TW201043301A - Moving image generation device, game device, moving image generation method, information recording medium, and program - Google Patents
Moving image generation device, game device, moving image generation method, information recording medium, and program Download PDFInfo
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- TW201043301A TW201043301A TW099103052A TW99103052A TW201043301A TW 201043301 A TW201043301 A TW 201043301A TW 099103052 A TW099103052 A TW 099103052A TW 99103052 A TW99103052 A TW 99103052A TW 201043301 A TW201043301 A TW 201043301A
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/205—3D [Three Dimensional] animation driven by audio data
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
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- Engineering & Computer Science (AREA)
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- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Multimedia (AREA)
- Processing Or Creating Images (AREA)
Abstract
Description
201043301 六、發明說明: 【發明所屬之技術領域】 表 本發明係有關於一種可適當地顯示角色之較佳的動書 生成裝置、遊戲裝置、動畫生成方法、資訊記錄媒體以及 程式。 【先前技術】 Ο 〇 先前,已知有一種配合樂曲的節奏或畫面的顯示之時 機(timing),玩家進行按鈕或腳踏開關之操作之音樂遊戲。 於此類音樂遊戲中’例如與演奏的樂曲同調地,特定的對 象依序自畫面的下方出現並分別移動至晝面的上方。另一 方面㊉豕在Θ等對象到達作為判定基準之判定線之時 機按壓按紐。並且,當按紐被按 時,加上得分。又,顯千主a 顯不表不玩豕的操作輸入成功之圖形。 於此類音樂遊戲中,古_ 有時在玩家玩遊戲之期間,會顯 示如背景舞者般地酎人斑& , _ 。樂曲的節奏而舞動之角色。當如此 般地顯示配合樂曲的節表 奏而舞動之角色時,可使玩家感到 猶如與角色一同在進 T拜^。此類音樂遊戲如示於專 利文獻1中。 此類音樂遊戲中,蕤 „ 藉由樂曲之決定,所顯示之角色的 舞動亦被決定。其結果, _ a ^ ^ ° ’,、玩家的操作輸入之熟練生疏無 關,角色配合樂曲的節 ,...„^ 、而準確地舞動。又,於顯示複數 個角色的類型之音樂遊 〜料1f ’複數個角色配合樂曲的節奏 3 201043301 而全部準確地進行相同之舞動。 〔先行技術文獻〕 A (專利文獻) .· 專利文獻1 :日本專利第3245 147號公報 【發明内容】 然而’實際之背景舞者們即使擔當相同之舞動時,亦 不會所有人進行完全相同之舞動。於背景舞者們之舞動 〇中,會存在稱許之偏差。又,實際之背景舞者們—般會因 2角(於上述音樂遊戲中相當於玩家)之節奏破壞,導致 節奏打亂。因而,強烈地期望使角色的舞動以盡可能接近 實際之背景舞者的舞動之方式而變化。 一本發明係有鑒於上述問題而完成者’其目的在於提供 -種適當地顯示角色之較佳的動晝生成裝置、遊戲裝置:、 動晝生成方法、資訊記錄媒體以及程式。 〇 為達成上述目的,本發明之第1觀點之動晝生成裝置, 具備形狀計算部、決定部以及生成部,且以如下方式構成。 首先,形狀計算部,若被給予特定期間中所含之任一 時刻’則計算與該時刻相對應之角色的形狀。亦即,對於 形狀#算部’被給予時刻B至時刻E之特定期間中所含之任 .,時刻1。於是,形狀計算部計算與該時刻t相對應之角色的 狀於本發明中,角色係於假想空間上在特定期間内進 行特定的舞蹈動作。形狀計算部,計算角色於各時刻之形 形狀°十算部,除了角色的形狀以外,亦可計算角色的 4 201043301 色心等以下,於本說明書中,設角色的形狀中可包含角 色的色Φ等而進行說明。再者,生成部生成將假想空間上 ,之角色以特定視點為基準而投影至特定的投影面時所獲得 ‘之圖像⑨生成時,可將該特定期間設定為以相同的視點 為基準之期間(以下’視需要稱作「場景」)。 繼而決疋部,決定與等間隔地劃分特定期間的先頭 至末尾之劃分時刻分別相對應之生成時刻。亦即,決定部 〇 η又N為自然數,決定與等間隔地劃分特定期間的劃分時刻 D[0] Β ' D⑴、、Ε分別相對應之生成時刻g[〇]、 G[l]、…、G[N^該間隔亦可為顯示部之顯示更新速率即 垂直同步插入之週期(典型為1/6〇秒)。 以下,例如設「模範角色」係以模範的速度,執行遵 照舞蹈動作之動作者來進行說明。 生成部,將與劃分時刻分別相對應之生成時刻,給予 形狀計算部而計算角色的形狀。繼而,生成部,根據該計 〇算出來之角色的形狀,生成於該劃分時刻應顯示之角色的 圖像。亦即,生成部對於整數i=〇、!、…、N,分別將與 劃刀時刻D[i]相對應之生成時刻G[i]給予形狀計算部。形狀 '•十算部根據生成時刻G[i]之模範角色的形狀,計算角色的 形狀。繼而,生成部,基於計算出來之角色的形狀,生成 於"亥劃分時刻D[i]顯示之角色的圖像。因而,當將生成部 所生成之每個劃分時刻之角色的形狀按劃分時刻之時間的 經過順序予以排列時,成為角色的動晝。再者,模範角色 的動晝’可藉由對形狀計算部給予劃分時刻,生成於該劃 5 201043301 分時刻應顯示之圖像而獲得。 此處,劃分時刻之中的先頭的劃分時刻以及與該先頭 的劃分時刻相對應之生成時刻,皆等於特定期間的先頭的 時刻。又,劃分時刻之中的末尾的劃分時刻以及與該末尾 的劃分時刻相對應之生成時刻,皆等於特定期間之末尾之 時刻。進而’錢劃分時刻按時間的經過順料以排列,201043301 VI. Description of the Invention: [Technical Field] The present invention relates to a preferred book generating device, a game device, an animation generating method, an information recording medium, and a program which can appropriately display a character. [Prior Art] Ο 先前 Previously, there was known a music game in which the rhythm of the music or the display of the screen was played, and the player performed the operation of the button or the foot switch. In such a music game, for example, in the same manner as a piece of music played, a specific object appears sequentially from below the screen and moves to the top of the face, respectively. On the other hand, the tenth button presses the button when the object reaches the decision line as the criterion for judgment. Also, when the button is pressed, the score is added. In addition, the display of the success of the input operation is not shown. In this type of music game, the ancient _ sometimes shows the human eye spot & _ as the background dancer during the game play. The rhythm of the music and the role of dancing. When the character that dances with the rhythm of the music is displayed in such a manner, the player feels like entering the T with the character. Such a music game is shown in Patent Document 1. In this type of music game, the dance of the character displayed is determined by the decision of the music. The result is _ a ^ ^ ° ', the player's operation input is not related to the proficiency, and the character matches the festival section. ...„^, and danced accurately. Further, in the music tour of the type in which a plurality of characters are displayed, the material 1f 'multiple characters match the rhythm of the music 3 201043301 and all the same dances are accurately performed. [Prior Art Document] A (Patent Document) . Patent Document 1: Japanese Patent No. 3245 147 [Summary of the Invention] However, the actual background dancers do not perform the same thing even when they perform the same dance. Dancing. In the dance of the background dancers, there will be deviations in the praise. Moreover, the actual background dancers will generally be disrupted by the rhythm of the 2 corners (equivalent to the player in the above music game), causing the rhythm to be disrupted. Thus, it is strongly desired that the dancing of the character be changed as close as possible to the actual dance of the background dancer. The present invention has been made in view of the above problems, and an object thereof is to provide a preferred motion generating device, a game device, a dynamic generating method, an information recording medium, and a program for appropriately displaying a character. In order to achieve the above object, the dynamics generating apparatus according to the first aspect of the present invention includes a shape calculating unit, a determining unit, and a generating unit, and is configured as follows. First, the shape calculation unit calculates the shape of the character corresponding to the time when any one of the times included in the specific period is given. That is, the shape #calculation unit' is given any of the time periods from the time B to the time E, and the time is 1. Then, the shape calculating unit calculates the character corresponding to the time t. In the present invention, the character performs a specific dance action in a virtual space for a specific period of time. The shape calculation unit calculates the shape and shape of the character at each time. In addition to the shape of the character, it is also possible to calculate the character's 4 201043301 color center or the like. In the present specification, the shape of the character may include the color of the character. Φ and the like will be described. Further, when the generating unit generates the image 9 obtained when the character in the virtual space is projected onto the specific projection surface with respect to the specific viewpoint, the specific period can be set to be based on the same viewpoint. Period (the following 'called "scene" as needed). Then, the decision is made to determine the generation time corresponding to the division time from the beginning to the end of the specific period at equal intervals. In other words, the determination unit 〇N and N are natural numbers, and the division times D[0] Β ' D(1) and Ε corresponding to the generation time g[〇], G[l] corresponding to the division time of the specific period are determined at equal intervals. ..., G[N^ The interval may also be the display update rate of the display portion, that is, the period of vertical synchronization insertion (typically 1/6 sec.). Hereinafter, for example, the "model role" is described by the actor who performs the dance movement at an exemplary speed. The generating unit gives a shape calculation unit to the shape calculation unit to calculate the shape of the character. Then, the generating unit generates an image of the character to be displayed at the dividing time based on the shape of the character calculated by the calculation. That is, the generator is for the integer i=〇, ! , ..., N, respectively, the generation time G[i] corresponding to the dicing time D[i] is given to the shape calculation unit. The shape '•10 calculation unit calculates the shape of the character based on the shape of the model character at the generation time G[i]. Then, the generating unit generates an image of the character displayed at the "Hai division time D[i] based on the shape of the calculated character. Therefore, when the shape of the character at each division time generated by the generation unit is arranged in the order of the time of the division time, it becomes the motion of the character. Further, the movement of the exemplary character can be obtained by giving the division calculation time to the shape calculation unit and generating an image to be displayed at the time of the division 5 201043301. Here, the first divided time of the divided time and the generated time corresponding to the first divided time are equal to the first time of the specific period. Further, the division time at the end of the division time and the generation time corresponding to the division time at the end are equal to the time at the end of the specific period. Furthermore, the time of the division of money is arranged in accordance with the passage of time.
並以該順序來將與該劃分時刻相對應之生成時刻予以排 列’則成為時間的經過順序。 、以下,對生成時刻之決定方法進行說明。首先,將劃 分時刻按時間的經過順料以㈣n以該順序將與 〜劃刀時刻相對應之生成時刻予以排列。其結&,劃分時 :與生成時刻,被按時間的經過順序予以排列。亦即,決 定部係以滿足以下之2個條件之方式來決定生成時刻。 (條件 1) G[0]=B且G[N]=E (條件2 )對於答截· ; — Λ 了蹩数卜0、1、…、Ν·1之各個與整數k= j j + 2、··.、N之各個,G⑴先行於叫]。 B .特疋期間的先頭的時刻 特定期間的末尾的時刻 N :常數(自然數) j ·· 〇至N之整數 k :整數 此處,所謂的 情形。 G[j]先行於G[k],包含G[j]與G[k]相同之 成時刻係與劃分時刻相對應。ϋ由上述條件,無須 6 201043301 調換生成時刻之順序,而成為與相對應之劃分時刻相同之 順序。換言之,與某劃分時刻相對應之生成時刻,係較與 '更晚之劃分時刻相對應之生成時刻,被決定於更早之時刻。 ' 如上所述’ G[〇卜6成立。因而,基於時刻B之角色的 形狀,生成於時刻B應顯示之角色的圖像。又,叫…^^成 立因此基於時刻E之角色的形狀,生成於時刻E應顯示 之角色的圖像。又,對於整數卜〇、丨、…、n i之各個與 ◎整數k=j+l、j + 2、..·、Ν之各個,G[j]先行於刚。其結 果,於先頭的劃分時刻角色所進行之動作,成為模範角色 的特定期間之最初之動作β χ,於末尾的劃㈣刻角色所 進行之動作,係模範角色之特定期間之最後的動作。於除 了先頭及末尾的劃分時刻以外之生成時刻,角色的動作之 順序與模範肖色的動作之順序相肖。亦即,無需調換角色 的動作之順序。因而,除了場景之最初及最後以外,角色 執行遵照較模範角色更早或更晚之舞蹈動作之動作。即, 〇除了場景之最初及最後以外,所生成的動晝中之角色的動 作速度存在擺動。又,角色遵照舞蹈動作之動作之所需時 間等於模範角色遵照舞蹈動作之動作之所需時間。因此, 於場景之接缝處,角色的動作不會變得不自然。 如以上所說明般,於本發明之動畫生成裝置中,角色 遵照舞蹈動作之動作的所需時間,不會發生變更。然而, 於所生成之動畫中,角色遵照舞蹈動作之動作中的動作速 度,可發生變化。 因而’於藉由本發明之動畫生成裝置而生成之動晝 7 201043301 中’角色可進行有擺動之舞動。 又,於本發明之動晝生成裝置中’決定部亦可芙於亂 數,來決定劃分時刻和與該劃分# " SJ刀時刻相對應之生成時刻之 差。藉由如此之構成,可使遵照舞蹈動作之動作中的動作 速度隨機變化。 又,於本發明之動畫生成展置中,生成部亦可生成複 數個角色的圖像。於此情形時’ &定部針對複數個角色的 Ο 每一個來決定生成時刻。爯去 ^ J冉者,於決定部使用亂數來決定 生成時刻之情料,生成時刻係針對每個角色而被隨機決 定。於此情料,於所生成之動畫中,各角色係以不同之 速度來執行遵μ舞蹈動作之㈣。因巾,於所生成之動畫 中,複數個角色以彼此不同之擺動方式來進行舞動。 本發明之動畫生成裝置可生成複數個角色各自之舞動 存在擺動之動晝。 又,於本發明之動晝生成裝置中,決定部亦能以包含 〇先頭的劃分時刻及末尾的劃分時刻之方式而自劃分時刻選 擇特定個數之劃分時刻(以下稱作「代表時刻」),且以如 下之(Α)〜(D)所示之方式來決定生成時刻。 首先,(A)將與代表時刻之中的先頭的劃分時刻相對 ' 應之生成時刻’決定為與該先頭的劃分時刻相等。 - 而且’(B )將與代表時刻之中的末尾的劃分時刻相對 應之生成時刻,決定為與該末尾的劃分時刻相等。 進而’(C)基於亂數來決定代表時刻之中的先頭的劃 分時刻及末尾的劃分時刻以外之劃分時刻、和與該劃分時 8 201043301 刻相對應之生成時刻之差。 並且,(D )對於當將代表時刻按時間的經過順序予以 '排列時,位於相鄰之2個代表時刻之間的劃分時刻,使與該 .劃分時刻相對應之生成時刻,該生成時刻的間隔成為等間 隔之方式來決定。 於本發明之動畫生成裝置中,僅基於亂數來決定與代 表時刻相對應之生成時刻。又,其他生成時刻,係藉由等 〇間隔地分割與2個鄰接之代表時刻相對應之生成時刻而決 定。因而,與基於亂數來決定所有生成時刻之情形相比, 處理速度有所提高。再者,藉由生成時刻之等分割,所顯 示之角色的動作速度不會於短時間内極端變化。亦即,可 減小角色動作之擺動。 又,於本發明之動晝生成裝置中,亦可更具備記憶部, 其針對每個劃分時刻記憶劃分時刻㈣該劃分時刻相對應 之生成時刻之差之基準值。 〇 於此情形時,決定部,決定劃分時刻和與該劃分時刻 相對應之生成時刻之差。再者,決定部,基於記憶部中所 記憶之每個劃分時'刻之基準值來決定該差。 輯本發明之動畫生成裝置,因為基於預先規定之基 準值來決定生成時刻,因此與生成時刻係基於亂數而被決 -定之情形相比,可期待處理速度之提高。 為達成上述目的,本發明之其他觀點之遊戲裝置,具 備接受部、判定部以及顯示部,且以如下方式構成。 首先,接受部接受來自玩家的指示輸入。 9 201043301 例如,玩家操作遊戲裝置的控 鈕(並型為腳松 汁早備的各種相 又,玩家=或腳進行操作者)或操縱桿。 又玩豕亦可㈣模擬各種樂器 之指示輸入係以夂接D的構件。所接受 作。各種感測器偵測此類的操作或玩家的動 :而’判定部基於由接受部所接受之指示輸入 ❹ Ο :=!績。例如,該遊戲裝置係執行節奏遊戲者。-:奏遊戲中,於玩家在特定的時機按下特μ按形 :::得分。根據在特定的時一得分,判定二 *又’顯示部,顯示藉由上述動畫生成裝置而生成之動 -°因而’顯示部’顯示執行遵照特定的舞蹈動作之 之角色。 於執行節奏遊戲之遊戲裳置中,多於顯示部上顯示複 數個角色作為背景舞者。該複數個角色配合樂曲的節奏, 執行遵照特定的舞蹈動作之動作。於先前之節奏遊戲中, 複數個角色係以完全相同之動作速度執行完全相同之舞蹈 動作。如此之顯示有時會給玩家造成遊戲缺乏真實性之印 象。因而’於適用本發明之遊戲裝置中,使顯示之複數個 角色的動作速度存在擺動(偏差、起伏)。其結果,玩家可 以猶如與真正的背景舞者一同跳舞之感覺享受遊戲。 於本發明中,決定部可根據亂數決定劃分時刻和與該 劃分時刻相對應之生成時刻之差,並根據所判定之玩家的 成績而改變亂數之可採用範圍。 201043301And the generation timings corresponding to the division timings are arranged in this order, which is the order of passage of time. Hereinafter, a method of determining the generation time will be described. First, the division time is arranged in accordance with the passage of time, and (4) n is arranged in this order to correspond to the generation time corresponding to the time of the knife. The knot &, the division time: and the generation time are arranged in the order of the passage of time. That is, the decision department determines the generation time in such a manner as to satisfy the following two conditions. (Condition 1) G[0]=B and G[N]=E (Condition 2) For answering · ; — Λ 蹩 卜 0, 1, ..., Ν·1 and integer k= jj + 2 , ···, N, G (1) first called]. B. The time of the first period of the special period The time of the end of the specific period N: Constant (natural number) j ·· 〇 to the integer of N k : integer Here, the so-called situation. G[j] precedes G[k], and the same timing as G[j] and G[k] corresponds to the division time. ϋ From the above conditions, it is not necessary to change the order of the generation time, and the order is the same as the corresponding division time. In other words, the generation time corresponding to a certain division time is determined at an earlier time than the generation time corresponding to the later division time. ' As mentioned above' G [〇卜6 was established. Therefore, based on the shape of the character at the time B, an image of the character to be displayed at the time B is generated. Further, it is called ...^^, and therefore the image of the character to be displayed at the time E is generated based on the shape of the character at the time E. In addition, for each of the integer divination, 丨, ..., n i and ◎ integer k = j + l, j + 2, .., and Ν, G[j] precedes. As a result, the action performed by the character at the beginning of the division is the first action β χ of the specific period of the model character, and the action performed by the character at the end of the stroke (four) is the last action of the specific period of the model character. At the generation time other than the division time at the beginning and the end, the order of the action of the character is similar to the order of the action of the model. That is, there is no need to change the order of the characters' actions. Thus, in addition to the beginning and the end of the scene, the character performs actions that follow the dance action earlier or later than the exemplary character. That is, except for the first and last scenes of the scene, the movement speed of the character in the generated movement is swung. Moreover, the time required for the character to follow the action of the dance action is equal to the time required for the model character to follow the action of the dance action. Therefore, at the seams of the scene, the action of the character does not become unnatural. As described above, in the animation generating apparatus of the present invention, the character does not change in accordance with the time required for the action of the dance action. However, in the generated animation, the character changes in accordance with the speed of the action in the action of the dance action. Therefore, the character "generated by the animation generating device of the present invention" can be oscillated. Further, in the dynamic generating apparatus of the present invention, the determining unit may determine the difference between the dividing time and the generation time corresponding to the division # " SJ knife timing in a random number. With such a configuration, the speed of the movement in accordance with the movement of the dance action can be randomly changed. Further, in the animation generation exhibition of the present invention, the generating unit may generate an image of a plurality of characters. In this case, the & department determines the generation time for each of the plural characters. In the case of J J, the decision department uses the random number to determine the situation at the time of generation, and the generation time is randomly determined for each character. In this case, in the generated animation, each character performs the following dance movements at different speeds (4). Because of the towel, in the generated animation, a plurality of characters dance in different swinging manners. The animation generating apparatus of the present invention can generate the movement of each of a plurality of characters, and the movement of the swing. Further, in the dynamic generation device of the present invention, the determination unit can select a specific number of division times (hereinafter referred to as "representative time") from the division time by including the division time of the first head and the division time of the end. The generation time is determined in the manner shown by (Α) to (D) below. First, (A) is determined to be equal to the division time of the first division time with respect to the division timing of the leading time. - Further, '(B) determines the generation time corresponding to the division time at the end of the representative time to be equal to the division time at the end. Further, (C) determines the difference between the division time other than the division time at the representative time and the division time at the end of the representative time, and the generation time corresponding to the division time 201043301 based on the random number. Further, (D) is a generation time at a division time between two adjacent representative moments when the representative time is 'arranged' in time, and the generation time corresponding to the division time is generated. The interval is determined by the way of equal intervals. In the animation generating apparatus of the present invention, the generation time corresponding to the representative time is determined based only on the random number. Further, the other generation time is determined by equally dividing the generation time corresponding to the two adjacent representative times at equal intervals. Therefore, the processing speed is improved as compared with the case where all generation times are determined based on the random number. Furthermore, by dividing the generation time, the speed of the displayed character does not change extremely in a short time. That is, the swing of the character action can be reduced. Further, in the moving machine generating apparatus of the present invention, the memory unit may be further provided with a reference value for storing the difference between the dividing time (four) and the generating time corresponding to the dividing time for each divided time.于此 In this case, the determination unit determines the difference between the division time and the generation time corresponding to the division time. Further, the determination unit determines the difference based on the reference value at the time of each division stored in the memory unit. According to the animation generating apparatus of the present invention, since the generation time is determined based on a predetermined reference value, the processing speed can be expected to be improved as compared with the case where the generation time is determined based on the random number. In order to achieve the above object, a game device according to another aspect of the present invention includes a receiving unit, a determining unit, and a display unit, and is configured as follows. First, the accepting unit accepts an instruction input from the player. 9 201043301 For example, the player controls the controls of the game device (the type is the various phases of the foot juice, the player = or the foot performs the operator) or the joystick. It is also possible to play 豕 (4) to simulate the input of various instruments to connect the components of D. Accepted. The various sensors detect such operations or the player's movements: and the 'determination unit inputs ❹ = :=! based on the instructions accepted by the accepting unit. For example, the game device is a rhythm player. -: In the game, the player presses the special μ::: score at a specific time. Based on the score at a specific time, the second display unit is judged to display the motion generated by the animation generating device. Thus, the display unit displays the character performing the specific dance action. In the game play where the rhythm game is executed, more than one character is displayed as a background dancer on the display portion. The plurality of characters cooperate with the rhythm of the music to perform actions in accordance with the specific dance action. In previous rhythm games, multiple characters performed the exact same dance action at exactly the same speed. Such a display sometimes gives the player an impression that the game lacks authenticity. Therefore, in the game device to which the present invention is applied, the motion speeds of the plurality of characters displayed are swung (deviation, undulation). As a result, the player can enjoy the game as if he were dancing with a real background dancer. In the present invention, the determination unit may determine the difference between the division time and the generation time corresponding to the division time based on the number of random numbers, and change the range of the random number according to the determined score of the player. 201043301
Ο 此處,例如於將亂數之可採用範圍設定為較寬之情形 時,劃分時刻和與該劃分時刻相對應之生成時刻之差之期 待值會變大。如上所述’所顯示之角色係按照舞蹈動作進 行動作。因而,該動作中之動作之速度之不均將變大。因 此,顯示之角色所進行之舞動之擺動將變大。另一方面, 例如於祕數之可採用範圍設定為較窄之情形時劃分時 刻和與該劃分時刻相對應之生成時刻之差之期待值將變 小。因而’該動作中之動作之速度之不均將變小。因此, 顯示之角色所進行之舞動之擺動將變小。 再者,與玩家的成績相應之亂數之可採用範圍之變化 幅度可適當調整。例如’於節奏遊戲之情形時,玩家的成 績越好’則將亂數之可採用範圍設^為越窄。肖色遵照舞 ^動作之動作中之動作不均係根據亂數之變化幅度而設 定。因而,玩家的成績越好,角色的動作速度之不均越小。 因而,玩家的成績越好,所顯示之角色的動作越以適當之 速度遵照舞蹈動作。 根據本發明之遊戲裝置,可根據玩家的成績而使顯示 之角色所進行之舞動之擺動大小發生變化。藉此,玩家可 、猶如與真正的背景舞者—同跳舞之方式演出。 為達成上述目的,本發明之其他觀點之動畫生成方法 $狀°十算部、決定部以及生成部之動晝生成裝置所 仃之動畫生成方法’其具備形狀計算步驟、決定步驟以 及生成步驟’且以如下方式構成。 亦即,於形狀計算步驟中,形狀計算部,若被給予特 201043301 定期間中所含之任-時刻時,則計算與該時刻相對應之角 色的形狀。 • 於決定步驟中’決定部決定與等間隔地劃分特 .定期間的先頭至末尾的劃分時刻分別相對應之生成時刻。 又於生成步驟中,生成部將與劃分時刻分別相對應 之生成時刻,給予形狀計算部而使之進行計算,並根據該 被計算出來之角色的形狀’生成應於該劃分時刻顯示之角 色的圖像。 Ο 處畫J刀時刻之中的先頭的劃分時刻以及與該先頭 的劃分時刻相對應之生成時刻,皆等於特定期間之先頭之 時刻。又,劃分時刻之中的末尾的劃分時刻以及與該末尾 的劃分時刻相對應之生成時刻,皆等於特定期間之末尾之 時刻。進而,若將劃分時刻按時間的經過順序予以排列, 並以該順序來將與該劃分時刻相對應之生成時刻予以排 列’則成為時間的經過順序。 C) 發月之其他觀點之資訊記錄媒體,係使電腦作為下 述部分發揮功能: (狀汁算部,其若被給予特定期間中所含之任一時刻 時,則計算與該時刻相對應之角I的形狀; 決定邛,其決定與等間隔地劃分特定期間的先頭至末 尾的劃分時刻分別相對應之生成時刻;以及 生成部,其將與劃分時刻分別相對應之生成時刻,給 予形狀计算部而使之進行計算,並根據該被計算出來之角 色的形狀’生成應於該劃分時刻顯示之角色的圖像,並且, 12 201043301 劃分時刻之中的先頭的劃分時刻以及與該先頭的劃八 時刻相對應之生成時刻,皆等於特定期間的先頭的時刻: 劃分時刻之中的末尾的劃分時刻以及與該末尾的$八 時刻相對應之生成時刻,皆等於特定期間的末尾的時:: 若將劃分時刻按時間的經過順序予以排 p 並从該顺 序來將與該劃分時刻相對應之生成時刻予以排列, 時間的經過順序。 為 Ο 根據本發明,可使電腦作為如上所述般動作之動畫生 成裝置或遊戲裝置而發揮功能。 ~ 本發明之其他觀點之程式,係使電腦作為下述部分 揮功能: 77 形狀計算部,其若被給予特定期間中所含之任—日 刻’則計算與該時刻相對應之角色的形狀; ’ 決定部,其決定與等間隔地劃分特定期間的先頭至末 尾的劃分時刻分別相對應之生成時刻;以及 〇 生成部,其將與劃分時刻分別相對應之生成時刻,仏 予形狀計算部而使之進行計算,並根據該被計算出來之角° 色的形狀,生成應於該劃分時刻顯示之角色的圖像,並且 劃分時刻之中的先頭的劃分時刻以及與該先頭的劃分 ’時刻相對應之生成時刻,皆等於特定期間的先頭的時刻7 劃分時刻之中的末尾的劃分時刻以及與該末尾的割八 時刻相對應之生成時刻,皆等於特定期間的末尾的時刻, 若將劃分時刻按時間的經過順序予以排列,並以該順 序來將與該劃分時刻相對應之生成時刻予以排列,則成為 13 201043301 時間的經過順序。 根據本發明,可使電 成裝置或遊戲裝置而發揮功能。 本發明之程式可記錄於光碟、軟碟、硬碟、磁光碟、 數位視訊光碟、磁帶、半導體記憶料電腦可讀取之資訊 記錄媒體中。上述程式可與執行程式之電腦獨立開來經由 Ο 電腦通信網而發佈、銷售…上述資訊記錄媒體可與電 腦獨立開來發佈、銷售。 (發明之效果) 角色之較佳的動 資訊記錄媒體以 根據本發明,可提供一種適當地顯示 晝生成裝置、遊戲裝置、動晝生成方法、 及程式。 【實施方式】 以下說明本發明的實施形態。以下,為便於理解,對 Ο :本u適用於遊戲專用之資訊處理裝置的實施形態進行 說月但於各種電腦、PDA ( Pers〇nalDataAssistants,個人 數4助理)、行動電話等資訊處理裝置中,亦可同樣地適用 • 發月亦即,以下說明之實施形態係用於說明者,並不 •限制本案發明之範圍。因此,本領域技術人員,可採用將 〜等各要素或所有要素置換為與之皆等者之實施形態,該 等實施形態亦包含於本發明之範圍内。 201043301 (第1實施形態) (資訊處理裝置之說明) .第1圖係表示實現本發明的第1實施形態的遊戲裝置之 典型的資訊處理裝置的概要構成之示意圖。本實施形態的 遊戲裝置,具備作為動晝生成裝置之功能。該遊戲裝置, 於玩家玩遊戲的過程中,將特定的角色顯示於監視器上。 資訊處理裝置1〇〇,包括(:1>1;((:^加1^11^0(;以3111§1;1^, 〇中央處理單元)1〇1、ROM ( ReadOnlyMemory,唯讀記憶 體)102、RAM ( RandomAccessMemory,隨機存取記憶體) 103、介面1〇4、墊子型控制器105、外部記憶體1〇6、圖像(影 像)處理部 1 07、DVD-ROM ( DigitalVersatileDisk-ReadOnly此处 Here, for example, when the range of adoption of the random number is set to be wide, the waiting value of the difference between the division time and the generation time corresponding to the division time becomes large. The characters displayed as described above are operated in accordance with the dance action. Therefore, the unevenness of the speed of the action in this action will become large. Therefore, the swing of the dancing performed by the displayed character will become larger. On the other hand, for example, when the range of use of the secret number is set to be narrow, the expected value of the difference between the division time and the generation time corresponding to the division time will become small. Therefore, the unevenness of the speed of the action in the action will be small. Therefore, the swing of the dance performed by the displayed character will become smaller. Furthermore, the range of the range of the number of random numbers corresponding to the player's score can be adjusted as appropriate. For example, in the case of a rhythm game, the better the player's performance is, the narrower the range of use of the random number is. According to the dance, the movement unevenness in the action of the action is set according to the variation of the random number. Therefore, the better the player's performance, the less the speed of the character's movement. Thus, the better the player's performance, the more the action of the displayed character follows the dance movement at an appropriate speed. According to the game apparatus of the present invention, the swing size of the dance performed by the displayed character can be changed in accordance with the score of the player. In this way, the player can perform as if he were dancing with a real background dancer. In order to achieve the above object, the animation generation method of the other aspects of the present invention, the calculation unit of the animation unit, the determination unit, and the generation unit of the generation unit, includes a shape calculation step, a determination step, and a generation step. And it is constructed as follows. In other words, in the shape calculation step, the shape calculation unit calculates the shape of the character corresponding to the time when the time period included in the special period of 201043301 is given. • In the decision step, the determination unit determines the generation time corresponding to the division time from the beginning to the end of the special period at equal intervals. Further, in the generating step, the generating unit gives the shape calculating unit a calculation time corresponding to the dividing time to the calculation unit, and generates a character to be displayed at the dividing time based on the shape of the calculated character. image.划分 The dividing time of the leading point in the J-knife moment and the generating time corresponding to the dividing time of the leading point are equal to the first moment of the specific period. Further, the division time at the end of the division time and the generation time corresponding to the division time at the end are equal to the time at the end of the specific period. Further, if the division timings are arranged in the order of passage of time, and the generation timings corresponding to the division timings are arranged in this order, the order of passage of time is obtained. C) The information recording medium of other viewpoints of the month of the month is to make the computer function as the following part: (The juice calculation department, if it is given any time contained in a specific period, the calculation corresponds to the time a shape of the angle I; a decision 邛, which determines a generation time corresponding to a division time from the beginning to the end of the specific period at equal intervals; and a generation unit that gives the shape to the generation time corresponding to the division time The calculation unit performs calculation, and generates an image of the character to be displayed at the division time based on the shape of the character to be calculated, and 12 201043301 divides the first division time of the time and the first The generation time corresponding to the eighth time is equal to the first time of the specific period: the division time at the end of the division time and the generation time corresponding to the last $8 time are equal to the end of the specific period: : If the division time is arranged in the order of time, and the generation time corresponding to the division time is given from the order According to the present invention, the computer can function as an animation generating device or a game device that operates as described above. ~ The program of the other aspect of the present invention causes the computer to be used as a part of the following Function: 77 a shape calculation unit that calculates a shape of a character corresponding to the time if it is given any of the time periods included in the specific period; 'the determination unit determines the start of the specific period at equal intervals to The dividing time at the end is respectively corresponding to the generating time; and the generating unit is configured to perform the calculation by the shape calculating unit corresponding to the dividing time, and based on the calculated angle The shape generates an image of the character to be displayed at the division time, and the division time of the first of the division times and the generation time corresponding to the division of the first time are equal to the first time of the specific period. The dividing time at the end and the generating time corresponding to the cutting moment at the end are equal to the specific period At the time of the tail, if the division time is arranged in the order of the passage of time, and the generation timings corresponding to the division timing are arranged in this order, the order of the time is 13 201043301. According to the present invention, the electricity can be made. The program of the present invention can be recorded in an information recording medium readable by a disc, a floppy disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, or a semiconductor memory material. The computer that executes the program is independently released and distributed through the computer communication network. The above information recording medium can be released and sold separately from the computer. (Effect of the invention) The preferred dynamic information recording medium of the character is according to the present invention. An appropriate display 昼 generation device, a game device, a dynamic generation method, and a program can be provided. [Embodiment] Hereinafter, embodiments of the present invention will be described. In the following, in order to facilitate understanding, the present embodiment is applicable to an information processing apparatus dedicated to games, but in various information processing apparatuses such as computers, PDAs (Personal Data Assistants), and mobile phones, The same applies to the present invention. The embodiments described below are for illustrative purposes and do not limit the scope of the invention. Therefore, those skilled in the art can adopt embodiments in which each element or all elements are replaced by the same, and such embodiments are also included in the scope of the present invention. 201043301 (First Embodiment) (Description of Information Processing Apparatus) Fig. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus for realizing the game device according to the first embodiment of the present invention. The game device of the present embodiment has a function as a power generating device. The game device displays a specific character on a monitor during a game play by the player. The information processing apparatus 1〇〇 includes (:1>1; ((:^ plus 1^11^0(; to 3111§1; 1^, 〇 central processing unit)1〇1, ROM (ReadOnlyMemory, read-only memory) Body 102, RAM (Random Access Memory) 103, interface 1〇4, mat type controller 105, external memory unit 〇6, image (image) processing unit 107, DVD-ROM (Digital VersatileDisk- ReadOnly
Memory,數位多功能光碟唯讀記憶體)驅動器1〇8、NIC (NetworklnterfaceCard ’網路介面卡)1〇9、音訊處理部1 10、RTC ( RealTimeClock ’ 即時時鐘)in 以及監視器 112。 首先’將記憶有遊戲用程式以及資料之DVD-ROM,安 〇 裝至DVD-ROM驅動器108。繼而,接通資訊處理裝置1〇〇 之電源。藉由電源之接通’程式被執行。藉由程式之執行, 實現本實施形態之遊戲裝置。 CPU101,控制整個資訊處理裝置1〇〇之動作。又, cpuioi與各構成要素連接以交換控制信號或資料。CPU1〇1 • 自各構成要素獲取各種資料。而且,CPU101將該各種資料 藉由各種運算而加工後,作為資料或控制信號而給予各構 成要素。於CPU101中,各種資料被暫時存儲至CPU101所具 備之快取記憶體中❶該各種資料進而被CPU 1 01所具備之暫 15 201043301 存器所獲取後實施各種運算。 於ROM102中,記錄有電源接通後立即執行之IpL • ( Initial Pr〇gram Loader ’初始程式載入器)。藉由Ip]L之執 行,將記錄於DVD-ROM中之程式讀出至尺入河1〇3中。又, 藉由1PL之執行,開始藉由CPU101執行程式。於整個資訊 處理裝置100之動作控制中,必需作業系統之程式。於 ROM 1 02令,記錄有作業系統之程式及各種資料。 〇 RAM103,係用於暫時記憶資料或程式者。於RAM1〇3 中,保持自DVD-ROM讀出之程式或資料以及遊戲之進行或 通信所需之其他資料。於RAM1〇3中,亦暫時存儲與連接於 資訊處理裝置100之各種機器收發之各種資訊。 墊子型控制器105 ,係經由介面104而連接。墊子型控 制器105,接受玩家於遊戲執行時之操作輸入。於墊子型控 制器105的特定區域中,配置有表示「左」、「下」、「上」、「右」 之按鈕。各按鈕係自玩家接受指示輸入。玩家可於任意的 〇時機按壓各按⑱。再者,CPU1〇1針對每個按㈣別是否由 玩家所按壓。 於本實施形態中,對墊子型控制器1〇5具備4個按鈕之 情形進行說明、然而’按奴的數量並不限定於4個,亦可為 • 3個以下或者5個以上。又,塾子型控制器⑻並不限於配置 於地板之形狀。塾子型控制器1〇5亦可為手持操作之所謂觸 控墊之形狀或以手握持之形狀。 外部記憶體106,係經由介面1〇4而裝卸自如地連接。 於外部記憶體1〇6t ’可重寫地記錄有標示遊戲的進行狀態 16 201043301 之資料#於由玩豕例如經由墊子型控制器丨進行指示輸 入時亦可將該等:貝料適當地記錄至外部記憶體i %中。 ΟMemory, digital versatile CD-ROM only driver 1, NIC (NetworklnterfaceCard ’ network interface card) 〇9, audio processing unit 10, RTC (RealTimeClock 'instant clock) in, and monitor 112. First, the DVD-ROM, which stores the game program and the material, is loaded onto the DVD-ROM drive 108. Then, the power of the information processing device 1 is turned on. The program is executed by the power on. The game device of this embodiment is realized by execution of a program. The CPU 101 controls the operation of the entire information processing apparatus 1 . Further, cpuioi is connected to each component to exchange control signals or data. CPU1〇1 • Obtain various data from each component. Further, the CPU 101 processes the various data by various calculations, and gives each constituent element as a material or a control signal. In the CPU 101, various kinds of data are temporarily stored in the cache memory of the CPU 101, and the various data are acquired by the CPU 301. In the ROM 102, IpL ( Initial Pr〇gram Loader ') which is executed immediately after the power is turned on is recorded. By the execution of Ip]L, the program recorded on the DVD-ROM is read out into the river 1〇3. Further, execution of the program is started by the CPU 101 by the execution of 1PL. In the operation control of the entire information processing apparatus 100, the program of the operating system is required. In the ROM 1 02, the program of the operating system and various materials are recorded. 〇 RAM103 is used to temporarily store data or programs. In RAM1〇3, programs or materials read from the DVD-ROM and other materials required for the progress or communication of the game are maintained. In the RAM1〇3, various information transmitted and received with various devices connected to the information processing apparatus 100 are temporarily stored. The mat type controller 105 is connected via the interface 104. The mat type controller 105 accepts an operation input by the player at the time of execution of the game. In the specific area of the mat type controller 105, buttons indicating "left", "down", "up", and "right" are arranged. Each button accepts an instruction input from the player. The player can press each button 18 at any time. Furthermore, CPU1〇1 is pressed by the player for each button (four). In the present embodiment, the case where the mat type controller 1A5 is provided with four buttons will be described. However, the number of slaves is not limited to four, and may be three or less or five or more. Further, the dice type controller (8) is not limited to the shape of the floor. The dice type controller 1〇5 can also be in the shape of a so-called touch pad for hand-held operation or a shape held by a hand. The external memory 106 is detachably connected via the interface 1〇4. The external memory 1〇6t' rewritably records the progress status of the marked game 16 201043301. When the input is made by the play, for example, via the mat type controller, the same can be recorded: To the external memory i%. Ο
DVD-ROM被安裝至DVD R〇M驅動器ι〇8中。於 DVD-ROM中’’己錄有用於實現遊戲之程式。又,於 DVD-ROM中’亦記錄有遊戲附帶之圖像資料或音訊資料。 藉由CPU101之控制’ Dvd_r〇n^動器⑽對安裝於其中之 DVD-ROM進行讀出處理。藉由讀出處理,必要之程式或資 料被讀出,並被暫時記憶至RAM1〇3等中。 圖像處理部1〇7,將自DVD_R〇M讀出之資料,藉由 cnmw圖像處理部1G7所具備之圖像運算處理器(未圖 不)進行加工處理。繼而,圖像處理部107,將經加工處理 之貝料,δ己錄至所具備之圖框記憶體(未圖示)中。記錄 至圖框A It體中之圖像資訊以特定的同步時序被轉換為視 訊信號。隨後’經轉換之圖像資訊被輸出至連接於圖像處 理部ΗΠ之監視器112。藉此,可顯示各種圖像。 圖像運算處理器,可高速地執行各種運算。該運算亦 可為—維圖像之重疊運算或喊合等透過運算、各種飽和運 算等。 作為描繪對象之多邊形,係被配置於假想(虛擬)三維空 門内於夕邊形資訊中’附加有各種紋理資訊。亦可高速 執行下述運算:將多邊形資訊藉由Z緩衝器法而再現(成像 (咖㈣⑻)’以獲得再現圖像。再者,再現圖像係、自特定 的視點位置俯峨多邊形而得之圖像。光源亦可為點光源或 平行光源、圓錐光源等H,對藉由如此之(正)光源 17 201043301 照射多邊形之程度來進行計算之功能,係被程式庫化或硬 體化。因而,圖像運算處理器可高速地進行計算。 . 進而,藉由cpuioi與圖像運算處理器進行協調動作, ,可=緣字符串。字體資訊係定義文字之形狀者。根據該字 體=貝訊,子符串被作為二維圖像而描繪至圖框記憶體中、 或被描繪至各多邊形表面。該字體f訊係被記錄於R Ο Μ10 2 中。然而,亦可利用被記錄至DVD-ROM中之專用的字體資 訊0 ο Ν ^ IC109’係用於將資訊處理裝置100連接於網際網路等 電腦通信網(未圖示)之裝置。NIC1G9係、用以進行網際網 路連接機器與CPU1G1之中介之介面(未圖示)。該網際網 路連接機器,亦可為遵照構成LAN ( Local Area Network, 區域網路)時所用之1〇Base t/1〇〇base_t規格者、或者用 於使用電話線路而連接於網際網路之類比數據機、 (tegrated Services Digital Network,整體服務數位網路) Ο 數據機、ADSL ( Asymmetric Digital Subscriber Line,非對 稱數位用戶線)數據機、用於使用有線電視線路而連接於 網際網路之有線電視數據機等。 9訊處理部110,將自DVD-ROM讀出之音訊資料轉換 •為類比音訊信號。繼而’音訊處理部iiq,自所連接的揚聲 器(未圖不)輸出聲音。又,音訊處理部11〇,在c則 之控制下,生成遊戲的進行中應產生之效果音或樂曲資 2 «訊處理部11〇,例如對作為BGM或伴唱而再生之樂曲 曰或配合玩家的按鈕操作*再生之效果音等,進行轉換。 18 201043301 進而’音訊處理部110,使對應於遊戲的進行之聲音,自揚 聲器輸出。 . RTC111 ’係具備水晶振盪器或振盪電路等之計時用的 、元件。RTC 111。係自内置電池被供給電源,即使於資訊處 理裝置1 00的電源斷開時,仍可繼續動作。 監視器112 ’係根據自圖像處理部107供給之視訊信號 而顯示圖像。監視器112,例如係由液晶顯示器、電漿顯示 器、CRT等所構成。 〇 除此以外,資訊處理裝置100,亦可使用硬碟等大容量 外部記憶裝置’以起到與ROM102、RAM103、外部記憶體 106、安裝至DVD-ROM驅動器108中之DVD-ROM等相同之 功能。 (動晝生成裝置之說明) 繼而,對於本發明實施形態之動晝生成裝置之功能, 參照圖式來進行說明。再者,於本說明書中,設定時刻越 〇早則值越小而使用不等號。首先,參照第2圖及第3圖,對 本發明實施形態之動晝生成裝置、遊戲裝置的構成進行說 明。第2圖係表示本發明的最小限度的構成之圖。第3圖係 表示本發明的一般構成之圖。 如第2圖所示,動畫生成裝置6〇〇 ’包括形狀計算部 • 201、決定部202以及生成部203。 形狀計算部201計算角色於各時刻之形狀。角色,係於 叙想空間上,於特定期間内進行特定的舞蹈動作。此處, 將特定期間的先頭之時刻設為時刻B、將特定期間的末尾之 19 201043301 時刻設為時刻E、將特定期間中所含之任—時刻設為時刻 t。具體而言,形狀計算部201在被給予時刻,便會計算 ,狀。再者,時刻t係被 。形狀計算部201,例 與該時刻t相對應(相關聯)之角色的形狀 包含於時刻B至時刻E之特定期間内。子 如係由CPU101等所構成。 決定部202,決定與劃分時刻分別相對應之生成時刻。 再者,劃分時刻,係藉由等間隔地劃分特定期間的先頭至The DVD-ROM is installed in the DVD R〇M drive 〇8. A program for realizing the game has been recorded on the DVD-ROM. Also, in the DVD-ROM, the image data or audio material attached to the game is also recorded. The DVD-ROM mounted therein is read by the control of the CPU 101 by the 'Dvd_r〇n actuator (10). By the reading process, necessary programs or materials are read out and temporarily memorized in RAM1〇3 or the like. The image processing unit 1〇7 processes the data read from the DVD_R〇M by an image calculation processor (not shown) provided in the cnmw image processing unit 1G7. Then, the image processing unit 107 records the processed material, δ, into the frame memory (not shown) provided. The image information recorded in the frame A It is converted into a video signal at a specific synchronization timing. The converted image information is then output to the monitor 112 connected to the image processing unit. Thereby, various images can be displayed. The image operation processor can perform various operations at high speed. The calculation can also be a superposition operation of a dimensional image, a transmissive operation such as shouting, a variety of saturation operations, and the like. The polygon to be drawn is placed in the imaginary (virtual) three-dimensional space in the empire-shaped information, and various texture information is attached. The following operation can also be performed at a high speed: the polygon information is reproduced by the Z-buffer method (imaging (Cai (4) (8))' to obtain a reproduced image. Further, the reproduced image system is obtained by tilting the polygon from a specific viewpoint position. The light source may be a point light source, a parallel light source, a cone light source or the like, and the function of calculating the degree of the polygon by the (positive) light source 17 201043301 is programmed or hardened. Therefore, the image operation processor can perform the calculation at a high speed. Further, by the coordinated operation of the cpuioi and the image operation processor, the edge character string can be defined. The font information defines the shape of the character. According to the font = Baye The substring is drawn as a two-dimensional image into the frame memory or drawn onto the surface of each polygon. The font f is recorded in R Ο Μ 10 2 . However, it can also be recorded to Dedicated font information in the DVD-ROM 0 ο Ν ^ IC109' is used to connect the information processing device 100 to a computer communication network (not shown) such as the Internet. The NIC1G9 is used for Internet connection. Interface between the machine and the CPU1G1 (not shown). The Internet connection device can also be used in accordance with the 1〇Base t/1〇〇base_t specification used to form a LAN (Local Area Network). Or an analog data machine (tegrated Services Digital Network) Ο data machine, ADSL (Asymmetric Digital Subscriber Line) data machine connected to the Internet using a telephone line, A cable television modem connected to the Internet using a cable television line, etc. The 9-channel processing unit 110 converts the audio data read from the DVD-ROM into an analog audio signal, and then the audio processing unit iiq The connected speaker (not shown) outputs a sound. Further, the audio processing unit 11 生成, under the control of c, generates an effect sound or a music piece 2 to be generated during the progress of the game, for example, The BGM or the vocal music that is reproduced with the singer or the button operation of the player*, the effect sound of the reproduction, etc., is converted. 18 201043301 Further, the audio processing unit 110 corresponds to The sound of the play is output from the speaker. The RTC111' is equipped with a component for timing such as a crystal oscillator or an oscillating circuit. The RTC 111 is supplied with power from the built-in battery even when the power of the information processing device 100 is turned off. When it is turned on, the operation can be continued. The monitor 112' displays an image based on the video signal supplied from the image processing unit 107. The monitor 112 is composed of, for example, a liquid crystal display, a plasma display, a CRT, or the like. In addition, the information processing device 100 may use a large-capacity external memory device such as a hard disk to function in the same manner as the ROM 102, the RAM 103, the external memory 106, and the DVD-ROM mounted in the DVD-ROM drive 108. Features. (Description of Dynamic Generator) Next, the function of the power generating apparatus according to the embodiment of the present invention will be described with reference to the drawings. Furthermore, in the present specification, the earlier the setting time is, the smaller the value is, and the inequality sign is used. First, the configuration of the power generating device and the game device according to the embodiment of the present invention will be described with reference to Figs. 2 and 3 . Fig. 2 is a view showing a minimum configuration of the present invention. Fig. 3 is a view showing the general configuration of the present invention. As shown in Fig. 2, the animation generating device 6A' includes a shape calculating unit 201, a determining unit 202, and a generating unit 203. The shape calculation unit 201 calculates the shape of the character at each time. The character is attached to the narrative space and performs specific dance moves during a specific period. Here, the first time of the specific period is set to the time B, the time of the end of the specific period 19 201043301 is set to the time E, and the time of the specific period is set to the time t. Specifically, the shape calculation unit 201 calculates the shape when it is given. Furthermore, the time t is taken. The shape calculation unit 201 has an example in which the shape of the character corresponding to the time t (associated) is included in the specific period from the time B to the time E. The sub-unit is composed of a CPU 101 or the like. The determination unit 202 determines the generation time corresponding to each of the division times. Furthermore, the division time is divided into the beginnings of the specific period by equal intervals to
之生成時刻G[0]、G[l]、 、G[N]。此處,決定部2〇2,以 滿足以下2個條件之方式來決定生成時刻。The generation time G[0], G[l], and G[N]. Here, the determination unit 2〇2 determines the generation time so as to satisfy the following two conditions.
(條件 1) G[t)]=B且 G[N]=E (條件2 )對於整數j_ = 〇、.1、.· · ·、n _ 1之各個與整數让 =j+ 1、j + 2、…、N之各個,G[j]g G[k]成立。 B :特定期間的先頭之時刻 ◎ E .特定期間的末尾之時刻 N :常數(自然數) j : 0至N之整數 k :整數 決定部202 ’例如產生亂數而決定生成時刻。決定部2〇2 ‘ 例如係由CPU101等所構成。 生成部203,將與各個劃分時刻分別相對應之生成時 刻,給予形狀計算部201而使之計算角色的形狀。繼而,生 成部203,根據該計算出來之角色的形狀,而生成於該劃分 20 201043301 時刻應顯示之角&的圖像。也就是說,生成部2〇3,對於整 數1 一 〇、1、…、Ν,分別將與劃分時刻D[i]相對應之生成時 .刻G[i],給予形狀計算部2〇1而進行計算。繼而,生成部 ,203根據叶算出來之角色的形狀,而生成於該劃分時刻D⑴ 要被顯示之角色的圖像。生成部203,於生成複數個角色的 圖像之情形時,使決;^部2()2決定每個角色的生成時刻。繼 而,生成部203 ’將與該劃分時刻相對應之每個角色的生成 〇時刻,給予形狀計算部201。形狀計算部2〇1,基於該生成 時J中的模範角色的形狀,來計算該劃分時刻中的各角色 的形狀。再者’模範角&’係以典型的速度,配合樂曲的 節奏來進行遵照舞蹈動作的舞動之角色。生成部2〇3,根據 所計算出來之每個角色的形狀,而生成於各劃分時刻要被 顯示之各角色的圓像。生成部203,將所生成之圖像,作成 例如表示該囷像之視訊信號而輸出。生成部2〇3,例如係由 CPU101、圖像處理部1〇7、RTCU1等所構成。 〇 (遊戲裝置之說明) 繼而,對於本發明實施形態之遊戲裝置之功能,參照 圖式來進行說明。首先’參照第3圖,對本發明實施形態之 遊戲裝置200之構成,進行說明。 - 如第3圖所示,遊戲裝置200,包括形狀計算部201、決 '定部2〇2、生成部2〇3、接受部204、判定部205以及顯示部 206 〇 形狀計算部2〇1,係與動晝生成裝置6〇〇中的形狀計算 部201相同,因此省略說明。 21 201043301 決定部202 ’係與動晝生成裝置600中的決定部202相 同’因此省略說明。 . 生成部203,係與動畫生成裝置600中的生成部203相 同,因此省略說明。 接受部204,接受來自玩家的指示輸入(操作輸入)。 接受部204 ’例如係由CPU1 0 1、介面1 〇4以及塾子型控制器 105所構成。 〇 判定部205 ’基於由接受部204所接受之指示輸入,來 判疋玩豕的成績。判定部205,例如係由cpu 101所構成。 顯示部206,顯示由生成部2〇3所生成之圖像。具體而 言,顯示部206,藉由自生成部2〇3所供給之視訊信號,來 顯示要被表現之圖像。顯示部2〇6,例如係由監視器112所 構成。 此處對遊戲裝置200的動作之一例,進行簡單說明。 首先’生成部203 ’在到達劃分時刻之前,使決定部2〇2 〇決定與該劃分時刻相對應之生成時刻。決定部施,按照由 判疋4 2G5所判定之玩家的成績,決定與劃分時刻相對應之 生成時刻於疋,生成部203,將用以表示所決定之生成時 .刻之信號供給至形狀計算部。然後’形狀計算部2〇 j, 十算一斤供、,。之生成時刻對應之角色的形狀。此處,生成 .部2〇3’基於由形狀計算部2〇1所計算出來之角色的形狀, 生成於劃分時刻應顯示之角色的圖像1後,生成部203, 在到達劃分時刻時,將所生成之角色的圖像供給至顯示部 2〇6顯示°卩206 ’顯示所供給之圖像。 22 201043301 繼而,對於本實施形態之遊戲裝置200的顯示晝面,參 照第4圖來進行說明。再者,遊戲裝置2〇〇,係設為被適用 ' 於執行舞蹈遊戲之遊戲裝置,來進行說明。 ' 遊戲裝置2〇〇,顯示舞蹈遊戲所需之各種資訊。例如, 遊戲裝置200 ’於遊戲開始前,顯示樂曲清單等’以催促玩 家選擇所期望之樂曲。由玩家選擇樂曲之後,開始遊戲。 當遊戲開始時,遊戲裝置200顯示例如第4圖所示之遊戲畫 面。 〇 於該遊戲晝面上,静止標記301L、301D、301U、301R, 係用於向玩家表示踩踏動作的時機之固定圖像。以下,視 需要將靜止標記3〇1L、3〇1D、301U、3〇111統稱作靜止標記 301。另一方面,目標 302L、3〇2D、3〇2U、3〇2r,係用於 向玩家表示成為任務之踩踏動作之圖像。以下,視需要將 目標302L ' 302D、302U ' 302R統稱作目標302。目標3〇2, 係配合所演奏之樂曲,而例如自畫面的下方向上方捲動顯 ◎示而且,目彳示302會到達靜止標記3〇1。亦即,目標3〇2 會與靜止標s己301之相同圖像重合。若此時玩家進行被要求 之踩踏動作,則能獲得得分。 此處,於本實施形態中,作為用於實現此種處理之資 料,預先準備有任務資料、樂曲資料串、音訊資料串。該 等-貝料例如被預先記憶在要被安裝至Dvd-R〇m驅動器1 08 内之DVD中。又’該等資料係視需要而被讀出至rami〇3。 對於任務資料,參照第5圖來進行詳細說明。第5圖係 表不被璜出至RAM 103的任務資料區域中之任務資料的情 23 201043301 形之示意圖。 任務資料400 ’係相當於音樂領域中的樂谱之資料。於 . 本實施形態中’任務資料400,係包含由複數個記錄4〇2所 、 構成之表401、臨限時間411 (將該值設為d )以及結束時門 421 (將該值設為E)之資料。於各記錄4〇2中,有記錄任務 時間403 (設該值為T )、操作輸入的種類4〇4以及目標的狀 態405之區域。各記錄402相當於音符。任務時間4〇3,係自 〇遊戲開始直至目標302到達靜止標記301為止之時間。亦 即,任務時間403,係自遊戲開始直至玩家針對該目標3〇2 應進行操作輸入之時刻為止之經過時間。亦即,任務時間 4〇3’係自遊戲開始直至玩家應踩踏按鈕之時刻為止的經過 時間。任務資料400,包含有對應於目標3〇2的數量之個數 的任務時間403。操作輸入之種類4〇4,係與任務時間4⑽ 相對應之資料。亦即’操作輸人之種類4G4,係表示於自遊 戲開始經過與該操作輸入之種類4〇4相對應之任務時間4〇3 〇時,玩家應踩踏之墊子型控制器1〇5的按紐的資料。目標的 狀態彻,係藉由數值來表示目標3〇2的狀態。目標3〇2的狀 態:例如係藉由「〇」來表示「未處理」,藉自…來表示 成力」藉由2」來表不「失敗」。臨限時間4",係在 判定操作輸入之成否時所用之值。亦即,係表示自遊戲開 •始直至玩家踩踏按紐為止之經過時間與任務時間4〇3之差 的允許值之時間。於㈣過時間與任務時間彻之差是處於 臨限時間411以下之情开彡_ ^ 障形時視為刼作輸入成功。結束時間 ⑶,係表示自遊戲開始直至遊戲結束為止之時間之資料。 24 201043301 任務時間403、臨限時間411、結束時間42ι等,亦可以 ms等單位而由數值表現。又,該等時間亦可由以晝面之顯 不更新速率即垂直同步插入(垂直同步中斷)之週期(典型 為1/60秒)為單位之數值而表現。樂曲資料串,係表現作 為刪而再生之樂曲之資料串。音訊資料串係表現所輸出 之音訊之資料串。音訊係於玩家踩踏墊子型控制請5之按 紐時輸出。 顯示3個角色來作為背景舞者 〇 〇 又’於遊戲畫面中 即,顯示第!角色303、第2角色3〇4以及第3角色3〇5。各角 色料與舞蹈動作相應之舞動。再者,舞蹈動作係配合樂 曲的節奏,針對樂曲的每個場景而預先規定。此處,對於 各角色所進行舞動而言,玩家的成績越好,則進行越彼此 相近之舞動。以下,參照第6圖至第8圖,對角色所進行之 舞動進行說明。 首先’參照第6圖’對用以決定與劃分時刻相對應之生 成時刻之方法,進行說明。再者,劃分時刻係等間隔地劃 分特定期間之各個❹卜又,生成時刻係、與劃分時刻分別 相對應地被決定之時刻。生成時刻係針對每個角色而生 成。繼而,特定期間例如係相當於丨場景之期間。 於以下之說明中,將N設為任意之自然數。將劃分時刻 設為D[0]、D[l]、…、D[N]。將對第i角色3〇3所決定之生 成時刻設為Gl[0]、G1⑴、...、G1[N]。將對第2角色_所 決定之生成時—刻設為⑴、...、G2[n]。將對第3 角色305所決定之生成時刻設為〇3[〇]、G3|n、 L J、···、G3[N] 〇 25 201043301 ==1設為ΤΡ,將特定期間的先頭之時刻設為Β,將 時刻門=之時刻設為Ε°將於時間序列上鄰接之劃分 時J間的間隔(以下,稱為「劃分時 間例如可曳為番吉鬥+祛 ’」)5又為丁5。』分時 -為垂直同步插入之週期(典型為1/6〇秒)。 於第6圖所示之例十’劃分時刻係d[0] = b、d⑴、 :了即’劃分時刻,係將特定期間等間隔地劃分為6個 二個時刻。於第6圖中,表示特定期間被劃分為6個期 Ο(Condition 1) G[t)]=B and G[N]=E (Condition 2) For integers j_ = 〇, .1, . . . , n _ 1 and integers let =j+ 1, j + 2, ..., N, G[j]g G[k] is established. B: Time at the beginning of the specific period ◎ E. Time at the end of the specific period N: constant (natural number) j: integer from 0 to N k: integer The determination unit 202' determines the generation time, for example, by generating a random number. The determination unit 2〇2 ’ is constituted by, for example, the CPU 101 or the like. The generating unit 203 gives the shape calculating unit 201 the calculation timing corresponding to each of the division timings, and calculates the shape of the character. Then, the generating unit 203 generates an image of the angle & which should be displayed at the time of the division 20 201043301, based on the shape of the calculated character. In other words, the generating unit 2〇3 gives the generation time G[i] corresponding to the division time D[i] to the shape calculation unit 2〇1 for the integers 1 〇, 1, ..., Ν, respectively. And calculate. Then, the generating unit 203 generates an image of the character to be displayed at the dividing time D(1) based on the shape of the character calculated by the leaf. The generating unit 203 determines the generation time of each character when generating an image of a plurality of characters. Then, the generating unit 203' gives the shape calculating unit 201 the generation time of each character corresponding to the divided time. The shape calculation unit 2〇1 calculates the shape of each character in the division time based on the shape of the model character in the generation time J. Furthermore, 'model angle &' performs the role of dancing in accordance with the dance movement at a typical speed and with the rhythm of the music. The generating unit 2〇3 generates a round image of each character to be displayed at each division time based on the calculated shape of each character. The generating unit 203 outputs the generated image as, for example, a video signal indicating the image. The generating unit 2〇3 is constituted by, for example, the CPU 101, the image processing unit 1〇7, the RTCU 1, and the like. 〇 (Description of Game Device) Next, the function of the game device according to the embodiment of the present invention will be described with reference to the drawings. First, the configuration of the game device 200 according to the embodiment of the present invention will be described with reference to Fig. 3. - As shown in Fig. 3, the game device 200 includes a shape calculating unit 201, a finalizing unit 2, a generating unit 2〇3, a receiving unit 204, a determining unit 205, and a display unit 206. The shape calculating unit 2〇1 Since it is the same as the shape calculation unit 201 in the dynamic generation device 6A, the description thereof is omitted. 21 201043301 The determination unit 202' is the same as the determination unit 202 in the animation generating device 600. Therefore, the description thereof is omitted. Since the generating unit 203 is the same as the generating unit 203 in the animation generating device 600, the description thereof will be omitted. The accepting unit 204 accepts an instruction input (operation input) from the player. The receiving unit 204' is constituted by, for example, a CPU 101, an interface 1, and a die controller 105. The determination unit 205' determines the score of the game based on the instruction input accepted by the accepting unit 204. The determination unit 205 is constituted by, for example, the CPU 101. The display unit 206 displays an image generated by the generating unit 2〇3. Specifically, the display unit 206 displays the image to be represented by the video signal supplied from the generating unit 2〇3. The display unit 2〇6 is constituted by, for example, a monitor 112. Here, an example of the operation of the game device 200 will be briefly described. First, the generation unit 203' causes the determination unit 2〇2 to determine the generation time corresponding to the division time before reaching the division time. The determining unit determines the generation time corresponding to the division time in accordance with the score of the player determined by the judgment 4 2G5, and the generation unit 203 supplies the signal indicating the determined generation time to the shape calculation. unit. Then, the shape calculation unit 2〇j, ten counts a pound for, and. The shape of the character corresponding to the generation time. Here, the generation unit 203' generates the image 1 of the character to be displayed at the division time based on the shape of the character calculated by the shape calculation unit 2〇1, and the generation unit 203, when the division time is reached, The image of the generated character is supplied to the display unit 2〇6 to display the image supplied by the display unit. 22 201043301 Next, the display screen of the game device 200 of the present embodiment will be described with reference to Fig. 4 . In addition, the game device 2 is described as being applied to a game device that executes a dance game. 'The game device 2〇〇 displays various information required for the dance game. For example, the game device 200' displays a list of music pieces or the like before the start of the game to urge the player to select the desired piece of music. After the player selects the music, the game begins. When the game starts, the game device 200 displays, for example, the game screen shown in Fig. 4. On the game screen, the stationary marks 301L, 301D, 301U, and 301R are fixed images for indicating the timing of the pedaling operation to the player. Hereinafter, the stationary marks 3〇1L, 3〇1D, 301U, and 3〇111 are collectively referred to as a stationary mark 301 as needed. On the other hand, the targets 302L, 3〇2D, 3〇2U, and 3〇2r are used to indicate to the player an image of the stepping motion of the task. Hereinafter, the targets 302L '302D, 302U '302R are collectively referred to as the target 302 as needed. The target 3〇2 is matched with the music being played, for example, scrolling from the lower side of the screen to the display, and the display 302 will reach the stationary mark 3〇1. That is, the target 3〇2 will coincide with the same image of the stationary target 301. If the player performs the required pedaling action at this time, the score can be obtained. Here, in the present embodiment, as a material for realizing such processing, task data, a music data string, and an audio data string are prepared in advance. The -before, for example, is pre-stored in the DVD to be mounted in the Dvd-R〇m drive 108. Again, such information is read to rami〇3 as needed. For the task data, refer to Figure 5 for a detailed description. Figure 5 is a schematic diagram of the shape of the task data in the task data area of the RAM 103. The mission data 400' is equivalent to the music score in the music field. In the present embodiment, the 'task data 400' includes a table 401 composed of a plurality of records 4〇2, a threshold time 411 (the value is d), and an end gate 421 (the value is set to E) Information. Among the records 4〇2, there are a recording task time 403 (the value is T), an operation input type 4〇4, and a target state 405. Each record 402 is equivalent to a note. The mission time is 4〇3, which is the time from the start of the game until the target 302 reaches the stationary mark 301. That is, the task time 403 is the elapsed time from the start of the game until the time when the player should input the operation for the target 3〇2. That is, the mission time 4〇3' is the elapsed time from the start of the game until the moment the player should step on the button. The mission profile 400 includes a task time 403 corresponding to the number of targets 3〇2. The type of operation input 4〇4 is the data corresponding to the task time 4 (10). That is, the type 4G4 of the operation input means that the player should step on the cushion type controller 1〇5 when the task time corresponding to the operation type 4〇4 is 4〇3 自 from the start of the game. New Zealand's information. The state of the target is determined by the value of the target 3〇2. The status of the target 3〇2: for example, “〇” is used to indicate “unprocessed”, and it is expressed by “...” to indicate “force”. The threshold time 4" is the value used to determine the success of the operation input. That is, it indicates the time from the start of the game until the allowable value of the difference between the elapsed time of the player stepping on the button and the task time of 4〇3. The difference between the time (4) and the time of the task is that it is within 411 of the threshold time. End time (3) is the time from the start of the game until the end of the game. 24 201043301 Task time 403, threshold time 411, end time 42ι, etc., can also be expressed by numerical values in units such as ms. Also, the times may be represented by a value in units of a period of vertical update insertion (vertical sync interrupt) (typically 1/60 second). The music data string is a data string of the music that is reproduced as a deletion. The audio data string represents the data string of the output audio. The audio is output when the player presses the pad type control to press the button. Display 3 characters as a background dancer 〇 〇 and 'on the game screen, that is, display the first! The character 303, the second character 3〇4, and the third character 3〇5. The horns and the dance movements correspond to the dance. Furthermore, the dance action is pre-defined for each scene of the music in accordance with the rhythm of the music. Here, for the dance of each character, the better the player's score is, the closer they are to each other. Hereinafter, the dancing performed by the character will be described with reference to Figs. 6 to 8. First, a method for determining a generation time corresponding to a division time will be described with reference to Fig. 6. Further, the division time is divided into the respective periods of the specific period at equal intervals, and the time system is generated and the time determined in correspondence with the division time is determined. The generation time is generated for each character. Then, the specific period is, for example, equivalent to the period of the scene. In the following description, N is set to an arbitrary natural number. Set the division time to D[0], D[l], ..., D[N]. The generation time determined for the i-th character 3〇3 is set to Gl[0], G1(1), ..., G1[N]. The generation time determined for the second character _ is set to (1), ..., G2[n]. The generation time determined by the third character 305 is set to 〇3[〇], G3|n, LJ, . . . , G3[N] 〇25 201043301 ==1 is set to ΤΡ, and the first time of the specific period is set. When Β is set, the time of the time gate = is set to Ε. The interval between Js in the time series adjacent to the time series (hereinafter, referred to as "the division time can be dragged into a squadron + 祛") 5 Ding 5. 』Time-sharing - The period of vertical sync insertion (typically 1/6 〇). In the example tenth division time shown in Fig. 6, the period d[0] = b, d(1), and the division time are divided into six time intervals at regular intervals. In Figure 6, it shows that the specific period is divided into 6 periods.
間之例子m而言,特定_會_分為更多之 期間。例如’於特定期間為5秒而劃分時間為⑽秒之情形 時,特定期間被劃分為300個區間。又,於此情形時,劃分 時刻的個數為3 〇 1個。 此處,與各劃分時刻相對應之生成時刻,係按照玩家 的成績而決定1以決定與各劃料刻相對應之生成時刻 之方法為任意。然而’必需滿足以下所示之(Α)〜(C) 之限制。 (Α)劃分時刻之中的先頭的劃分時刻以及與該先頭的 劃分時刻相對應之生成時刻,皆等於特定期間的先頭的時 刻0 Β)劃力時刻之·中的末尾的劃分時刻以及與該末尾的 劃分時刻相對應之生成時刻,皆等於特定期間的末尾的時 刻。 (C)當將劃分時刻按時間的經過順序予以排列,並以 該順序將與該劃分時刻相對應之生成時刻予以排列時,成 為時間的經過順序。 26 201043301 於第6圖所示之例中,為滿足(A )之限制,設成D[〇] = G1[0]=G2[0]=G3[0]=B。又,為滿足(B)之限制,設 , 成 D[6] = G1 [6] = G2[6] = G3 [6] = E » 進而,為滿足(c )之 限制,以下之關係成立。 G1[0]^G1[1]^G1[2]^G1[3]^G1[4]^G1[5]SG1[6] G2[0]^ G2[l]^ G2[2]^ G2[3]^ G2[4]^ G2[5]^ G2[6] G3[0]^ G3[l]^ G3[2]^ G3[3]^ G3[4]^ G3[5]^ 〇3[6] 生成時刻係針對每個角色而決定。首先,對針對第i角 色303所決定之生成時刻,亦即G1[0]、Gl[l]、…、G1[6] 進行說明。 於本實施形態中,使用亂數,自時刻較早者,開始依 序決定G1[0]、Gl[l]、…、Gl[6]» 首先,決定G1[0]=:D[0]。 繼而,使用亂數決定Gl[l]〜Gl[5]。具體而言,首先,按 照玩家的成績來決定亂數的產生範圍。此處,若將所產生 之亂數設為R、將亂數之偏擺幅度設為Rmax (其中,Rmax 〇為正數),則亂數的產生範圍為-RmaXgRSRmax。此處, 玩家的成績越好,則亂數的偏擺幅度被設為越小的值。再 者,亂數係作為以時間(例如,毫秒)為單位之數值而進 .行處理。並且,決定生成時刻之候補。所決定之生成時刻 之候補,係自劃分時刻經過由亂數所示的時間後之時刻。 於所決定之生成時刻之候補未滿足上述(c )的限制之情形 時,再次獲取亂數。進而,於此情形時,再次決定生成時 刻之候補。反復進行亂數之獲取與生成時刻之候補之再決 定處理,直至所決定之生成時刻之候補滿足上述(c)之限 27 201043301 制為止。另一方面,於所決定之生成時刻之候補滿足上述 (c)之限制之情形時,將該生成時刻之候補設定為生成時 刻。 例如’對於Gl[l] ’首先’於-RmaxSRigRmax的範圍 内獲取R1。繼而,將D[1]+R1決定為Gl[l]之候補。此處, 於未滿足D[1]+R12D[0]、D[1]+R1^d[6]之任一者之情 形時,再次獲取R1而再次決定D[1] + R1。而且,反復進行 獲取R1並決定D[l] + R1之處理,直至滿足D[1] + R12D[0]、D[1]+R1$D[6]該兩者為止。另一方面,於滿 足D[l]+RlgD[0]、d[1]+R1$D[6]該兩者之情形時,將 D[l]+ R1決定為 Gl[l]。 一旦Gl [ 1 ]被決定,則藉由同樣的方法來決定G丨[2]。亦 即,首先,於-Rmax g R2 g Rmax之範圍内獲取R2。繼而, 將D[2]+R2決定為G1[2]之候補。此處,於未滿足d[2] + R2= D[l]、D[2] + R2 $ d[6]之任一者之情形時,再次獲取 ◎ R2而再次決定D[2]+R2。而且,反復進行獲取们及決定D[2] + R2之處理’直至滿足D[2] + R22D[1]、D[2]+R2SD[6] 該兩者為止。另—方面,於滿足D[2]+ R2 2 D[l]、D[2] + R2SD[6]該兩者之情形時將d[2】+r2&定為叫2]。 、同樣的方式’決定G1[3]〜Gl[5]。而且,決定gi[6] -D[6]。對於第2角色3G4以及第3角色3()5,亦同樣地決定 生成時刻。以此方在叱 々巧所決定之生成時刻,通常成為與相對 應之劃分時刻不同之^ J -刻。又’生成時刻成為針對每個角 色而不同之時刻。 28 201043301 繼而,參照第7圖,說明各角色進行何種舞動。於第7 圖中,表示於各劃分時刻亦即於〇[〇]= B、D[1 ]'·..、d[6] 中,如何顯示各角色。再者,於第7圖中,亦表示於各劃分 時刻,如何顯示模範角色500。模範角色500係以模範的速 度配合樂曲的節奏而進行遵照舞蹈動作之舞動之角色。各 角色,於劃分時刻以及與該劃分時刻相對應之生成時刻全 部一致之情形時,以與模範角色5〇〇相同的典型速度,進行 舞動。 於第7圖所示之例中,模範角色5〇〇,於特定期間,進 行以下之舞動》 模範角色500於D[0]時起立。模範角色5〇〇於D[i]時舉起 面對著玩家時位於畫面左側之手(實際上為角色的右手卜 杈範角色500於D[2]時舉起面對著玩家時位於4面右側之 手(實際上為角色的左手)。模範角色5⑻於D[3]時抬起面對 著玩家時位於晝面左側之腳(實際上為角色的右腳)。模範 〇角色500於D[4]時放下面對著玩家時位於畫面左側之手(實 際上為角色的右手)。模範角色5〇〇於叩]時放下面對著玩 家時位於畫面右側之手(實際上為角色的左手)。模範角色 5〇〇於刚於放下面對著玩家時位於畫面左側之腳(實際上 為角色的右腳)。 如上所述,對於第1角色3〇3 巧巴W所決定之生成時刻,係對 應於劃分時刻。該生成時刻俜祜冰^ 町』你被决疋為與該劃分時刻不同 之時刻。決定該生成時刻之方法盔 <万法為任意。例如,可基於亂 數產生器所產生的亂數來決定生成 疋玍成時刻。具體而言,以劃 29 201043301 分時刻和與該劃分時刻對應之生成時刻之差成為由該亂數 所示之時間之方式,來決定生成時刻。此處,於亂數為〇 之情形時’再次產生亂數以使亂數為0以外之值。藉此,對 應於劃分時刻之生成時刻,會被決定為與該劃分時刻不同 之時刻。因而,第1角色303進行下述舞動,即,於與模範 角色500不同之時機,進行各動作。具體而言,第j角色3〇3, 係於較模範角色500更早之時機或更晚之時機,進行各舞 動其中,第1角色3〇3係於特定期間的先頭之時刻與特定 期間的末尾之時刻,於與模範角色5〇〇相同之時機進行舞 動。 同樣地,第2角色304以及第3角色3〇5 ,亦於與模範角 色5 00不同之時機’進行各舞動。又,生成時刻係、針對每個 角色而決定。各角&,皆於與其他角色不同之時機,進行 各舞動。因而,顯示畫面上所顯示之3個角色分別於不同 〇 之時機進行各舞動。又,就與劃分時刻相對應之生成時刻 而言,玩家的成績越好,則被決定在時間序列上越接㈣ 劃分時刻之時刻。因此,玩家的成績越好,3個角色進行各 舞動之時機的偏差越小。 舞動此處’參照第8圖,說明各角色於各劃分時刻進行何種 例—如’第1角色303,於刚時,進行與模範角色$ Gl[〇]=D[()]時所進行的動作相同之動作。並且, 303,在DH]時,進行與模範角色卿在 作相同之動作。再者,……… 町所進仃的動 再者,Gin]係與D⑴相對應 201043301 =::厂1]’因此於_之時間點,第1角色_ 進仃較模範角色500更先行之動作。並且, 币1月色3 〇 3,妒^· -叩]時,進行與模範角色5⑽在叫2]時所進行之動作相同 •之動作。再者,叫2]係與D[2]相對應地被決定。此處 於叫2]>叩],因此於叩]之時間點,第i角色加亦進行 較模範角色500更先行之動作。 又,例如,第2角色304,於_時,進行與模範角色 〇 500在G2[0卜D[〇]時所進行的動作相同之動作。並且,第2 角色304’於D[1]時,進行與模範角色5〇(^g2⑴時所進行 的動作相同之動作。再者,G2⑴係與叩]相對應地被決 定。此處,由於G2⑴〉D[1],因此於叩]之時間點第2 角色304進行較模範角色500更先行之動作。並且,第2角色 304’於D[2]時,進行與模範角色彻在邮]時所進行的動 作相同之動作。再者,G2[2]係與D[2]相對應地被決定。此 處,由於G2[2]<D[2],因此於D[2]之時間點,第2角色3〇4 〇 進行較模範角色500更晚之動作。 如以上所說明,各角色於各劃分時刻進行與模範角色 以及其他角色不同之動作。 繼而,對於本實施形態的遊戲裝置2〇〇之動作,參照第 9圖以及第10圖來進行說明。第9圖係表示本實施形態之遊 戲裝置200所執行的角色顯示控制處理之流程圖。又,第1〇 圖係表示本實施形態的遊戲裝置200所執行的生成時刻決 定處理之流程圖。 31 201043301 任務資料400的初始值,係記憶於要被安裝至 DVD-ROM驅動器108内之DVD-ROM中。當遊戲開始時, . CPU101將任務資料400自DVD-ROM讀出至RAM103的特定 的任務資料區域而進行初始化(步驟Sl〇1)e又,cpul〇1, 將與遊戲開始後之最初場景中的劃分時刻相對應之生成時 刻,決定為該劃分時刻。 繼而’ CPU101向音訊處理部110發出指示。音訊處理部 u〇,依據指示,開始再生與該任務資料400相對應之For the example m, the specific _ will be divided into more periods. For example, when the time is divided into 5 seconds for a specific period of 5 seconds, the specific period is divided into 300 sections. Also, in this case, the number of division times is 3 〇 1. Here, the generation time corresponding to each division time is determined by determining the generation time corresponding to each of the strokes in accordance with the score of the player. However, the restrictions (Α) to (C) shown below must be met. (Α) The first division time in the division time and the generation time corresponding to the division time of the first time are equal to the first time of the specific period 0 Β) the division time at the end of the stroke time and The generation time at the end of the division time is equal to the time at the end of the specific period. (C) When the division timings are arranged in the order of passage of time, and the generation timings corresponding to the division timings are arranged in this order, the order of passage of time is obtained. 26 201043301 In the example shown in Figure 6, to satisfy the limit of (A), let D[〇] = G1[0]=G2[0]=G3[0]=B. Further, in order to satisfy the limitation of (B), it is assumed that D[6] = G1 [6] = G2[6] = G3 [6] = E » Further, in order to satisfy the limitation of (c), the following relationship holds. G1[0]^G1[1]^G1[2]^G1[3]^G1[4]^G1[5]SG1[6] G2[0]^ G2[l]^ G2[2]^ G2[ 3]^ G2[4]^ G2[5]^ G2[6] G3[0]^ G3[l]^ G3[2]^ G3[3]^ G3[4]^ G3[5]^ 〇3[ 6] The generation time is determined for each character. First, the generation timing determined for the i-th role 303, that is, G1[0], Gl[l], ..., G1[6] will be described. In the present embodiment, the number of random numbers is used, and G1[0], Gl[l], ..., Gl[6]» are determined in order from the earlier time. First, G1[0]=:D[0] is determined. . Then, Gl[l]~Gl[5] is determined using the random number. Specifically, first, the range of generation of random numbers is determined according to the score of the player. Here, if the generated random number is R and the erratic amplitude of the random number is Rmax (where Rmax 〇 is a positive number), the random number generation range is -RmaXgRSRmax. Here, the better the score of the player, the smaller the yaw amplitude of the random number is set. Further, the random number is processed as a value in units of time (for example, milliseconds). Also, determine the candidate for the generation time. The candidate for the determined generation time is the time after the time indicated by the random number is passed from the division time. When the candidate of the determined generation time does not satisfy the limitation of the above (c), the random number is acquired again. Further, in this case, the candidate for the generation time is again determined. The acquisition of the random number and the re-determination of the candidate for the generation time are repeated until the candidate for the determined generation time satisfies the above-mentioned (c) limit 27 201043301. On the other hand, when the candidate of the determined generation time satisfies the limitation of the above (c), the candidate of the generation time is set as the generation time. For example, 'for Gl[l] 'first' is obtained in the range of -RmaxSRigRmax. Then, D[1]+R1 is determined as a candidate for Gl[l]. Here, when the situation of any of D[1]+R12D[0], D[1]+R1^d[6] is not satisfied, R1 is acquired again and D[1] + R1 is determined again. Further, the process of acquiring R1 and determining D[l] + R1 is repeated until both of D[1] + R12D[0] and D[1]+R1$D[6] are satisfied. On the other hand, when D[l]+RlgD[0], d[1]+R1$D[6] are satisfied, D[l]+R1 is determined as Gl[l]. Once Gl[1] is determined, G丨[2] is determined by the same method. That is, first, R2 is obtained within the range of -Rmax g R2 g Rmax. Then, D[2]+R2 is determined as a candidate for G1[2]. Here, in the case where one of d[2] + R2=D[l], D[2] + R2 $ d[6] is not satisfied, ◎ R2 is acquired again and D[2]+R2 is determined again. . Further, the acquisition and the process of determining D[2] + R2 are repeated until the two of D[2] + R22D[1] and D[2]+R2SD[6] are satisfied. On the other hand, d[2]+r2& is defined as 2] when D[2]+R2 2 D[l], D[2] + R2SD[6] are satisfied. The same way 'determines G1[3]~Gl[5]. Moreover, gi[6] -D[6] is determined. For the second character 3G4 and the third character 3 () 5, the generation time is also determined in the same manner. The generation time determined by this side is usually different from the corresponding division time. Further, the generation time is a time different for each character. 28 201043301 Then, referring to Figure 7, we will explain what kind of dancing each character performs. In Fig. 7, it is shown how each character is displayed at each division time, that is, in 〇[〇]= B, D[1 ]'·.., d[6]. Furthermore, in Fig. 7, it is also shown how the exemplary character 500 is displayed at each division time. The Model Character 500 performs the role of dancing in accordance with the rhythm of the music at an exemplary speed. Each character, when the division time and the generation time corresponding to the division time coincide with each other, are danced at the same typical speed as the model character 5〇〇. In the example shown in Fig. 7, the exemplary character is 5〇〇, and the following dance is performed during a specific period. The model character 500 stands up at D[0]. The model character 5 〇〇 D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D D The hand on the right side (actually the left hand of the character). The model character 5 (8) lifts the foot on the left side of the face when facing D[3] (actually the right foot of the character). The model character 500 is D[4] puts the hand on the left side of the screen (actually the right hand of the character) when facing the player. The model character is placed on the right side of the screen when facing the player (actually the character) The left hand.) The model character 5 is located on the left side of the screen when the player is facing the player (actually the right foot of the character). As mentioned above, for the first character 3〇3 Qiaoba W determines The generation time corresponds to the division time. The generation time is 俜祜冰^町』 You are determined to be a time different from the division time. The method of determining the generation time is arbitrarily arbitrary. For example, it can be based on chaos The number of random numbers generated by the number generator determines the timing of the generation. The body determines the generation time by the difference between the time of the division 29 201043301 and the generation time corresponding to the division time, and the time is represented by the random number. Here, when the random number is 〇 The random number is generated again so that the random number is a value other than 0. Thereby, the generation time corresponding to the division time is determined to be a time different from the division time. Therefore, the first character 303 performs the following dance, that is, At the timing different from the model character 500, each action is performed. Specifically, the j-th character 3〇3 is at an earlier timing than the model character 500 or later, and each dance is performed, and the first character 3〇 3 is to dance at the same time as the end of the specific period and at the end of the specific period. Similarly, the second character 304 and the third character 3〇5 are also in the exemplary role. At the different timings of 5 00, each dance is performed. In addition, the time is generated and determined for each character. Each corner & each dances at a different timing than the other characters. Therefore, the display is displayed on the screen. Corner Each dance is performed at different timings. In addition, the better the player's score is, the better the player's score is, and the time is shifted (4) to divide the moment. Therefore, the player's score is higher. Well, the deviation of the timing of each of the three characters is smaller. Dance here's with reference to Figure 8, which shows what kind of example each character performs at each division time—such as 'the first character 303, when it is just, perform and model The action performed when the character $Gl[〇]=D[()] is the same. And, 303, at DH], performs the same action as the model role. Again,......... The 动 动 , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , In addition, when the coin color is 3 〇 3, 妒^· -叩], the same action as that performed when the model character 5 (10) is called 2] is performed. Furthermore, the 2] system is determined in correspondence with D[2]. Here, it is called 2]>叩], so at the time of 叩], the i-th character plus also performs the action ahead of the model character 500. Further, for example, when the second character 304 is at _, the same operation as that performed when the model character 〇 500 is at G2 [0 Bu D [〇] is performed. Further, when the second character 304' is at D[1], the same operation as that performed when the model character 5〇 (^g2(1) is performed. Further, G2(1) is determined in association with 叩]. G2(1)>D[1], therefore, the second character 304 performs a more advanced action than the exemplary character 500 at the time point of the 叩], and the second character 304' is performed in the D[2] with the exemplary role. The action performed at the same time is the same. Further, G2[2] is determined corresponding to D[2]. Here, since G2[2]<D[2], it is at D[2] At the time point, the second character 3〇4 〇 performs an action later than the model character 500. As described above, each character performs an action different from the model character and the other character at each division time. Then, the game of the present embodiment The operation of the device 2 will be described with reference to Fig. 9 and Fig. 10. Fig. 9 is a flowchart showing the character display control process executed by the game device 200 of the embodiment. A flowchart of the generation time determination process executed by the game device 200 of the present embodiment. 31 201043301 The initial value of the service data 400 is stored in the DVD-ROM to be installed in the DVD-ROM drive 108. When the game starts, the CPU 101 reads the task material 400 from the DVD-ROM to the specific task data of the RAM 103. The area is initialized (step S1〇1), and cpul〇1, the generation time corresponding to the division time in the first scene after the start of the game is determined as the division time. Then the CPU 101 issues to the audio processing unit 110. Instructing the audio processing unit to start regeneration corresponding to the task material 400 according to the indication
BGM(背景音樂)(步驟S102 V BGM的音訊資料串,係以pCM (Pulse Code Modulation ’ 脈衝碼調變)格式、Mp3 (MPEGLayed,標準壓縮編碼第三階層)格式、〇ggV〇rbis 格式、MIDI ( Musical Instrument Digital Interface,樂器數 位介面)格式等,而被記錄於内。 而且,CPU101確認操作輸入之有無(步驟sl〇3)。具 體而言,CPU101,調查墊子型控制器105的各按鈕的按壓 〇操作之狀況。再者,亦可於有開始被按壓操作的按鈕之情 形時’對音訊處理部Π0發出指示。於此情形時,音訊處理 部m進行音訊資料之再生。料訊請㈣表現用以表 示該按鈕被按壓一事之音訊者。作為該音訊資料串,可利 .用如上所述之各種音訊資料争。然而,為實現處理之高速 化,較理想的是將該音訊資料串預先讀出至尺八1^1〇3。又, 作為該等音訊資料串之保存格式,可利用_工格式等資料 量較少之形式。 繼而CPU101進行操作輸入之判定(步驟si〇4)。具 32 201043301 體而言,CPU101,基於任務時間403、操作輸入的種類4〇4 以及臨限時間411,來進行判定。CPU101判定是否有成功 - 之操作輸入。又,cpuioi對於是否有失敗之操作輪入亦進 行判定。亦即’ CPU101 ’判定於該劃分時刻(進行該垂直 同步插入之時刻).應被按壓之按叙是否被按壓。又, CPU 1 01 ’確認於該劃分時刻不應被按壓之按鈕是否被按 壓。CPU101,於有成功之操作輸入之情形時,加上得分。 ^ 而且’ CPU101獲取角色的形狀(步驟Sl〇5)。具體而 言,CPU101,基於生成時刻,計算相對應之劃分時刻中的 角色的形狀。該生成時刻係於步驟8108中被決定。其中, 於遊戲開始後之最初場景中,該生成時刻係在步驟3101中 被決定之生成時刻(劃分時刻)。再者,舞蹈動作係針對每 個场景而預先規定。因而,一旦決定與場景中之劃分時刻 相對應之生成時刻時,亦決定該劃分時刻之角色的形狀。 CPU101針對每個角色而求出於該劃分時刻顯示之角色的 〇 形狀。 繼而’ CPU101顯示角色(步驟S106)。具體而言,CPU1〇1 控制圖像處理部107,生成以步驟sl〇5中所獲取之角色的形 , 狀來顯不各角色之視訊信號。又,CPU101,將該生成之視 讯信號’供給至監視器112。 而且’ CPU101 ’判別目前的劃分時刻是否為被包含於 目前的场景中之最後的劃分時刻。亦即,CPU101判別目前 '、疋否已結束(步驟S107)。CPU101在判別目前的場 景尚未結束時(步驟S107 :否),則移行至待機至下個劃分 33 201043301 時刻為止之處理(步驟Si〇9h另一方面,cpm〇1,若判 別目别的場景已結束(步驟s丨〇7 :是),則移行至生成時刻 - 決定處理(步驟S108)。 • 對於生成時刻決定處理,參照第1 0圖所示之流程圖來 進行詳細說明。 首先’ CPU101,求出目前的場景下之玩家的成績(步 驟S201)。如上所述,於步驟“⑽中,進行操作輸入之判定β 〇典型為,獲取基於該判定的結果而相加所得之得分中,在 目前的場景下相加所得之得分。 繼而,CPU101,按照在步驟S201中所求出之玩家的成 績而設定亂數的產生範圍(步驟S202 )。此處,亂數的產生 範圍係被設定成玩家的成績越好則越窄。 繼而,CPU101,自第!角色303、笨2角色3〇4以及第3 角色305該3個角色中,選擇j個角色(步驟S2〇3)。 繼而’ CPU101選擇1個劃分時刻(步驟S2〇4)。例如, O CPU101自較早之時刻開始依序地選擇劃分時刻》 而且,CPU101,判別於步驟S204中所選擇之劃分時刻 是否為場景的先頭或末尾之劃分時刻(步驟S205 )。 CPU1 01,於判別該劃分時刻係場景的先頭或末尾之劃分時 刻之情形時(步驟S205 :是),將該劃分時刻決定為與該劃 分時刻相對應之生成時刻(步驟S2〇6 )。 CPU101 ’於判別在步驟S2〇4中所選擇之劃分時刻皆非 場景的先頭或末尾之劃分時刻之任一者之情形時(步驟 S205 :否),於步驟S2〇2中所設定之範圍内產生亂數而獲取 34 201043301 亂數(步驟S207)。 而且,若亂數之獲取(步驟S2〇7)結束,則CPU1〇1決 '定與於步驟S204中所選擇之劃分時刻相對應之生成時刻之 候補(步驟S208)。具體而言’ CPU101,將自該劃分時刻 經過由步驟S207中獲取之亂數所示的時間後之時刻,決定 為生成時刻之候補。再者,於亂數為負值之情形時,生成 時刻之候補成為早於劃分時刻之時刻。 0 如上所述,於步驟S208中,決定生成時刻之候補。 CPU101 ’判別該生成時刻之候補是否滿足限制條件(步 驟S209 )。CPU101,若判別該生成時刻之候補滿足限制條 件(步驟S209:是),則將該生成時刻之候補決定為生成時 刻(步驟S210)。另一方面,cpui〇1,若判別該生成時刻 之候補不滿足限制條件(步驟S2〇9:否),則使處理返回至 獲取亂數之處理(步驟S207 )。 —如上所述,於步驟S206中,CPU101進行將劃分時刻決 〇疋為生成時刻之處理。又,於步驟821〇中,cpui〇i進行將 生成時刻之候補決定為生成時刻之處理。 CPU101,右結束步驟S2〇6之處理或步驟之處理, ,!判别疋否已選擇所有劃分時刻(步驟S211 )。CPU 1W, 若判別為並未選擇任-劃分時刻(步驟S211:否),則使處 理返回至選擇劃分時刻之處理(步驟S204 )。另一方面, U101若判別為已選擇所有劃分時刻(步驟Μ 11 :是), 則判別疋否已選擇所有角色(步驟S212)。,若判 別為並未選擇任-角色(步驟S212:否),則使處理返回至 35 201043301 選擇角色之處理(步驟S203 )。另一方面,CPU101,若判 別為已選擇所有角色(步驟S212 :是),則結束生成時刻決 定處理。 Ο Ο CPU101 ’若判別為場景並未結束(步驟sl〇7 :否)或 者生成時刻決定處理(步驟si08)結束,則待機至下個劃 为時刻亦即下個垂直同步為止(步驟S109)。於該待機之期 間,CPU101亦可執行其他處理。而且,Cpui〇1判別是否為 遊戲結束時刻(步驟S110)。是否為遊戲結束時刻,可藉由 自遊戲開始後經過之時間是否超過任務資料400中所含之 遊戲時間而判別。CPUHH,若朗為遊戲結束時刻(步驟 siio:是),則結束角色顯示控制處理。另一方面,cpui〇i, 若判別為並非遊戲結束時刻(步驟SUG:否),則使處理返 回至確認操作輸入之有無之處理(步驟si〇3)。 根據本實施形態之遊戲裝置2⑽,可不改變執行遵照舞 蹈動作之料的總計時間,而針對每㈣色改變該動作中 的動作速度。因而,各角色將應於場景内完結之動作,在 場景内之某時機快進再生,又, 王又於%景内之其他時機慢速 然而,纟角色將應於場景内完結之動作以於場景内 ^结之=式予以顯示。再者,快進再生或慢速再生之時機, 係針對每個角色而不同。因 〜所顯不之動晝中,各鱼 ,以各自之再生速度執行遵照舞蹈動作之動作。並且 豕的成績越好,能使執行各動作之 w nr、+. 士 1 傅 < 偏差越少。藉此, 述方式予以顯示,即:玩家的成 練地踩, W成績越好亦即玩家越熟 深也踩踏舞之舞步,則作為背景 〜令用色越一致地 36 201043301 執行遵照舞蹈動作之各動作。並且,以下述方式予以顯示, 即··玩家的成績越差亦即玩家越生疏地踩踏舞蹈之舞步, 則作為背景舞者之角色越零散地執行遵照舞蹈動作之各動 作。 (第2實施形態) Ο 〇 於第i實施形態中’表示為了決定i個生成時刻而每次 產生亂數之例子。然而,若根據本發明,亦可藉由自所有 劃77時刻巾選擇作為代表之劃分時刻(以下稱作「代表時 刻」),僅在與代表時刻相對應之生成時刻產生亂數來進行 決定。並且,對於與代表時刻以外之劃分時刻相對應之生 成時刻,亦彳以補充與代表時刻相對應之生成時刻之方式 而決定以下’對第2實施形態之遊戲裝置200進行說明。 然而,第2實施形態之遊戲裝置2〇〇的構成,係與^實施形 態之遊戲裝置200的構成相同,因此省略說明。 首先參,系第11圖,對決定生成時刻之方法進行說明。 以下對針對第1角色303而決定生成時刻之方法進行說 明。其中,對於其他角色,亦藉由同樣之方法來決定生成 時刻。於第U圖所示之例中’劃分時刻係D[〇] = b、 则、·,.、_]=Ε。㈣,係將特定期間劃分為30個期 間之31個時刻。此處,對於第1角色303,將與剛、 D[l]、…、D[30]分別相對應之生成時刻設為 G1[1J、…、Gl[30]。 此處,自所有劃分時刻t選擇複數個代表時刻。再者, 37 201043301 在時間序列上鄰接之代表時刻間之間隔,設為等間隔。於 第11圖所示之例中,以包含先頭與末尾之劃分時刻之方 •式,自所有劃分時刻中,每隔9個選擇代表時刻。亦即,所 •選擇之D[〇]、D[10]、D[20]、D[30]該4個劃分時刻,係代表 時刻。 首先’決定與所選擇之代表時刻即D[〇]、d[i〇]、d[20]、 D[3 0]刀別相對應之生成時刻。亦即,決定〇 1 [〇]、〇 j [ ^ 〇]、 0 Gl[20]、Gl[3 0]。具體而言,首先,決定 G1[〇]= D[〇]。繼 而,使用亂數來決定G1 [10]以及G1 [20]。具體而言,首先, 按照玩家的成績,決定亂數之產生範圍。此處,玩家的成 績越好’亂數之偏擺幅度被設定為越窄。其中,於本實施 形態中,亂數之偏擺幅度之設定時,使用亂數所決定之生 成時刻係設為必需滿足限制條件。亦即,即使於玩家的成 績為最差之情形時’仍以成為特定期間之i /6以下之方式, 來決定亂數之偏擺幅度。而且’將自代表時刻經過由亂數 〇 所示之時間後之時刻,決定為生成時刻。 例如,對於G1 [10],於在-RmaxS R3 s Rmax之範圍内 獲取R3之情形時,將D[10]+ R3決定為Gl[10]。同樣地,對 於Gl[20],於在-RmaxS R4S Rmax之範圍内獲取R4之情形 時,將 D[20]+R4決定為 Gl[20] » ' 而且,決定與代表時刻以外之劃分時刻相對應之生成 時刻。與代表時刻以外之劃分時刻相對應之生成時刻,係 被決定為等間隔地劃分與代表時刻相對應之生成時刻間之 時刻。具體而言,將G1[0]至Gl[10]之時間進行10等分之時 38 201043301 刻’分別被設定為Gl[l]〜Gl[9]。同樣地,將Gl[l〇]至Gl[20] 之時間進行10等分之時刻,分別被設定為G1 [11]至 • Gl[19]。同樣地,將Gl[2〇]至Gl[30]之時間進行1〇等分之 時刻,分別被設定為Gl[21]至Gl[29]。 繼而,對本實施形態之遊戲裝置2 0 0之動作進行說明。 再者,本實施形態之遊戲裝置200所執行之角色顯示控制處 理’除了生成時刻決定處理以外’與第1實施形態相同。因 〇 而’以下,參照第1 2圖,對本實施形態之遊戲裝置2〇〇所執 行之生成時刻決定處理進行說明。 首先,CPU1 01求出目前的場景下之玩家的成績(步驟 S301 )。繼而,CPU101,按照步驟S301中求出之玩家的成 績而設定亂數之產生範圍(步驟83〇2)。繼而,〇卩11101, 自第1角色303、第2角色304以及第3角色305該3個角色中, 選擇1個角色(步驟S303 )。 繼而,CPU101選擇1個劃分時刻之代表時刻(步驟 〇 S304 )。於本實施形態中,CPU101,自較早之時刻開始依 序地選擇代表時刻。 而且,CPU 1 01,判別於步驟S3 04中所選擇之代表時刻 . 是否為場景的先頭或末尾之劃分時刻(步驟S305 )。 .CPU1(H’於判別步驟S3〇4中所選擇之代表時刻為場景的先 頭或末尾之劃分時刻之情形時(步驟S3〇5 :是),將該代表 時刻決定為與該代表時刻即劃分時刻相對應之生成時刻 (步驟 S306)。 另一方面,cpuioi ’於判別步驟83〇4中所選擇之代表 39 201043301 時刻皆非場景的先頭或末尾之劃分時刻之任一者之情形時 (步驟S3 05 :否)’於步驟S3 02中所設定之範圍内,產生亂 數而獲取亂數(步驟S3 07 )。 • 如上所述,於步驟S3〇4中,選擇作為代表時刻之劃分 時刻。又,於步驟S307中,獲取亂數。而且,Cpui〇1,若 亂數之獲取(步驟S307 )結束時,則決定與該劃分時刻相 對應之生成時刻(步驟S308 )。具體而言,CPU1〇1,將自 0该劃分時刻開始經過由該亂數所示之時間後之時刻,決定 為與該劃分時刻相對應之生成時刻。 CPU101,若將代表時刻決定為生成時刻之處理(步驟 S306 )或者決定生成時刻之處理(步驟S3〇8)結束時,則 判別是否已選擇所有代表時刻(步驟S3〇9 )。CPui〇i,若 判別為尚未選擇任一代表時刻(步驟S3〇9 :否),則使處理 返回至選擇劃分時刻之處理(步驟S3〇4 )。另一方面, CPU 1 01 ’若判別為已選擇所有代表時刻(步驟s3:是), 〇則決定與代表時刻間之劃分時刻相對應之生成時刻(步驟 S310)〇 具體而言,首先,CPU101 ’等間隔地劃分與將代表時 •刻按時間序列排列時鄰接之2個代表時刻分別相對應之生 成時刻間之時間。亦即,CP⑽卜求出將該生成時刻間等 間隔地劃分為(存在於該鄰接之2個代表時刻間之劃分時刻 的數量+ 1)個之時刻。而且,CPU1G1,將劃分該等間隔 之時刻,分別決定成作為與存在於該鄰接之2個代表時刻間 之劃分時刻分別相對應之生成時刻。cpui〇1,若決定與代 201043301 2刻^之劃分時刻相對應之生成時刻之處理(步㈣ι〇) ,,口束,則判別是否已選擇所有角色(步驟S3u)〇cpu⑻, 若判別為尚未選擇任-角色(步㈣u••否),則使處理返 回至選擇角色之處理(步驟㈣3)。另—方面⑽〇ι, 若判別為已選擇所有角色(步驟训··是),則結束生成時 刻決定處理。 Ο 根據本實施形態之遊戲裝置2〇〇,僅針對代表時刻,使 用乱數來決定生成時刻…對於代表時刻以外之劃分時 刻三以補充與代表時刻相對應之生成時刻之間之方式,來 決定生成時刻。藉此,所顯示之角色的舞動會變成流暢。 才據.亥構成,即使一定程度地增大亂數之產生範圍亦 可滿足限制條件。進而’判別是否滿足限制條件,可不再 需要再-人產生亂數之處理’因此可期待處理時間之縮短。 (第3實施形態) 於第1、2實施形態中,使用亂數來決定生成時刻。然 而’亦可預先準備—種將「劃分時刻」和「與該劃分時刻 相對應之生成時刻之距該劃分時刻之偏移量」相對應而成 表而且亦可使用該表來決定生成時刻。以下,參照 第13圖,對第3實施形態之動畫生成裝置6〇〇進行說明。 (動畫生成裝置之說明) S己憶部610 ’針對每個劃分時刻,記憶劃分時刻和與該 SJ刀時刻相對應之生成時刻之差之基準值,亦即偏移量。 。己隐部610 ’係藉由外部記憶體106或安裝至DVD-ROM驅動 201043301 器108中之DVD-ROM等而實現。 形狀計算部201,係與第2圖之構成中的形狀計算部2〇1 . 相同,因此省略說明。 . 決定部202 ’決定劃分時刻和與該劃分時刻相對應之生 成時刻之差。決定部202,基於記憶部610中記憶之每個劃 分時刻之偏移量’來決定該差。具體而言,基於與劃分時 刻D[i]對應之偏移量S[i]和與玩家的成績相應之偏移量之 0增盈g之乘積,以滿足G[i] = D[i] + S[i]xg的關係之方式,來 決定生成時刻G[i]。 生成部203係與第2圖之構成中的生成部203相同,因此 省略說明。 (遊戲裝置之說明) 第3實施形態之遊戲裝置2〇〇的構成,係與第丨以及第2 實施形態之遊戲裝置2〇〇的構成相同,因此省略說明。 繼而’對本實施形態之遊戲裝置200之動作進行說明。 〇再者’本實施形態之遊戲裝置2〇〇所執行之角色顯示控制處 理除了生成時刻決定處理以外,與第1以及第2實施形態 相同0而’參照'第i 4圏,對決定生成時刻之方法之詳細 .^ &進订說明。以下’對針對第1角色303決定生成時刻之 方法進仃說明。其中,對於其他角色,亦藉由同樣的方法 M &生成時刻。於第14圖所示之例中,劃分時刻係D[〇] DU]、…、D[8]:= E ’是將特定期間劃分為8個期間之 9個時刻。此處,斜於笛1 & 對於第1角色3〇3,將與D[0]、D[l]、…、 D [8 ]分別相對鹿$ Α 心生成時刻,設為G1[0]、Gl[l]、…、Gl[8]» 42 201043301 此處’於表中,「劃分時刻」和「與該劃分時刻相對應 ,生成時刻之距該劃分時刻之偏移量」對應。該表被預先 α己隐於外部疋憶體1()6或安裝至dvd_r〇m驅動器⑽内之 =VD-R〇M等之中。根據該表,決定生成時刻。再者,偏移 里係表不劃分時刻和與該劃分時刻相對應之生成時刻之 差的時間量。於該表中’與先頭的劃分時刻相對應之偏移 量和與末尾的劃分時刻相對應之偏移量,皆為G。又,較理 想的是,以按照劃分時刻的變化而偏移量逐漸變化之方 式’使劃分時刻與偏移量相對應。該表,亦可為以將劃分 時刻作為變數而與㈣分時刻㈣應之偏移量成為特定的 函數值之方式,將該變數的離散值與該函數值的離散值相 對應而記憶。參照第14圖,說明下述例子’即,基於以與 劃分時刻相對應之偏移量成為以該劃分時刻作為變數之正 弦函數值之方式,將偏移量與劃分時刻相對應而成之表, 來決定生成時刻之例。 於第14圖所示之例子中,與D[〇]相對應2Gl[〇]之偏移 量和與D[8]相對應之01[8]之偏移量為〇。此處,Smax係設 為正弦函數的振幅。再者,與D[2]相對應之〇1[2]的偏移量 為最大(Smax)’與D[6]相對應iG1[6]的偏移量為最小 (-Smax )。 此處,按照玩家的成績來決定偏移量之增益。具體而 & ’玩家的成績越好’則增益被設定為越小之值。而且, 將自劃分時刻,經過將與該劃分時刻相對應之偏移量乘以 增益所得之值後之時刻(偏移後之時刻),決定為生成時 43 201043301 再者,偏移量與增益,係以滿足上述限制之方式而被 設定。 又增益亦可採用各角色所共用者’但較理想的是, '、、十對母個角色而分別準備。各角色執行遵照舞蹈動作 動作。藉此,以玩家的成績越好,各角色執行該各動作 之時機的偏差越小之方式,丨以顯示。又,以玩家的成績BGM (background music) (Step S102 V BGM audio data string, pCM (Pulse Code Modulation) format, Mp3 (MPEGLayed, standard compression encoding third level) format, 〇 ggV〇rbis format, MIDI The (Music Instrument Digital Interface) format is recorded, and the CPU 101 confirms the presence or absence of the operation input (step sl3). Specifically, the CPU 101 investigates the buttons of the mat type controller 105. The operation of the 〇 operation is pressed. Further, the audio processing unit 发出0 can be instructed when there is a button to start the pressing operation. In this case, the audio processing unit m reproduces the audio data. The audio player who expresses the button is pressed. As the audio data string, various audio data as described above can be used. However, in order to achieve high speed processing, it is desirable to use the audio data string. Read in advance to the shakuhachi 1^1〇3. Also, as the storage format of the audio data strings, the form of the data format such as the _work format can be utilized. The operation input is determined (step si〇4). The CPU 101 determines the task based on the task time 403, the type of operation input 4〇4, and the threshold time 411. The CPU 101 determines whether there is success. In addition, cpuioi also determines whether there is a failed operation round. That is, 'CPU101' determines whether the specified time (the time at which the vertical synchronization is inserted) should be pressed. The CPU 1 01 'confirmes whether or not the button that should not be pressed at the time of division is pressed. The CPU 101 adds a score when there is a successful operation input. ^ And 'The CPU 101 acquires the shape of the character (step S1). Specifically, the CPU 101 calculates the shape of the character in the corresponding division time based on the generation time. The generation time is determined in step 8108. In the initial scene after the game starts, the generation time is in the step. The generation time (division time) determined in 3101. Furthermore, the dance action is predetermined for each scene. Therefore, once determined and in the scene When the generation time corresponds to the generation time, the shape of the character at the division time is also determined. The CPU 101 obtains the shape of the character displayed at the division time for each character. Then the CPU 101 displays the character (step S106). In other words, the CPU 1〇1 controls the image processing unit 107 to generate a video signal of each character in the shape of the character acquired in the step S1, and the CPU 101 supplies the generated video signal to the CPU 101. To the monitor 112. Further, the 'CPU 101' discriminates whether or not the current division time is the last division time included in the current scene. That is, the CPU 101 discriminates whether or not the current state has been completed (step S107). When the CPU 101 determines that the current scene has not been completed (NO in step S107), the CPU 101 shifts to the processing until the next division 33 201043301 (step Si〇9h, on the other hand, cpm 〇 1, if the scene of the target is determined When the process is completed (step s7: YES), the process proceeds to the generation time-determination process (step S108). • The generation time determination process will be described in detail with reference to the flowchart shown in Fig. 10. First, 'CPU101, The score of the player in the current scene is obtained (step S201). As described above, in the step "(10), the determination of the operation input β 〇 is typically obtained by acquiring the score based on the result of the determination, In the current scene, the score is added. Then, the CPU 101 sets the generation range of the random number in accordance with the score of the player obtained in step S201 (step S202). Here, the generation range of the random number is set to The player's score is as narrow as possible. Then, the CPU 101 selects j characters from the three roles of the first character 303, the stupid 2 character 3〇4, and the third character 305 (step S2〇3). Then 'CPU1 01 selects one division time (step S2〇4). For example, the O CPU 101 sequentially selects the division time from an earlier time. Further, the CPU 101 determines whether the division time selected in step S204 is the head of the scene or At the end of the division time (step S205), the CPU 101 determines the division time of the beginning or the end of the scene at the division time (step S205: Yes), and determines the division time as the generation corresponding to the division time. Time (step S2〇6). When the CPU 101' determines that the division time selected in step S2〇4 is not the first or the last division time of the scene (step S205: NO), in step S2 The random number is generated in the range set in 〇2, and the random number is acquired 34 (step S207). Further, if the acquisition of the random number (step S2〇7) is ended, the CPU 1〇1 is determined to be in step S204. The candidate generation time is selected as the candidate for the generation time (step S208). Specifically, the CPU 101 determines the time after the time indicated by the random number acquired in step S207 from the division time. In the case where the random number is a negative value, the candidate of the generation time is earlier than the division time. 0 As described above, in step S208, the candidate for the generation time is determined. The CPU 101 'determines the generation. Whether or not the candidate is satisfied with the time limit (step S209). When the CPU 101 determines that the candidate for the generation time satisfies the restriction condition (step S209: YES), the CPU 101 determines the candidate of the generation time as the generation time (step S210). On the other hand, if cpui 〇 1 determines that the candidate for the generation time does not satisfy the restriction condition (step S2 〇 9: NO), the process returns to the process of acquiring the random number (step S207). - As described above, in step S206, the CPU 101 performs a process of determining the division time as the generation time. Further, in step 821, cpui〇i performs a process of determining the candidate for the generation time as the generation time. The CPU 101 right-ends the processing of the step S2〇6 or the processing of the step, and determines whether or not all the division times have been selected (step S211). When it is determined that the arbitrary-partition time is not selected (step S211: NO), the CPU 1W returns the process to the process of selecting the split time (step S204). On the other hand, if it is determined in U101 that all the division times have been selected (step YES: YES), it is judged whether or not all the characters have been selected (step S212). If it is determined that the role-role is not selected (step S212: NO), the process returns to 35 201043301 to select the role (step S203). On the other hand, if it is determined that all the characters have been selected (YES in step S212), the CPU 101 ends the generation time determination processing. When it is determined that the scene has not ended (step sl7: No) or the generation time determination processing (step si08) is completed, the CPU 101' waits until the next vertical synchronization, that is, the next vertical synchronization (step S109). During this standby period, the CPU 101 can also perform other processing. Further, Cpui 〇 1 discriminates whether or not it is the game end time (step S110). Whether or not the game is over can be determined by whether or not the elapsed time since the start of the game exceeds the game time included in the mission material 400. CPUHH, if it is the game end time (step siio: YES), ends the character display control process. On the other hand, if cpui〇i is determined not to be the game end time (step SUG: NO), the process returns to the process of confirming the presence or absence of the operation input (step si〇3). According to the game device 2 (10) of the present embodiment, the operation speed in the operation can be changed for each (four) color without changing the total time for executing the material in accordance with the dance operation. Therefore, each character will respond to the end of the scene, fast-forward regeneration at a certain time in the scene, and Wang is slow in other moments in the % scene. However, the character will be in the end of the scene. The structure of the ^^ is displayed in the scene. Furthermore, the timing of fast forward regeneration or slow regeneration is different for each character. Because of the unpredictable movements, each fish performs the action of following the dance movement at its own reproduction speed. And the better the score, the less the deviation of w nr, +. ± 1 Fu < In this way, the method is displayed, that is, the player's practice is stepped on, and the W score is better, that is, the player is more mature and stepping on the dance step, and the more consistent the background color is, the more consistent the color is. Each action. Further, it is displayed in such a manner that the worse the player's score is, that is, the more the player is stepping on the dance step, the more the role of the background dancer is to perform the movement in accordance with the dance action. (Second Embodiment) In the i-th embodiment, 'there is an example in which a random number is generated each time in order to determine i generation times. However, according to the present invention, it is also possible to select a division time (hereinafter referred to as "representative time" as a representative from all the time sheets, and to generate a random number only at the generation time corresponding to the representative time. Further, the production time corresponding to the division time other than the representative time is determined by supplementing the generation time corresponding to the representative time. The game device 200 of the second embodiment will be described below. However, the configuration of the game device 2A of the second embodiment is the same as the configuration of the game device 200 of the embodiment, and thus the description thereof is omitted. First, let's refer to Figure 11, and explain how to determine the time of generation. Hereinafter, a method of determining the generation time for the first character 303 will be described. Among them, for other characters, the same method is used to determine the generation time. In the example shown in Figure U, the division time is D[〇] = b, then, ·,., _]=Ε. (4) The specific period is divided into 31 moments of 30 periods. Here, for the first character 303, the generation time corresponding to each of D[l], ..., D[30] is set to G1[1J, ..., Gl[30]. Here, a plurality of representative times are selected from all the division times t. Furthermore, 37 201043301 The interval between the representative moments adjacent in the time series is set to be equal intervals. In the example shown in Fig. 11, the time is divided into the formulas including the first and last divisions, and the timing is selected every nine from all the division times. That is, the four division times of the selected D[〇], D[10], D[20], and D[30] are representative moments. First, the generation time corresponding to the selected representative moments D[〇], d[i〇], d[20], and D[3 0] is determined. That is, 〇 1 [〇], 〇 j [ ^ 〇], 0 Gl [20], Gl [3 0]. Specifically, first, decide G1[〇]= D[〇]. Then, use random numbers to determine G1 [10] and G1 [20]. Specifically, first, the range of the random number is determined according to the player's score. Here, the better the player's performance is, the narrower the yaw amplitude is. In the present embodiment, when the yaw amplitude of the random number is set, the generation time determined by the random number is required to satisfy the restriction condition. That is, even if the player's performance is the worst, the degree of falsity of the random number is determined by way of the i/6 or less of the specific period. Further, the time after the representative time passes the time indicated by the random number , is determined as the generation time. For example, for G1 [10], when R3 is obtained within the range of -RmaxS R3 s Rmax , D[10]+ R3 is determined as Gl[10]. Similarly, for Gl[20], when R4 is obtained within the range of -RmaxS R4S Rmax, D[20]+R4 is determined to be Gl[20] » ' and, and the decision time other than the representative time is determined. Corresponding generation time. The generation time corresponding to the division time other than the representative time is determined to divide the time between the generation times corresponding to the representative time at equal intervals. Specifically, when the time of G1[0] to Gl[10] is equally divided into 10, 38 201043301 is set to G1[l] to Gl[9], respectively. Similarly, the time at which the time from Gl[l〇] to Gl[20] is equally divided into 10 is set to G1 [11] to • Gl [19]. Similarly, the time at which the time from Gl[2〇] to Gl[30] is equally divided into 1 is set to G1[21] to G1[29]. Next, the operation of the game device 2000 of the present embodiment will be described. Further, the character display control process 'executed by the game device 200 of the present embodiment is the same as the first embodiment except for the generation time determination process'. In the following, the generation time determination processing executed by the game device 2A of the present embodiment will be described with reference to Fig. 2 . First, the CPU 101 finds the score of the player in the current scene (step S301). Then, the CPU 101 sets the generation range of the random number in accordance with the score of the player obtained in step S301 (step 83〇2). Then, 〇卩11101, one of the three characters of the first character 303, the second character 304, and the third character 305 is selected (step S303). Then, the CPU 101 selects the representative time of one division time (step S304). In the present embodiment, the CPU 101 sequentially selects the representative time from an earlier time. Further, the CPU 101 determines whether or not the representative time selected in the step S3 04 is the first or last division time of the scene (step S305). When the representative time selected in the determination step S3〇4 is the division time of the beginning or the end of the scene (step S3〇5: YES), the representative time is determined as the division time with the representative time. The time corresponding to the time of generation (step S306). On the other hand, when cpuioi 'the representative of 39 201043301 selected in the discriminating step 83〇4 is not the first or the last divided time of the scene (step S3 05 : No) 'In the range set in step S3 02, a random number is generated and a random number is acquired (step S3 07). • As described above, in step S3〇4, the divided time as the representative time is selected. Further, in step S307, the random number is acquired. Further, if the acquisition of the random number (step S307) is completed, the CPU 1 determines the generation time corresponding to the division time (step S308). Specifically, the CPU 1 〇1, the time after the time indicated by the random number is changed from 0 to the time of division, and is determined as the generation time corresponding to the division time. The CPU 101 determines the representative time as the generation time (step S306). When the processing for determining the generation time (step S3〇8) is completed, it is determined whether or not all the representative times have been selected (step S3〇9). CPui〇i, if it is determined that any representative time has not been selected (step S3〇9: Otherwise, the process returns to the process of selecting the division time (step S3〇4). On the other hand, if the CPU 101' determines that all the representative times have been selected (step s3: YES), then the decision is made between the decision time and the representative time. Specifically, the CPU 101' is equally spaced between the generation times corresponding to the two representative times adjacent to each other when the representative time is arranged in time series. In other words, the CP (10) finds that the generation time is equally divided into (the number of division times that exist between the two adjacent representative times + 1). Further, the CPU 1G1 divides the time. At the time of the interval, it is determined as the generation time corresponding to the division time existing between the two representative moments of the adjacent. cpui〇1, if it is determined to be the division time of the generation 201043301 The processing of the generation time (step (4) ι〇), and the mouth bundle determines whether all the characters have been selected (step S3u) 〇cpu(8), and if it is determined that the role-character (step (four) u••No) is not selected, the processing is returned. To the process of selecting a character (step (4) 3). In the other aspect (10) ,, if it is determined that all the characters have been selected (step training is YES), the generation time determination process is ended. 游戏 The game device 2 according to the present embodiment The generation time is determined only by the random number for the representative time... The generation time is determined in such a manner that the division time three other than the representative time is added between the generation time corresponding to the representative time. Thereby, the dancing of the displayed character becomes smooth. According to the composition of the Hai, even if the range of the random number is increased to a certain extent, the restriction condition can be satisfied. Further, it is judged whether or not the restriction condition is satisfied, and it is no longer necessary to process the random number again. Therefore, the processing time can be expected to be shortened. (Third Embodiment) In the first and second embodiments, the generation time is determined using a random number. However, it is also possible to prepare a type in which the "partition time" and the "offset amount of the generation time corresponding to the division time from the division time" are associated with each other, and the table can be used to determine the generation time. Hereinafter, the animation generating device 6 of the third embodiment will be described with reference to Fig. 13 . (Description of the animation generating device) The reference value of the difference between the memory division time and the generation time corresponding to the SJ knife timing, that is, the offset amount, for each division time. . The hidden portion 610' is realized by the external memory 106 or a DVD-ROM or the like mounted in the DVD-ROM drive 201043301. The shape calculation unit 201 is the same as the shape calculation unit 2〇1 in the configuration of Fig. 2, and thus the description thereof is omitted. The decision unit 202' determines the difference between the division time and the generation time corresponding to the division time. The determination unit 202 determines the difference based on the offset amount ' at each of the division times stored in the storage unit 610. Specifically, based on the product of the offset S[i] corresponding to the division time D[i] and the offset gain 0 corresponding to the player's score, the G[i] = D[i] is satisfied. The way of the relationship of S[i]xg determines the generation time G[i]. Since the generating unit 203 is the same as the generating unit 203 in the configuration of Fig. 2, the description thereof is omitted. (Description of the game device) The configuration of the game device 2A according to the third embodiment is the same as the configuration of the game device 2A of the second embodiment and the second embodiment, and thus the description thereof is omitted. Next, the operation of the game device 200 of the present embodiment will be described. In addition to the generation time determination process, the character display control process executed by the game device 2 of the present embodiment is the same as the first and second embodiments, and 'references' the i i 4th, and determines the generation time. Details of the method. ^ & order instructions. The following describes the method for determining the generation time for the first character 303. Among them, for other characters, the same method M & also generates the moment. In the example shown in Fig. 14, the division time system D[〇] DU], ..., D[8]: = E ' is a time period in which the specific period is divided into eight periods. Here, the slanting flute 1 & for the first character 3 〇 3, will be compared with D[0], D[l], ..., D [8] with respect to the deer $ Α heart generation time, set to G1[0] , Gl[l], ..., Gl[8]» 42 201043301 Here, in the table, "the division time" corresponds to "the offset amount of the generation time from the division time". The table is pre-exposed to the external memory 1() 6 or to the VD-R〇M or the like in the dvd_r〇m driver (10). Based on the table, the generation time is determined. Further, the offset is a time amount in which the difference between the time and the generation time corresponding to the division time is not divided. In the table, the offset corresponding to the first division time and the offset corresponding to the last division time are all G. Further, it is preferable to make the division time correspond to the offset amount in such a manner that the offset amount gradually changes in accordance with the change in the division time. The table may be stored such that the offset value of the variable is a specific function value and the discrete value of the variable is associated with the discrete value of the function value. Referring to Fig. 14, an example will be described in which a shift amount is associated with a division time based on a method in which an offset amount corresponding to a division time is a sine function value having the division timing as a variable. , to determine the example of the generation moment. In the example shown in Fig. 14, the offset of 2Gl[〇] corresponding to D[〇] and the offset of 01[8] corresponding to D[8] are 〇. Here, Smax is set to the amplitude of the sine function. Furthermore, the offset of 〇1[2] corresponding to D[2] is the maximum (Smax)' and the offset of iG1[6] corresponding to D[6] is the minimum (-Smax). Here, the gain of the offset is determined according to the player's score. Specifically, the better the & 'the player's score is' then the gain is set to the smaller value. Further, the time from the division time to the value obtained by multiplying the offset corresponding to the division time by the gain (the time after the offset) is determined as the generation time 43 201043301 Further, the offset and the gain , is set to meet the above restrictions. The gain can also be shared by each character', but ideally, ', ten pairs of parent roles are prepared separately. Each character performs a dance action. Thereby, the better the score of the player is, the smaller the deviation of the timing at which each character performs the respective actions is displayed. Again, with the player’s score
越差各角色執行該各動作之時機的偏差越大之方式,予 以顯示。 繼而,對本實施形態之遊戲裝置200的動作進行說明。 再者,本實施形態之遊戲裝置2〇〇所執行之角色顯示控制處 除了生成時刻決定處理以外,與第丨以及第2實施形態 者相同。因而,以下,參照第丨5圖,對本實施形態之遊戲 裝置200所執行之生成時刻決定處理,進行說明。 首先,CPU101,求出目前的場景下之玩家的成績(步 驟S401)。繼而,CPm〇1,按照步驟84〇1中求出之玩家的 成績’來決定偏移量之增益(步驟S402)。繼而,CPU1〇1 自第1角色303、第2角色304以及第3角色305該3個角色中, 選擇1個角色(步驟S403 )。 繼而,CpUl〇卜自外部記憶體106讀出與角色相對應之 表(步驟S404 )。再者,於該表中,將劃分時刻與偏移量對 應地記憶。 繼而’ cpu 1 ο 1選擇1個劃分時刻(步驟S4〇5)。例如, CPU 1 〇 1自較早之時刻開始依序地選擇劃分時刻。 如上所述’於步驟S402中,決定增益。又,於步驟§4 〇4 44 201043301 中讀出表。而且,於步驟S4〇5中,選擇劃分時刻。 υιοί決疋與該劃分時刻相對應之生成時刻(步驟 、、)”體而s,CPU101,將自該劃分時刻,經過將該 ,增益和該表中之與該劃分時刻相對應之偏移量之乘積後之 時刻,决疋為與該劃分時刻相對應之生成時刻。 U101 ’右決定生成時刻之處理(步驟以〇6)結束, 、J疋否已選擇所有劃分時刻(步驟S407 )。CPU101, Ο 4】別為尚未選擇任一劃分時刻(步驟S407 :否),則使處 理返回至選擇劃分時刻之處理(步驟S405 )。另-方面, 若判別為已選擇所有劃分時刻(步驟S4〇7 :是), 別疋否已選擇所有角色(步驟S4〇8 )。Cpui〇i,若判 別為尚未選擇任-角色(步驟剛:否),則使處理返回至 選擇角色之處理(步驟S4G3)。另—方面,cp刪若判 別為已選擇所有角色時(步驟s彻:是),則結束生成時刻 決定處理。 〇 ㈣本實施形態之遊戲褒置,可無需產生亂數,而將 ’、劃刀時刻相對應之生成時刻決定為每個角色不同之生成 時刻。藉此,可期待處理逮度之提高。 (變化例) 本發明並不限於上述之第卜3實施形態,可實施各種 變化。 /於第實施形態中,係在各場景下,使各角色所進 仃之舞動之偏差程度,按照先前的場景之玩家成績而發生 45 201043301 變化n亦、可使在各場景下各角色所進行之舞動的偏 差程度,按照遊戲開始後任意期間之玩家成績而發生變化。 . 於第1〜3實施形態中,係按照玩家的成績而使各角色 -所進行之舞動的偏差發生變化。然而,亦可與玩家的成績 無關地,使各角色所進行之舞動發生變化。 於第3實施形態中,在表中,將「劃分時刻」和「與該 劃分時刻相對應之生成時刻之距該劃分時刻之時間轴上的 ◎偏移里」相對應。並且,該表係被預先記憶於外部記憶體 106中。又,使用該表來決定生成時刻。然而,表亦可被預 先記憶於程式中。又,亦可不使用表’而使用—種將劃分 時刻作為變數而求出偏移量之特定函數,來決定生成時 刻。於此情形時,採用一種函數,與先頭的劃分時刻相對 應之生成時刻,被決定為該先頭的劃分時刻,而與末尾的 劃分時刻相對應之生成時刻,則被決定為該末尾的劃分時 刻。 〇 再者,本申請案係主張以日本專利申請案第 2009-022527號為基礎之優先權,將該基礎申請案的内容全 部引用至本案。 (產業上之可利用性) 如以上所說明般’根據本發明,可提供一種能適當地 顯示角色之較佳的動晝生成裝置、遊戲裝置、動晝生成方 法、資訊記錄媒體以及程式。 46 201043301 【圖式簡單說明】 第1圖係表示實現第1〜3實施形態的遊戲裝置之典型 • 的資訊處理裝置的概要構成之示意圖。 • 第2圖係表示第1實施形態的動晝生成裝置的構成之 塊圖。 方 第3圖係表示第丨〜3實施形態的遊戲裝置的構成之 塊圖。 0 第4圖係用於說明第1〜3實施形態的遊戲裝置的顯示 晝面之圖。 第5圖係表示記憶至ram中之資料的情形之說明圖。 第6圖係用於說明由第1實施形態的遊戲裝置所決定之 生成時刻之圖。 第7圖係用於說明各角色的動作之第一個圖。 第8圖係用於說明各角色的動作之第二個圖。 第9圖係表示第丨〜3實施形態的遊戲裝置所執行的角 〇 色顯示控制處理之流程圖。 第1 〇圖係表示第1實施形態的遊戲裝置所執行的生成 時刻決定處理之流程圖。 第11圖係用於說明由第2實施形態的遊戲裝置所決定 的生成時刻之圖。 第12圖係表示第2實施形態的遊戲裝置所執行的生成 時刻決定處理之流程圖。 第13圖係表示第3實施形態的動畫生成裝置的構成之 47 201043301 方塊圖。 第14圖係用於說明由第3實施形態的遊戲裝置所決定 的生成時刻之圖。 第1 5圖係表示第3實施形態的遊戲裝置所執行的生成 時刻決定處理之流程圖。The worse the difference in the timing at which each character performs the respective actions is displayed. Next, the operation of the game device 200 of the present embodiment will be described. Further, the character display control unit executed by the game device 2A of the present embodiment is the same as the second embodiment and the second embodiment except for the generation time determination processing. Therefore, the generation time determination processing executed by the game device 200 of the present embodiment will be described below with reference to Fig. 5 . First, the CPU 101 obtains the score of the player in the current scene (step S401). Then, CPm 〇 1 determines the gain of the offset in accordance with the score ' of the player obtained in step 84 〇 1 (step S402). Then, the CPU 1〇1 selects one of the three roles of the first character 303, the second character 304, and the third character 305 (step S403). Then, the CpU1 reads the table corresponding to the character from the external memory 106 (step S404). Furthermore, in the table, the division time is memorized in correspondence with the offset. Then, 'cpu 1 ο 1 selects one division time (step S4〇5). For example, CPU 1 〇 1 sequentially selects the division time from an earlier time. As described above, in step S402, the gain is determined. Also, the table is read in step §4 〇4 44 201043301. Further, in step S4〇5, the division time is selected. Υιοί determines the generation time (step, and) corresponding to the division time. The CPU 101, from the division time, passes the gain, and the offset corresponding to the division time in the table. The time after the product is determined as the generation time corresponding to the division time. U101 'The process of right-determining the generation time (step 〇6) ends, and J疋 has selected all the division times (step S407). , Ο 4] In order to not select any of the division times (step S407: NO), the process returns to the process of selecting the division time (step S405). On the other hand, if it is determined that all the division times have been selected (step S4〇) 7 : Yes), do not select all the roles (step S4 〇 8). If the disci 〇i, if it is determined that the ren-role has not been selected (step just: no), the process returns to the process of selecting the role (step S4G3) On the other hand, if the cp deletion is determined to have selected all the characters (step s: yes), the generation time determination process is ended. 四 (4) The game device of the embodiment can be generated without generating random numbers. , The generation time corresponding to the knives time is determined as the generation time of each character. Thus, the improvement of the processing degree can be expected. (Modification) The present invention is not limited to the above-described third embodiment, and various changes can be implemented. In the first embodiment, in each scene, the degree of deviation of the dance performed by each character is generated according to the player's score of the previous scene. 45 201043301 The change n also enables each character to perform in each scene. The degree of deviation of the dance changes according to the player's performance in any period after the start of the game. In the first to third embodiments, the variation of the dance performed by each character is changed according to the score of the player. The dance performed by each character may be changed irrespective of the score of the player. In the third embodiment, in the table, the division between the "divided time" and the "generation time corresponding to the divided time" is divided. The ◎ offset in the time axis of the time corresponds to. Further, the watch is previously stored in the external memory 106. Also, use this table to determine the generation time. However, the table can also be pre-stored in the program. Further, it is also possible to determine the generation time by using a specific function of obtaining the offset amount by using the division time as a variable without using the table. In this case, a function is used, and the generation time corresponding to the first division time is determined as the division time of the first division, and the generation timing corresponding to the last division timing is determined as the division timing of the end. . Further, this application claims priority based on Japanese Patent Application No. 2009-022527, the entire contents of which are incorporated herein by reference. (Industrial Applicability) As described above, according to the present invention, it is possible to provide a preferred motion generating device, a game device, a dynamic generating method, an information recording medium, and a program which can appropriately display a character. 46 201043301 [Brief Description of the Drawings] Fig. 1 is a schematic diagram showing a schematic configuration of an information processing device which realizes a typical game device according to the first to third embodiments. Fig. 2 is a block diagram showing the configuration of the power generating device of the first embodiment. Fig. 3 is a block diagram showing the configuration of the game device of the third to third embodiments. 0 Fig. 4 is a view for explaining the display of the game device of the first to third embodiments. Fig. 5 is an explanatory view showing a case of storing data in the ram. Fig. 6 is a view for explaining the generation timing determined by the game device of the first embodiment. Figure 7 is a first diagram for explaining the actions of each character. Figure 8 is a second diagram for explaining the actions of each character. Fig. 9 is a flowchart showing the angular color display control processing executed by the game device of the third to third embodiments. The first diagram is a flowchart showing the generation time determination processing executed by the game device of the first embodiment. Fig. 11 is a view for explaining a generation time determined by the game device of the second embodiment. Fig. 12 is a flowchart showing the generation time determination processing executed by the game device of the second embodiment. Fig. 13 is a block diagram showing the configuration of the animation generating apparatus of the third embodiment 47 201043301. Fig. 14 is a view for explaining a generation time determined by the game device of the third embodiment. Fig. 15 is a flowchart showing the generation time determination processing executed by the game device of the third embodiment.
【主要元件符號說明】 100 資訊處理裝置 301L、 301D、301U、301R 靜止標記 101 CPU 302L、 302D、302U、302R 目標 102 ROM 303 第1角色 103 RAM 304 第2角色 104 介面 305 第3角色 105 墊子型控制器 400 任務資料 106 外部記憶體 401 表 107 圖像處理部 402 記錄 108 DVD-ROM驅動器 403 任務時間 109 NIC 404 操作輸入的種類 110 音訊處理部 405 目標的狀態 111 RTC 411 臨限時間 112 監視器 421 結束時間 200 遊戲裝置 500 模範角色 201 形狀計算部 600 動畫生成裝置 202 決定部 610 記憶部 203 生成部 S101-S110 步驟 204 接受部 S201-S212 步驟 205 判定部 S301-S311 步驟 206 顯示部 S401-S408 步驟 48[Description of main component symbols] 100 Information processing device 301L, 301D, 301U, 301R Stationary mark 101 CPU 302L, 302D, 302U, 302R Target 102 ROM 303 First character 103 RAM 304 Second role 104 Interface 305 3rd character 105 Mat type Controller 400 Task data 106 External memory 401 Table 107 Image processing unit 402 Record 108 DVD-ROM drive 403 Task time 109 NIC 404 Type of operation input 110 Audio processing unit 405 Target status 111 RTC 411 Time limit 112 Monitor 421 End time 200 Game device 500 Exemplary character 201 Shape calculation unit 600 Animation generation device 202 Determination unit 610 Memory unit 203 Generation unit S101-S110 Step 204 Acceptance unit S201-S212 Step 205 Decision unit S301-S311 Step 206 Display unit S401-S408 Step 48
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CN113633970B (en) * | 2021-08-18 | 2024-03-08 | 腾讯科技(成都)有限公司 | Method, device, equipment and medium for displaying action effect |
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