204 to fire. Figure 18 shows the character after the spring has been fired.
Next, the player character 201 will be allowed to hold a weapon called a flying kite, and with figures 19 and 20, the action of causing this flying kite to fly through the air will be described. Flying kite 205 is an implement that produces flotation by causing a 205a propeller to rotate, and can fly through the air by having the character hold it in his hand. By rotating the right cane 17 as shown by the arrow in figure 17, the propeller 205a is caused to rotate, and this causes the character 201 to fly through the air, as shown in figure 20. Next, it will be allowed that the player character 201 holds a radio controller and the action of making a car move with this radio controller will be described with figures 21 and 22. Here the carriage (a radio-controlled carriage) runs in the direction in which the right cane 17 is tilted. That is, if the right cane 17 is tilted straight forward, as shown by the arrow in Figure 21, the Radio-controlled carriage proceeds directly forward; and if the right cane 17 moves to the right or to the left, as the arrow shows, the car controlled by radio runs with its steering wheel turned to the right or to the left. Figure 22 shows a scene in which the player character 201 is operating the radio controller 206. Also with the present invention, if the right baton is rotated as shown by the arrow in figure 23, the character can be made player spin a hula hoop. And by allowing the character to hold a stick, and by operating the stick on the right, as in Figure 24, the character can be made to perform actions with the stick, such as hitting and turning it. By placing the player character in a canoe, the character can be made to reel the canoe, by moving the left cane 16 and the right cane 17, as in figure 25. In this case, the movement of the Y1 coordinate, shown in Figure 6, is synchronized with the movement of the left oar. The movement of the X1 coordinate with the angle in the vertical direction of the left row is also synchronized. For example, with a negative value, the paddle enters the water and with a positive value, the paddle leaves the water. In addition, the movement of the Y2 coordinate is synchronized with the movement of the right oar, and the movement of the X2 coordinate is synchronized with the angle in the vertical direction of the right oar. As stated above, with a negative value, the paddle enters the water, and with a positive value, the paddle leaves the water. By placing the player in a vehicle that has a caterpillar, (for example a tank), the vehicle carrying the character can be advanced, retracted or turned around by operating the left pole 16 and the right pole 17, as shown in FIG. shown in Figure 26. In this case, the value of the Y1 coordinate shown in Figure 6 is proportional to the movement speed of the left track. A negative value represents a recoil speed. The value of the X1 coordinate is not taken into account. Similarly, the value of the Y2 coordinate is proportional to the speed of movement of the right track. Also here the value of the X2 coordinate is not taken into account. By placing the character on skis, you can have the character wearing the skis go straight skiing, turn left, turn right or make a curve, operating the left cane 16 and the right cane 17, as is shown in Figure 27. In this case, the angle difference of the coordinate point from the Y1 axis shown in Figure 6 is synchronized with the angle of the left ski. The first and fourth quadrants are inward, and the second and third quadrants are outward. Also the angle difference of the coordinate point from the Y2 axis is synchronized with the angle of the right ski. The second and third quadrants are inward and the first and fourth quadrants are outward. The speed at which skis slide varies, depending on the distance from the center O to the coordinate point P. If the value Y is negative, the speed is set to zero. As described above, with the videogame device 1, an application program that can cause the characters in the game space to handle objects, by having the player perform, in an operation device, a movement that is related with the manner in which the object is actually handled, it is read from a CD-ROM and is stored in the main memory 33, and the application program is executed by the CPU 31, so that the user interface to allow a The character manages an object, it can be improved and the operation carried out by the user can be simplified. In the above-described embodiment, the application program is registered on a CD-ROM or other recording medium, and the game is played by mounting this recording medium. In contrast, it is also possible to play the aforementioned game by taking the application program mentioned above, for example, by means of a network, and storing it in a memory medium, such as the main memory 33. In the physical device configuration, in this case, for example, in the video game device 1 of figure 1, a network is connected instead of the optical disk controller 80. The present invention makes it possible for the player, when making a movement, with respect to the operation device, which is related to the way in which an object is actually handled, to have a character, in the game space, drive an object, what can improve the user interface, by making the characters handle objects and can simplify the operation by the user. It should be understood that the modalities and variations shown and described above, are only illustrative of the principles of this invention, and that various modifications can be implemented, by those who are experts in the field, without going beyond the scope and spirit of the invention.

Claims (6)

NOVELTY of the INVENTION CLAIMS
1. - A means of registration to record in it a program that advances a game, by having prescribed characters, in an exhibition screen, perform actions according to the wishes of a player, by means of an operation device for the entry of an entertainment system; characterized said recording means because it comprises: a program registered therein, which allows a character to move an object in a game space, in an analogous manner, in two dimensions, by having the player move with his fingers operating parts of said input operation device, by a movement that is related to the way in which the object is actually handled.
2. An entertainment system in which a player plays a game by having a prescribed character on an entertainment system display screen act as intended; characterized said entertainment system because it comprises: an input operation means, by means of which the player enters commands; a means of memory for storing a program that allows a character to move objects in a game space, by having the player do with his fingers, in the middle of input operation, a movement that is related to the way in which actually manages the object; and a control means for controlling the actions of the prescribed character on the display screen, based on the program stored in the memory medium, and the commands from the input operation means.
3. The entertainment system according to claim 2, further characterized in that the control means perceives the amount of two-dimensional movement of an operating part of the input operation means and similarly moves said object.
4. The entertainment system according to claim 2, further characterized in that the input operation means has two operation parts.
5. The entertainment system according to claim 2, further characterized in that the memory means reads said program from a recording medium in which said program is registered, and stores it.
6. The entertainment system according to claim 2, further characterized in that the memory medium receives said program through a communication means, and stores it.
MXPA/A/1999/011085A 1999-11-29 Entertainment system and registration mean for the same MXPA99011085A (en)

Publications (1)

Publication Number Publication Date
MXPA99011085A true MXPA99011085A (en) 2001-09-07

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