TWI300357B - Systems and methods for processing game metrics from handheld computing devices - Google Patents

Systems and methods for processing game metrics from handheld computing devices Download PDF

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Publication number
TWI300357B
TWI300357B TW95100885A TW95100885A TWI300357B TW I300357 B TWI300357 B TW I300357B TW 95100885 A TW95100885 A TW 95100885A TW 95100885 A TW95100885 A TW 95100885A TW I300357 B TWI300357 B TW I300357B
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game
score
scoring
handheld computing
computing device
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TW95100885A
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Chinese (zh)
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TW200711692A (en
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D Twerdahl Timothy
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Inventec Appliances Corp
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1300357 九、發明說明: 【發明所屬之技術領域】 本發明係大致關於手持式運算裝置,尤指處理得自 々“ 計分(game metrics)之系統及方法。 、工才之遊戲 【先前技術】 傳統以來,電視遊戲(videogame)都會存放一個高分記錄表,所 玩家才可評估蘭自己的表現,並且跟其他麵玩家 :1300357 IX. Description of the Invention: [Technical Field] The present invention relates generally to a handheld computing device, and more particularly to a system and method for processing "game metrics". Traditionally, video games have stored a high score record table, so players can evaluate their own performance, and with other players:

ki、了玩豕之間的競賽,及玩家們所要達到的目標。有—些街機遊戲(啦地 game)有連接剩路上,所喊分姆(high _ 可顯 機遊戲上。 # 家用電視遊樂器(console game)的電視遊戲一例子叫做Zdda,其中的 - 玩家可在完成遊戲的時候,接收到一個碼_e)。然後,玩家可打一個免付 . f電話(在美國是800號碼),並輸入此碼,然後,如果此玩家是第一個完成Ki, the competition between playing games, and the goals that players have to achieve. There are some arcade games (Lake game) that have connections on the left road, shouting points (high _ can be displayed on the game. # Home TV game (console game) TV game example is called Zdda, where - players can When the game is completed, a code _e) is received. Then, the player can make a free payout. The f phone (800 in the US) and enter this code, then, if this player is the first to complete

Zelda遊戲之玩家,即臝這場遊戲的競賽。+持式遊戲裝置也收錄了 一些遊 戲^分記錄。對於-些纖練,玩家從手持式遊戲裝置減到一個碼。 玩家可透過為某特定遊戲所設的一網站,手動式輸入此碼。而此網站就可 _顯不使用手持式遊戲裝置玩遊戲之玩家,曾經登錄過之高分記錄。此系統 的沒有辦法在手持歧餘置上自誠生遊戲的高分記錄。 本發明係提供一種處理得自手持式運算之遊戲計分之系統。該系統包 含一手持式運算裝置及一遊戲計分伺服器。該手持式運算裝置用以擷取一 遊戲的遊戲計分,並傳送該遊戲計分。該遊戲計分伺服器係透過一電腦系 統及一通訊網路,以從該手持式運算裝置接收該遊戲計分,並處理該遊戲 計分。 本發明另提供一種處理得自手持式運算之遊戲計分之方法。首先以一 手持式運算裝置擷取一遊戲的遊戲計分;從該手持式運算裝置傳送該遊戲The player of the Zelda game, the competition for the naked game. + The game device also includes some game records. For some slenderness, the player reduces the code from the handheld game device to a code. Players can manually enter this code through a website for a particular game. And this website can _ show players who use the handheld game device to play games, the high score records that have been logged in. There is no way for this system to place a high score record on the self-supplied game in the handheld. The present invention provides a system for processing gaming scores from handheld computing. The system includes a handheld computing device and a gaming scoring server. The handheld computing device is configured to capture a game score of a game and transmit the game score. The game scoring server receives the game score from the handheld computing device via a computer system and a communication network, and processes the game score. The present invention further provides a method of processing a game score derived from handheld computing. First, a game score of a game is captured by a handheld computing device; the game is transmitted from the handheld computing device

Clienfs Docket No.: IAC050232.TW TT s Docket No:0685-A40696-TW/Final/Edward(葉文中)/jan 6 ‘〇6 5 1300357 計^ γ以一遊戲計分伺服器透過一電腦系統及一通訊網路,以從該手持式 ΙίΙΙΪΓ遊戲計分;及於該遊戲計分飼服器中,處理該遊戲計分。 以下时論之實施例細關示本發明。如同以下參照圖示朗之實施 ,所4述…些更動、稱或修改這些被描述的方法或裝置都可能對於熟 習該項2術者是非常明顯的。而從本發明之揭露所衍伸之更動、潤錦或修 改都虽視為落入本發明的精神絲圍内。所以,以下的說明與圖示並不 應該用以限林發明,而本發明也不應該被限定在以下_露之實施例。 、本發_提供處理得自手持式運算之遊戲計分之线及方法。遊戲計 ,含任何標示目前遊戲進展之分數(s_)、度量結果(me咖咖)、二 態。例如,遊戲計分的一個例子為遊戲高分 持式裝置傳制貞《理與分享賴高分謂之—補収; 以’擁有〶分記狀玩家就可讓全世界的人知道他們對於特定遊戲之成 果’、而且也可將他們的能力拿來跟世界其他的玩家相比較。在一實施例中, 遊戲汁刀以-種32位兀無符號整數(娜ignedintege〇之分數㈣㈣表示。 其他的遊戲计分之例子包含競技⑽^啦㈣中的點數㈣她)、時間 ㈣)、達成目標(goals)、或分數(score)。遊戲計分可依照分數的麵不同 而刀類❿每-種分數的種類係當成一完全獨立的分數麵來加以處理。 在一些實施例中,「標準化之分數(n_allzedsc〇re)」並不會經由在遊戲計 分飼服器上執行之高分記錄管理器(hlgh sc〇re _ager)或網站顯示給使用 者’只有對每一個分數伴隨一個格式化之字串(string)顯示給使用者。這樣, =可給予應用程式-些彈性以各種不同的方式,例如時間、點數㈣她)、 殺敵數_)、及達成目標(g0峨,來表示分數。如果說不同的變數(例如 最佳時間、最多缝數、及魏最多_之組合細爾騎果來說报 重要,那麼,遊戲就可扭這些數值,整合在—起變成一 32位元數值,以達 到比較之目的。而遊戲計分之字串可格式化以錢不同的分數特性。某一Clienfs Docket No.: IAC050232.TW TT s Docket No:0685-A40696-TW/Final/Edward (Ye Wenzhong)/jan 6 '〇6 5 1300357 算^ γ is a game scoring server through a computer system and a a communication network for scoring from the handheld game; and processing the game score in the game scoring device. The following examples are presented to illustrate the invention. As described below with reference to the illustrations, some of the described methods or devices may be apparent to those skilled in the art. Modifications, run-ups, or modifications derived from the disclosure of the present invention are considered to fall within the spirit of the present invention. Therefore, the following description and illustrations should not be taken to limit the invention, and the invention should not be limited to the following examples. The present invention provides a line and method for processing game scores obtained from handheld computing. Game meter, with any score (s_) indicating the progress of the current game, measurement results (me coffee), and two states. For example, an example of a game scoring is the game's high-scoring device, which means that the "Let's share it with the high scores of the game", and the player who knows the scores of the game can let people around the world know that they are specific to the game. The outcome of the game', but also their ability to compare with other players in the world. In one embodiment, the game juice knife is represented by a 32-bit 兀 unsigned integer (na ignedintege 〇 score (four) (four). Other examples of game scoring include the number of points in the competition (10) ^ (4) (four) her), time (four) ), goals (goals), or scores (score). The game score can be processed according to the difference of the scores, and the type of each grade is treated as a completely independent score surface. In some embodiments, the "standardized score (n_allzedsc〇re)" is not displayed to the user via the high score record manager (hlgh sc〇re _ager) or website executed on the game score server. Each score is displayed to the user along with a formatted string. In this way, = can be given to the application - some flexibility in a variety of different ways, such as time, points (four) her), killing number _), and achieve the goal (g0 峨, to represent the score. If different variables (such as the most The best time, the maximum number of stitches, and the combination of Wei's most _ is the important thing, so the game can twist these values and integrate them into a 32-bit value for comparison purposes. The scoring string can be formatted with different score characteristics of the money.

Clienfs Docket No.: IAC050232.TW IT’s Docket N〇:06S5-A40696-TW/Final/Edward(葉文中)/Jan. 6, ‘〇6 1300357 遊戲之得分者可視為是魏置所登錄之擁有者。在— 個高分記錄中,還記錄有曰期。 -、 母 第丨_示-細於遊戲計分之__⑽, 例。糸統雇包含-手持式運算裝置110、_電腦系統12〇 只 ™;r 讦m過無線或有線連接鱗在-起。 手持式運算裝置11〇是包含處理器以執行指令,並可摘取一遊戲之遊 戲计分,傳送該遊戲計分到電腦系統120之任何手持式運算裝置。一 持式運難置之赃技和_錄置、個地_ assistants,PDA)、或仃動電話(moblleph〇ne)。手持式運算裝置⑽之—例 +是美國_ Mountainmapwave μ敝紅遊戲裝置。 手持式運算袭置110具有一遊戲計分報告(rep〇rting)應用程式介面 (Application Programming Interface ^ API) 115 〇 t > ^ 報。API 115可疋依據本發明操作之任何其鋪型之軟體程式。執行遊戲 計分報告API⑴之手持式運算裝置⑽之操作將於第2圖中詳細描述: 在-些實施射,遊戲計分報告ΑΡΙ115包含—高分管理器,用以健 存在:特定裝置上的所有遊戲的所有高分。在一些實施例中,每一個手持 式運异裝置11G的每-個應賴組(applieatiGn)可控爵儲存乡少個高分。 ^電腦系、统120為具有一處理器以執行指令,並透過通訊網路130,將 知自手持式運异裝置110之遊戲計分傳送職断分舰器⑽之任何電 月β)電知系統120包含導管軟體(conduit阳細紅㈡125,用以在手持式運曾 衣置110與遊戲6十分伺服态140之間,同步地(syjjcj^oj^ation)傳送資料。 執行導官軟體125之電腦系統120之操作將於第3圖中詳細描述。在一些 實施例中,導管軟體125僅傳送給遊戲計分伺服器14〇每次遊戲及分數; 態當時的最高分。 乂Clienfs Docket No.: IAC050232.TW IT’s Docket N〇:06S5-A40696-TW/Final/Edward/Jan. 6, ‘〇6 1300357 The scorer of the game can be regarded as the owner of Wei’s login. In the high score record, there is also a flood period recorded. -, mother 丨 _ shows - finer than the game score __ (10), for example.糸 employs - handheld computing device 110, _ computer system 12 〇 only TM; r 讦 m over the wireless or wired connection scale. The handheld computing device 11A is any handheld computing device that includes a processor to execute instructions and can take a game score for a game and transfer the game to the computer system 120. A hold-and-hold operation and _ recording, _ assistants, PDA), or a mobile phone (moblleph〇ne). The handheld computing device (10) is an example of the United States _ Mountainmapwave μ blush game device. The handheld computing attack 110 has a rep〇rting application interface (Application Programming Interface ^ API) 115 〇 t > ^ newspaper. The API 115 can be any software program that operates in accordance with the present invention. The operation of the handheld computing device (10) executing the Game Scoring Report API (1) will be described in detail in Figure 2: In some implementations, the Game Score Report ΑΡΙ 115 contains a high score manager for health presence: on a particular device All high scores for all games. In some embodiments, each of the application groups (applieatiGn) of each hand-held device 11G can store a township with a high score. ^ Computer system, system 120 is a computer with a processor to execute instructions, and through the communication network 130, the game is known to transfer the game from the hand-held device 110 to any of the electric moon β) electronic knowledge system The 120 includes a catheter software (conduit red fine (2) 125) for transmitting data synchronously (syjjcj^oj^ation) between the handheld mobile clothing 110 and the game 6 servo state 140. The computer executing the guide software 125 The operation of system 120 will be described in detail in Figure 3. In some embodiments, catheter software 125 is only transmitted to game scoring server 14 for each game and score; the highest score at that time.

Clienfs Docket No.: IAC050232.TW TT’s Docket N〇:0685-A40696-TW/Final/Edward(葉文中)/jan. 6, ‘06 7 !3〇〇357 通_路130為任何通訊妓之連接網路。通訊網路,之—些例子 > ^T^^t^,^(public Switched Tdeph〇ne * ’ PSTN>、區域網路(L〇cal細aN一k,L,、或廣域網路(WideClienfs Docket No.: IAC050232.TW TT's Docket N〇:0685-A40696-TW/Final/Edward(叶文中)/jan. 6, '06 7 !3〇〇357 通_路130 is the connection network of any communication road. Communication network, some examples > ^T^^t^,^(public Switched Tdeph〇ne * ’ PSTN>, regional network (L〇cal fine aN-k, L, or WAN (Wide

Area Network,WAN)。 八遊麟分祠服器140為接收及處理得自手持式運算裝置no之遊戲計 刀之任何系、洗或飼服益。在—些實施例中,遊戲計分祠服器刚包含排序、 過渡、及顯示高分資料之—網路前端㈣触⑽。遊戲計分恤請 包含遊戲言十分處理軟體145。執行遊戲計分處理軟體⑷之遊麟分飼服器 140之操作將於第4圖中詳細描述。 第2圖顯示用於執行遊戲計分報告趟115之手持式運算裝置110之 -流程_議_。第2圖由步驟開始。在步驟2〇2中,執行遊戲計 .”報°剔115之手持式運算裝置110係從在手持式運算裝置11G上執行 ' 之遊戲軟體榻取分數。 在步驟204中’手持式運异裝置11〇產生針對分數類型及遊戲之一主 要記錄(masterrecode)。高分記錄管理器也可允許每個遊戲在每個分數裡面 包合- 32位元「核對值(checksum)」。此核對值可用以驗證所產生之分數 _疋否真的是透過玩遊戲而達成,並非僅是用-些例如PalmOS API之介面程 式修改資料庫而達成。遊戲的開發者可決定如何產生及驗證此核對值,且 跟網站開發者共同討論如何濾除㈣沒有通過核對值驗證之分數。核對值 可協助確保遊戲計分的公正性,因為有些玩家可能會嘗試透過侵入㈣㈣) 遊戲或侵入分數報告機制(score reporting mechanism),以偽造出更高的分 數。 在一些實施例中,所有的高分數資料是存放在一單一記錄資料庫中, 而這些記錄是以68K由大到小(big-endian)格式排放。高分數資料庫可為具 有名稱「高分數(吨1^〇1^)」、分數創造者辨識碼__11))「加肥」、 及資料管理者類型厂資料①入丁^之記錄資料庫扣⑺^血^十分數創Area Network, WAN). The Yayoulin branching device 140 is used to receive and process any system, wash or feed benefit from the game calculator of the handheld computing device no. In some embodiments, the game scoring server just includes sorting, transitioning, and displaying high score data - the network front end (four) touch (10). Game scores please include the game language processing software 145. The operation of the Yulin sub-feeder 140 that executes the game scoring processing software (4) will be described in detail in FIG. Figure 2 shows the flow of the handheld computing device 110 for executing the game scoring report 趟 115. Figure 2 begins with the steps. In step 2〇2, the game device is executed. The hand-held computing device 110 of the report 115 is taken from the game software couch executed on the handheld computing device 11G. In step 204, the handheld device is in the step 204. 11〇 Generates a master record for the score type and the game. The high score record manager also allows each game to have a 32-bit "checksum" in each score. This check value can be used to verify that the resulting score _ 疋 is really achieved by playing the game, not just by modifying the database with an interface such as the PalmOS API. The developer of the game can decide how to generate and verify this check value, and discuss with the website developer how to filter out (4) the score that has not been verified by the check value. Checking values can help ensure that the game scores are fair, as some players may try to falsify higher scores by invading (4) (4) games or by invoking the score reporting mechanism. In some embodiments, all of the high score data is stored in a single record database that is discharged in a 68K big-endian format. The high-score database can be a record database with the names "high score (ton 1^〇1^)", score creator identification code __11)) "add fat", and data manager type factory data 1 Buckle (7) ^ blood ^ ten times

Clienfs Docket No.: IAC050232.TW 71’8。(^]^^[〇:0685-入40696-丁\^11^]/£(^3吨葉文中>^11.6,‘00 8 1300357 造者辨識碼使得高分數資料庫與一擬制之「高分數」應用程式相結合,其 存在手持式運算裝置的唯讀記憶體(readonlymemory,R〇M),並持續 開啟執行著,且因此可容許導管軟體125持續執行。高分數資料庫可為含 有以下資訊之應用程式訊息結構(applnfo structure): 資料類型 (大小) 攔位名 攔位解釋 Int32 (4) syncWithServer (與伺服器同步) 如果非0,導管軟體應嘗試與伺服器連接。 Chars (16) deviceSerialNum (裝置序號) 硬體上所躓到之16位元裝置序號(device serial number)。其僅為序號之複製,只有在 裝置正常操作時,才是有效。而且,如果有 必要,在裝置正常操作時,此裝置序號可改 變0 Uint32 (4) serverSyncTimUTC (伺服器與世界協 調時同步) 攸世界協调時(coordinated universal time, UTC) 1/1/1904開始的,到最近一次伺服器同 步之完成的秒數。如果一直沒有同步,則為 0 ° Char * (var) Alias (別名) 使用者在遊戲網站(例如Tapwave網站)上所 使用的匿名,在登錄時產生,儲存在此處供 遊戲使用。 有兩種類型之記錄存放在資料庫中··一是「主要」記錄(masterrec〇de), 其為每一個分數類型及遊戲之組合之記錄;另_是「分數」記錄(sc〇re record),其為每一次儲存之分數之記錄。伺服器叢集(seryer p〇〇1)及局部叢 集(local pool)都使用一樣的記錄格式。主要記錄及分數記錄的前三個欄位都Clienfs Docket No.: IAC050232.TW 71’8. (^]^^[〇:0685-入40696-丁\^11^]/£(^3 tons Ye Wenzhong>^11.6, '00 8 1300357 The maker identification code makes the high score database and a fictional The high-score application combines the read-only memory (R〇M) of the handheld computing device and continues to be turned on, and thus allows the catheter software 125 to continue execution. The high-score database can contain The application information structure (applnfo structure) of the following information: Data type (size) Block name block Interpretation Int32 (4) syncWithServer (synchronized with the server) If non-zero, the catheter software should try to connect to the server. Chars (16 deviceSerialNum (device serial number) The 16-bit device serial number that is picked up on the hardware. It is only a copy of the serial number, and is valid only when the device is operating normally. Moreover, if necessary, the device In normal operation, the device serial number can be changed to 0 Uint32 (4) serverSyncTimUTC (server synchronized with the world coordination time) co world coordinated time (UTC) 1/1/1904, the last servo The number of seconds to complete the synchronization. If there is no synchronization, it is 0 ° Char * (var) Alias (alias) The anonymity used by the user on the game website (such as the Tapwave website), generated at login, stored here For game use. There are two types of records stored in the database. · One is the "main" record (masterrec〇de), which is the record of each score type and combination of games; the other is the "score" record ( Sc〇re record), which is a record of each stored score. The server record cluster (seryer p〇〇1) and local cluster (local pool) use the same record format. The first three columns of the main record and score record Bit

Client’s Docket No.: IAC050232.TW TT,sDocketNo··0685-A40696-TW/Final/EdwaΓd(葉文中)/JaIl.6,‘06 9 1300357 有一樣的格式,可幫助分類。 日召八數 =是以有效率地存取之目的而維護。整體上而言,這些記錄是依 ϊΐ=Γ麟纽齡—起。在絲合巾,猶枝«他分數, 現,而輯在第—個位置,_ G或—些局部分 接者為0或-些伺服器分數。下表顯示主要記錄之—實施例: --—----- 資料類型(大小) ~-~-~~---- 攔位名 -----~—_ r—~_ w UInt32 (4) creatorlD ___^ 此遊戲唯一的、登錄之分數創造者 ------— (分數創造者辨識碼) 辨識碼。 —-——— Uintl6 (2) ScoreType ---———^ 此分數隨機被指定之類型識別器。 - ------ (分數類型) --———-—---- - Uintl6 (2) RecordType (記錄類型) ~~一—-——______ 辨識一主要記錄(並先分類)。 MASTER ID-0 Uintl6 (2) numLocalScoresToKeep 一整數,用以指出此遊戲有多少個 (局部分數所要保留的數 分數要保留在局部叢集中。 • 量) Uintl6 (2) numServerScoresToKeep —-^ 一整數’用以指出此遊戲有多少個 (祠服器分數所要保留的 分數要保留在伺服器叢集中。 數量) Uintl6 ⑺ reportScoresToServer 若為真(TRUE) (1),則向伺服器報 1 (向祠服器報告分數) 告此遊戲及分數類型;若為否 1 (FALSE) (0) ’則向不報告伺服器 幸良告分數。 1 Char * (var) 丨 GameName 此記錄中其餘的地方部份是特徵 〔遊戲名稱) 資料(character data),其中钇含伸Client’s Docket No.: IAC050232.TW TT, sDocketNo··0685-A40696-TW/Final/EdwaΓd (Ye Wenzhong)/JaIl.6, ‘06 9 1300357 has the same format to help classify. The number of calls to the day is maintained for the purpose of efficient access. On the whole, these records are based on ϊΐ = Γ麟纽龄. In the silk scarf, the jujube «he scores, now, and the series in the first position, _ G or - some of the partial receivers are 0 or - some server scores. The following table shows the main records - Example: -------- Data Type (Size) ~-~-~~---- Block Name-----~__ r_~_ w UInt32 (4) creatorlD ___^ The unique, registered score creator of this game - (score creator identification code) identification code. —————— Uintl6 (2) ScoreType ---————^ This score is randomly assigned to the type identifier. - ------ (score type) ---------- - Uintl6 (2) RecordType (record type) ~~一—————_____ Identify a primary record (and classify first). MASTER ID-0 Uintl6 (2) numLocalScoresToKeep An integer indicating how many games this game has (the number of points to be retained in the local score is to be kept in the local cluster. • Quantity) Uintl6 (2) numServerScoresToKeep —-^ an integer' To indicate how many games there are (the scores to be retained in the server scores are kept in the server cluster. Quantity) Uintl6 (7) reportScoresToServer If true (TRUE) (1), report to the server 1 (to the server) Report score) Tell the game and the type of the score; if it is no (FALSE) (0) 'The report will not report the score. 1 Char * (var) 丨 GameName The rest of the record is the feature [game name] data (character data)

Clienfs Docket No.: IAC050232.TW ITsDocketNo:0685-A40696-TW/Final/Edward(葉文中)/Jan. 6, ‘06 1300357 用者可看到之遊戲名稱,用於高分 舌己錄管理器(high score manager) 〇 在步驟206中,手持式運算裝置110對儲存之分數產生一分數記錄 下表顯示分數記錄之一實施例。 攔位解釋 資料類型(大小)欄位名 UInt32 (4) creatorlD (遊戲開發者辨識碼) 此遊戲唯一的、登錄之分數創造者 辨識碼。Clienfs Docket No.: IAC050232.TW ITsDocketNo:0685-A40696-TW/Final/Edward/Jan. 6, '06 1300357 User can see the name of the game for the high scores recorded manager ( High score manager) In step 206, the handheld computing device 110 generates a score for the stored score. The following table shows an example of a score record. Intercept Interpretation Data Type (Size) Field Name UInt32 (4) creatorlD (Game Developer ID) The unique, registered score creator ID of this game.

Uintl6 (2) Uintl6 (2) ScoreType (分數類型) 此分數隨機被指定之類型識別器Uintl6 (2) Uintl6 (2) ScoreType (score type) This type is randomly assigned to the type recognizer

以世界協調時為標準,分數報告時 (世界協調時日期及_之日期及時間,其紐世界協調時 1/1/1904開始,到分數報告時之秒 數The world's coordination time is the standard, the score report time (the date of the world coordination time and the date and time of the _, the New World coordination time starts from 1/1/1904, and the number of seconds to the score report)

Char * (var) 此(玉終端(null_terminated))字串與 分數在一起。對於伺服器分數而Char * (var) This (null_terminated) string is associated with the score. For server scores

userString (使用者字串)userString (user string)

Clienfs Docket No.: IAC050232.TW TT’s Docket No:0685-A40696-TW/Final/Edward(葉文中 yJan 6 ‘〇6 11 1300357Clienfs Docket No.: IAC050232.TW TT’s Docket No:0685-A40696-TW/Final/Edward (Ye Wenzhong yJan 6 ‘〇6 11 1300357

便手持在 切雜置⑽魏了主細__亲,以 =:===。如果沒_,_式運; 110值〜± P 果同v發生,則進行步驟212,手持式運算裳置Hand-held in the miscellaneous (10) Wei, the main fine __ pro, to =:===. If there is no _, _ type of operation; 110 value ~ ± P if the same as v, then proceed to step 212, handheld computing

:§己錄及分數記錄到電腦系統⑽。第2圖終止在步驟214。 圖從於執行導管軟體125之電腦系統12°之-流程圖。第3 ^ 汗始。在步驟302中,執行導管軟體125之電腦季統12。判 3Γ運魏置m與電«統⑶之間之同步是犯 則電腦系㈣進行步㈣。如果同步發生,則進行步驟舰, =、㈣㈣嫩算裝置⑽接收主要記錄及分數記錄。導管軟體 傳送得自讀錢魏置11G之财錄,財效_更《複製高分 =:::::Τ刪峨難蝴㈣錄,也會在 • 在步驟306中,電腦系統120接著判定在主要記錄及分數記錄中之分 數是否為高分。如果在—主要域(職+分數_之组合)巾之最高分是新 的,則此分數必須傳送到遊麟分恤器140。如果此分數非為一高分,則 電腦系統120進行步驟318。 如果此分數為-高分,電腦系統m接著在步驟期中,確認伺服器 旗標(serverflag)之同步是否被設定(se>導管軟體125確認儲存在手持式運 算裝置110中之一「optin」設定(setting)。只有在使用者設定手持式運算裝 置110中適當的旗標以致能(enable)伺服器連接,才嘗試伺服器連接。如果 伺服器旗標之同步沒有被設定,則電腦系統120進行步驟318。如果伺服器 旗標的同步已被設定,則電腦系統120接著在步驟31〇中’判定是否伺服: § Recorded and scored recorded to the computer system (10). Figure 2 terminates at step 214. The figure is from the computer system 12° of the catheter software 125. The 3th sweat begins. In step 302, the computer genre 12 of the catheter software 125 is executed. It is judged that the synchronization between Wei Wei and the electric system (3) is a violation of the computer system (4). If the synchronization occurs, the step ship is executed, and the =, (4) and (4) tendering devices (10) receive the main record and the score record. The catheter software is transmitted from the reading of the money to the 11G financial record, the financial effect _ more "copy high score =::::: Τ delete difficult (4) recorded, also in • In step 306, the computer system 120 then determines Whether the score in the main record and the score record is a high score. If the highest score in the - primary domain (job + score _ combination) is new, then the score must be transmitted to the linlin merchandiser 140. If the score is not a high score, then computer system 120 proceeds to step 318. If the score is - high score, the computer system m then confirms whether the synchronization of the server flag is set in the step period (se> the catheter software 125 confirms one of the "optin" settings stored in the handheld computing device 110. (setting) The server connection is attempted only if the user sets the appropriate flag in the handheld computing device 110 to enable the server connection. If the synchronization of the server flag is not set, the computer system 120 performs Step 318. If the synchronization of the server flag has been set, the computer system 120 then proceeds to determine if the servo is in step 31.

Client’s Docket No.: IAC050232.TW TT’s Docket No:0685-A40696-TW/Final/Edward(葉文中)/Jan. 6, 4〇ό 12 1300357 ^遊戲綱_6_姆。喊,嶋繼 被致能,則電腦系統12〇進行步驟318。 ^Client’s Docket No.: IAC050232.TW TT’s Docket No: 0685-A40696-TW/Final/Edward (Ye Wenzhong)/Jan. 6, 4〇ό 12 1300357 ^Game _6_m. Shouting, and then being enabled, the computer system 12 proceeds to step 318. ^

如果舰器對遊戲及分數形態已經被致能,電腦系統12〇在步驟祀 中,接著判定透過通訊網路13〇騎戲言十分伺服器14〇之連接是否已 立。在-些實施例中,為了開始處理,與遊戲計分飼服器14〇之連接:同 步時必須存在。在-例子中,如果電職統12G在同步日_連接到评 網路,或如果遊戲計分値器140處於沒有回應之狀態,則資料就不紅 傳。在此例子中,制者必須再次同步以再f試連接。在手持式運算裝置 110回存⑽時,所有記錄在同步時都必須回存到手持式運算裝置⑽。 在:些實施射,衝突法败為··對於猶主要記錄與局部分數,手持式 運算裝置110優先於電腦系統120;對於伺服器為主之分數,電腦系統 優先於手持式運算裝置11〇。 、如果連接已經建立,則電腦系統120在步驟314中傳送遊戲計分到遊 戲計分伺服器刚。如果連接沒有建立,則在步驟训巾電織統⑽儲存 主要記錄及分數記錄,為將來的同步作準備。 在一實施例中,傳送到遊戲計分伺服器HQ之遊戲計分為一統一資源 • 地址(UniformResourceLoc_,URL)(或稱為網址)格式。在此實施例中, 上傳之遊戲分數是送出-個URL,及_具有特定名稱/值參數之詢問字串, 到遊戲計分伺服器140,此具有特定名稱/值參數之詢問字串係描述在使用 者裝置上所玩之一特定遊戲之一分數。處理此詢問字串之伺服器元件可是 一爪哇伺服小程式(Java Servlet)。此伺服小程式應撰寫為可使特定url的 HTTP Post或HTTP Get訊息以同樣的方式處理。換句話說,祠服小程式之 doGet〇及doP〇St()方法應撰寫為去呼叫同樣的邏輯程序。以下係描述一 及適合的參數之例子: URL之例子: http://hsupload.tapwave.com/desktop/reportScore/?hardwareID=0T00013If the game has been enabled for the game and the score pattern, the computer system 12 is in step ,, and then it is determined whether the connection through the communication network 13 is very high. In some embodiments, in order to begin processing, the connection to the game scoring device 14: must be present at the time of synchronization. In the example, if the electric job 12G is connected to the rating network on the synchronization day, or if the game scoring device 140 is in a state of no response, the data is not redeemed. In this example, the producer must synchronize again to try again. When the handheld computing device 110 restores (10), all records must be restored to the handheld computing device (10) during synchronization. In some implementations, the conflicting method is defeated. For the main recording and local scores, the handheld computing device 110 takes precedence over the computer system 120; for the server-based score, the computer system takes precedence over the handheld computing device. If the connection has been established, computer system 120 transmits the game score to the game scoring server just in step 314. If the connection is not established, then in the step, the training system (10) stores the main records and score records to prepare for future synchronization. In one embodiment, the game transmitted to the game scoring server HQ is split into a uniform resource • address (Uniform Resource Loc., URL) (or web address) format. In this embodiment, the uploaded game score is sent a URL, and _ the query string with the specific name/value parameter, to the game scoring server 140, which has a specific name/value parameter query string description A score of one of the specific games played on the user device. The server component that handles this query string can be a Java Servlet. This servlet should be written to handle HTTP Post or HTTP Get messages for a particular url in the same way. In other words, the doGet〇 and doP〇St() methods of the applet should be written to call the same logic program. The following is an example of a description of the appropriate parameters: URL example: http://hsupload.tapwave.com/desktop/reportScore/?hardwareID=0T00013

Client’s Docket No·: IAC050232.TW TT’sDocketNo:0685-A40696-TW/Final/Edward(葉文中)/Jan. 6, ς0ό 13 1300357 9C111601 J&creatorID=0x54574853&scoreType=l 001 &score=l OOO&checksu m=0x000003e8&recorded=1067899622000&userString=1000%20points 參數名稱 資料類型 參數解釋 hardwarelD 一 16個數字以base-34為格 式之值 “0T000139C111601J” 用以識別硬體裝置之一特定 值。此得自從Road Dawg硬體中 之 ROM 〇 CreatorlD 32位元,沒有符號,16進 位之整數 “0x00000000"0xFFFFFFFF” 一 4位元組之值,用以定義一分 數創造者。雖然說此值大部分是 用4個字母表示(例如DOOM、 ADDR),其整個表示仍定義為一 整數。此分數創造者辨識碼亦由 Palm所指定。 scoreType 16位元,沒有符號,1〇進 位整數 “0..65535” 用以定義此分數與哪一種遊戲 類型相關(主要用於遊威競賽以 用以區別欲上傳於遊戲競赛之 分數)。 Score 32位元,沒有符號,1〇進 位整數 “0..4294967295” 一數值,表示一特定遊戲所達到 之分數。 checksum 32位元,沒有符號,16進 位整數 “OxFFFFFFFF” 用以驗證此分數是在一裝置上 所創造,而不是假的分數。在目 前的飼服器則無驗證。 recorded 64位元,沒有符號,1〇進 位長整數 “1067899622000” 一數值,用以定義目前的這一個 一數值用以定義高分數是在何 jj逢數值表示從林威治Client's Docket No·: IAC050232.TW TT'sDocketNo:0685-A40696-TW/Final/Edward/Jan. 6, ς0ό 13 1300357 9C111601 J&creatorID=0x54574853&scoreType=l 001 &score=l OOO&amp ;checksu m=0x000003e8&recorded=1067899622000&userString=1000%20points Parameter Name Data Type Parameter Explanation hardwarelD A 16-digit value in the base-34 format "0T000139C111601J" is used to identify a specific value of a hardware device. This is derived from the ROM 〇 CreatorlD 32-bit in the Road Dawg hardware, without the sign, the 16-bit integer “0x00000000"0xFFFFFFFF” is a 4-byte value used to define a score creator. Although most of this value is expressed in 4 letters (for example, DOOM, ADDR), the entire representation is still defined as an integer. This score creator ID is also specified by Palm. scoreType 16-bit, no symbol, 1 位 digits “0..65535” is used to define which game type this score is associated with (mainly used in the game competition to distinguish the scores to be uploaded in the game competition). Score 32-bit, no symbol, 1 〇 digit Integer “0..4294967295” A value indicating the score achieved by a particular game. Checksum 32-bit, no sign, 16-bit integer "OxFFFFFFFF" is used to verify that the score is created on a device, not a false score. There is no verification in the current feeding device. Recorded 64-bit, no symbol, 1 位 digits Long digit "1067899622000" A value used to define the current one. A value is used to define the high score. What is the value of jj?

Clienfs Docket No.: IAC050232.TW 77,8。〇^^1:>1〇:0685-入40696-丁研^^1/£(1\¥&1(1(葉文中)/;[姐64〇6 14 1300357Clienfs Docket No.: IAC050232.TW 77, 8. 〇^^1:>1〇:0685-入40696-丁研^^1/£(1\¥&1(1(叶文中)/;[姐64〇6 14 1300357

(逸脫(escaped))字串 1000%20points, 時間(GMT)中之新紀元時間 (Epoch,Jan. 1,197〇 〇〇:〇〇:〇〇)開 始算起之毫秒數 誕供使用者高分之一方便友善 的表示方法。 遊戲汁分伺服益140會判定此分數對於此遊戲(對於此使用者)是否是 -個高分。特定使用者已玩了-特定遊戲並達到—分數之f料戲被記錄。 H 如果遊戲計分伺服器140判定此分數對於此遊戲(對於此使用者)確實是_ 個高分,則會存在一高分存放庫中。 scoreType數值將會用以將此分數與一特定競賽相關聯。此啦腿數 值疋將來用以驗證此上傳之分數的公正性。最後,checksum數值將會用以 確認此分數是真的。^corded參數是用以記錄此高分數達成之時間點。所 以,應該用一長數值傳送。此數值表示從林威治時間(GMT)中之新紀元時 間(Epoch,Jan. 1,1970 00··00:00)開始算起之毫秒數。 userString數值定義分數之顯示格式,並在z〇cjiac/z〇rro裝置上使用。 φ 此數值應存放在用以存放高分之伺服器資料庫中。字串裡面可有一些逸脫 字元,其指被送回使用者(client)端後,會被轉譯成不同的意義之字元(例如, 一個空格必須被轉譯成%20)。第3圖在步驟318結束。 第4圖顯示本發明之執行遊戲計分處理軟體145之遊戲計分伺服器 140之一流程圖。第4圖於步驟400開始。在步驟402中,執行遊戲計分處 理軟體145之遊戲計分飼服器140透過通訊網路130從電腦系統120接收 URL格示之遊戲計分。(escaped) string 1000%20points, time (GMT) in the new era (Epoch, Jan. 1,197〇〇〇:〇〇:〇〇) starts counting the number of milliseconds for the user to One of the convenient and friendly representations. The game juice scores 140 will determine if this score is a high score for this game (for this user). A specific user has played a specific game and reached - the score of the game was recorded. H If the game scoring server 140 determines that the score is indeed _ high scores for this game (for this user), there will be a high score repository. The scoreType value will be used to associate this score with a particular contest. This number of legs is used to verify the fairness of this uploaded score in the future. Finally, the checksum value will be used to confirm that the score is true. The ^corded parameter is used to record the time point at which this high score is reached. Therefore, it should be transmitted with a long value. This value represents the number of milliseconds since the new epoch time (Epoch, Jan. 1, 1970 00··00:00) in Linwei Time (GMT). The userString value defines the display format of the score and is used on the z〇cjiac/z〇rro device. φ This value should be stored in the server database used to store the high score. There may be some escape characters in the string, which are translated into different meaning characters after being sent back to the client (for example, a space must be translated to %20). Figure 3 ends at step 318. Fig. 4 is a flow chart showing a game scoring server 140 for executing the game scoring processing software 145 of the present invention. Figure 4 begins at step 400. In step 402, the game scoring server 140 executing the game scoring processing software 145 receives the game score from the computer system 120 via the communication network 130.

在步驟404中,遊戲計分伺服器14〇判定此分數對於此使用者辨識碼 (user ID)、分數創造者辨識碼(creatorID)、及分數形態是否是高分。如果此 分數不是高分,則遊戲計分伺服器140進行步驟410。在一些實施例中,遊 Client’s Docket No.: IAC050232.TW 1"1,5〇〇〇1<^>^〇:0685-人40696-丁\¥/?11^1/£(1^版(1(葉文中)/^11.6,‘06 1300357 戲計分舰1 140健放躲每-條肖麵蘭(奴檢錄置序號得 • 知)+分數創造者辨識碼+遊戲分數類型之組合所對應的最高分之分數^資 . 料。如果上傳之使用者辨識碼、遊戲開發者辨識碼、及分數形態都吻合,' 則遊戲計分伺服器140中之記錄將會被此新高分記錄更新。 在-些實施例中,考慮此上傳之新分數是否列屬於高分表之法則包含 下列: 鲁驗證此新分數是否高於此使用者在此遊戲目前達成之分數。其係 藉由比較沒有符號之32位元數值而達成。通常,較高的數值較好。 ® #如果一遊戲高分上傳到伺服器,且在伺服器中無法找到此遊戲, 則假設此遊戲是一新遊戲,而此分數則輸入做為此使用者目前的 高分。 ❿與一高分關聯之checksum(核對值)儲存在資料庫中。 修與一高分關聯之scoreType值儲存在資料庫中。sc〇reType值可用 以競賽。 如果此分數是一個咼分,則在步驟406中,遊戲計分伺服器14〇存放 主要5己錄及分數έ己錄。在步驟408中’遊戲計分伺服器14〇存放核對值, φ 可用於未來驗證。 在步驟410中,遊戲計分伺服器140回傳一 XML (Extended Maitup Language)回應到電腦系統120,指出此上傳之高分的狀態。對於上傳之高 分之回應可為一 XML·格式化之訊息,以提供目前處理的狀態。xml訊息 中之一個攔位會描述訊息的狀態。一描述欄位可提供關於發生事情的較詳 細資料。例如: <?xml version=l _0 encoding=”IS〇-8859-l,,?> <highscore> <status>100<status> <description>Anew high score for Tony Hawk was registered<ydescription>In step 404, the game scoring server 14 determines whether the score is a high score for the user ID, the creator ID, and the score pattern. If the score is not a high score, the game scoring server 140 proceeds to step 410. In some embodiments, the visit Client's Docket No.: IAC050232.TW 1"1,5〇〇〇1<^>^〇:0685-人40696-丁\¥/?11^1/£(1^版(1 (Ye Wenzhong) / ^11.6, '06 1300357 play scoreboard 1 140 health to hide each - Xiao Xiaolan (slave check the serial number to get + know) + score creator identification code + game score type combination The corresponding highest score is the amount of information. If the uploaded user ID, game developer ID, and score pattern match, 'the record in the game scoring server 140 will be updated by this new high score record. In some embodiments, the rule of whether the new score for this upload belongs to the high score table includes the following: Lu Verify that the new score is higher than the score currently reached by the user in the game. The 32-bit value of the symbol is achieved. Usually, the higher value is better. ® #If a game high score is uploaded to the server and the game cannot be found in the server, then the game is assumed to be a new game. This score is entered as the current high score for this user. checkChecksum associated with a high score The value is stored in the database. The scoreType value associated with a high score is stored in the database. The sc〇reType value can be used for the contest. If the score is a score, then in step 406, the game scores the servo. The device 14 stores the main 5 records and scores. In step 408, the 'game scoring server 14 stores the check value, φ can be used for future verification. In step 410, the game scoring server 140 returns one. XML (Extended Maitup Language) responds to computer system 120, indicating the status of the high score of the upload. The response to the high score of the upload can be an XML formatted message to provide the status of the current processing. One of the xml messages The block will describe the status of the message. A description field provides more detailed information about what happened. For example: <?xml version=l _0 encoding=”IS〇-8859-l,,?><highscore><status>100<status><description>Anew high score for Tony Hawk was registered<ydescription>

Client’s Docket No.: IAC050232.TW TT s DocketNo:0685-A40696-TW/Final/Edward(葉文中)/Jan. 6,‘06 16 1300357 &lt;/highscore&gt; 或 &lt;?xml version=1.0?&gt; &lt;highscore&gt; 〈status〉104&lt;/status&gt; &lt;description&gt;All data in the database was corrupted - ouch&lt;/description&gt; &lt;/highscore&gt; 一成功上傳到遊戲計分伺服器140之高分將會導致一 HTTp回應之標 ® 頭(header)具有20〇之狀態值(此為熟知的HTTP伺服器對於一成功的要求處 理之回應值示)。在此狀況下’ XML-格式化之回應則會存在。當伺服器錯 誤時,則回應500之狀態值(祠服器錯誤),且不會存在观乙_格式化之回應 訊息。 在成功要求處理之狀況下,XML回應訊息中之狀態欄位中則會描述 當此尚分上傳完成時,遊戲計分伺服器丨4〇會發生什麼事。此攔位的數值 是一數字,且可為以下數值: 狀態數值 代表意義 100 伺服器中沒有存在此使用者及遊戲的分數記錄;因此一個 新南分係加到局分資料庫中。 101 祠服器中存在此使用者及遊戲的分數記錄,且此上傳之分 數較南,因此存在之而分記錄儀被更新〇 102 飼服器中存在此使用者及遊戲的分數記錄,但此上傳之分 數並沒有較高;因此存在之高分記錄維持不變。 103 此特定使用者(藉由安全辨識碼(SecurityID)數值判定)在系 統中並不存在。無任何高分記錄加入系統。 104 解讀上傳中之參數出現問題。Client's Docket No.: IAC050232.TW TT s DocketNo: 0685-A40696-TW/Final/Edward/Jan. 6, '06 16 1300357 &lt;/highscore&gt; or &lt;?xml version=1.0?&gt;&lt;highscore&gt;<status>104&lt;/status&gt;&lt;description&gt;All data in the database was corrupted - ouch&lt;/description&gt;&lt;/highscore&gt; A high score that is successfully uploaded to the game scoring server 140 will result in A HTTp response header has a state value of 20 ( (this is the response value of a well-known HTTP server for a successful request processing). In this case, the XML-formatted response will exist. When the server is wrong, it will respond to the status value of 500 (the server error), and there will be no response message. In the case of successful request processing, the status field in the XML response message will describe what happens to the game scoring server when the weekly upload is completed. The value of this block is a number and can be the following values: Status value means meaning 100 There is no score record for this user and game in the server; therefore, a new South branch is added to the branch database. 101 The score record of this user and the game exists in the server, and the score of this upload is relatively south, so the existing recorder is updated. The score record of the user and the game exists in the 102 server, but this The uploaded scores are not high; therefore, the existing high score records remain unchanged. 103 This particular user (determined by the SecurityID value) does not exist in the system. No high score records are added to the system. 104 There is a problem interpreting the parameters in the upload.

Client’s Docket No.: IAC050232.TW TT’s DocketN〇:0685-A40696-TW/Final/Edward(葉文中)/Jan 6,‘〇6 1300357 類型:::。412中,遊戲计分伺服器14°顯示此分數創造者辨識碼及分數 赛的遊戲’手持式運算裝置11G中之遊戲可具有—種遊戲模式 應戲模式下則無法作弊,且不同裝置·《戲的經驗值 賴目增。物^删報蝴相同遊戲 :賽可在-伺服器上執行,其係藉由特定觀察得自某一遊戲及遊戲類 =二,此南分是在—定時間範_所報告,且在—輯間範圍内在手 持式運算較11G上產生。對於鮮職,分數之麟錢特別注意。 為了保護南分的真實性及正確性,在遊戲計分伺服器_中可對於正 上傳之即日视I執賴似崎或警告之動作。其可使客戶自行地檢舉某一 做用者的分數是偽造的。_分數是餘置序號綁在__起,而序號是與 登錄帳號_,所以作弊的人的名字可被登記,其可減少造假高分之意圖 而且,威脅-特定帳號不能登錄所有任何的高分也可有效遏止其他人 分數。 又 _ 在步驟414巾,遊戲計分飼服器HO接收-高分記錄要求。在一些實 施例中,手持式運算裝置110之申請會要求可從遊戲言十分伺服器14〇收回 -定數量之高分,其視其他魏而定,例如是否使用者已在_上登錄, 及使用者同步的次數多頻繁。如果此功能啟動,導管軟體125向遊戲計分 伺服裔140詢問每一種遊戲中之每一類型之前N高分數,且手持式運算枣 置110中原本存在之祠服器分數記錄將會得自遊戲計分祠服器刚之新分 數取代。 在一些實施例中,高分之userString係以對應於原始高分之別名作為 字首,並接著tab字元。例如,如果裝置A報告如「1〇〇分」之高分,且登 錄為「Mad Bob」’遊戲計分伺服器140報告此高分時則帶有使用者字串Client’s Docket No.: IAC050232.TW TT’s DocketN〇: 0685-A40696-TW/Final/Edward/Jan 6, ‘〇6 1300357 Type:::. In 412, the game scoring server 14° displays the score creator identification code and the game of the score game. The game in the handheld computing device 11G can have a game mode, and the game mode can not cheat, and different devices. The experience of the drama is increasing. The object ^ deletes the same game: the game can be executed on the server, which is obtained from a certain game and game class by a specific observation = two, this southern point is reported in the - time range _, and in - Handheld computing is generated on the 11G within the inter-set range. For the fresh job, pay special attention to the score of the Lin. In order to protect the authenticity and correctness of the South Branch, in the game scoring server _, it is possible to act on the Japanese or the Japanese that is being uploaded. It allows the customer to self-report a user's score is forged. The _score is the suffix number is tied to __, and the serial number is the login account _, so the name of the cheating person can be registered, which can reduce the intention of fraudulent high scores, and the threat-specific account can not log in any high Points can also effectively curb the scores of others. Also _ In step 414, the game scores the feeding device HO receiving - high score recording requirements. In some embodiments, the application of the handheld computing device 110 may require a certain amount of high scores to be recovered from the game server 14 , depending on other factors, such as whether the user has logged in, and the user How often is the synchronization. If this function is activated, the catheter software 125 queries the game scoring servant 140 for each type of N high score before each type of game, and the handwritten score of the handheld computing unit 110 will be obtained from the game. The scoring machine has just replaced the new score. In some embodiments, the high-divided userString is prefixed with an alias corresponding to the original high score, followed by a tab character. For example, if device A reports a high score such as "1" and logs in as "Mad Bob", the game scoring server 140 reports the high score with the user string.

Client’s Docket No·: IAC050232.TW TT’sDocketNo:0685-A40696TW7Final/Edwa:rd(葉文中)/Jan·6,‘0ό 1300357 「Mad Bob\tl 00 points」。 下表提供關於南分API之資訊類型。伴隨著資料名稱,其提供類型資 訊及一簡短的資訊解釋。 URL之例子: http://hsupload^apwavexom/desktop/listGameScores/?scores=5&amp;creatorID=0x 54574853&amp;scoreType=0 參數名稱 資料類型 參數解釋 hardwarelD 一 16個數字,以base-34為 格式之值 用以識別硬體裝置之一特定 值。此得自從Road Dawg硬體中 之 ROM。 CreatorlD 32位元,沒有符號,16進 位之整數 “0x00000000..0xFFFFFFFF, 一4位元組之值,用以定義一分 數創造者。雖然說此值大部分是 用4個字母表示(例如d〇〇m、 ADDR),其整個表示仍定義為一 整數。此分數創造者辨識碼亦由 Palm所指定。 scoreType 16位元,沒有符號,1〇進 位之整數 165535” 用以定義此分數與哪一種遊戲 類型相關(主要用於遊戲競賽以 用以區別欲上傳於遊戲競赛之 分數)。 Scores 整數 “0··32767, 一數值,用以遊戲限制回傳之分 數的數量。實施上最大的數值為 是最大的符號之16位元數字, 其為PalmOS資料庫中可存在記 錄之最大數量。 一 —.Client’s Docket No·: IAC050232.TW TT’sDocketNo: 0685-A40696TW7Final/Edwa:rd (Ye Wenzhong)/Jan·6, ‘0ό 1300357 “Mad Bob\tl 00 points”. The following table provides information about the type of information for the South Branch API. Along with the name of the data, it provides type information and a short explanation of the information. Example of URL: http://hsupload^apwavexom/desktop/listGameScores/?scores=5&amp;creatorID=0x 54574853&amp;scoreType=0 Parameter Name Data Type Parameter Explanation hardwarelD A 16-digit number in base-34 format To identify a specific value of one of the hardware devices. This is from the ROM in the Road Dawg hardware. CreatorlD 32-bit, no symbol, hexadecimal integer "0x00000000..0xFFFFFFFF, a 4-byte value used to define a fraction creator. Although this value is mostly expressed in 4 letters (eg d〇 〇m, ADDR), the entire representation is still defined as an integer. This score creator identification code is also specified by Palm. scoreType 16 bits, no symbol, 1 〇 integer 165535" to define this score and which Game type related (mainly used in game competitions to distinguish the points to be uploaded in the game competition). Scores Integer "0··32767, a value used to limit the number of scores returned by the game. The largest value in implementation is the 16-bit number that is the largest symbol, which is the maximum number of records that can exist in the PalmOS database. . One-.

Client’s Docket No.: IAC050232.TW 71’5〇〇。1&lt;^^[〇:0685-人40696-丁\¥/?^1^(1评&amp;1(1(葉文中)/1311.6,‘06 , 19 13〇〇357 可對伺服器提出遊戲分數之要求,伺服器可回傳如xml-格式化之訊 息。以下定義一個遊戲分數之詢問的格示之一實施例: &lt;?xml version=l.〇 encoding-5ISO-8859-r5?&gt; 〈games lisH’l’、 &lt;game title-T)〇om55&gt; &lt;highscores listF3&gt; &lt;highscore&gt;Client’s Docket No.: IAC050232.TW 71’5〇〇. 1&lt;^^[〇:0685-人40696-丁\¥/?^1^(1评&amp;1(1(叶文中)/1311.6,'06 , 19 13〇〇357 can present game scores to the server The server can return a message such as xml-format. The following defines an embodiment of the query of a game score: &lt;?xml version=l.〇encoding-5ISO-8859-r5?&gt; <games lisH'l', &lt;game title-T)〇om55&gt;&lt;highscoreslistF3&gt;&lt;highscore&gt;

&lt;displayName&gt;ray&lt;VdisplayName&gt; &lt;score&gt;50000&lt;yscore&gt; &lt;scoreType&gt; 1 &lt;/scoreType&gt; &lt;checksum&gt;0&lt;/checksum&gt; &lt;userstring&gt;xxx:xyzzy&lt;/userString&gt; &lt;recorded&gt;1058470322000&lt;/recorded&gt; &lt;submitted&gt;1058470322000&lt;subrnitted&gt; &lt;highscore&gt; &lt;highscore&gt; &lt;displayName&gt;bob&lt;ydisplayName&gt; &lt;score&gt;4500CK/score&gt; &lt;scoreType&gt;K/scoreType&gt; &lt;checksum&gt;0&lt;/checksum&gt; &lt;userstring&gt;xxx:xyzzy&lt;/userString&gt; &lt;recorded&gt;105847032200(K/recorded&gt; &lt;submitted&gt;l058470322000&lt;ysubrnitted&gt; &lt;/highscore&gt; &lt;highscore&gt;&lt;displayName&gt;ray&lt;VdisplayName&gt;&lt;score&gt;50000&lt;yscore&gt;&lt;scoreType&gt; 1 &lt;/scoreType&gt;&lt;checksum&gt;0&lt;/checksum&gt;&lt;userstring&gt;xxx:xyzzy&lt;/userString&gt;&lt;recorded&gt;1058470322000&lt;/recorded&gt;&lt;submitted&gt;1058470322000&lt;subrnitted&gt;&lt;highscore&gt;&lt;highscore&gt;&lt;displayName&gt;bob&lt;ydisplayName&gt;&lt;score&gt;4500CK/score&gt;&lt;scoreType&gt;K/scoreType&gt;&lt;checksum&gt;0&lt;0&lt;;/checksum&gt;&lt;userstring&gt;xxx:xyzzy&lt;/userString&gt;&lt;recorded&gt;105847032200(K/recorded&gt;&lt;submitted&gt;l058470322000&lt;ysubrnitted&gt;&lt;/highscore&gt;&lt;highscore&gt;

Client’s Docket No.: IAC050232.TW TT,s Docket No:0685-A40690-TW/Final/Edwai:d(葉文中)/Jan· 6,‘06 20 1300357 &lt;displayName&gt;neal&lt;displayName&gt; &lt;score&gt;44550&lt;/score&gt; &lt;scoreType&gt;l&lt;/scoreType&gt; 〈checksumXK/checksum〉 &lt;userstring&gt;xxx:xyzzy&lt;yuserString&gt; &lt;recorded&gt;1058470322000&lt;/recorded&gt; &lt;submitted&gt;l05847032200(K/subiriitted&gt; &lt;highscore&gt;Client's Docket No.: IAC050232.TW TT,s Docket No:0685-A40690-TW/Final/Edwai:d(叶文中)/Jan· 6,6' 20 20 1300357 &lt;displayName&gt;neal&lt;displayName&gt;&lt;score&gt;44550&lt;/score&gt;&lt;scoreType&gt;l&lt;/scoreType&gt; <checksumXK/checksum> &lt;userstring&gt;xxx:xyzzy&lt;yuserString&gt;&lt;recorded&gt;1058470322000&lt;/recorded&gt;&lt;submitted&gt;l05847032200(K/subiriitted&gt;&lt;Highscore&gt;

&lt;/highscores&gt; &lt;ygame&gt; &lt;/games&gt; 在步騍416中,遊戲計分伺服器140以xml格式化之訊息傳送高分 記錄。第4圖於步驟418結束。 上述之功能可包含於儲存在儲存媒體(st〇rage me(jia)中之指令。這此产 令可被-處理騎擷取並執行。指令之—些例子為軟體、程式碼咖嗯二 code)、及韌體。儲存媒體之一些例子為記憶體裝置如啦町㈣⑺)、碟片&lt;/highscores&gt;&lt;ygame&gt;&lt;/games&gt; In step 416, the game scoring server 140 transmits the high score record in an xml formatted message. Figure 4 ends at step 418. The above functions can be included in the instructions stored in the storage medium (st〇rage me (jia). This production order can be captured and executed by the processing ride. Instructions - some examples are software, code code yam 2 code ), and firmware. Some examples of storage media are memory devices such as Lachocho (4) (7)), discs

(disk)、積體電路(integrated drcuit)、及伺服器扣贿)。當這些指令被一處 理器執行時,處理器會依據這些指令的指示,進行本發明所揭露的操作= 序。熟習該項技術者對於這樣的指令、處理器、及儲存媒體都已經相當熟 悉了,所以在此不多做解釋。 田…、 本發明雖以較佳實施觸露如上,然其麟用以限定本發明,任何熟 習該項技術者,在不麟本發明之精神及範_,當可做些許的更動及潤 ΐ圖之賴範_飾狀帽專纖圍解定者解。β 第1關示-用於遊戲計分之―系統,作為本發明之_實施例。(disk), integrated circuit (integrated drcuit), and server bribery). When these instructions are executed by a processor, the processor performs the operation = sequence disclosed in the present invention in accordance with the instructions of the instructions. Those skilled in the art are already familiar with such instructions, processors, and storage media, so there is no explanation here. The present invention has been described above in terms of a preferred embodiment, and its use is to limit the present invention. Anyone skilled in the art can make a little change and moisturize when not in the spirit and scope of the present invention. Figure Lai Fan _ decorative cap special fiber around the solution. β 1st indication - a system for game scoring, as an embodiment of the present invention.

第2關_於執行遊戲計分報告纽之手持式運算裝置之一流程 Client’s Docket No.: IAC050232.TW TT,s DocketNo:0685-A40696-TW/Final/Edwai*d(葉文中)/Jan. 6, s06 21 1300357 % 圖。 · 第3圖顯示用於執行導管軟體之電腦系統之一流程圖。 第4圖顯示用於執行遊戲計分處理軟體之遊戲計分伺服器之一流程 圖。 【主要元件符號說明】 系統 100 手持式運算裝置 110 遊戲計分報告 API 115 電腦系統 120 導管軟體 125 通訊網路 130 遊戲計分伺服器 140 遊戲計分處理軟體 145The second level _ one of the hand-held computing devices for executing the game scoring report New Zealand Client's Docket No.: IAC050232.TW TT,s DocketNo:0685-A40696-TW/Final/Edwai*d(叶文中)/Jan. 6, s06 21 1300357 % figure. • Figure 3 shows a flow chart of a computer system for executing a catheter software. Figure 4 is a flow chart showing one of the game scoring servers for executing the game scoring processing software. [Main component symbol description] System 100 Handheld computing device 110 Game scoring report API 115 Computer system 120 Conduit software 125 Communication network 130 Game scoring server 140 Game scoring software 145

Clienfs Docket No.: IAC050232.TW 11^0〇^^^[〇:0085440696-丁\¥/^^^1^(1〜&amp;吨葉文中&gt;^11.6,‘06Clienfs Docket No.: IAC050232.TW 11^0〇^^^[〇:0085440696-丁\¥/^^^1^(1~&amp;Tun Ye Wenzhong&gt;^11.6, ‘06

Claims (1)

1300357 案號095100885 97年6月27曰 修正本 十、申請專利範圍:卜年Μ,修⑧正替換頁 1·種用以處理遊戲計分(gamemetrics)之系統,其包含: 一手持式運算裝置,用以擷取一遊戲的遊戲計分,並傳送該遊戲計分; 及 一遊戲計分伺服器,用以透過一電腦系統及一通訊網路,以從該手持 式運算裝置接收該遊戲計分,並處理該遊戲計分,其中該遊戲計分係為包 含複數特定名稱參數與複數數值用以記載一硬體識別帳號、一使用者身份 帳號'一遊戲名稱、一遊戲時間、一遊戲分數、一驗證碼之一統一資源地 &quot; 址格式。 2.如請求項1之系統,其中,該遊戲計分包含該遊戲之分數(sc〇re)、度 量結果(measurement)、或狀態。 3·如請求項2之系統,其中,該遊戲計分係為遊戲高分(highsc〇re)。 4·如請求項1之系統,其中,該遊戲計分係以一 32位元無符號整數 (unsigned integer)之分數表示。 5·如請求項1之系統,其中,該遊戲計分包含競技(tournament)中的點 數(points)、時間(time)、達成目標(goals)、或分數(score)。 6·如請求項1之系統,其中,該手持式運算裝置包含手持式遊戲裝置、 •個人數位助理(Personal digital assistants,PDA)、或行動電話(m〇bile ph〇ne)。 7.如請求項1之系統,其中,該手持式運算裝置更包含一遊戲計分報告 (reporting)應用程式介面(Application Programming Interface,API),其包含 一高分管理器,用以儲存該手持式運算裝置上的所有遊戲的所有高分。 8·如請求項1之系統,其中,該通訊網路係為網際網路(Intemet)、公眾 交換電話網路(Public Switched Telephone Network,PSTN)、區域網路(Local Area Network,LAN)、或廣域網路(Wide Area Network,。 9.如請求項1之系統,其中,該遊戲計分係為一統一資源地址(Unif〇rm Resource Locator &gt; URL)格式。 IAC050232.TW/0685-A40696-TW/Final2 23 1300357 1〇.一種處理遊戲計分之方法,其包含: =手持辆算裝取_遊細纖計分; =顿歧算数傳送树鱗分; 裝署姐遊戲外分飼服器透過—電腦系統及一通訊網路,從該手持式運算 哀置接收該遊戲計分;及 數特^遊戲计分祠服器中處理該遊戲計分,其中該遊戲計分係為包含複 遊戲分數、一驗證碼之一統一資源地址 、1 %參數與複數數值㈣記載—硬體識別帳號、—使用者身份帳 、 遊戲名稱、一遊戲時間、一. 格式 果求項1〇之方法’其中,該遊戲計分包含該遊戲之分數、度量結 衣、或狀態。 :求員11之方法’其巾,該遊戲計分係為遊戲高分。 之分㈣10之方法,其中,騎麟分似—32位元無符號整數 達成Γ項1G之方法,其中,該遊戲計分包含競技中的點數、時間、 違成目標、或分數。 15·如請求項1G之方法,射,該顿式運算裝置包含手持式 置、個人數位助理、或行動電話。 16.如請求項1〇之方法,i中, 主靡w $式運讀置更包含-賴計分報 二〇 ;ι ί含—高分管· ’用以儲存該手持式運算裝置上的 所有遊戲的所有高分。 衣罝上的 ㈣/ Γ求項1G之方法’其中,該通訊網路係為網際網路、公眾交換電 治、,,罔路、區域網路、或廣域網路。 、 IAC050232.TW/0685-A40696-TW/Final2 241300357 Case No. 095100885 June 27, 1997 Revision of the tenth, the scope of the patent application: Bu Nian, repair 8 is a replacement page 1. A system for processing game metrics, including: a handheld computing device a game score for capturing a game and transmitting the game score; and a game scoring server for receiving the game score from the handheld computing device through a computer system and a communication network And processing the game score, wherein the game scoring system includes a plurality of specific name parameters and a plurality of values for recording a hardware identification account, a user identity account, a game name, a game time, a game score, One of the verification codes is a uniform resource address format. 2. The system of claim 1, wherein the game score comprises a score (sc〇re), a measure, or a status of the game. 3. The system of claim 2, wherein the game scoring system is a game high score (high sc〇re). 4. The system of claim 1, wherein the game scoring is represented by a fraction of a 32-bit unsigned integer. 5. The system of claim 1, wherein the game score comprises points, time, goals, or scores in the tournament. 6. The system of claim 1, wherein the handheld computing device comprises a handheld gaming device, a Personal Digital Assistant (PDA), or a mobile phone (m〇bile ph〇ne). 7. The system of claim 1, wherein the handheld computing device further comprises a game reporting application programming interface (API), comprising a high score manager for storing the handheld All high scores for all games on the computing device. 8. The system of claim 1, wherein the communication network is an Internet, a Public Switched Telephone Network (PSTN), a Local Area Network (LAN), or a WAN. (Wide Area Network, 9. The system of claim 1, wherein the game scoring system is in a Unif〇rm Resource Locator &gt; URL format. IAC050232.TW/0685-A40696-TW/ Final2 23 1300357 1〇. A method for processing game scoring, which includes: = hand-held counting and counting _ travel fine fiber scoring; = dynamometer arithmetic transfer tree scale; installed sister game outside the feeding device through - a computer system and a communication network, receiving the game score from the handheld computing sorrow; and processing the game score in the digital game scoring device, wherein the game scoring system includes a replay score, One of the verification codes, the uniform resource address, the 1% parameter, and the complex value (4) are recorded - the hardware identification account number, the user identity account, the game name, the game time, and the method of the format result item. Scoring The score of the game, the measure of the knot, or the state. The method of asking for the staff 11's towel, the score of the game is the game's high score. The method of (4) 10, where the riding is like a 32-bit unsigned integer A method of achieving the item 1G, wherein the game score includes a point, time, a violation target, or a score in the competition. 15· As in the method of claim 1G, the device includes a handheld device, Personal digital assistant, or mobile phone. 16. If the method of claim 1 is used, i, the main 靡 w $-type read-and-write is more included - the reliance on the second transcript; ι ί--high-management · 'for storage All the high scores of all the games on the handheld computing device. (4) on the placket / the method of requesting 1G', where the communication network is the Internet, the public exchange of electricity,,, the road, the regional network Road, or WAN., IAC050232.TW/0685-A40696-TW/Final2 24
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