TWM566602U - Gaming controllers with reconfigurable analog stick sensitivity modifier buttons - Google Patents

Gaming controllers with reconfigurable analog stick sensitivity modifier buttons Download PDF

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Publication number
TWM566602U
TWM566602U TW107203571U TW107203571U TWM566602U TW M566602 U TWM566602 U TW M566602U TW 107203571 U TW107203571 U TW 107203571U TW 107203571 U TW107203571 U TW 107203571U TW M566602 U TWM566602 U TW M566602U
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TW
Taiwan
Prior art keywords
button
sensitivity
analog
aforementioned
sensitivity setting
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TW107203571U
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Chinese (zh)
Inventor
楊文良
俊強 曾
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新加坡商雷蛇(亞太)私人有限公司
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Publication of TWM566602U publication Critical patent/TWM566602U/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/22Setup operations, e.g. calibration, key configuration or button assignment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Position Input By Displaying (AREA)

Abstract

本新型關於具有可重配置的模擬搖桿靈敏度修改器按鈕的遊戲控制器。一種遊戲控制器,包括模擬搖桿、一個或複數個按鈕以及控制晶片,所述控制晶片被配置為回應於使用者輸入,將所述一個或複數個按鈕中的第一按鈕分配為靈敏度修改器按鈕,所述靈敏度修改器按鈕在被啟動或反啟動時調整所述模擬搖桿的靈敏度設置。 The present invention relates to a game controller having a reconfigurable analog joystick sensitivity modifier button. A game controller includes an analog joystick, one or more buttons, and a control wafer, the control wafer being configured to assign a first button of the one or more buttons as a sensitivity modifier in response to user input Button, the sensitivity modifier button adjusts the sensitivity setting of the analog joystick when activated or reversed.

Description

具有可重配置的模擬搖桿靈敏度修改器按鈕的遊戲控制器 Game controller with reconfigurable analog joystick sensitivity modifier button

各種實施方式一般關於一種具有可重配置的模擬搖桿靈敏度修改器按鈕的遊戲控制器。 Various embodiments are generally directed to a game controller having a reconfigurable analog joystick sensitivity modifier button.

電腦遊戲系統一般利用周邊遊戲控制器來使使用者能夠與虛擬遊戲環境互動。許多不同類型的周邊遊戲控制器已經被開發並支持電腦遊戲中的這樣的使用,周邊遊戲控制器包括遊戲手柄、鍵盤、滑鼠、操縱桿和專用控制器,諸如方向盤和光槍。 Computer game systems typically utilize peripheral game controllers to enable users to interact with the virtual game environment. Many different types of peripheral game controllers have been developed and supported for such use in computer games, including gamepads, keyboards, mice, joysticks, and dedicated controllers such as steering wheels and light guns.

諸如遊戲手柄的手持式遊戲控制器已經在控制台遊戲系統的使用者中特別受歡迎。這些遊戲手柄通常是由其上設置有各種不同的按鈕、模擬搖桿、方向板和其他輸入機構的外殼形成的手持設備。封閉在外殼內的控制電路可以記錄機械使用者與輸入機構的互動,並將這種使用者輸入轉換為電子控制訊號。然後控制電路可以處理電子控制訊號以獲得表示機械使用者互動的數位資料,控制電路可以向託管虛擬遊戲環境的電腦遊戲系統(例如,家庭控制台、個人電腦、街機控制台等)報告該數位資料。然後電腦遊戲系統可以根據從控制電路接收到的控制器報告來操縱虛擬遊戲環境,諸如觸發或控制虛擬遊戲環境內的虛擬角色移動和動作。 Handheld game controllers such as gamepads have been particularly popular among users of console gaming systems. These gamepads are typically handheld devices formed from a housing having various buttons, analog joysticks, steering plates, and other input mechanisms disposed thereon. A control circuit enclosed within the housing records the interaction of the mechanical user with the input mechanism and converts the user input into an electronic control signal. The control circuit can then process the electronic control signals to obtain digital data representing the interaction of the mechanical user, and the control circuit can report the digital data to a computer game system (eg, home console, personal computer, arcade console, etc.) hosting the virtual game environment. . The computer game system can then manipulate the virtual game environment based on controller reports received from the control circuitry, such as triggering or controlling virtual character movements and actions within the virtual game environment.

根據一實施方式,可提供一種遊戲控制器,包括:模擬搖桿;一個或複數個按鈕;以及控制晶片,被配置為回應於使用者輸入,將前述一個或複數個按鈕中的第一按鈕分配為靈敏度修改器按鈕,前述靈敏度修改器按鈕在被啟動或反啟動時調整前述模擬搖桿的靈敏度設置。 According to an embodiment, a game controller may be provided, comprising: an analog joystick; one or a plurality of buttons; and a control chip configured to assign a first button of the one or more of the aforementioned buttons in response to user input For the sensitivity modifier button, the aforementioned sensitivity modifier button adjusts the sensitivity setting of the aforementioned analog joystick when it is activated or deactivated.

根據另一實施方式,可提供一種遊戲控制器,包括:模擬搖桿;一個或複數個按鈕;以及控制晶片,前述控制晶片被配置為:與主機遊戲系統的配置軟體通訊,以將前述一個或複數個按鈕中的第一按鈕分配為靈敏度修改器按鈕;並且當前述第一按鈕被啟動時使用修改的靈敏度設置生成前述模擬搖桿的報告資料,並且當前述第一按鈕未被啟動時使用基線靈敏度設置生成前述模擬搖桿的報告資料;並且將前述報告資料提供給前述主機遊戲系統。 According to another embodiment, a game controller may be provided, comprising: an analog joystick; one or a plurality of buttons; and a control chip configured to: communicate with a configuration software of the host game system to The first button of the plurality of buttons is assigned as a sensitivity modifier button; and the report data of the aforementioned analog joystick is generated using the modified sensitivity setting when the aforementioned first button is activated, and the baseline is used when the aforementioned first button is not activated The sensitivity setting generates report data of the aforementioned analog joystick; and provides the aforementioned report data to the aforementioned host game system.

100‧‧‧遊戲控制器 100‧‧‧game controller

102‧‧‧外殼 102‧‧‧Shell

104a、104b‧‧‧模擬搖桿 104a, 104b‧‧‧ analog rocker

106‧‧‧方向板 106‧‧‧direction board

108a、108b‧‧‧觸發按鈕 108a, 108b‧‧‧ trigger button

110a~110d‧‧‧主按鈕 110a~110d‧‧‧ main button

112a、112b‧‧‧二級按鈕 112a, 112b‧‧‧ secondary button

112‧‧‧連接介面 112‧‧‧Connection interface

114‧‧‧設備硬體介面 114‧‧‧Device hardware interface

116、904‧‧‧控制晶片 116, 904‧‧‧Control chip

118‧‧‧輸入硬體層 118‧‧‧Enter the hard layer

120、120a-120e‧‧‧輸入機構 120, 120a-120e‧‧‧ input mechanism

200‧‧‧主機遊戲系統 200‧‧‧Host game system

202‧‧‧中央遊戲處理器 202‧‧‧Central Game Processor

204‧‧‧主機硬體介面 204‧‧‧Host hardware interface

206‧‧‧輸出顯示器 206‧‧‧ Output display

410、420‧‧‧圖解 410, 420‧‧

510、520‧‧‧圖解 510, 520‧‧

610、620、630‧‧‧圖解 610, 620, 630‧‧

700‧‧‧圖表 700‧‧‧Chart

702~722‧‧‧步驟 702~722‧‧‧Steps

900、1000、1100、1200‧‧‧狀態機 900, 1000, 1100, 1200‧‧ state machine

902~928‧‧‧狀態 902~928‧‧‧ Status

1200‧‧‧過程 1200‧‧‧ Process

1002~1116‧‧‧步驟 1002~1116‧‧‧Steps

1202~1212‧‧‧步驟 1202~1212‧‧‧Steps

在圖式中,遍及不同視圖,相似的元件符號一般地指代相同的部分。圖式不一定按比例繪製,而是一般地將重點放在說明本新型的原理上。在以下描述中,參照以下圖式描述了本新型的各種實施方式。 Throughout the drawings, like reference numerals refer to the The drawings are not necessarily to scale, the <RTIgt; In the following description, various embodiments of the present invention are described with reference to the following drawings.

圖1A和圖1B示出遊戲控制器的示例性外部圖。 1A and 1B illustrate an exemplary external view of a game controller.

圖2示出遊戲控制器和主機遊戲系統的示例性內部配置。 FIG. 2 shows an exemplary internal configuration of a game controller and a host game system.

圖3示出描繪模擬搖桿的報告資料的生成的示例性圖。 FIG. 3 shows an exemplary diagram depicting the generation of report material for an analog stick.

圖4示出描繪使用Focus靈敏度設置生成模擬搖桿的報告資料的示例性圖。 FIG. 4 shows an exemplary diagram depicting report data for generating an analog joystick using Focus sensitivity settings.

圖5示出描繪使用Agile靈敏度設置生成模擬搖桿的報告資 料的示例性圖。 Figure 5 shows a report depicting the generation of an analog joystick using Agile sensitivity settings. An exemplary diagram of the material.

圖6示出描繪使用Focus靈敏度設置和Agile靈敏度設置來生成模擬搖桿的報告資料的示例性圖。 FIG. 6 shows an exemplary diagram depicting report data for generating an analog joystick using Focus sensitivity settings and agile sensitivity settings.

圖7示出圖示說明主機遊戲系統和遊戲控制器之間的通訊以更新可編程按鈕設置的示例性消息序列圖。 7 shows an exemplary message sequence diagram illustrating communication between a host gaming system and a game controller to update programmable button settings.

圖8A和圖8B示出模擬搖桿的一組固定靈敏度設置的示例性圖表和曲線圖。 8A and 8B show exemplary graphs and graphs of a set of fixed sensitivity settings for an analog rocker.

圖9示出表示遊戲控制器的控制晶片的操作的示例性狀態圖。 Figure 9 shows an exemplary state diagram representing the operation of the control wafer of the game controller.

圖10示出由遊戲控制器的控制晶片執行的配置軟體處理程序的示例性處理流程。 FIG. 10 shows an exemplary process flow of a configuration software processing program executed by a control chip of a game controller.

圖11示出由遊戲控制器的控制晶片執行的用於處理數位輸入狀態改變的示例性處理流程。 Figure 11 illustrates an exemplary process flow for processing digital input state changes performed by a control wafer of a game controller.

圖12示出由遊戲控制器的控制晶片執行的用於處理模擬輸入狀態改變的示例性處理流程。 Figure 12 illustrates an exemplary process flow for processing analog input state changes performed by a control wafer of a game controller.

以下詳細描述參照了以圖示說明的方式示出本新型可以在其中實現的具體細節和實施方式的圖式。 The detailed description is to be regarded as illustrative of the specific embodiments and embodiments

本文使用詞語“示例性”來意為“用作示例、實例或說明”。本文描述為“示例性”的任何實施方式或設計不一定被解釋為比其他實施方式或設計較佳或有利。 The word "exemplary" is used herein to mean "serving as an example, instance or description." Any implementation or design described herein as "exemplary" is not necessarily to be construed as preferred or advantageous over other embodiments or designs.

說明書或申請專利範圍中的詞語“多數”和“複數個”明確地指代大於1的數量。術語“(的)組”、“(的)集合”、“(的)集”、“(的)系列”、“(的)序列”、“(的)分組”等等在說明書或權利要求書中指代等於或大於1的數量,即一個或複數個。 沒有明確敘述“多數”或“複數個”的、以複數形式表達的任何術語同樣指代等於或大於1的數量。術語“合適的子集”、“縮小的子集”和“較小的子集”指代集合的子集,該子集不等於集合,即包含比集合更少的要素的集合的子集。 The words "majority" and "plurality" in the specification or patent application clearly refer to quantities greater than one. The terms "group", "set", "set", "series", "sequence", "group", etc. are in the specification or claims. The middle refers to the number equal to or greater than 1, that is, one or plural. Any term expressed in the plural form that does not explicitly recite "majority" or "plurality" also refers to an amount equal to or greater than one. The terms "appropriate subset", "reduced subset", and "smaller subset" refer to a subset of a collection that is not equal to a collection, ie, a subset of collections that contain fewer features than the collection.

如本文所使用的“電路”被理解為任何種類的邏輯實現實體,其可以包括專用硬體或執行軟體的處理器。因此,電路可以是模擬電路、數位電路、混合訊號電路、邏輯電路、處理器、微處理器、中央處理單元(CPU)、圖形處理單元(GPU)、數位訊號處理器(DSP)、現場可編程門陣列(FPGA)、集成電路、專用集成電路(ASIC)等或其任何組合。將在下面進一步詳細描述的各個功能的任何其他種類的實現也可以被理解為“電路”。應理解,本文詳述的任何兩個(或更多個)電路可以被實現為具有基本上等同的功能的單個電路,並且反過來,本文中詳述的任何單個電路可以被實現為具有基本上等同的功能的兩個(或更多個)獨立電路。另外,對“電路”的引用可以指共同形成單個電路的兩個或更多個電路。術語“電路佈置”可以指代由一個或複數個電路構成的單個電路、電路集和/或電子設備。 A "circuit" as used herein is understood to be any kind of logical implementation entity, which may include a dedicated hardware or a processor that executes software. Therefore, the circuit can be an analog circuit, a digital circuit, a mixed signal circuit, a logic circuit, a processor, a microprocessor, a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), and a field programmable Gate array (FPGA), integrated circuit, application specific integrated circuit (ASIC), etc., or any combination thereof. Any other kind of implementation of the various functions that will be described in further detail below may also be understood as "circuitry." It should be understood that any two (or more) circuits detailed herein may be implemented as a single circuit having substantially equivalent functions, and in turn, any single circuit detailed herein may be implemented to have substantially Two (or more) independent circuits of equivalent functionality. Additionally, references to "circuitry" may refer to two or more circuits that together form a single circuit. The term "circuit arrangement" may refer to a single circuit, circuit set, and/or electronic device that is comprised of one or more circuits.

如本文所使用的,“記憶體”可以被理解為其中可以儲存用於檢索的資料或資訊的非暫時性電腦可讀媒體。因此,本文包括的對“記憶體”的引用可以被理解為指代包括揮發性記憶體或非揮發性記憶體,揮發性記憶體或非揮發性記憶體包括隨機存取記憶體(RAM)、唯讀記憶體(ROM)、快閃記憶體、固態記憶體、磁帶、硬碟驅動器、光碟機等,或其任何組合。此外,寄存器、移位寄存器、處理器寄存器、資料緩衝器等在本文中也被術語記憶體所包含。應理解,被稱為“記憶體(memory)” 或“一記憶體(a memoty)”的單個組件可以由多於一種類型的記憶體構成,並且因此可以指包括一種或多種類型的記憶體的集合組件。容易理解的是,任何單個記憶體組件可以被分成複數個集體等同的記憶體組件,反之亦然。此外,儘管記憶體可以被描繪為與一個或複數個其它組件分離(諸如在圖式中),但是應理解的是,記憶體可以被集成在另一個組件內,諸如被集成在公共集成晶片上。 As used herein, "memory" can be understood to be a non-transitory computer readable medium in which data or information for retrieval can be stored. Therefore, references to "memory" as used herein may be understood to include reference to volatile memory or non-volatile memory, volatile memory or non-volatile memory including random access memory (RAM), Read only memory (ROM), flash memory, solid state memory, magnetic tape, hard disk drive, optical disk drive, etc., or any combination thereof. In addition, registers, shift registers, processor registers, data buffers, etc. are also encompassed by the term memory herein. It should be understood that it is called "memory" Or a single component of "a memoty" may be composed of more than one type of memory, and thus may refer to a collection component that includes one or more types of memory. It will be readily understood that any single memory component can be divided into a plurality of collectively equivalent memory components and vice versa. Moreover, although the memory can be depicted as being separate from one or more other components (such as in the drawings), it should be understood that the memory can be integrated into another component, such as being integrated on a common integrated die. .

除非明確指出,否則術語“傳輸”和“發送”包含直接(不經過任何中間點)和間接傳輸(經由一個或複數個中間點)兩者。類似地,術語“接收”包含直接和間接接收兩者。術語“通訊”包含傳輸和接收中的一者或兩者,即在輸入和輸出方向中的一個或兩個方向上的單向或雙向通訊。術語“計算”包含藉由數學表達式/公式/關係的“直接”計算和藉由查找表或哈希表和其他數組索引或搜索操作的“間接”計算。 Unless specifically stated otherwise, the terms "transmit" and "send" include both direct (without any intermediate points) and indirect transmission (via one or more intermediate points). Similarly, the term "receiving" encompasses both direct and indirect reception. The term "communication" encompasses one or both of transmission and reception, i.e., one-way or two-way communication in one or both of the input and output directions. The term "calculation" encompasses "direct" calculations by mathematical expressions/formulas/relationships and "indirect" calculations by lookup tables or hash tables and other array indexes or search operations.

圖1A和圖1B示出遊戲控制器100的基本圖。如圖1A和圖1B所示,遊戲控制器100可以在結構上圍繞外殼102設置。在外殼102的外表面上可以提供包括模擬搖桿104a和104b、方向板106、觸發按鈕108a和108b、主按鈕110a-110d和二級按鈕112a和112b的各種輸入機構。遊戲控制器100的各種附加方面可以包括在外殼102的外部位置處提供的其他類型、定位和數量的輸入機構,包括其他按鈕、模擬搖桿和/或觸摸板。在一些方面,遊戲控制器100還可以包括在外殼102內部提供的輸入機構,諸如運動感應器、麥克風或相機。在一些方面,遊戲控制器100還可以包括提供在外殼102內部或外部的輸出機構,諸如揚聲器、視覺顯示器或“隆隆聲”系統。儘管遊戲控制器100在圖1A和圖1B中被描繪為手持式遊戲手柄,本新型的 方面不限於此,並且可以在任何類型的周邊遊戲控制器中實現。在各個方面,外殼102可以以各種不同的形狀和尺寸形成。由於遊戲控制器100一般地可以被設計用於使用者手持操作,所以在一些方面,外殼102可以形成有以能夠容易被使用者抓握或操縱的形式成形外殼102的角度、凹陷和突起。 1A and 1B show a basic diagram of the game controller 100. As shown in FIGS. 1A and 1B, the game controller 100 can be structurally disposed around the housing 102. Various input mechanisms including analog rockers 104a and 104b, direction plates 106, trigger buttons 108a and 108b, main buttons 110a-110d, and secondary buttons 112a and 112b may be provided on the outer surface of the outer casing 102. Various additional aspects of game controller 100 may include other types, locations, and numbers of input mechanisms provided at external locations of housing 102, including other buttons, analog joysticks, and/or touch pads. In some aspects, game controller 100 may also include an input mechanism provided within housing 102, such as a motion sensor, microphone, or camera. In some aspects, game controller 100 may also include an output mechanism, such as a speaker, visual display, or "rumbling" system, provided internal or external to housing 102. Although the game controller 100 is depicted as a handheld gamepad in FIGS. 1A and 1B, the present novel Aspects are not limited in this regard and can be implemented in any type of peripheral game controller. In various aspects, the outer casing 102 can be formed in a variety of different shapes and sizes. Since the game controller 100 can generally be designed for user hand-held operation, in some aspects, the outer casing 102 can be formed with angles, depressions, and protrusions that shape the outer casing 102 in a form that can be easily grasped or manipulated by a user.

遊戲控制器100可以藉由連接介面112與主機遊戲系統相連接。在一些方面,連接介面112可以是諸如圖1A和圖1B所示的有線介面。在其他方面,連接介面112可以是可由無線收發器和支持無線數據機(modem)構成的無線介面,該無線收發器和支持無線數據機可以與電腦遊戲系統中提供的對應無線接收器和數據機無線地傳輸和接收資料。 The game controller 100 can be connected to the host game system through the connection interface 112. In some aspects, the connection interface 112 can be a wired interface such as that shown in Figures 1A and 1B. In other aspects, the connection interface 112 can be a wireless interface that can be comprised of a wireless transceiver and a supported wireless modem that can be coupled to a corresponding wireless receiver and modem provided in a computer gaming system. Transmit and receive data wirelessly.

圖2示出描繪遊戲控制器100和主機遊戲系統200的示例性框圖。如圖2所示,遊戲控制器100可以藉由連接介面112與主機遊戲系統200相連接。主機遊戲系統200可以是任何類型的電腦遊戲系統,諸如家庭遊戲控制台、個人電腦或街機遊戲控制台。主機遊戲系統200可以包括中央遊戲處理器202和主機硬體介面204。 FIG. 2 shows an exemplary block diagram depicting game controller 100 and host gaming system 200. As shown in FIG. 2, the game controller 100 can be connected to the host game system 200 via the connection interface 112. The host gaming system 200 can be any type of computer gaming system, such as a home gaming console, a personal computer, or an arcade gaming console. The host gaming system 200 can include a central gaming processor 202 and a host hardware interface 204.

中央遊戲處理器202可以是被配置為執行以視聽輸出資料的形式實現虛擬遊戲環境的軟體定義的程序代碼的處理組件。由中央遊戲處理器202執行以生成視聽輸出資料的軟體定義的程序代碼可以是定義對於虛擬遊戲環境來說唯一的遊戲引擎的源代碼。除了如何以視聽方式表示虛擬遊戲環境之外,遊戲引擎因此可以指定用於定義虛擬遊戲環境的基礎邏輯和控制資料的參數、限制和/或規則。中央遊戲處理器202因此可以執行遊戲引擎的軟體模組,該遊戲引擎控制遊戲環境、數位圖形渲染、數位音頻生成、虛擬物理和動畫和/或人工智能的一般邏輯。在 一些方面,中央遊戲處理器202可以在單個處理器核心上、或在集成到單個處理組件中或作為分開的處理組件提供的複數個處理器核心上執行遊戲引擎的各種模組。在一些方面,中央遊戲處理器202可以包括負責執行不同軟體模組的分開的專用子組件。例如,在一些方面,中央遊戲處理器202可以包括專用圖形渲染子組件,諸如圖形處理單元(GPU)或其他類型的圖形晶片,該專用圖形渲染子組件被配置為執行遊戲引擎的數位圖形渲染模組以產生視覺地表示虛擬遊戲環境的圖形資料。在一些方面,中央遊戲處理器202可以附加地或可選地包括專用音頻生成子組件,諸如聲卡或其他類型的數位音頻生成晶片,該專用音頻生成子組件被配置為執行遊戲引擎的數位音頻生成模組以產生聽覺表示虛擬遊戲環境的音頻資料。 Central game processor 202 may be a processing component configured to execute software-defined program code that implements a virtual game environment in the form of audiovisual output material. The software code defined by the central game processor 202 to generate the audiovisual output material may be source code that defines a game engine that is unique to the virtual game environment. In addition to how the virtual game environment is represented in an audiovisual manner, the game engine can therefore specify parameters, restrictions, and/or rules for defining the underlying logic and control material of the virtual game environment. The central game processor 202 can thus execute a software module of the game engine that controls the general logic of the game environment, digital graphics rendering, digital audio generation, virtual physics and animation, and/or artificial intelligence. in In some aspects, central game processor 202 can execute various modules of the game engine on a single processor core, or on a plurality of processor cores integrated into a single processing component or provided as separate processing components. In some aspects, central game processor 202 can include separate dedicated sub-components that are responsible for executing different software modules. For example, in some aspects, central game processor 202 can include a dedicated graphics rendering sub-component, such as a graphics processing unit (GPU) or other type of graphics tile, configured to execute a digital graphics rendering module of the game engine. Grouping to produce graphical material that visually represents the virtual game environment. In some aspects, central game processor 202 can additionally or alternatively include a dedicated audio generation sub-component, such as a sound card or other type of digital audio generation chip configured to perform digital audio generation of the game engine. The module generates audio data representing the virtual game environment.

中央遊戲處理器202執行遊戲引擎的軟體定義的程序代碼因此可以生成直觀地和聽覺地表示虛擬遊戲環境的視聽輸出資料。如圖2所示,中央遊戲處理器202可以將視聽輸出資料提供給輸出顯示器206。輸出顯示器206可以是包括視覺輸出組件(諸如監視器、電視、投影儀或虛擬現實顯示器)的呈現設備,該呈現設備可以顯示在中央遊戲處理器202生成的視聽輸出資料中提供的圖形資料。輸出顯示器206可以進一步包括諸如一個或複數個揚聲器的音頻輸出組件,該音頻輸出組件可以聽覺地再現在中央遊戲處理器202生成的視聽輸出資料中提供的聲音資料。因此輸出顯示器206可以呈現由中央遊戲處理器202提供的視聽輸出資料,從而使得主機遊戲系統200的使用者能夠觀看虛擬遊戲環境並對虛擬遊戲環境作出反應。在各個方面,輸出顯示器206的視覺輸出組件和音頻輸出組件可以直接被物理集成(諸如,例如具有集成揚聲器的電視機)或者可以 被分開提供(諸如,例如與分開的揚聲器連接的顯示監視器)。 The central game processor 202 executes the software-defined program code of the game engine so that it can generate audiovisual output material that visually and audibly represents the virtual game environment. As shown in FIG. 2, central game processor 202 can provide audiovisual output data to output display 206. The output display 206 can be a rendering device that includes a visual output component, such as a monitor, television, projector, or virtual reality display, that can display graphical material provided in the audiovisual output material generated by the central game processor 202. The output display 206 can further include an audio output component, such as one or a plurality of speakers, that can audibly reproduce the sound material provided in the audiovisual output material generated by the central game processor 202. The output display 206 can thus present the audiovisual output material provided by the central game processor 202, thereby enabling a user of the host gaming system 200 to view the virtual game environment and react to the virtual game environment. In various aspects, the visual output component and the audio output component of the output display 206 can be directly physically integrated (such as, for example, a television with integrated speakers) or They are provided separately (such as, for example, a display monitor connected to a separate speaker).

主機遊戲系統200的使用者可以藉由遊戲控制器100與虛擬遊戲環境互動。如圖2所示,連接介面112可以將主機遊戲系統200的主機硬體介面204與遊戲控制器100的設備硬體介面114連接。主機遊戲系統200和遊戲控制器100可以回應於使用者與遊戲控制器100的各種輸入機構120的互動來交換資訊(諸如由遊戲控制器100生成的控制器報告)。如之前所指出的,連接介面112可以是有線或無線介面,諸如通用串列匯流排(USB)、WiFi、藍牙或其他有線或無線介面。主機硬體介面204和設備硬體介面114可以被配置為根據連接介面112的有線或無線實現以有線或無線方式來交換資料。在各個方面,除了各種制碼/編碼和調製/解調操作之外,主機硬體介面204和設備硬體介面114可以包括被配置為通過連接介面112傳輸和接收資料的有線或無線通訊數據機。 A user of the console game system 200 can interact with the virtual game environment by the game controller 100. As shown in FIG. 2, the connection interface 112 can connect the host hardware interface 204 of the host gaming system 200 to the device hardware interface 114 of the game controller 100. The host gaming system 200 and the game controller 100 can exchange information (such as controller reports generated by the game controller 100) in response to user interaction with various input mechanisms 120 of the game controller 100. As noted previously, the connection interface 112 can be a wired or wireless interface, such as a universal serial bus (USB), WiFi, Bluetooth, or other wired or wireless interface. The host hardware interface 204 and the device hardware interface 114 can be configured to exchange data in a wired or wireless manner according to a wired or wireless implementation of the connection interface 112. In various aspects, in addition to various coding/encoding and modulation/demodulation operations, the host hardware interface 204 and the device hardware interface 114 can include a wired or wireless communication data machine configured to transmit and receive data over the connection interface 112. .

如圖2所示,遊戲控制器100還可以包括控制晶片116、輸入硬體層118和輸入機構120。輸入機構120可以包括單獨的輸入機構120a-120e,單獨的輸入機構120a-120e可以對應於前面關於圖1A和圖1B詳述的輸入機構104a-112b,並且因此可以圍繞遊戲控制器100的周邊外殼102設置。在示例性方面,輸入機構120a-120c可以是按鈕,而輸入機構120d和120e可以是模擬搖桿。 As shown in FIG. 2, the game controller 100 can also include a control wafer 116, an input hardware layer 118, and an input mechanism 120. The input mechanism 120 can include separate input mechanisms 120a-120e that can correspond to the input mechanisms 104a-112b detailed above with respect to Figures 1A and 1 B, and thus can surround the peripheral housing of the game controller 100 102 settings. In an exemplary aspect, input mechanisms 120a-120c can be buttons, while input mechanisms 120d and 120e can be analog joysticks.

因此,使用者可以使用使用者的手指諸如藉由按壓和釋放按鈕120a-120c並且藉由移動模擬搖桿120d和120e來機械地啟動、反啟動和/或調整輸入機構120。輸入機構120中的每個可以電連接到輸入硬體層118,輸入硬體層118可以被配置為將輸入機構120的機械致動(actuation)(包括啟動、反啟動和/或 調整)轉換為數位控制訊號。在一些方面,輸入硬體層118可以將輸入機構120的機械移動轉換為電子電壓值。然後輸入硬體層118可以將這樣的電子電壓值提供給控制晶片116,控制晶片116可以生成控制器報告(例如,表示輸入機構120的致動的數位資料)。然後控制晶片116可以藉由設備硬體介面114、連接介面112和主機硬體介面204將控制器報告傳輸給中央遊戲處理器202。控制器報告可以是預定義格式,該預定義格式可以使中央遊戲處理器202能夠正確解讀包含在控制器報告中的報告資料。然後中央遊戲處理器202可以根據控制器報告來調整虛擬遊戲環境,諸如基於指定模擬搖桿和按鈕致動的控制器報告中的報告資料,藉由觸發和控制虛擬角色移動和動作來調整虛擬遊戲環境。 Thus, the user can mechanically activate, deactivate, and/or adjust the input mechanism 120 using the user's fingers, such as by pressing and releasing the buttons 120a-120c and by moving the analog rockers 120d and 120e. Each of the input mechanisms 120 can be electrically coupled to an input hardware layer 118 that can be configured to mechanically actuate the input mechanism 120 (including startup, reverse start, and/or Adjustment) is converted to a digital control signal. In some aspects, the input hardware layer 118 can convert the mechanical movement of the input mechanism 120 to an electronic voltage value. The input hardware layer 118 can then provide such electronic voltage values to the control wafer 116, which can generate controller reports (eg, digital data representing actuation of the input mechanism 120). The control chip 116 can then transmit the controller report to the central game processor 202 via the device hardware interface 114, the connection interface 112, and the host hardware interface 204. The controller report can be a predefined format that enables the central game processor 202 to properly interpret the report material contained in the controller report. The central game processor 202 can then adjust the virtual game environment based on the controller report, such as adjusting the virtual game by triggering and controlling virtual character movements and actions based on report data in the controller report that specifies the analog joystick and button actuation. surroundings.

控制晶片116可以包括處理電路,諸如被配置為執行定義遊戲控制器100的整體功能的韌體的處理器。在一些方面,控制晶片116可以包括或者可以是微控制器單元(MCU)。控制晶片116還可以包括記憶體(諸如快閃記憶體儲存組件)以儲存遊戲控制器100的本地資訊。儲存在記憶體處的該本地資訊可以包括針對輸入機構120a-120e的設置,諸如可編程按鈕設置(例如,針對按鈕120a-120c的可編程按鈕設置)和靈敏度設置(例如,針對模擬搖桿120d-120e的靈敏度設置)。 Control wafer 116 may include processing circuitry, such as a processor configured to perform firmware that defines the overall functionality of game controller 100. In some aspects, control wafer 116 can include or can be a microcontroller unit (MCU). The control chip 116 may also include a memory (such as a flash memory storage component) to store local information of the game controller 100. The local information stored at the memory may include settings for input mechanisms 120a-120e, such as programmable button settings (eg, programmable button settings for buttons 120a-120c) and sensitivity settings (eg, for analog joystick 120d) -120e sensitivity setting).

輸入硬體層118可以是與輸入機構120a-120e電子連接的硬體電路。輸入硬體層118可以包括可以將輸入機構120a-120e的機械致動轉換為模擬電壓的開關和其他檢測電路。例如,作為數位輸入機構(諸如按鈕和方向板)的輸入機構可以產生數位輸出(例如高態或低態的數位電壓),而作為模擬輸入機構(諸如模擬搖桿、觸發器或電動機)的輸入機構產生模擬輸出 (例如,連續範圍的模擬電壓)。因此,輸入硬體層118可以包括從輸入機構120a-120e的數位輸入機構產生數位輸出以提供給控制晶片116(例如,提供給控制晶片116的MCU)的通用輸入/輸出(GPIO)引腳。輸入硬體層118還可以包括內部模擬數位轉換(ADC)引腳或外部ADC晶片,以從輸入機構120a-120e的模擬輸入機構產生模擬輸出以提供給控制晶片116(例如提供給控制晶片116的MCU)。控制晶片116可以在這些GPIO引腳、內部ADC引腳和外部ADC晶片處與輸入硬體層118相連接。 The input hardware layer 118 can be a hardware circuit that is electronically coupled to the input mechanisms 120a-120e. The input hardware layer 118 can include switches and other detection circuits that can convert the mechanical actuation of the input mechanisms 120a-120e to analog voltages. For example, an input mechanism that acts as a digital input mechanism (such as a button and a direction plate) can produce a digital output (such as a high or low state digital voltage) as an input to an analog input mechanism (such as an analog rocker, trigger, or motor). Mechanism produces analog output (for example, a continuous range of analog voltages). Thus, input hardware layer 118 may include a general purpose input/output (GPIO) pin that produces a digital output from a digital input mechanism of input mechanisms 120a-120e for supply to control wafer 116 (eg, to an MCU that controls wafer 116). The input hardware layer 118 may also include an internal analog digital conversion (ADC) pin or an external ADC die to generate an analog output from the analog input mechanism of the input mechanisms 120a-120e for supply to the control wafer 116 (eg, to the MCU of the control wafer 116) ). Control die 116 can be coupled to input hardware layer 118 at these GPIO pins, internal ADC pins, and external ADC chips.

遊戲控制器100和中央遊戲處理器202之間的總體互動(在一端由機械使用者與輸入機構120的交互控制,並在另一端反映出中央遊戲處理器202對虛擬遊戲環境的修改)可以因此使使用者能夠和虛擬遊戲環境互動以及控制虛擬遊戲環境。因此由中央遊戲處理器202向輸出顯示器206提供視聽輸出資料可以向使用者提供反饋回路,使使用者能夠直觀地並且聽覺地跟隨虛擬遊戲環境並對虛擬遊戲環境作出反應。由於輸入機構120的機械致動之間可能存在預定關係,使用者可以以可控方式與虛擬遊戲環境互動。 The overall interaction between the game controller 100 and the central game processor 202 (controlled by the interaction of the mechanical user with the input mechanism 120 at one end and the modification of the virtual game environment by the central game processor 202 at the other end) may thus Enable users to interact with the virtual game environment and control the virtual game environment. Thus, providing the audiovisual output data from the central game processor 202 to the output display 206 can provide a feedback loop to the user to enable the user to intuitively and audibly follow the virtual game environment and react to the virtual game environment. Since there may be a predetermined relationship between the mechanical actuations of the input mechanism 120, the user can interact with the virtual game environment in a controlled manner.

按鈕(諸如按鈕120a-120c)一般地可以用數位方式操作,即,可以在給定時間被啟動或不被啟動(儘管某些按鈕也可以基於它們被按壓的程度來操作)。因而,輸入硬體層118可以將機械致動(例如,藉由按壓啟動或藉由釋放反啟動)轉換為模擬電壓訊號,該模擬電壓訊號可以例如記錄當給定按鈕被按壓時的高電壓位準以及當給定按鈕未被按壓時的低電壓水平。控制晶片116可以從輸入硬體層118接收模擬電壓訊號,並且將該模擬電壓訊號轉換為數位電壓訊號。然後控制晶片116可 以評估數位電壓訊號以確定按鈕是否被按壓,諸如藉由解讀當按鈕被按壓(啟動)時的高(例如,邏輯“1”)的數位電壓訊號以及藉由解讀當按鈕未被按壓(未啟動)時的低的數位電壓訊號(例如,邏輯“0”)。如果確定按鈕被按壓,則控制晶片116可以根據預定義的映射來標識被映射到該按鈕的數值按鈕掃描碼,並且隨後在控制器報告中向中央遊戲處理器202提供該數值按鈕掃描碼。 Buttons, such as buttons 120a-120c, can generally operate in a digital manner, i.e., can be activated or not activated at a given time (although some buttons can also operate based on the extent to which they are pressed). Thus, the input hardware layer 118 can be mechanically actuated (eg, by a press enable or by a release reverse start) to convert to an analog voltage signal that can, for example, record a high voltage level when a given button is pressed. And the low voltage level when a given button is not pressed. Control chip 116 can receive an analog voltage signal from input hardware layer 118 and convert the analog voltage signal to a digital voltage signal. The control wafer 116 can then To evaluate the digital voltage signal to determine if the button is pressed, such as by interpreting a high (eg, logic "1") digital voltage signal when the button is pressed (activated) and by interpreting when the button is not pressed (not activated) Low digital voltage signal (eg, logic "0"). If it is determined that the button is pressed, the control wafer 116 can identify the numeric button scan code mapped to the button based on the predefined mapping and then provide the numeric button scan code to the central game processor 202 in the controller report.

每個按鈕可以被映射到由中央遊戲處理器202支持的虛擬遊戲環境中的預定動作。因此,中央遊戲處理器202可以從遊戲控制器100接收包括標識啟動的按鈕的數值按鈕掃描碼的控制器報告,並且觸發虛擬遊戲環境中的啟動按鈕的預定動作。例如,如果按鈕120a被映射到在瞄準標線的方向上發射虛擬槍炮的“射擊”動作,則當從控制晶片116接收到標識按鈕120a已被啟動(例如,藉由指定按鈕120a的數值按鈕掃描碼)的控制器報告時,中央遊戲處理器202可觸發虛擬遊戲環境中的“射擊”動作。中央遊戲處理器202可以類似地基於當每個動作被映射到的遊戲控制器100的按鈕來在虛擬遊戲環境中觸發各種其他動作。 Each button can be mapped to a predetermined action in a virtual game environment supported by the central game processor 202. Accordingly, the central game processor 202 can receive a controller report including a numeric button scan code identifying the activated button from the game controller 100 and trigger a predetermined action of the launch button in the virtual game environment. For example, if button 120a is mapped to a "shoot" action that fires a virtual gun in the direction of the aiming line, then when the identification button 120a has been received from control wafer 116 has been activated (eg, by specifying a value button for button 120a) When the controller of the scan code reports, the central game processor 202 can trigger a "shoot" action in the virtual game environment. The central game processor 202 can similarly trigger various other actions in the virtual game environment based on the buttons of the game controller 100 to which each action is mapped.

雖然許多按鈕(諸如按鈕120a-120c)可以以這種二元和離散的方式操作,但是模擬搖桿(諸如模擬搖桿120d和120e)可以以連續範圍操作。例如,使用者可以將模擬搖桿在相對於模擬搖桿的中央靜止位置的任何方向上移動,並且可以將模擬搖桿從模擬搖桿的中央靜止位置移動最大半徑內的任何距離。致動的不同程度和方向可以使使用者大程度控制與模擬搖桿的移動相聯繫的虛擬動作。 While many buttons, such as buttons 120a-120c, can operate in this binary and discrete manner, analog joysticks, such as analog rockers 120d and 120e, can operate in a continuous range. For example, the user can move the analog rocker in any direction relative to the central rest position of the analog rocker and can move the analog rocker from the center rest position of the analog rocker to any distance within the maximum radius. The varying degrees and orientations of actuation allow the user to greatly control the virtual motion associated with the movement of the analog rocker.

以虛擬角色或“頭像”為特徵的許多虛擬遊戲環境將模擬搖 桿致動與角色移動相聯繫。這種角色移動可以包括地理角色移動和角色視覺兩者。例如,一些遊戲環境可以藉由模擬搖桿致動來控制地理角色移動,或者換句話說,可以基於使用者對模擬搖桿的機械移動來控制虛擬角色在不同位置之間的移動。一些遊戲環境,特別是“第一人稱”遊戲環境,也可以藉由模擬搖桿致動來控制角色“視覺”,或者換句話說,可以基於使用者對模擬搖桿的機械移動來控制虛擬角色的第一人稱視角。 Many virtual game environments featuring virtual characters or "avatars" will simulate shaking Rod actuation is associated with character movement. This role movement can include both geographic character movement and character vision. For example, some gaming environments may control geographic character movement by analog rocker actuation, or in other words, control the movement of virtual characters between different positions based on the user's mechanical movement of the analog rocker. Some game environments, especially the "first person" game environment, can also control the character "visual" by simulating the joystick actuation, or in other words, controlling the virtual character based on the user's mechanical movement of the analog joystick. The first person perspective.

在地理角色移動的情況下,遊戲控制器100的使用者一般地可以根據模擬搖桿的致動方向和程度來控制虛擬角色的移動。例如,由輸出顯示器206和中央遊戲處理器202顯示的虛擬遊戲環境可以諸如從第三人稱視角或從第一人稱視角來描繪虛擬角色。對於第三人稱視角,遊戲控制器100的使用者對模擬搖桿(諸如模擬搖桿120d)的移動方向一般可以控制虛擬角色在輸出顯示器206上呈現的虛擬遊戲環境中在同樣方向上移動。對於第一人稱視角,使用者對模擬搖桿120的移動方向一般可以控制虛擬角色在相對於虛擬角色的第一人稱視角的方向上移動。 In the case of a geographic character movement, the user of the game controller 100 can generally control the movement of the virtual character based on the direction and extent of actuation of the simulated rocker. For example, a virtual game environment displayed by output display 206 and central game processor 202 can depict a virtual character, such as from a third person perspective or from a first person perspective. For a third person perspective, the direction of movement of the analog joystick (such as the analog joystick 120d) by the user of the game controller 100 can generally control the virtual character to move in the same direction in the virtual game environment presented on the output display 206. For the first person perspective, the user's direction of movement of the analog rocker 120 can generally control the movement of the virtual character in a direction relative to the first person perspective of the virtual character.

在第一人稱視角的情況下,第二模擬搖桿(諸如模擬搖桿120e)可以與角色視覺相聯繫。因此,遊戲控制器100的使用者可以藉由在期望的觀看方向上移動模擬搖桿120e、以類似轉動角色頭部的方式、來控制虛擬角色正在看的方向。將模擬搖桿120d與地理角色移動耦連以及將模擬搖桿120e與角色視覺耦連的組合可以使遊戲控制器100的使用者既能夠在虛擬遊戲環境中將虛擬角色移動到不同的位置,又能夠從第一人稱角度觀察周圍的虛擬遊戲環境。 In the case of a first person perspective, a second analog rocker, such as the analog rocker 120e, can be associated with the character's vision. Therefore, the user of the game controller 100 can control the direction in which the virtual character is looking by moving the analog joystick 120e in a desired viewing direction, in a manner similar to rotating the character's head. The combination of the analog joystick 120d with the geographic character movement and the combination of the analog joystick 120e and the character vision can enable the user of the game controller 100 to move the virtual character to a different location in the virtual game environment, The surrounding virtual game environment can be viewed from the first person perspective.

雖然模擬搖桿120d和120e的致動方向可以控制移動和視 覺方向,但是模擬搖桿120d和120e的致動程度(即,模擬搖桿從其中央靜止點移動的徑向距離有多遠)可以控制移動和視覺“速度”。模擬搖桿120d和120e可以被設置為在距其中央靜止點一定的徑向距離內移動,並且因此使用者可以以各種致動程度(即,與中央靜止點的不同徑向距離)移動模擬搖桿120d和120e。因此,使用者可以分別藉由模擬搖桿120d和120e被移動的致動程度來控制虛擬角色在虛擬遊戲環境內移動和觀察的速度。 Although the actuation directions of the analog rockers 120d and 120e can control movement and viewing The direction, but the degree of actuation of the analog rockers 120d and 120e (i.e., how far the simulated rocker is moving from its central stationary point) can control the movement and visual "speed." The analog rockers 120d and 120e can be arranged to move within a certain radial distance from their central rest point, and thus the user can move the analog shake at various degrees of actuation (ie, different radial distances from the central stationary point) Rods 120d and 120e. Thus, the user can control the speed at which the virtual character moves and observes within the virtual game environment by simulating the degree of actuation of the rockers 120d and 120e, respectively.

如前所述,輸入硬體層118可以被配置為將輸入機構120的機械致動轉換為電子電壓訊號,並且將電子電壓訊號提供給控制晶片116。控制晶片116然後可以處理電子電壓訊號以獲得報告資料,控制晶片116可以藉由連接介面112將該報告資料作為控制器報告發送給中央遊戲處理器202。圖3圖示說明遊戲控制器100對機械致動到報告資料的這種轉換。圖3特別描繪了模擬搖桿120e的水平致動,即模擬搖桿120d相對於位於(X Center ,Y Center )處的中央靜止點沿著x軸的機械移動。 As previously described, the input hardware layer 118 can be configured to convert mechanical actuation of the input mechanism 120 to an electronic voltage signal and provide an electronic voltage signal to the control wafer 116. The control chip 116 can then process the electronic voltage signal to obtain the report data, and the control chip 116 can transmit the report data as a controller report to the central game processor 202 via the connection interface 112. Figure 3 illustrates this conversion of the game controller 100 to mechanical actuation to reporting material. Figure 3 specifically depicts the horizontal actuation of the analog rocker 120e, i.e. , the mechanical movement of the analog rocker 120d relative to the central stationary point at ( X Center , Y Center ) along the x-axis.

如圖3所示,對於水平操縱桿移動,模擬搖桿120e可以沿著X軸在X Min X Max 之間的位置處機械致動,其中X Min 通常可以等於-X Max 。因此沿著X軸的機械移動距離範圍可以由[X Min ,X Max ]界定。因此,輸入硬體層118可以檢測作為範圍[-V Min ,V Max ]內的模擬電壓訊號的模擬搖桿120e的機械致動,並向控制晶片116提供硬體層電壓。控制晶片116可以對由輸入硬體層118提供的模擬電壓訊號進行模擬數位轉換(ADC),以獲得在範圍[ADC Min ,ADC Max ]內的數位電壓訊號,並且可以隨後將數位電壓訊號轉換為在範圍[Report Min ,Report Max ](其中在圖3中給出Report Min Report Max 的示例性值為-32768和+32767)內的數值搖桿致動程 度。可替換地,在一些方面,輸入硬體層118(或置於輸入硬體層118與控制晶片116之間的另一中間組件)可以對模擬電壓訊號進行ADC以獲得數位電壓訊號,並隨後將數位電壓訊號提供給控制晶片116。 As shown in FIG. 3, for horizontal joystick movement, the analog rocker 120e can be mechanically actuated along the X-axis at a position between X Min and X Max , where X Min can generally be equal to -X Max . Therefore the range of mechanical movement distance along the X axis can be defined by [ X Min , X Max ]. Thus, the input hardware layer 118 can detect mechanical actuation of the analog rocker 120e as an analog voltage signal in the range [ -V Min , V Max ] and provide a hard layer voltage to the control wafer 116. The control chip 116 can perform analog digital conversion (ADC) on the analog voltage signal provided by the input hardware layer 118 to obtain a digital voltage signal in the range [ ADC Min , ADC Max ], and can subsequently convert the digital voltage signal to The range [ Report Min , Report Max ] (where the exemplary values for Report Min and Report Max are given in Figure 3 are -32768 and +32767) is the degree of rocker actuation. Alternatively, in some aspects, the input hardware layer 118 (or another intermediate component placed between the input hardware layer 118 and the control wafer 116) can perform an ADC on the analog voltage signal to obtain a digital voltage signal, and then the digital voltage Signals are provided to control wafer 116.

例如,控制晶片116可以對數位電壓訊號進行採樣以獲得採樣數位電壓V ADC ,並將採樣數位電壓V ADC 轉換為數值搖桿致動程度V Report ,其可以是在[Report Min ,Report Max ]之間的帶正負號的值。在一些方面,控制晶片116可以利用線性關係將採樣數位電壓V ADC 轉換為數值搖桿致動程度V Report 。例如,控制晶片116可以具有ADC Min ADC Max ADC Center Report Min Report Max 的先驗知識,並且可以基於將這些參數相對於V ADC 的線性應用來計算V Report 。以下所示的等式(1)描述了示例性算法邏輯,藉由該算法邏輯,控制晶片116可以從V ADC 計算V Report For example, the control chip 116 can sample the digital voltage signal to obtain a sampled digital voltage V ADC and convert the sampled digital voltage V ADC to a numerical rocker actuation level V Report , which can be in [ Report Min , Report Max ] The value of the sign with a sign. In some aspects, control wafer 116 can convert the sampled digital voltage V ADC to a numerical rocker actuation level V Report using a linear relationship. For example, control wafer 116 may have a priori knowledge of ADC Min , ADC Max , ADC Center , Report Min , and Report Max , and may calculate V Report based on linear applications of these parameters relative to the V ADC . Equation (1) shown below describes exemplary algorithm logic by which the control wafer 116 can calculate a V Report from the V ADC :

控制晶片116可以執行等式(1)的算法邏輯(例如,該算法邏輯作為可執行代碼,可以被定義為在控制晶片116處執行的韌體)或其他類似的算法邏輯,以從V ADC 計算V Report 。其他非線性算法邏輯也在本新型的範圍內 Control wafer 116 may perform the algorithmic logic of equation (1) (eg, the algorithm logic as executable code, which may be defined as firmware executed at control wafer 116) or other similar algorithmic logic to calculate from the V ADC V Report . Other nonlinear algorithm logic is also within the scope of this novel

輸入硬體層118和控制晶片116可以類似地將模擬搖桿120e沿Y軸(由[Y Min ,Y Max ]界定)的機械致動轉換為數值搖桿致 動程度,從而獲得表示模擬搖桿120e的、在圍繞(X Center ,Y Center )的圓形半徑內的、水平移動和垂直移動兩者的數值搖桿致動程度。雖然本文中的某些方面可能主要涉及單個數值致動程度,但控制晶片116也可以例如用X軸和Y軸移動值,來生成成對的數值致動程度。因此應理解,本文的描述同樣適用於表示二維模擬搖桿移動的成對的數值致動程度的生成。 The input hardware layer 118 and the control wafer 116 can similarly convert the mechanical actuation of the analog rocker 120e along the Y-axis (defined by [ Y Min , Y Max ]) to a numerical rocker actuation level, thereby obtaining a representation of the analog rocker 120e. The degree of numerical rocker actuation of both horizontal and vertical movements within a circular radius around ( X Center , Y Center ). While certain aspects herein may primarily relate to a single degree of numerical actuation, the control wafer 116 may also, for example, shift values with the X and Y axes to generate a sense of the degree of numerical actuation. It should therefore be understood that the description herein is equally applicable to the generation of pairs of numerical actuation levels that represent two-dimensional simulated rocker movement.

控制晶片116可以將數值搖桿致動程度報告給中央遊戲處理器202,可能連同包括搖桿致動方向資料和按鈕致動資料的其他報告資料一起報告。然後中央遊戲處理器202可以接收該數值搖桿致動程度,然後觸發虛擬角色移動(或另一適當的虛擬遊戲環境反應)作為回應。在一些方面,控制晶片116可以被配置為根據報告時段(例如,每T s 秒報告數值搖桿致動程度)來報告數值搖桿致動程度,例如藉由提供包含數值搖桿致動程度的控制器報告(例如,在X和Y兩個方向上)以及其他報告資料(諸如按鈕致動資料)。 The control wafer 116 can report the numerical rocker actuation level to the central game processor 202, possibly along with other reporting materials including joystick actuation direction data and button actuation data. The central game processor 202 can then receive the numerical rocker actuation level and then trigger a virtual character movement (or another suitable virtual game environment response) in response. In some aspects, the control wafer 116 may be configured to report the value of the rocker according to the report period (e.g., every T s seconds report value actuation rocker actuator extent) the degree of actuation, for example by providing a degree of actuation of the rocker value The controller reports (for example, in both X and Y directions) as well as other reporting materials (such as button actuation data).

在各個方面,當由數位電壓訊號生成數值搖桿致動程度以報告給中央遊戲處理器202(報告數值搖桿致動程度)時,控制晶片116可以參考模擬搖桿120d的靈敏度設置。靈敏度設置可以支配由控制晶片116獲得的數位電壓訊號與報告數值搖桿致動程度之間的直接比例關係。換句話說,相比於更低的靈敏度設置,更高的靈敏度設置可以產生更高的報告數值搖桿致動程度(即,如果數位電壓訊號為正,則更接近Report Max ,如果數位電壓訊號為負,則更接近Report Min )。在使用線性關係的基本示例中,第一靈敏度設置可以是0.5(例如50%)並且第二靈敏度設置可以是1.0(例如100%)。因此,對於相同的給定採樣數位電壓V ADC ,當使用第二靈敏度設置時,控制晶片116可以計算 報告數值搖桿致動程度,该是當使用第一靈敏度設置時的報告數值搖桿致動程度的兩倍。在一些方面,控制晶片116可以在本地儲存靈敏度設置(例如,在控制晶片116的本地記憶體中儲存靈敏度設置),並且隨後當生成報告數值搖桿致動程度時檢索儲存的靈敏度設置。在不脫離本新型的範圍的情況下,用於生成數值搖桿致動程度的靈敏度設置的其它用途也是適用的。 In various aspects, when the numerical rocker actuation level is generated by the digital voltage signal for reporting to the central game processor 202 (reporting the numerical rocker actuation level), the control wafer 116 can reference the sensitivity setting of the analog rocker 120d. The sensitivity setting can govern the direct proportional relationship between the digital voltage signal obtained by the control wafer 116 and the degree of reporting of the numerical joystick actuation. In other words, a higher sensitivity setting can result in a higher reported value of the joystick actuation than a lower sensitivity setting (ie, if the digital voltage signal is positive, it is closer to Report Max if the digital voltage signal is Negative is closer to Report Min ). In a basic example using a linear relationship, the first sensitivity setting may be 0.5 (eg, 50%) and the second sensitivity setting may be 1.0 (eg, 100%). Thus, for the same given sampled digital voltage V ADC , the control wafer 116 can calculate the reported value of the rocker actuation when the second sensitivity setting is used. , the Is the reported value of the rocker actuation when using the first sensitivity setting Twice. In some aspects, the control wafer 116 can store sensitivity settings locally (eg, store sensitivity settings in the local memory of the control wafer 116) and then retrieve the stored sensitivity settings when generating a report numerical joystick actuation level. Other uses for generating a sensitivity setting for the degree of numerical rocker actuation are also applicable without departing from the scope of the present invention.

使用者的容易和準確地控制虛擬角色移動的能力對於電腦遊戲中的成功和享受可能是重要的。這可能與依靠遊戲過程中極快的反應時間和精確移動和瞄準的遊戲類型(諸如第一人稱射擊遊戲)特別相關。雖然第一人稱射擊遊戲在遊戲手柄控制的控制台系統中相對流行,但許多玩家認為使用模擬搖桿來進行角色移動並不是最佳的,尤其是與在個人電腦上玩遊戲使用的鍵盤和滑鼠控制的移動相比。 The ability of the user to easily and accurately control the movement of virtual characters may be important for success and enjoyment in computer games. This may be particularly relevant to relying on extremely fast reaction times during game play and the type of game that is precisely moved and aimed, such as first person shooter games. Although first-person shooters are relatively popular in console-controlled console systems, many players believe that using analog joysticks for character movement is not optimal, especially with keyboards and slides used to play games on personal computers. The mouse controls the movement compared to.

玩家經常注意到的一個特別的缺點是模擬搖桿的靈敏度往往不適合第一人稱射擊遊戲的高精度和高速度要求。例如,相同的模擬搖桿(即,分配給“角色視覺”的那個;通常是右側模擬搖桿)可以既用於瞄準(例如,將瞄準標線指向螢幕上的對象)又用於轉動(例如,轉動第一人稱視角,諸如向“後面”看)。由於瞄準可能要求高度的精度,所以如果搖桿靈敏度太高,試圖瞄準並射擊螢幕上的對象的玩家可能無法準確瞄準。然而,當玩家試圖轉動時可能會發生相反的情況,因為搖桿靈敏度太低可能無法使玩家足夠快地反應以環顧四周(例如,看他們的後面),因此,雖然“角色視覺”模擬搖桿的特定的搖桿靈敏度可能適用於高精度瞄準,但相同的搖桿靈敏度可能不適合快速反應轉動。 A particular shortcoming that players often notice is that the sensitivity of the analog stick is often not suitable for the high precision and high speed requirements of first-person shooters. For example, the same analog rocker (ie, the one assigned to "role vision"; typically the right analog joystick) can be used both for aiming (eg, pointing the aiming line to an object on the screen) and for turning (eg , turning the first person perspective, such as looking to the "back". Since aiming may require a high degree of precision, if the joystick sensitivity is too high, a player attempting to aim and shoot an object on the screen may not be able to accurately aim. However, the opposite may happen when the player tries to turn, because the joystick sensitivity is too low may not allow the player to react quickly enough to look around (for example, looking behind them), so while the "role vision" simulates the joystick The specific rocker sensitivity may be suitable for high precision aiming, but the same rocker sensitivity may not be suitable for fast response rotation.

因此,本新型的各個方面可以提供一種系統,其中模擬搖桿的靈敏度設置可以由使用者在玩遊戲期間藉由致動特定按鈕(或其他合適的機構)來動態調整。被分配用於動態調整靈敏度設置的靈敏度修改器按鈕可以是藉由配置軟體配置的,從而使得使用者能夠既選擇他們選擇的按鈕和/或指定修改的靈敏度設置。 Accordingly, various aspects of the present invention can provide a system in which the sensitivity setting of the analog rocker can be dynamically adjusted by the user during actuation of the game by actuating a particular button (or other suitable mechanism). The sensitivity modifier button assigned to dynamically adjust the sensitivity settings can be configured by the configuration software to enable the user to select both the button of their choice and/or the modified sensitivity setting.

在各個方面,可以提供至少一個靈敏度修改器按鈕,其中靈敏度修改器按鈕的啟動(例如,用手指按壓)可以將模擬搖桿的靈敏度設置設定為修改的靈敏度設置,並且靈敏度修改器按鈕的反啟動(例如,釋放按壓)可以將模擬搖桿的靈敏度設置設定回基線靈敏度設置。在一些方面,可以提供兩個或更多個靈敏度修改器按鈕,其中第一靈敏度修改器按鈕的啟動可以將模擬搖桿的靈敏度設置設定為第一修改的靈敏度設置,第二靈敏度修改器按鈕的啟動可以將模擬搖桿的靈敏度設置設定為第二修改的靈敏度設置,並且第一靈敏度修改器按鈕和第二靈敏度修改器按鈕兩者的反啟動可以將模擬搖桿的靈敏度設置設定回基線靈敏度設置。 In various aspects, at least one sensitivity modifier button can be provided, wherein activation of the sensitivity modifier button (eg, pressing with a finger) can set the sensitivity setting of the analog joystick to a modified sensitivity setting, and the anti-activation of the sensitivity modifier button (For example, release press) The sensitivity setting of the analog stick can be set back to the baseline sensitivity setting. In some aspects, two or more sensitivity modifier buttons can be provided, wherein activation of the first sensitivity modifier button can set the sensitivity setting of the analog joystick to a first modified sensitivity setting, the second sensitivity modifier button The startup can set the sensitivity setting of the analog joystick to the second modified sensitivity setting, and the reverse activation of both the first sensitivity modifier button and the second sensitivity modifier button can set the sensitivity setting of the analog joystick back to the baseline sensitivity setting. .

另外,各個方面可以提供一種機構來選擇性地分配使用者選擇的按鈕作為靈敏度修改器按鈕和/或選擇修改的靈敏度設置以分配給靈敏度修改器按鈕。 Additionally, various aspects may provide a mechanism to selectively assign a user selected button as a sensitivity modifier button and/or select a modified sensitivity setting for assignment to a sensitivity modifier button.

這些方面的應用可以為手持式遊戲手柄的使用者產生許多益處。例如,積極參與玩遊戲的使用者可以藉由保持靈敏度修改器按鈕反啟動(例如,藉由避免按壓靈敏度修改器按鈕),用處於基線靈敏度設置的模擬搖桿來控制虛擬角色(例如,第一人稱或第三人稱的地理移動或視覺)。如果使用者想要將靈敏度設置動態調整到不同的靈敏度設置,則使用者可以(例如, 藉由按壓靈敏度修改器按鈕)啟動靈敏度修改器按鈕。然後,遊戲控制器可以記錄靈敏度修改器按鈕的啟動,並將模擬搖桿設置為修改的靈敏度設置,從而使使用者能夠以修改的靈敏度設置來控制虛擬角色。 These aspects of the application can create many benefits for the user of the handheld gamepad. For example, a user actively participating in a game play can control the virtual character with an analog joystick at baseline sensitivity setting by holding the sensitivity modifier button back (eg, by avoiding pressing the sensitivity modifier button) (eg, first Geographical movement or vision of a person or third person). If the user wants to dynamically adjust the sensitivity setting to a different sensitivity setting, the user can (for example, The sensitivity modifier button is activated by pressing the sensitivity modifier button. The game controller can then record the activation of the sensitivity modifier button and set the analog joystick to the modified sensitivity setting, thereby enabling the user to control the virtual character with the modified sensitivity settings.

修改的靈敏度設置可以高於或低於基線靈敏度設置。關於與第一人稱射擊者有關的上述示例,對於使用者來說,當用模擬搖桿進行瞄準(例如將瞄準標線朝虛擬對象定位)時使用更低的靈敏度設置、以及當用模擬搖桿轉動(例如,當將虛擬角色轉動看向側面或後面)時使用更高的靈敏度設置可能是有利的。相應地,修改的靈敏度設置可以低於基線靈敏度設置,並且結果使用者可以在用模擬搖桿瞄準時啟動靈敏度修改器按鈕,並且可以在其他時間反啟動(或者保持反啟動)靈敏度修改器按鈕。然後當使用者瞄準時,遊戲控制器可以將模擬搖桿設置為修改的靈敏度設置(更低的靈敏度設置),從而使使用者能夠以更低的靈敏度精確且準確地瞄準。當使用者沒有瞄準時,遊戲控制器可以相反地將模擬搖桿設置為基線靈敏度設置(更高的靈敏度設置),從而使得使用者能夠以更高的靈敏度快速轉動並環顧四周。以下將關於兩個或更複數個靈敏度修改器按鈕進一步詳述類似示例,其中,例如,使用者可以藉由啟動和反啟動兩個靈敏度修改器按鈕在更高的修改的靈敏度設置、更低的修改的靈敏度設置和中間的基線靈敏度設置之間切換。 The modified sensitivity setting can be higher or lower than the baseline sensitivity setting. With regard to the above examples relating to first-person shooters, for the user, when aiming with the analog joystick (eg positioning the aiming line towards the virtual object), use a lower sensitivity setting, and when using the analog joystick It may be advantageous to use a higher sensitivity setting when turning (eg, turning the virtual character toward the side or back). Accordingly, the modified sensitivity setting can be lower than the baseline sensitivity setting, and as a result the user can activate the sensitivity modifier button while aiming with the analog joystick, and can deactivate (or remain back-start) the sensitivity modifier button at other times. The game controller can then set the analog joystick to a modified sensitivity setting (lower sensitivity setting) when the user is aiming, thereby enabling the user to accurately and accurately aim with lower sensitivity. When the user is not aiming, the game controller can instead set the analog joystick to a baseline sensitivity setting (higher sensitivity setting), allowing the user to quickly rotate and look around with greater sensitivity. A similar example will be further detailed below with respect to two or more sensitivity modifier buttons, wherein, for example, the user can activate and deactivate both sensitivity modifier buttons at a higher modified sensitivity setting, lower Switch between the modified sensitivity setting and the intermediate baseline sensitivity setting.

參照圖2的圖,本新型的各個方面的功能可以在控制晶片116處進行。如之前關於圖2和圖3所詳述的,控制晶片116可以負責從輸入硬體層118接收表示模擬搖桿120d-120e的機械致動的模擬電壓訊號,並且隨後產生包括數值搖桿致動程度的 控制器報告,該數值搖桿致動程度定量地指明模擬搖桿從模擬搖桿的中心靜止點移動多遠。 Referring to the diagram of FIG. 2, the functionality of various aspects of the present invention can be performed at control wafer 116. As detailed above with respect to Figures 2 and 3, the control wafer 116 can be responsible for receiving mechanically actuated analog voltage signals representative of the analog rockers 120d-120e from the input hardware layer 118, and subsequently generating a numerical rocker actuation level. of The controller reports that the value of the rocker actuation quantitatively indicates how far the analog rocker moves from the center stationary point of the analog rocker.

圖4示出類似於圖3的圖,圖4圖示說明經由啟動靈敏度修改器按鈕調整靈敏度設置而引起的數值搖桿致動程度的變化。圖解410示出靈敏度修改器按鈕被啟動(並且因此使用修改的靈敏度設置)的情況,而圖解420示出靈敏度修改器按鈕未被啟動(並且因此使用基線靈敏度設置)的情況。在圖4的示例性環境中,修改的靈敏度設置可以是50%,或者換句話說,可以是基線靈敏度設置的50%。因此,當靈敏度修改器按鈕被啟動時,控制晶片116可以用作為基線靈敏度設置的50%的修改的靈敏度設置,來計算數值搖桿致動程度。 4 shows a diagram similar to FIG. 3, which illustrates a change in the degree of numerical rocker actuation caused by adjusting the sensitivity setting via the activation sensitivity modifier button. Diagram 410 shows the case where the sensitivity modifier button is activated (and thus uses the modified sensitivity setting), while diagram 420 shows the case where the sensitivity modifier button is not activated (and thus uses the baseline sensitivity setting). In the exemplary environment of Figure 4, the modified sensitivity setting may be 50%, or in other words, may be 50% of the baseline sensitivity setting. Thus, when the sensitivity modifier button is activated, the control wafer 116 can calculate the degree of numerical rocker actuation with a modified sensitivity setting that is 50% of the baseline sensitivity setting.

如前所述,控制晶片116可以藉由評估數位電壓訊號來確定數位電壓是高還是低來記錄按鈕的啟動。因此,控制晶片116可以以相同的方式確定靈敏度修改器按鈕被啟動還是未啟動,並相應地使用基線靈敏度設置或修改的靈敏度設置。在圖解420的情況下,當靈敏度修改器按鈕未被啟動時,控制晶片116可以從輸入硬體層118接收模擬電壓訊號(在[V Min ,V Max ]的範圍內),將模擬電壓訊號轉換為數位電壓訊號(在[ADC Min ,ADC Max ]範圍內),獲取基線靈敏度設置,並使用數位電壓訊號和基線靈敏度設置生成數值搖桿啟動程度(在[Report Min ,Report Max]的範圍內,例如[-32768,32767])。 As previously discussed, the control chip 116 can record the activation of the button by evaluating the digital voltage signal to determine if the digital voltage is high or low. Thus, the control wafer 116 can determine in the same manner whether the sensitivity modifier button is activated or not, and accordingly uses a baseline sensitivity setting or a modified sensitivity setting. In the case of diagram 420, when the sensitivity modifier button is not activated, control wafer 116 can receive an analog voltage signal (within [ V Min , V Max ]) from input hardware layer 118, converting the analog voltage signal to The digital voltage signal (in the range of [ ADC Min , ADC Max ]), obtains the baseline sensitivity setting, and uses the digital voltage signal and baseline sensitivity settings to generate the numerical joystick activation level (in the range of [ Report Min , Report Max ] , for example [-32768,32767]).

在圖解410的情況下,控制晶片116可以檢測靈敏度修改器按鈕的啟動,並且結果將靈敏度設置從基線靈敏度設置設定為修改的靈敏度設置,例如50%。當靈敏度設置已經被調整到修改的靈敏度設置時,控制晶片116將使用修改的靈敏度設置生成報告數值搖桿致動程度,從而同樣調整控制晶片116報告 給中央遊戲處理器202的報告數值搖桿致動程度。在修改的靈敏度設置是50%的特定示例中,控制晶片116可以將報告數值搖桿致動程度計算為當靈敏度修改器按鈕未被啟動(例如,圖解420的情況)時所計算的報告數值搖桿致動程度的一半。 In the case of diagram 410, control wafer 116 can detect the activation of the sensitivity modifier button and as a result set the sensitivity setting from the baseline sensitivity setting to a modified sensitivity setting, such as 50%. When the sensitivity setting has been adjusted to the modified sensitivity setting, the control wafer 116 will generate a report numerical rocker actuation level using the modified sensitivity settings, thereby also adjusting the control wafer 116 report. The numerical joystick actuation level is reported to the central game processor 202. In a particular example where the modified sensitivity setting is 50%, the control wafer 116 can calculate the reported value rocker actuation level as the reported value shake when the sensitivity modifier button is not activated (eg, in the case of diagram 420) Half of the rod actuation.

例如,控制晶片116可以首先如前所述地(諸如根據等式(1)的算法邏輯)計算數值搖桿致動程度V Report 。如果靈敏度修改器按鈕沒有被啟動,則控制晶片116可以使用該數值搖桿致動程度V Report 以在控制器報告中提供給中央遊戲處理器202(或者等效地,可以將100%的基線靈敏度設置應用於V Report )。如果靈敏度修改器按鈕被啟動,則控制晶片116可以根據修改的靈敏度設置V Modified 來修改數值搖桿致動程度V Report 以獲得報告數值搖桿致動程度。例如,控制晶片116可以將報告數值搖桿致動程度計算為 For example, control wafer 116 may first calculate a numerical rocker actuation level V Report as previously described (such as according to algorithmic logic of equation (1)). If the sensitivity modifier button is not activated, the control wafer 116 can use the numerical joystick actuation level V Report to be provided to the central game processor 202 in the controller report (or equivalently, 100% baseline sensitivity can be achieved) Settings apply to V Report ). If the sensitivity modifier button is activated, the control wafer 116 can modify the numerical rocker actuation degree V Report according to the modified sensitivity setting V Modified to obtain the reported numerical joystick actuation level. . For example, the control wafer 116 can report the magnitude of the rocker actuation Calculated as

因此,控制晶片116可以將修改的靈敏度設置V Modified 應用於數值搖桿致動程度V Report ,以獲得報告數值搖桿致動程度。如果修改的靈敏度設置V Modified 是例如圖4的環境中的50%,則控制晶片116可以因此計算,並且可以相應地獲得作為數值搖桿致動程度V Report 的一半的報告數值搖桿致動程度。在計算報告數值搖桿致動程度之後,控制晶片116可以準備(除了諸如針對按鈕致動的其他報告資料之外可選地準備)包括的控制器報告,並且然後可以(例如,根據特定的報告時段)藉由連接介面112將控制器報告發送到中央遊戲處理器202。具有50%的修改的靈敏度設置V Modified 的該示例是示例性的,並且可以與其他修改的靈敏度設置以並列方 式應用。 Thus, the control wafer 116 can apply the modified sensitivity setting V Modified to the numerical rocker actuation level V Report to obtain the reported numerical rocker actuation level. . If the modified sensitivity setting V Modified is, for example, 50% in the environment of Figure 4, the control wafer 116 can therefore calculate And the reported numerical rocker actuation degree as a half of the numerical rocker actuation degree V Report can be obtained accordingly . In the calculation report the value of the rocker actuation Thereafter, the control wafer 116 can be prepared (alternatively prepared in addition to other reporting materials such as button actuation) including The controller reports and can then send the controller report to the central game processor 202 via the connection interface 112 (eg, according to a particular reporting period). This example with a 50% modified sensitivity setting V Modified is exemplary and can be applied in parallel with other modified sensitivity settings.

如前所述,當使用者瞄準時,更低的修改的靈敏度設置對於第一人稱射擊遊戲可以是特別有利的。因此,在一些方面,可以使用以圖4中詳述的方式的更低的修改的靈敏度設置作為“Focus”靈敏度設置,其中更低的修改靈敏度設置可以使得使用者更容易用模擬搖桿精確和準確地移動虛擬目標標線(例如,由中央遊戲處理器202在輸出顯示器206上顯示的虛擬目標標線)以瞄準螢幕上的對象。因此,積極參與玩遊戲的使用者可以在試圖瞄準時啟動(例如,藉由用手指按壓)指定的Focus靈敏度修改器按鈕,從而切換到更低的Focus靈敏度設置而不是更高的基線靈敏度設置,並且結果能夠使用模擬搖桿更準確且精確地瞄準虛擬目標標線。然後,使用者可以在完成瞄準時關閉(例如,藉由用手指釋放)Focus靈敏度修改器按鈕,並且可以在除了瞄準(或執行類似地依靠精度和準確度的其他角色運動)時的其他所有時間使Focus靈敏度修改器按鈕處於反啟動狀態。 As previously mentioned, a lower modified sensitivity setting may be particularly advantageous for a first person shooter game when the user is aiming. Thus, in some aspects, a lower modified sensitivity setting in the manner detailed in Figure 4 can be used as a "Focus" sensitivity setting, wherein a lower modified sensitivity setting can make it easier for the user to accurately simulate with the analog stick. The virtual target reticle (e.g., the virtual target reticle displayed by the central game processor 202 on the output display 206) is accurately moved to target the object on the screen. Thus, a user actively participating in the game can initiate (eg, by pressing with a finger) the specified Focus sensitivity modifier button to switch to a lower Focus sensitivity setting instead of a higher baseline sensitivity setting, And as a result, the virtual joystick can be aimed more accurately and accurately using the analog joystick. The user can then turn off the Focus Sensing modifier button (eg, by releasing it with a finger) when completing the aiming, and can be at all other times except when aiming (or performing other character movements that rely similarly on accuracy and accuracy) Leave the Focus sensitivity modifier button in the reverse start state.

在本新型的另一方面,可以相反地將靈敏度修改器按鈕分配給比基線靈敏度設置更高的修改的靈敏度設置。雖然其他用途也在本新型的範圍內,但是這些方面對於第一人稱射擊遊戲而言,當使用者正以快速方式轉動或快速移動角色視角時可以是特別有利的。相應地,當使用者希望快速轉動或類似地移動角色視角時,使用者可以啟動靈敏度修改器按鈕,這可以在控制晶片116處觸發使用更高的修改的靈敏度設置來計算報告數值搖桿致動程度。由於更高的修改的靈敏度設置,與靈敏度修改器按鈕未被按壓而使用基線靈敏度設置的可替換情況相比,使用者將能夠更快速地轉動虛擬角色(例如,從中央遊戲處理 器202在輸出顯示器206上顯示的角色視角轉動虛擬角色)。 In another aspect of the invention, the sensitivity modifier button can be inversely assigned to a modified sensitivity setting that is higher than the baseline sensitivity setting. While other uses are within the scope of the present invention, these aspects may be particularly advantageous for first-person shooters when the user is turning in a fast manner or moving the character's perspective quickly. Accordingly, when the user wishes to quickly rotate or similarly move the character's perspective, the user can activate the sensitivity modifier button, which can trigger the use of a higher modified sensitivity setting at the control wafer 116 to calculate the report value rocker actuation degree. Due to the higher modified sensitivity setting, the user will be able to rotate the virtual character more quickly than the alternative case where the sensitivity modifier button is not pressed and the baseline sensitivity setting is used (eg, from central game processing) The keeper 202 rotates the avatar on the output of the character perspective displayed on the display 206.

圖5示出圖解510和圖解520,描繪了以類似於圖4的圖解410和圖解420中圖示說明的更低的修改的靈敏度設置的方式使用更高的修改的靈敏度設置。圖解510示出靈敏度修改器按鈕未被啟動(並且因此使用基線靈敏度設置)的情況,而圖解520示出靈敏度修改器按鈕被啟動(並且因此使用修改的靈敏度設置)的情況。因此,當靈敏度修改器按鈕被啟動時,與靈敏度修改器按鈕未被啟動時相比,控制晶片116可以計算更高的報告數值搖桿致動程度。在圖5的示例性環境中,修改的靈敏度設置V Modified 可以被設置為使得當模擬搖桿120e移動最大無線電距離(X Max )的70%時,控制晶片116計算報告數值搖桿致動程度為最大數值搖桿致動程度Report Max 的100%。換句話說,修改的靈敏度設置可以被設定為142.86%(等於1/70%),其中報告數值搖桿致動程度仍受[Report Min ,Report Max ]的限制。在算法上表示,控制晶片116可以用與表示在等式(2)(即,)中的相同的方式使用修改的靈敏度設置V Modified (等於1/70%)來計算報告數值搖桿致動程度。這可以等同地用V Modified =70%和以下計算來表示 FIG. 5 shows a diagram 510 and a diagram 520 depicting the use of a higher modified sensitivity setting in a manner similar to the lower modified sensitivity settings illustrated in diagram 410 of FIG. 4 and diagram 420. Diagram 510 shows the case where the sensitivity modifier button is not activated (and thus uses the baseline sensitivity setting), while diagram 520 shows the case where the sensitivity modifier button is activated (and thus uses the modified sensitivity setting). Thus, when the sensitivity modifier button is activated, the control wafer 116 can calculate a higher reported value rocker actuation level than when the sensitivity modifier button is not activated. In the exemplary environment of Figure 5, the modified V Modified sensitivity setting may be arranged such that when moving the analog stick 70% 120e maximum radio distance (X Max), the control value calculation report rocker actuation wafer 116 degree actuator The maximum value of the joystick is 100% of the Report Max . In other words, the modified sensitivity setting can be set to 142.86% (equal to 1/70%), where the reported value of the rocker actuation is still limited by [ Report Min , Report Max ]. It is shown algorithmically that the control wafer 116 can be used and represented in equation (2) (ie, In the same way, use the modified sensitivity setting V Modified (equal to 1/70%) to calculate the reported value of the rocker actuation . This can be equivalently represented by V Modified =70% and the following calculations

因此,當啟動靈敏度修改器按鈕(從而觸發使用更高的修改的靈敏度設置)時,主動玩第一人稱射擊者的遊戲控制器100的使用者能夠更快轉動,因為與靈敏度修改器按鈕未被啟動(從而觸發使用更低的基線靈敏度設置)時相比,控制晶片116將計算更高的報告數值搖桿致動程度。因此,在一些方面,關於圖5詳述的修改的靈敏度設置可以是“Agile”靈敏度設置,並且 靈敏度修改器按鈕可以用作“Agile”靈敏度修改器按鈕,其中Agile靈敏度修改器按鈕的啟動可以使得使用者更容易快速轉動和調整輸出顯示器206上所顯示的角色視角。因此,當嘗試快速轉動時,積極參與玩遊戲的使用者可因此(例如,藉由用手指按壓)啟動分配的Agile靈敏度修改器按鈕,從而切換到更高的Agile靈敏度設置而不是更低的基線靈敏度設置,並且結果能夠更快地且更快速地轉動角色視角。然後使用者可以在完成轉動時反啟動(例如,藉由用手指釋放)Agile靈敏度修改器按鈕,並且可以在除了快速轉動(或者執行類似地依靠快速轉動的其他角色運動)之外的所有時間保持Agile靈敏度修改器按鈕處於反啟動狀態。 Thus, when the sensitivity modifier button is activated (thus triggering the use of a higher modified sensitivity setting), the user of the game controller 100 actively playing the first person shooter can rotate faster because the sensitivity modifier button is not Control wafer 116 will calculate a higher reported value rocker actuation level when starting (and thus triggering the use of a lower baseline sensitivity setting). Thus, in some aspects, the modified sensitivity setting detailed with respect to Figure 5 can be an "Agile" sensitivity setting, and The Sensitivity modifier button can be used as an "Agile" sensitivity modifier button, where activation of the Agile Sensitivity modifier button can make it easier for the user to quickly rotate and adjust the character perspective displayed on the output display 206. Thus, when attempting to rotate quickly, a user actively participating in the game can thus switch to a higher Agile sensitivity setting instead of a lower baseline by initiating the assigned Agile Sensitivity modifier button (eg, by pressing with a finger). Sensitivity settings, and the result is a faster and faster rotation of the character's perspective. The user can then deactivate (eg, by releasing with a finger) the Agile Sensitivity modifier button upon completion of the rotation and can remain at all times except for rapid rotation (or performing other character movements that rely similarly on rapid rotation) The Agile Sensitivity modifier button is in the reverse start state.

在一些方面,可以在遊戲控制器100上僅使用Focus靈敏度修改器按鈕和Agile靈敏度修改器按鈕中的一個。例如,按鈕120a可以被分配為Focus靈敏度修改器按鈕(其中按鈕120a可以以類似於圖1中所示的任何方式被提供在外殼102上)。因此,當使用者啟動(例如藉由按壓)按鈕120a時,控制晶片116將利用Focus靈敏度設置(其低於基線靈敏度設置),從而使使用者能夠用模擬搖桿120e更精確地控制瞄準。相反,當使用者反啟動(例如藉由釋放)按鈕120a和/或保持按鈕120a反啟動時,控制晶片116將利用基線靈敏度設置(其高於Focus靈敏度設置)。 In some aspects, only one of the Focus sensitivity modifier button and the Agile sensitivity modifier button can be used on the game controller 100. For example, button 120a can be assigned as a Focus Sensitivity modifier button (where button 120a can be provided on housing 102 in any manner similar to that shown in FIG. 1). Thus, when the user activates (e.g., by pressing) button 120a, control wafer 116 will utilize the Focus sensitivity setting (which is below the baseline sensitivity setting), thereby enabling the user to more accurately control the aiming with analog rocker 120e. Conversely, when the user deactivates (eg, by releasing) button 120a and/or holding button 120a to reverse start, control wafer 116 will utilize a baseline sensitivity setting (which is higher than the Focus sensitivity setting).

可替換地,按鈕120a可以被分配給Agile靈敏度修改器按鈕。因此,當使用者啟動(例如藉由按壓)按鈕120a時,控制晶片116將利用Agile靈敏度設置(其高於基線靈敏度設置),從而使使用者能夠利用模擬搖桿120e更快地轉動。相反,當使用者反啟動(例如藉由釋放)按鈕120a和/或保持按鈕120a反 啟動時,控制晶片116將利用基線靈敏度設置(其低於Agile靈敏度設置)。 Alternatively, the button 120a can be assigned to an Agile Sensitivity modifier button. Thus, when the user activates (e.g., by pressing) button 120a, control wafer 116 will utilize the Agile sensitivity setting (which is above the baseline sensitivity setting) to enable the user to rotate faster using analog rocker 120e. Conversely, when the user reverses (e.g., by releasing) button 120a and/or holding button 120a At startup, control wafer 116 will utilize a baseline sensitivity setting (which is lower than the Agile sensitivity setting).

在一些方面,Focus靈敏度修改器按鈕和Agile靈敏度修改器按鈕可以同時使用在遊戲控制器100上。例如,按鈕120a可以被分配給Focus靈敏度修改器按鈕,而按鈕120b可以被分配給Agile靈敏度修改器按鈕。因此,Focus靈敏度修改器按鈕120a的啟動可促使控制晶片116在計算模擬搖桿120e的報告數值搖桿致動程度時利用Focus靈敏度設置,而Agile靈敏度修改器按鈕120b的啟動可促使控制晶片116在計算模擬搖桿120e的報告數值搖桿致動程度時利用Agile靈敏度設置。Focus靈敏度修改器按鈕120a和Agile靈敏度修改器按鈕120b都未被啟動可以促使控制晶片116利用基線靈敏度設置來計算模擬搖桿120e的報告數值搖桿致動程度,其中Focus靈敏度設置可以低於基線靈敏度設置,並且Agile靈敏度設置可以高於基線靈敏度設置。啟動Focus靈敏度修改器按鈕120a和Agile靈敏度修改器按鈕120b兩者可以促使控制晶片116使用基線靈敏度設置,以基於預定默認動作默認使用Focus靈敏度設置或Agile靈敏度設置,或者使用第四靈敏度設置。 In some aspects, the Focus Sensitivity modifier button and the Agile Sensitivity modifier button can be used simultaneously on the game controller 100. For example, button 120a can be assigned to a Focus sensitivity modifier button and button 120b can be assigned to an Agile Sensitivity modifier button. Thus, activation of the Focus Sensitivity modifier button 120a may cause the control wafer 116 to utilize the Focus sensitivity setting when calculating the reported numerical rocker actuation level of the analog rocker 120e, while activation of the Agile Sensitivity modifier button 120b may cause the control wafer 116 to The Agile sensitivity setting is used to calculate the reported value of the rocker actuation of the analog rocker 120e. The fact that neither the Focus Sensitivity modifier button 120a nor the Agile Sensitivity Modifier button 120b is activated may cause the control wafer 116 to use the baseline sensitivity setting to calculate the reported numerical rocker actuation of the analog rocker 120e, where the Focus sensitivity setting may be lower than the baseline sensitivity. Settings, and the Agile sensitivity setting can be higher than the baseline sensitivity setting. Initiating both the Focus Sensitivity modifier button 120a and the Agile Sensitivity Modifier button 120b may cause the control wafer 116 to use the baseline sensitivity setting to default to use the Focus sensitivity setting or the Agile sensitivity setting based on a predetermined default action, or to use a fourth sensitivity setting.

圖6示出圖解610、620和630,示出控制晶片116的操作,用在圖解610中的Focus靈敏度設置、在圖解620中的基線靈敏度設置和在圖解630中的Agile靈敏度設置來計算報告數值搖桿致動程度。因此使用者可以藉由Focus靈敏度修改器按鈕120a和Agile靈敏度修改器按鈕120b的啟動和反啟動,在模擬搖桿120e的不同靈敏度設置之間切換。以如最近的上文詳述的方式,控制晶片116可以利用Focus靈敏度設置、基線靈敏度設置或Agile靈敏度設置,基於模擬搖桿120e的機械致動來計算 報告數值搖桿致動程度。 6 shows diagrams 610, 620, and 630 showing the operation of control wafer 116, the focus sensitivity settings in plot 610, the baseline sensitivity settings in plot 620, and the agile sensitivity settings in plot 630 to calculate report values. The degree of rocker actuation. Therefore, the user can switch between different sensitivity settings of the analog rocker 120e by the activation and deactivation of the Focus sensitivity modifier button 120a and the Agile sensitivity modifier button 120b. In a manner as detailed above, the control wafer 116 can be calculated based on the mechanical actuation of the analog rocker 120e using a Focus sensitivity setting, a baseline sensitivity setting, or an Agile sensitivity setting. Report the degree of rocker actuation.

在本新型的各個方面,控制晶片116因此可以被配置為標識靈敏度修改器按鈕何時被啟動或反啟動,並且相應地調整模擬搖桿的靈敏度設置。然後控制晶片116可以用適當的靈敏度設置來計算報告數值搖桿致動程度(例如,藉由將適當的靈敏度設置應用於數值搖桿致動程度),並且在控制器報告中向中央遊戲處理器202提供報告數值搖桿致動程度。控制晶片116還可以在控制器報告中提供已被啟動的其他按鈕的數值按鈕掃描碼。在一些方面,因為當靈敏度修改器按鈕被按壓時,控制晶片116可以在控制器報告中不提供靈敏度修改器按鈕的數值按鈕掃描碼,所以靈敏度修改器按鈕可以是唯一的。相反,控制晶片116可以藉由調整用於生成報告數值搖桿致動程度的靈敏度設置來“內部”利用靈敏度修改器按鈕。因此,雖然控制晶片116可能沒有在控制器報告中明確地標識的靈敏度修改器按鈕的致動,但靈敏度修改器按鈕的致動可以藉由已經藉由調整靈敏度設置而修改的報告數值搖桿致動程度來反映。 In various aspects of the present invention, the control wafer 116 can thus be configured to identify when the sensitivity modifier button is activated or deactivated, and adjust the sensitivity setting of the analog rocker accordingly. The control wafer 116 can then calculate the reported value of the rocker actuation with appropriate sensitivity settings (eg, by applying an appropriate sensitivity setting to the numerical rocker actuation level) and to the central game processor in the controller report. 202 provides a report on the degree of rocker actuation. The control chip 116 can also provide a numeric button scan code for other buttons that have been activated in the controller report. In some aspects, the sensitivity modifier button can be unique because the control wafer 116 can not provide a numeric button scan code for the sensitivity modifier button in the controller report when the sensitivity modifier button is pressed. Instead, the control wafer 116 can utilize the sensitivity modifier button "inside" by adjusting the sensitivity setting used to generate the reported value of the rocker actuation. Thus, although the control wafer 116 may not have the actuation of the sensitivity modifier button that is explicitly identified in the controller report, the actuation of the sensitivity modifier button may be caused by a report value that has been modified by adjusting the sensitivity setting. The degree of movement reflects.

因此,遊戲控制器100的一個或複數個按鈕可以被分配為靈敏度修改器按鈕。例如,參照圖2,因此可以將按鈕120a,120b或120c中的一個或複數個分配為靈敏度修改器按鈕(或者更具體地,在這個特定示例中“Focus”按鈕),其中如之前在圖1中討論的,可以在外殼102的外表面上的不同位置處提供遊戲控制器100的各種按鈕。 Thus, one or more of the buttons of game controller 100 can be assigned as a sensitivity modifier button. For example, referring to FIG. 2, one or more of the buttons 120a, 120b, or 120c may thus be assigned as a sensitivity modifier button (or, more specifically, a "Focus" button in this particular example), as previously in FIG. As discussed, various buttons of the game controller 100 can be provided at different locations on the outer surface of the outer casing 102.

在本新型的有利方面,靈敏度修改器按鈕可以是可重新分配的,或者換句話說,使用者可以將他們選擇的遊戲控制器100的按鈕分配為靈敏度修改器按鈕。因此,使用者可以選擇遊戲控制器100的較佳按鈕為靈敏度修改器按鈕,諸如當使用者試 圖瞄準時可容易或快速訪問的按鈕。 In an advantageous aspect of the present invention, the sensitivity modifier buttons may be reassignable, or in other words, the user may assign buttons of the game controller 100 of their choice as sensitivity modifier buttons. Therefore, the user can select the preferred button of the game controller 100 as a sensitivity modifier button, such as when the user tries A button that can be easily or quickly accessed when the map is aimed.

靈敏度修改器按鈕的分配和重新分配可以藉由在中央遊戲處理器202處執行的配置軟體進行處理以及藉由遊戲控制器100處的使用者輸入進行控制。圖7示出消息序列圖表700,圖示說明靈敏度修改器按鈕(或複數個按鈕)的分配的示例性過程。如圖7所描繪的,分配靈敏度修改器按鈕的過程可以涉及中央遊戲處理器202、控制晶片116和輸入硬體層118。中央遊戲處理器202可以執行配置軟體,其可以被定義為程序代碼。中央遊戲處理器202可以在輸出顯示器206上顯示配置軟體的使用者界面,然後該使用者界面可以使使用者能夠與配置軟體進行直觀互動。如先前關於中央遊戲處理器202和遊戲控制器100之間的通訊所詳述的,控制晶片116可以在遊戲控制器100的各種輸入機構處記錄使用者輸入,並且提供包括報告資料的控制器報告,該報告資料表示藉由連接介面112至中央遊戲處理器202的使用者輸入。在各個方面,由中央遊戲處理器202執行的配置軟體可以使使用者能夠將他們選擇的特定按鈕(或複數個按鈕)分配為靈敏度修改器按鈕。在各個方面,配置軟體還可以使使用者能夠選擇與靈敏度修改器按鈕相關聯的修改的靈敏度設置。在各個方面,配置軟體可以使使用者能夠選擇將哪個模擬搖桿連接到每個靈敏度修改器按鈕。 The assignment and redistribution of the sensitivity modifier button can be controlled by the configuration software executing at the central game processor 202 and by user input at the game controller 100. FIG. 7 shows a message sequence chart 700 illustrating an exemplary process for assigning a sensitivity modifier button (or a plurality of buttons). As depicted in FIG. 7, the process of assigning a sensitivity modifier button may involve central game processor 202, control wafer 116, and input hardware layer 118. The central game processor 202 can execute configuration software, which can be defined as program code. The central game processor 202 can display a user interface of the configuration software on the output display 206, which can then enable the user to intuitively interact with the configuration software. As previously detailed with respect to communication between the central game processor 202 and the game controller 100, the control wafer 116 can record user input at various input mechanisms of the game controller 100 and provide a controller report including report data. The report data represents user input through the connection interface 112 to the central game processor 202. In various aspects, the configuration software executed by the central game processor 202 can enable a user to assign a particular button (or a plurality of buttons) of their choice as a sensitivity modifier button. In various aspects, the configuration software can also enable a user to select a modified sensitivity setting associated with the sensitivity modifier button. In various aspects, the configuration software can enable the user to select which analog joystick to connect to each sensitivity modifier button.

如圖7所示,在步驟702,使用者可以首先向遊戲控制器100提供使用者輸入,輸入硬體層118可以記錄該使用者輸入並報告給控制晶片116以隨後作為控制器報告提供給中央遊戲處理器202。在步驟704中,基於該使用者輸入,控制晶片116可以觸發在中央遊戲處理器202處的配置軟體。例如,使用者可以用按鈕按壓和模擬搖桿或方向板移動來在虛擬菜單(藉由 中央遊戲處理器202在輸出顯示器206上以直觀的方式顯示的虛擬菜單)中導航,並選擇啟動配置軟體。在整個消息序列圖表700的過程中,輸入硬體層118可以繼續以這種方式接收使用者輸入並將使用者輸入提供給控制晶片116,這可以使使用者能夠藉由遊戲控制器100處的使用者輸入來控制配置軟體。 As shown in FIG. 7, at step 702, the user may first provide user input to the game controller 100, and the input hardware layer 118 may record the user input and report it to the control wafer 116 for subsequent reporting to the central game as a controller report. Processor 202. In step 704, based on the user input, the control wafer 116 can trigger the configuration software at the central game processor 202. For example, the user can press the button and simulate the joystick or direction board to move over the virtual menu (by The central game processor 202 navigates through the virtual menu displayed on the output display 206 in an intuitive manner and selects the launch configuration software. During the entire message sequence chart 700, the input hardware layer 118 can continue to receive user input in this manner and provide user input to the control wafer 116, which can enable the user to use the game controller 100. Input to control the configuration software.

在步驟702之後,中央遊戲處理器202可以打開配置軟體。這可以包括從記憶體中獲取定義配置軟體的程序代碼,並隨後執行程序代碼以運行配置軟體。除了本地執行配置軟體之外,中央遊戲處理器202還可以在輸出顯示器206上提供視覺地表示配置軟體的圖形顯示。然後使用者可以藉由在遊戲控制器100處提供使用者輸入來與配置軟體互動,遊戲控制器100藉由圖形顯示器進行導航和選擇。 After step 702, the central game processor 202 can open the configuration software. This can include obtaining program code defining the configuration software from memory and then executing the program code to run the configuration software. In addition to locally executing the configuration software, the central game processor 202 can also provide a graphical display on the output display 206 that visually represents the configuration software. The user can then interact with the configuration software by providing user input at the game controller 100, and the game controller 100 navigates and selects via the graphical display.

然後,在步驟706中,中央遊戲處理器202可以在配置軟體的控制下請求控制晶片116進入軟體配置模式。控制晶片116然後可以進入軟體配置模式,並且在步驟708中回應確認控制晶片116在步驟708中已成功進入軟體配置模式。 Then, in step 706, the central game processor 202 can request control of the wafer 116 to enter the software configuration mode under the control of the configuration software. Control wafer 116 can then enter the software configuration mode and, in step 708, respond to confirm that control wafer 116 has successfully entered the software configuration mode in step 708.

在進入軟體配置模式之後,控制晶片116可以藉由與中央遊戲處理器202的互動來管理和調整可編程按鈕設置。特別地,圖2的按鈕120a-120c中的一個或複數個可以是可編程按鈕,或換句話說,可以被分配給不同的功能。例如,在本新型的上下文中,按鈕120a-120c中的一個或複數個可以被分配為靈敏度修改器按鈕。控制晶片116可以將這些可編程按鈕設置儲存在控制晶片116的記憶體處,該記憶體可以是例如快閃記憶體組件。可編程按鈕設置可以指定將哪些按鈕分配給哪些功能。可編程按鈕設置還可以指定按鈕的其他參數,諸如與所分配的靈敏度修改器按鈕關聯的修改的靈敏度設置。 After entering the software configuration mode, the control chip 116 can manage and adjust the programmable button settings by interacting with the central game processor 202. In particular, one or more of the buttons 120a-120c of FIG. 2 may be programmable buttons or, in other words, may be assigned to different functions. For example, in the context of the present novel, one or more of the buttons 120a-120c can be assigned as a sensitivity modifier button. The control chip 116 can store these programmable button settings at the memory of the control wafer 116, which can be, for example, a flash memory component. Programmable button settings specify which buttons are assigned to which functions. The programmable button settings can also specify other parameters of the button, such as modified sensitivity settings associated with the assigned sensitivity modifier button.

然後,在步驟710中,中央遊戲處理器202可以請求控制晶片116提供當前的可編程按鈕設置。然後控制晶片116可以在步驟710中藉由從記憶體中獲取當前的可編程按鈕設置來進行回應,並且在步驟712中將當前的可編程按鈕設置發送到中央遊戲處理器202。 Then, in step 710, the central game processor 202 can request the control wafer 116 to provide the current programmable button settings. Control wafer 116 can then respond in step 710 by retrieving the current programmable button settings from memory and transmitting the current programmable button settings to central game processor 202 in step 712.

在中央遊戲處理器202從控制晶片116接收當前的可編程按鈕設置之後,使用者可以藉由配置軟體改變可編程按鈕設置。例如,使用者可以選擇分配為靈敏度修改器按鈕的按鈕,選擇與靈敏度修改器按鈕相聯繫的模擬搖桿,重新分配(與當前按照當前的可編程按鈕設置分配的按鈕)不同的按鈕(與當前按照當前的可編程按鈕設置分配的按鈕不同的按鈕)作為靈敏度修改器按鈕,和/或設置或調整分配給靈敏度修改器按鈕的修改的靈敏度設置。因此,在步驟714中,使用者可以與配置軟體互動以選擇要改變的可編程按鈕設置。例如,中央遊戲處理器202可以諸如藉由識別可用的可編程按鈕,藉由識別哪些可編程按鈕當前被分配為靈敏度修改器按鈕,和/或藉由識別與當前分配的任何靈敏度修改器按鈕相關聯的修改的靈敏度設置,來在輸出顯示器206上提供當前的可編程按鈕設置的圖形顯示。 After the central game processor 202 receives the current programmable button settings from the control wafer 116, the user can change the programmable button settings by configuring the software. For example, the user can select a button assigned as a sensitivity modifier button, select an analog joystick associated with the sensitivity modifier button, and reassign (unlike the button currently assigned according to the current programmable button settings) (with current Follow the current programmable button settings to assign different buttons to the button as a sensitivity modifier button, and/or to set or adjust the modified sensitivity settings assigned to the sensitivity modifier button. Thus, in step 714, the user can interact with the configuration software to select the programmable button settings to be changed. For example, central game processor 202 can identify, by identifying which programmable buttons are available, by identifying which programmable buttons are currently assigned as sensitivity modifier buttons, and/or by identifying any sensitivity modifier buttons associated with the current assignment. The modified sensitivity settings are provided to provide a graphical display of the current programmable button settings on the output display 206.

然後在步驟714中使用者可以在圖形顯示中導航以指定對可編程按鈕設置的改變,諸如選擇要分配為靈敏度修改器按鈕的按鈕、重新分配靈敏度修改器按鈕和/或設定分配給靈敏度修改器按鈕的修改的靈敏度設置。在步驟716中,中央遊戲處理器202可以識別使用者希望分配的更新的可編程按鈕設置,然後可以請求控制晶片116分配更新的可編程按鈕設置。例如,中央遊戲處理器202可以指定用於標識要被分配為靈敏度修改 器按鈕的按鈕的數值按鈕掃描碼,指定要與靈敏度修改器按鈕相聯繫的模擬搖桿的數值標識符,指定用於標識要被解除分配為靈敏度修改器按鈕的按鈕的數值按鈕掃描碼,和/或為靈敏度修改器按鈕指定修改的靈敏度設置(例如,數值表示)。 The user can then navigate through the graphical display to specify changes to the programmable button settings, such as selecting a button to assign as a sensitivity modifier button, reassigning the sensitivity modifier button, and/or setting the assignment to the sensitivity modifier in step 714. The modified sensitivity setting of the button. In step 716, the central game processor 202 can identify the updated programmable button settings that the user wishes to assign, and can then request the control wafer 116 to allocate updated programmable button settings. For example, central game processor 202 can be designated for identifying that a sensitivity modification is to be assigned The value button scan code of the button of the button, specifies the numeric identifier of the analog stick to be associated with the sensitivity modifier button, specifies the value button scan code used to identify the button to be deallocated as the sensitivity modifier button, and / or specify a modified sensitivity setting for the Sensitivity modifier button (for example, a numeric representation).

然後控制晶片116可以從中央遊戲處理器202接收更新的可編程按鈕設置,並繼續用更新的可編程按鈕設置來更新當前的可編程按鈕設置。因此,控制晶片116可訪問記憶體,並且用更新的可編程按鈕設置來更新儲存在記憶體中的當前的可編程按鈕設置。例如,控制晶片116可以在記憶體中儲存將遊戲控制器100的按鈕標識為靈敏度修改器按鈕的數值按鈕掃描碼。控制晶片116還可以將與數值按鈕掃描碼相關聯的修改的靈敏度設置儲存在記憶體中。控制晶片116還可以儲存模擬搖桿的數值標識符,該數值標識符標識每個靈敏度修改器按鈕與哪個模擬搖桿相聯繫(即每個靈敏度修改器按鈕的啟動和反啟動調整哪個模擬搖桿)。 Control wafer 116 can then receive updated programmable button settings from central game processor 202 and continue to update the current programmable button settings with the updated programmable button settings. Thus, the control chip 116 has access to the memory and updates the current programmable button settings stored in the memory with updated programmable button settings. For example, the control chip 116 can store a value button scan code that identifies the button of the game controller 100 as a sensitivity modifier button in the memory. Control wafer 116 may also store modified sensitivity settings associated with the numeric button scan code in memory. The control wafer 116 can also store a numerical identifier of the analog joystick that identifies which analog joystick the each sensitivity modifier button is associated with (ie, which analog joystick button is activated and deactivated to adjust which analog rocker ).

在步驟718中,在用更新的可編程按鈕設置更新記憶體之後,控制晶片116可以向中央遊戲處理器202回應確認更新的可編程按鈕設置被接受。然後在步驟720中,中央遊戲處理器202可以藉由請求控制晶片116退出軟體配置模式來關閉配置軟體。然後在步驟722中,控制晶片116可以退出軟體配置模式並且確認控制晶片116已經退出軟體配置模式。 In step 718, after updating the memory with the updated programmable button settings, the control wafer 116 can respond to the central game processor 202 in response to confirming that the updated programmable button settings are accepted. Then in step 720, the central game processor 202 can close the configuration software by requesting the control wafer 116 to exit the software configuration mode. Then in step 722, the control wafer 116 can exit the software configuration mode and confirm that the control wafer 116 has exited the software configuration mode.

因此,使用者可以藉由消息序列圖表700的過程來更新靈敏度修改器按鈕和相關聯的修改的靈敏度設置。例如,在步驟714中,使用者可以與配置軟體互動以便將他們選擇的按鈕分配為靈敏度修改器按鈕,並為該靈敏度修改器按鈕選擇特定修改的靈敏度設置。參照上面介紹的關於Focus靈敏度修改器按鈕 和Agile靈敏度修改器按鈕的方面,除了選擇特定的Focus靈敏度設置和/或Agile靈敏度設置之外,使用者因此可以分配Focus靈敏度修改器按鈕和/或Agile靈敏度修改器按鈕。例如在步驟714中,使用者可以與配置軟體進行互動,以選擇遊戲控制器100的按鈕來分配為Focus靈敏度修改器按鈕並且選擇修改的靈敏度設置(例如,低於基線靈敏度設置的修改的靈敏度設置)以用作Focus靈敏度設置。在步驟714中,使用者可以類似地與配置軟體互動,以將Focus靈敏度修改器按鈕從當前分配的按鈕重新分配給更新的按鈕,和/或將當前分配的Focus靈敏度設置調整為更新的Focus靈敏度設置。在步驟714中,使用者可以額外地或可替換地與配置軟體互動,以分配或重新分配Agile靈敏度修改器按鈕和/或設定或調整Agile靈敏度設置(例如,高於基線靈敏度設置)。 Thus, the user can update the sensitivity modifier button and associated modified sensitivity settings by the process of the message sequence chart 700. For example, in step 714, the user can interact with the configuration software to assign their selected button as a sensitivity modifier button and select a particular modified sensitivity setting for the sensitivity modifier button. Refer to the Focus Sensing modifier button described above. As with the Agile Sensitivity modifier button, in addition to selecting a specific Focus sensitivity setting and/or Agile sensitivity setting, the user can therefore assign a Focus Sensitivity modifier button and/or an Agile Sensitivity modifier button. For example, in step 714, the user can interact with the configuration software to select a button of the game controller 100 to assign as a Focus sensitivity modifier button and select a modified sensitivity setting (eg, a modified sensitivity setting below the baseline sensitivity setting). ) to be used as the Focus sensitivity setting. In step 714, the user can similarly interact with the configuration software to reassign the Focus sensitivity modifier button from the currently assigned button to the updated button, and/or adjust the currently assigned Focus sensitivity setting to the updated Focus sensitivity. Settings. In step 714, the user may additionally or alternatively interact with the configuration software to assign or reassign the Agile Sensitivity modifier button and/or to set or adjust the Agile sensitivity setting (eg, above the baseline sensitivity setting).

在一些方面,使用者可以根據修改的靈敏度設置的固定網格來指定修改的靈敏度設置。例如,在中央遊戲處理器202處執行的配置軟體可以允許使用者以1%的增量(例如,1%、2%、3%等)指定修改的靈敏度設置。在一些方面,配置軟體可以提供可供使用者選擇的一組預定義的修改的靈敏度設置。圖8A和圖8B以Focus靈敏度設置和Agile靈敏度設置的表格形式(圖8A)和曲線圖形式(圖8B)描繪了示例性的一組預定義的修改的靈敏度設置。如圖8A所示,該組預定義的修改的靈敏度設置可以包括預定義的Focus靈敏度設置F1-F9和預定義的Agile靈敏度設置A1-A9。標記為“行進距離(%)”的欄指定了以百分比(例如,X Max 的百分比)表示的模擬搖桿的徑向移動。標記為“正常”的欄指定了表示為百分比(例如Report Max 的百分比)的模擬搖桿的數值搖桿致動程度(例如,當使用基線靈敏度設置時)。 標記為F1-F9(在“FOCUS”下)和A1-A9(在“AGILE”下)的剩餘欄指定了當使用相應的Focus靈敏度設置F1-F9或Agile靈敏度設置A1-A9時以百分比表示的模擬搖桿的報告數值搖桿致動程度(例如,當使用修改的靈敏度設置時的報告數值搖桿致動程度)。 In some aspects, the user can specify a modified sensitivity setting based on a fixed grid of modified sensitivity settings. For example, the configuration software executing at the central game processor 202 may allow the user to specify the modified sensitivity settings in 1% increments (eg, 1%, 2%, 3%, etc.). In some aspects, the configuration software can provide a set of predefined modified sensitivity settings that are selectable by the user. Figures 8A and 8B depict an exemplary set of predefined modified sensitivity settings in tabular form (Figure 8A) and graphical form (Figure 8B) in Focus sensitivity settings and Agile sensitivity settings. As shown in FIG. 8A, the set of predefined modified sensitivity settings may include predefined Focus sensitivity settings F1-F9 and predefined Agile sensitivity settings A1-A9. The column labeled "Travel Distance (%)" specifies the radial movement of the analog rocker as a percentage (eg, a percentage of X Max ). The column labeled "Normal" specifies the numerical rocker actuation level of the analog joystick expressed as a percentage (eg, the percentage of Report Max ) (eg, when using the baseline sensitivity setting). The remaining columns labeled F1-F9 (under "FOCUS") and A1-A9 (under "AGILE") specify the percentages expressed when using the corresponding Focus sensitivity setting F1-F9 or Agile sensitivity settings A1-A9. The simulated rocker reports the value of the rocker actuation (eg, the reported value of the rocker actuation when using the modified sensitivity setting).

因此,每行中的初始和報告數值搖桿致動程度之間的相對差異指示各種Focus靈敏度設置Fl-F9和Agile靈敏度設置A1-A9對操作期間由控制晶片116獲得的數值搖桿致動程度的影響。特別是,Focus靈敏度設置F1可以是最高Focus靈敏度設置,而Focus靈敏度設置F9可以是最低Focus靈敏度設置,其中Focus靈敏度設置可以從F1逐漸增加到F9。因此,使用Focus靈敏度設置F1可以使搖桿靈敏度相對於基線靈敏度設置產生輕微的降低,而使用Focus靈敏度設置F9可以使搖桿靈敏度相對於基線靈敏度設置產生大得多的降低。Agile靈敏度設置A1可以是最低的Agile靈敏度設置,而Agile靈敏度設置A9可以是最高Agile靈敏度設置,其中Agile靈敏度設置可以從A1逐漸增加到A9。因此,Agile靈敏度設置A1的使用可以使搖桿靈敏度相對於基線靈敏度設置產生輕微的增加,而Agile靈敏度設置A9的使用可以使搖桿靈敏度相對於基線靈敏度設置產生大得多的增加。圖8B示出相對於基線靈敏度設置以圖形形式表示的Focus靈敏度設置F1-F9和Agile靈敏度設置A1-A9,其中較陡的斜率指示高搖桿靈敏度,且較低的斜率指示低搖桿靈敏度。 Thus, the relative difference between the initial and reported numerical joystick actuation levels in each row indicates the various Focus sensitivity settings Fl-F9 and Agile sensitivity settings A1-A9 versus the number of rocker actuations obtained by control wafer 116 during operation. Impact. In particular, the Focus sensitivity setting F1 can be the highest Focus sensitivity setting, and the Focus sensitivity setting F9 can be the lowest Focus sensitivity setting, where the Focus sensitivity setting can be gradually increased from F1 to F9. Therefore, using the Focus sensitivity setting F1 can result in a slight decrease in joystick sensitivity relative to the baseline sensitivity setting, while using the Focus sensitivity setting F9 can result in a much greater reduction in joystick sensitivity relative to the baseline sensitivity setting. The Agile sensitivity setting A1 can be the lowest Agile sensitivity setting, while the Agile sensitivity setting A9 can be the highest Agile sensitivity setting, where the Agile sensitivity setting can be gradually increased from A1 to A9. Thus, the use of the Agile sensitivity setting A1 can result in a slight increase in joystick sensitivity relative to the baseline sensitivity setting, while the use of the Agile sensitivity setting A9 can result in a much greater increase in joystick sensitivity relative to the baseline sensitivity setting. Figure 8B shows the Focus sensitivity settings F1-F9 and Agile sensitivity settings A1-A9 graphically represented relative to the baseline sensitivity setting, with a steeper slope indicating high rocker sensitivity and a lower slope indicating low rocker sensitivity.

因此,在步驟714中,當使用者與配置軟體互動以指定更新的可編程按鈕設置時,使用者可以選擇F1-F9中的任何一個來分配為Focus靈敏度修改器按鈕的Focus靈敏度設置和/或選 擇A1-A9中的任何一個來分配為Agile靈敏度修改器按鈕的Agile靈敏度設置。例如,由中央遊戲處理器202執行的配置軟體可以顯示滾動條(在輸出顯示器206處),該滾動條可以被設定為9個位置中的任何一個,其中每個位置被分配給F1-F9(或A1-A9)中的一個,從而使使用者能夠選擇F1-F9(或A1-A9)中的任何一個作為Focus靈敏度設置(或Agile靈敏度設置)。 Thus, in step 714, when the user interacts with the configuration software to specify an updated programmable button setting, the user can select any of F1-F9 to assign a Focus sensitivity setting for the Focus sensitivity modifier button and/or selected Select any of A1-A9 to assign the Agile Sensitivity setting to the Agile Sensitivity modifier button. For example, the configuration software executed by the central game processor 202 can display a scroll bar (at the output display 206) that can be set to any of nine positions, each of which is assigned to F1-F9 ( Or one of A1-A9), thereby enabling the user to select any of F1-F9 (or A1-A9) as the Focus sensitivity setting (or Agile sensitivity setting).

在各個方面,使用者具體配置靈敏度修改器按鈕的按鈕分配和/或靈敏度修改器按鈕的修改的靈敏度設置的能力可以有利地向使用者提供更高程度的可定制性和個性化。因此,使用者可以選擇他們選擇的遊戲控制器100的按鈕作為靈敏度修改器按鈕,這可以允許使用者選擇偏好的按鈕,該按鈕例如可以在使用者試圖瞄準(在Focus的情況下)或轉動(在Agile的情況下)時容易地被使用者訪問或按壓。取決於遊戲控制器100的佈局(其中在圖1中示出基本示例性佈局),某些按鈕可以被各種不同的使用者較佳用於分配給不同的功能。本新型的各個方面可以使使用者能夠選擇較佳按鈕作為靈敏度修改器按鈕,而不是將靈敏度修改器按鈕固定到特定按鈕。另外,使用者將特定修改的靈敏度設置分配給靈敏度修改器按鈕的能力可以使使用者能夠選擇他們選擇的搖桿靈敏度,類似地這可以是有利的,因為一些使用者可能與其他使用者偏好不同的搖桿靈敏度設置。此外,使用者對於不同遊戲的靈敏度修改器按鈕和修改的靈敏度設置可能具有不同的偏好,並且因此可以基於使用者當前正在玩的遊戲來選擇期望的靈敏度修改器按鈕和修改的靈敏度設置。 In various aspects, the ability of the user to specifically configure the button assignment of the sensitivity modifier button and/or the modified sensitivity setting of the sensitivity modifier button may advantageously provide a higher degree of customization and personalization to the user. Thus, the user can select the button of the game controller 100 of their choice as the sensitivity modifier button, which can allow the user to select a preferred button, which can be, for example, when the user attempts to aim (in the case of Focus) or rotate ( In the case of Agile, it is easily accessed or pressed by the user. Depending on the layout of the game controller 100 (where a basic exemplary layout is shown in Figure 1), certain buttons may be better used by different users to assign to different functions. Aspects of the present invention allow the user to select the preferred button as the sensitivity modifier button instead of pinning the sensitivity modifier button to a particular button. In addition, the ability of the user to assign a particular modified sensitivity setting to the sensitivity modifier button may enable the user to select the joystick sensitivity of their choice, which may be advantageous, as some users may differ from other user preferences. Rocker sensitivity setting. In addition, the user may have different preferences for sensitivity modifier buttons and modified sensitivity settings for different games, and thus the desired sensitivity modifier button and modified sensitivity settings may be selected based on the game the user is currently playing.

另外,由於控制晶片116將可編程按鈕設置本地地儲存在 記憶體處,所以遊戲控制器100的使用者可以在任何地方使用他們期望的可編程按鈕設置。因此,如果使用者將遊戲控制器100連接到不同的主機遊戲系統,則控制晶片116將仍然能夠從記憶體中獲取可編程按鈕設置,並在玩遊戲期間利用可編程按鈕設置,諸如以基於靈敏度修改器按鈕的啟動來動態地調整模擬搖桿的靈敏度設置。 In addition, since the control chip 116 stores the programmable button settings locally At the memory, the user of game controller 100 can use their desired programmable button settings anywhere. Thus, if the user connects the game controller 100 to a different host gaming system, the control chip 116 will still be able to retrieve the programmable button settings from the memory and utilize programmable button settings during game play, such as based on sensitivity. The modifier button is activated to dynamically adjust the sensitivity setting of the analog joystick.

另外,在一些方面,遊戲控制器100可以利用不同的“配置文件”,其中每個配置文件定義特定的一組可編程按鈕設置。例如,使用者可以與配置軟體進行互動以定義複數個不同的可編程按鈕設置集合,複數個不同的可編程按鈕設置集合可以例如具有不同的靈敏度修改器按鈕和/或不同的修改的靈敏度設置。在一些方面,控制晶片116可以將不同的配置文件本地地儲存在遊戲控制器100的記憶體中。因此使用者可以以按需方式選擇他們想要使用的配置文件。在一些方面,控制晶片116可以將不同的配置文件儲存在外部位置,諸如在雲服務器處或在特定的主機遊戲系統處。在外部位置儲存不同的配置文件可以由配置軟體處理,並且可以使使用者能夠類似地選擇在何處儲存該不同的配置文件。如果儲存在雲服務器上,則使用者可以將配置文件與其賬戶相關聯,並且可以從雲服務器將一個或複數個配置文件下載到遊戲控制器100。例如,主機遊戲系統200可以使用可用的互聯網連接來下載配置文件(例如,每個配置文件定義一組可編程按鈕設置),並且可以藉由連接介面112將配置文件提供給控制晶片116。然後控制晶片116可以在記憶體處儲存下載的配置文件,並根據使用者的請求加載和應用所選擇的配置文件。如果儲存在主機遊戲系統(例如,在主機遊戲系統的硬碟驅動器上)處,則使用者可以與配置軟體互動以 選擇配置文件,並且主機遊戲系統可以將該配置文件提供給控制晶片116以用於儲存在記憶體處以及隨後在玩遊戲時的加載和使用。 Additionally, in some aspects, game controller 100 can utilize different "profiles", each of which defines a particular set of programmable button settings. For example, a user can interact with the configuration software to define a plurality of different sets of programmable button settings, which can have, for example, different sensitivity modifier buttons and/or different modified sensitivity settings. In some aspects, control wafer 116 can store different profiles locally in the memory of game controller 100. So users can select the profiles they want to use on demand. In some aspects, control wafer 116 can store different configuration files in an external location, such as at a cloud server or at a particular host gaming system. Storing different profiles at external locations can be handled by the configuration software and can enable the user to similarly choose where to store the different profiles. If stored on a cloud server, the user can associate the profile with their account and can download one or more profiles from the cloud server to the game controller 100. For example, host gaming system 200 can download configuration files using an available internet connection (eg, each configuration file defines a set of programmable button settings), and the configuration file can be provided to control wafer 116 via connection interface 112. The control chip 116 can then store the downloaded configuration file at the memory and load and apply the selected configuration file according to the user's request. If stored in the host gaming system (eg, on the hard drive of the host gaming system), the user can interact with the configuration software to The profile is selected and the host gaming system can provide the profile to the control wafer 116 for storage and use at the memory and subsequent game play.

圖9至圖12描繪了狀態機900、1000、1100和1200,示出了與靈敏度修改器按鈕有關的遊戲控制器100的操作的各個方面。圖9示出了狀態機900,狀態機900示出由控制晶片116指導的遊戲控制器100的整體操作。控制晶片116可以處理遊戲控制器100的高級操作,該高級操作可以包括在控制晶片116處的本地處理、以及對設備硬體介面114的操作的控制(例如,來藉由連接介面112傳輸和接收資料)和輸入硬體層118的操作的控制(例如,來處理在輸入硬體層118處記錄為模擬電壓訊號的使用者輸入)。 9 through 12 depict state machines 900, 1000, 1100, and 1200 showing various aspects of the operation of game controller 100 associated with sensitivity modifier buttons. FIG. 9 shows a state machine 900 showing the overall operation of the game controller 100 as directed by the control wafer 116. The control chip 116 can handle the advanced operations of the game controller 100, which can include local processing at the control wafer 116, as well as control of the operation of the device hardware interface 114 (e.g., to transmit and receive via the connection interface 112). Data) and control of the operation of the input hardware layer 118 (e.g., to process user input recorded as an analog voltage signal at the input hardware layer 118).

特別地,在狀態902處控制晶片116可以開始狀態機900,其中控制晶片116可以開始(諸如在開機程序的部分中開始)。然後在狀態904處控制晶片116可以實施設備初始化,除了觸發設備硬體介面114和輸入硬體層118的初始化之外,該設備初始化還可以包括控制晶片904的本地初始化。在一些方面,狀態圖的狀態可以被定義為由控制晶片116獲取並執行的可執行代碼(例如,軟體和/或韌體)。 In particular, controlling wafer 116 at state 902 can begin state machine 900, where control wafer 116 can begin (such as in the portion of the boot process). Control wafer 116 may then implement device initialization at state 904, which may include controlling local initialization of wafer 904 in addition to triggering device hardware interface 114 and initialization of input hardware layer 118. In some aspects, the state of the state diagram can be defined as executable code (eg, software and/or firmware) that is acquired and executed by control wafer 116.

然後,在狀態906處控制晶片116可以開始主循環,該主循環一般地可以在控制晶片116的有效操作的持續時間內運行。在狀態908處,控制晶片116可以執行設備硬體介面狀態處理程序,該設備硬體介面狀態處理程序可以包括管理設備硬體介面114的操作。在狀態912處控制晶片116可以從輸入硬體層118接收使用者輸入(例如,表示按鈕和模擬搖桿致動的模擬電壓訊號),並且然後在狀態910處可以在硬體狀態掃描 處理程序中處理使用者輸入。特別地,在狀態910處當執行硬體狀態掃描處理程序時,控制晶片116可以解讀使用者輸入,包括記錄按鈕致動的數位輸入和模擬搖桿致動的模擬輸入。如前所述,控制晶片116可以藉由處理和評估由輸入硬體層118提供的模擬電壓訊號,來解讀數位和模擬使用者輸入。如狀態914和916所示,然後當前的硬體狀態914可以替換先前的硬體狀態916。 Control wafer 116 may then begin a main loop at state 906, which may generally operate for the duration of the effective operation of control wafer 116. At state 908, control wafer 116 may execute a device hardware interface state handler that may include operations to manage device hardware interface 114. Control wafer 116 may receive user input (eg, an analog voltage signal representing button and analog joystick actuation) from input hardware layer 118 at state 912 and may then be scanned in hardware state at state 910. User input is processed in the handler. In particular, when the hardware state scan process is executed at state 910, control wafer 116 can interpret user input, including record button actuated digital inputs and analog joystick actuated analog inputs. As previously discussed, the control wafer 116 can interpret the digital and analog user inputs by processing and evaluating the analog voltage signals provided by the input hardware layer 118. As shown by states 914 and 916, the current hardware state 914 can then replace the previous hardware state 916.

取決於硬體狀態,控制晶片116可以用狀態918、狀態920和/或狀態922繼續進行。如果控制晶片116當前正在使用中央遊戲處理器202執行的配置軟體(例如,如在圖7的消息序列圖表700的過程中那樣),在狀態918處控制晶片116可以執行配置軟體處理程序。如下面關於圖10進一步詳述的,控制晶片116可以與配置軟體互動以更新可編程按鈕設置作為狀態918的一部分。 Control wafer 116 may continue with state 918, state 920, and/or state 922, depending on the hardware state. If the control chip 116 is currently using the configuration software executed by the central game processor 202 (e.g., as in the course of the message sequence chart 700 of FIG. 7), the control wafer 116 can execute the configuration software handler at state 918. As further detailed below with respect to FIG. 10, control wafer 116 can interact with the configuration software to update the programmable button settings as part of state 918.

如果硬體狀態包括數位輸入狀態改變(例如,按鈕的啟動或反啟動),則在狀態920處控制晶片116可以對數位輸入狀態改變進行處理。如下面關於圖11進一步詳述的,控制晶片116可以確定觸發數位輸入狀態改變的按鈕(觸發按鈕)當前是否被分配為靈敏度修改器按鈕。如果觸發按鈕當前未被分配為靈敏度修改器按鈕,則控制晶片116可以繼續生成指定觸發按鈕的啟動或反啟動的報告資料(例如,指定按鈕是否被啟動或反啟動,以及該觸發按鈕的數值按鈕掃描碼)。如果觸發按鈕當前被分配為靈敏度修改器按鈕,則在狀態924處控制晶片116可以調整相應模擬搖桿的靈敏度設置,諸如藉由將靈敏度設置從基線靈敏度設置設定為修改的靈敏度設置(如果靈敏度修改器按鈕被啟動)或藉由將靈敏度設置從修改的靈敏度設置設定 為基線靈敏度設置(如果靈敏度修改器被反啟動)進行調整。 If the hardware state includes a digital input state change (eg, activation or deactivation of a button), then at state 920 control wafer 116 may process the digital input state change. As further detailed below with respect to FIG. 11, control wafer 116 may determine whether a button (trigger button) that triggers a digital input state change is currently assigned as a sensitivity modifier button. If the trigger button is not currently assigned as a sensitivity modifier button, the control wafer 116 may continue to generate report material specifying the activation or deactivation of the trigger button (eg, specifying whether the button is activated or deactivated, and the value button of the trigger button) Scan code). If the trigger button is currently assigned as a sensitivity modifier button, then at state 924 the control wafer 116 can adjust the sensitivity settings of the respective analog joystick, such as by setting the sensitivity setting from the baseline sensitivity setting to the modified sensitivity setting (if the sensitivity is modified) Button is activated) or by setting the sensitivity setting from the modified sensitivity setting Adjust for the baseline sensitivity setting (if the sensitivity modifier is reversed).

如果硬體狀態改變包括模擬輸入狀態改變(例如,模擬搖桿的致動),則在狀態922處控制晶片116可以對模擬輸入狀態改變進行處理。如下面關於圖12中的過程1200進一步詳述的,控制晶片116可以基於適當的靈敏度設置(其可以是基線靈敏度設置、或取決於當前是否有任何靈敏度修改器按鈕被啟動的修改的靈敏度設置)來生成模擬搖桿的數值搖桿致動程度。 If the hardware state change includes an analog input state change (eg, an actuation of the analog rocker), then at state 922 the control wafer 116 can process the analog input state change. As further detailed below with respect to process 1200 in FIG. 12, control wafer 116 may be based on an appropriate sensitivity setting (which may be a baseline sensitivity setting, or a modified sensitivity setting depending on whether any sensitivity modifier button is currently activated) To generate the numerical rocker actuation level of the analog rocker.

在狀態918至924之後,在狀態926處控制晶片116可以準備控制器報告,準備控制器報告可以包括編譯報告資料並且藉由連接介面112將控制器報告發送給中央遊戲處理器202。如果控制晶片116當前正在使用配置軟體並且執行狀態918的配置軟體處理程序,則在狀態926處控制晶片116可以生成控制器報告以包括報告資料,該報告資料諸如用於與配置軟體互動的使用者輸入和/或圖7的消息序列圖表700的任何輸出通訊。如果在狀態920處控制晶片116對數位輸入狀態改變進行了處理,則在狀態926處控制晶片116可以生成控制器報告以包括表示遊戲控制器100的按鈕的啟動或反啟動的報告資料(但是在控制器報告中控制晶片116可以不報告靈敏度修改器按鈕的啟動或反啟動)。如果在狀態922處控制晶片116對模擬輸入狀態改變進行了處理,則在狀態926處控制晶片116可以生成控制器報告以包括表示模擬搖桿的機械致動的報告資料。然後在狀態928處控制晶片116可以結束主循環,並且可以返回到狀態906處開始的主循環以重複執行主循環。 After states 918 through 924, control wafer 116 may prepare a controller report at state 926, which may include compiling report data and transmitting the controller report to central game processor 202 via connection interface 112. If the control wafer 116 is currently using the configuration software and executing the configuration software handler for state 918, then at state 926 the control wafer 116 can generate a controller report to include the report material, such as a user for interacting with the configuration software. Input and/or any output communication of the message sequence chart 700 of FIG. If control wafer 116 is processed at state 920 for digital input state changes, then at state 926 control wafer 116 may generate a controller report to include report data indicative of the initiation or deactivation of the button of game controller 100 (but at The control wafer 116 in the controller report may not report the activation or deactivation of the sensitivity modifier button). If control wafer 116 is processed at state 922 for an analog input state change, then at state 926 control wafer 116 may generate a controller report to include report material representing the mechanical actuation of the analog rocker. Control wafer 116 may then end the main loop at state 928 and may return to the main loop starting at state 906 to repeat the main loop.

圖10示出狀態918的詳細流程,其中控制晶片116執行配置軟體處理程序。狀態918一般地可以遵循先前描述的關於圖7的消息序列圖表700的過程,其中使用者可以與配置軟體互動 以修改可編程按鈕設置,該可編程按鈕設置包括靈敏度修改器按鈕的分配和修改的靈敏度設置。 Figure 10 shows a detailed flow of state 918 in which control wafer 116 executes a configuration software handler. State 918 can generally follow the previously described process with respect to message sequence diagram 700 of FIG. 7, where the user can interact with the configuration software To modify the programmable button settings, the programmable button settings include the sensitivity modifier button assignment and the modified sensitivity settings.

如圖10所示,在步驟1002中控制晶片116可以啟動配置軟體處理程序。在步驟1004中,控制晶片116可以確定是否已接收到針對配置軟體的有效新命令。如果尚未接收到有效的新命令,則在步驟1016控制晶片116可以結束配置軟體處理程序。可替換地,如果已接收到針對配置軟體的有效新命令,則控制晶片116可繼續至步驟1006以獲取當前的可編程按鈕設置,例如從控制晶片116的記憶體獲取。當前的可編程按鈕設置可以包括標識哪些按鈕當前被分配為靈敏度修改器按鈕(例如,根據數值按鈕掃描碼進行標識)以及當前分配給每個靈敏度修改器按鈕的修改的靈敏度設置(例如,作為上述以V Modified 的方式的數值)的資訊。 As shown in FIG. 10, controlling the wafer 116 in step 1002 can initiate a configuration software handler. In step 1004, control wafer 116 may determine whether a valid new command for the configuration software has been received. If a valid new command has not been received, the control wafer 116 may end the configuration software handler at step 1016. Alternatively, if a valid new command for the configuration software has been received, the control wafer 116 may proceed to step 1006 to obtain the current programmable button settings, such as from the memory of the control wafer 116. The current programmable button settings may include identifying which buttons are currently assigned as sensitivity modifier buttons (eg, based on a numeric button scan code) and the modified sensitivity settings currently assigned to each sensitivity modifier button (eg, as described above) Information of the value in the form of V Modified .

在獲取當前的可編程按鈕設置之後,控制晶片116可繼續至步驟1010以確定新命令是否是讀取命令。如果新命令不是讀取命令,則控制晶片116可以推斷新命令是寫入命令,並且然後可以在步驟1014中更新可編程按鈕設置。這可以包括從在中央遊戲處理器202上執行的配置軟體接收更新的可編程按鈕設置並且在步驟1008中將更新的可編程按鈕設置儲存在記憶體中,這可以使控制晶片116在步驟1006的隨後執行中獲取更新的可編程按鈕設置作為當前的可編程按鈕設置。 After obtaining the current programmable button settings, control wafer 116 may proceed to step 1010 to determine if the new command is a read command. If the new command is not a read command, the control chip 116 can infer that the new command is a write command, and then the programmable button settings can be updated in step 1014. This may include receiving updated programmable button settings from the configuration software executing on the central game processor 202 and storing the updated programmable button settings in memory in step 1008, which may cause the control wafer 116 to be in step 1006. The programmable button settings for the update are then executed as the current programmable button settings.

如果新命令是讀取命令,則控制晶片116可以將當前的可編程按鈕設置提供給在中央遊戲處理器202處執行的配置軟體。中央遊戲處理器202隨後可以藉由輸出顯示器206將當前的可編程按鈕設置直觀地顯示給使用者,這可以使使用者能夠藉由使用者界面查看和修改當前的可編程按鈕設置。然後在步 驟1016中控制晶片116可以結束配置軟體處理程序。 If the new command is a read command, the control chip 116 can provide the current programmable button settings to the configuration software executing at the central game processor 202. The central game processor 202 can then visually display the current programmable button settings to the user via the output display 206, which allows the user to view and modify the current programmable button settings through the user interface. Then at step Control wafer 116 in step 1016 can end the configuration software processing routine.

圖11示出狀態920的詳細流程,其中控制晶片116處理數位輸入狀態改變。在步驟1102中開始之後,控制晶片116可以識別引起數位輸入狀態改變的按鈕(觸發按鈕)。這可以包括識別標識觸發按鈕的觸發按鈕的數值按鈕掃描碼。然後在步驟1106中控制晶片116可以確定觸發按鈕是否被分配為靈敏度修改器按鈕。如前所述,控制晶片116可以將當前的可編程按鈕設置儲存在記憶體中,當前的可編程按鈕設置可以藉由靈敏度修改器按鈕的數值按鈕掃描碼來標識當前分配的每個靈敏度修改器按鈕。因此,在步驟1106中控制晶片116可以檢索標識當前分配的靈敏度修改器按鈕的數值按鈕掃描碼,並且可以將它們與觸發按鈕的數值按鈕掃描碼進行比較。如果觸發按鈕的數值按鈕掃描碼與當前分配的靈敏度修改器按鈕中的一個相匹配,則控制晶片116可以在步驟1106中確定觸發按鈕當前被分配為靈敏度修改器按鈕。如果觸發按鈕的數值按鈕掃描碼不與當前分配的靈敏度修改器按鈕中的一個的數值按鈕掃描碼匹配,則控制晶片116可以在步驟1106中確定觸發按鈕當前未被分配為靈敏度修改器按鈕。 Figure 11 shows a detailed flow of state 920 in which control wafer 116 processes digital input state changes. After starting in step 1102, control wafer 116 can identify a button (trigger button) that causes a digital input state change. This may include identifying a numeric button scan code that identifies the trigger button of the trigger button. Control wafer 116 can then determine in step 1106 whether the trigger button is assigned as a sensitivity modifier button. As previously mentioned, the control chip 116 can store the current programmable button settings in the memory, and the current programmable button settings can identify each of the currently assigned sensitivity modifiers by the value button scan code of the sensitivity modifier button. Button. Accordingly, control wafer 116 may retrieve the value button scan codes identifying the currently assigned sensitivity modifier buttons in step 1106 and may compare them to the value button scan codes of the trigger buttons. If the value button scan code of the trigger button matches one of the currently assigned sensitivity modifier buttons, the control wafer 116 may determine in step 1106 that the trigger button is currently assigned as a sensitivity modifier button. If the value button scan code of the trigger button does not match the value button scan code of one of the currently assigned sensitivity modifier buttons, the control wafer 116 may determine in step 1106 that the trigger button is not currently assigned as a sensitivity modifier button.

如果觸發按鈕不是靈敏度修改器按鈕,則控制晶片116可以繼續至步驟1112,並且實施標準控制器輸入過程。例如,控制晶片116可以生成標識觸發按鈕(例如,根據數值按鈕掃描碼進行標識)的報告資料,並且該報告資料指定觸發按鈕是被啟動還是反啟動。然後在步驟1116控制晶片116可以結束狀態920。返回到狀態機900,控制晶片116然後可以繼續狀態926以準備具有報告資料的控制器報告。 If the trigger button is not a sensitivity modifier button, control wafer 116 may proceed to step 1112 and implement a standard controller input process. For example, the control wafer 116 can generate a report material that identifies a trigger button (eg, identified based on a numeric button scan code) and specifies whether the trigger button is activated or deactivated. Control wafer 116 may then end state 920 at step 1116. Returning to state machine 900, control wafer 116 can then continue state 926 to prepare a controller report with the report material.

如果觸發按鈕是靈敏度修改器按鈕,則控制晶片116可前 繼續至步驟1108以確定觸發按鈕是否已被啟動(從而導致數位輸入狀態改變)。例如,輸入硬體層118可以向控制晶片116提供針對觸發按鈕的數位電壓訊號,當觸發按鈕被啟動時,該數位電壓訊號是高的,而當觸發按鈕未被啟動時,該數位電壓訊號是低的。因此,控制晶片116可以檢查數位電壓訊號是否高(例如,邏輯“1”)以確定觸發按鈕是否被啟動。 If the trigger button is a sensitivity modifier button, the control wafer 116 can be Proceed to step 1108 to determine if the trigger button has been activated (thus causing the digital input state to change). For example, the input hardware layer 118 can provide a digital voltage signal to the control chip 116 for the trigger button. When the trigger button is activated, the digital voltage signal is high, and when the trigger button is not activated, the digital voltage signal is low. of. Thus, control wafer 116 can check if the digital voltage signal is high (eg, a logic "1") to determine if the trigger button is activated.

如果觸發按鈕被啟動,則控制晶片116可以繼續至步驟1110,並且將模擬搖桿(靈敏度修改器按鈕被分配給的模擬搖桿)的靈敏度設置更新為分配給觸發按鈕的修改的靈敏度設置(藉由靈敏度修改器按鈕的方式)。例如,控制晶片116可以參考儲存在記憶體中的當前的可編程按鈕設置,並獲取分配給觸發按鈕的修改的靈敏度設置。然後控制晶片116可以將模擬搖桿的靈敏度設置設定為修改的靈敏度設置。隨後在步驟1116,控制晶片116可以結束狀態920。由於模擬搖桿的靈敏度設置已經更新為修改的靈敏度設置,所以在狀態機900的狀態922中的模擬輸入狀態改變的後續處理將使用修改的靈敏度設置用於模擬搖桿(如狀態924所指示的)。 If the trigger button is activated, the control wafer 116 may proceed to step 1110 and update the sensitivity setting of the analog joystick (the analog joystick to which the sensitivity modifier button is assigned) to the modified sensitivity setting assigned to the trigger button. By way of the sensitivity modifier button). For example, control wafer 116 can reference the current programmable button settings stored in the memory and obtain the modified sensitivity settings assigned to the trigger button. Control wafer 116 can then set the sensitivity setting of the analog stick to a modified sensitivity setting. Control wafer 116 may then end state 920 at step 1116. Since the sensitivity setting of the analog joystick has been updated to the modified sensitivity setting, subsequent processing of the analog input state change in state 922 of state machine 900 will use the modified sensitivity setting for the analog joystick (as indicated by state 924) ).

如果觸發按鈕被反啟動,則控制晶片116可以繼續至步驟1114,並且將模擬搖桿的靈敏度設置返回到基線靈敏度設置。然後在步驟1116,控制晶片116可以結束狀態920。由於模擬搖桿的靈敏度設置已經更新為基線靈敏度設置,所以狀態機900的狀態922中模擬輸入狀態變化的後續處理將使用基線靈敏度設置用於模擬搖桿(如狀態924所指示的)。 If the trigger button is deactivated, the control wafer 116 can proceed to step 1114 and return the sensitivity setting of the analog stick to the baseline sensitivity setting. Control wafer 116 may then end state 920 at step 1116. Since the sensitivity setting of the analog joystick has been updated to the baseline sensitivity setting, subsequent processing of the analog input state change in state 922 of state machine 900 will use the baseline sensitivity setting for the analog joystick (as indicated by state 924).

在各個方面,狀態920可以應用於當前未分配靈敏度修改器按鈕、當前分配了一個或多於一個靈敏度修改器按鈕的情況。例如,如果當前未分配靈敏度修改器按鈕,則在步驟1106 中控制晶片116將找不到觸發按鈕和靈敏度修改器按鈕之間的匹配,並且因此在步驟1112中將實施標準控制器輸入過程。如果當前僅分配了一個靈敏度修改器按鈕(例如,Focus靈敏度修改器按鈕和Agile靈敏度修改器按鈕中的一個),則在步驟1106中,控制晶片116可以將觸發按鈕的數值按鈕掃描碼與靈敏度修改器按鈕的數值按鈕掃描碼進行比較,以確定是否將觸發按鈕分配為靈敏度修改器按鈕。如果觸發按鈕被分配為靈敏度修改器按鈕,則控制晶片116可以將模擬搖桿的靈敏度設置設定為修改的靈敏度設置(步驟1110)或者將靈敏度設置返回到基線靈敏度設置。如果當前分配了複數個靈敏度修改器按鈕(例如,Focus和Agile靈敏度修改器按鈕兩者),則控制晶片116可以將觸發按鈕的數值按鈕掃描碼與每個靈敏度修改器按鈕的數值按鈕掃描碼進行比較,以確定觸發按鈕是否被分配為靈敏度修改器按鈕(步驟1114)。如果觸發按鈕被分配為靈敏度修改器按鈕,則控制晶片116可以將模擬搖桿的靈敏度設置設定為對應的靈敏度修改器按鈕的修改的靈敏度設置(步驟1110)或者將靈敏度設置返回到基線靈敏度設置(步驟1114)。 In various aspects, state 920 can be applied to the case where the sensitivity modifier button is currently unassigned, one or more sensitivity modifier buttons are currently assigned. For example, if the sensitivity modifier button is not currently assigned, then at step 1106 The middle control wafer 116 will not find a match between the trigger button and the sensitivity modifier button, and thus the standard controller input process will be implemented in step 1112. If only one sensitivity modifier button (eg, one of the Focus sensitivity modifier button and the agile sensitivity modifier button) is currently assigned, then in step 1106, the control wafer 116 may modify the value button scan code and sensitivity of the trigger button. The button's numeric button scan code is compared to determine if the trigger button is assigned as a sensitivity modifier button. If the trigger button is assigned as a sensitivity modifier button, the control wafer 116 can set the sensitivity setting of the analog stick to a modified sensitivity setting (step 1110) or return the sensitivity setting to the baseline sensitivity setting. If a plurality of sensitivity modifier buttons (eg, both Focus and Agile sensitivity modifier buttons) are currently assigned, control wafer 116 may perform a numeric button scan code for the trigger button and a numeric button scan code for each sensitivity modifier button. A comparison is made to determine if the trigger button is assigned as a sensitivity modifier button (step 1114). If the trigger button is assigned as a sensitivity modifier button, the control wafer 116 can set the sensitivity setting of the analog joystick to the modified sensitivity setting of the corresponding sensitivity modifier button (step 1110) or return the sensitivity setting to the baseline sensitivity setting ( Step 1114).

圖12示出狀態922的詳細流程,其中控制晶片116處理模擬輸入狀態改變。狀態922的過程可以類似於上面關於圖3至圖6詳述的過程,其中控制晶片116基於由輸入硬體層118提供的模擬電壓訊號來計算數值搖桿致動程度。特別地,在步驟1202中開始狀態922之後,在步驟1204中控制晶片116可以將由輸入硬體層118提供的模擬搖桿的模擬電壓訊號轉換為數位電壓訊號(例如,V ADC )。然後在步驟1206中控制晶片116可以將數位電壓訊號轉換為數值搖桿致動程度(例如V Report )。例如,控制晶片116可以利用如上關於等式(1)所描述的線性關 係,將數位電壓訊號轉換成數值搖桿致動程度。其他獲得數值搖桿致動程度的算法計算也是適用的。 Figure 12 shows a detailed flow of state 922 in which control wafer 116 processes analog input state changes. The process of state 922 can be similar to the process detailed above with respect to FIGS. 3-6, wherein control wafer 116 calculates the magnitude of the numerical rocker actuation based on the analog voltage signal provided by input hardware layer 118. In particular, after state 922 is initiated in step 1202, control wafer 116 may convert the analog voltage signal of the analog rocker provided by input hardware layer 118 to a digital voltage signal (eg, V ADC ) in step 1204. Then the degree of actuation rocker values (e.g. V Report) in step 1206 the control chip 116 may be converted to a digital voltage signal. For example, control wafer 116 can convert the digital voltage signal to a numerical rocker actuation level using the linear relationship described above with respect to equation (1). Other algorithmic calculations to obtain the degree of numerical rocker actuation are also applicable.

然後在步驟1208中控制晶片116可以獲取用於模擬搖桿的適當的靈敏度設置。如前面詳述的,諸如關於狀態920和924,如果靈敏度修改器按鈕被啟動,則控制晶片116可以將模擬搖桿的靈敏度設置設定為修改的靈敏度設置,並且如果靈敏度修改器按鈕未被啟動,可以將靈敏度設置恢復到基線靈敏度設置。因此,控制晶片116可以基於靈敏度修改器按鈕是否被啟動來在步驟1208中獲取修改的靈敏度設置或基線靈敏度設置。 The control wafer 116 can then acquire the appropriate sensitivity settings for the analog stick in step 1208. As detailed above, such as with respect to states 920 and 924, if the sensitivity modifier button is activated, the control wafer 116 can set the sensitivity setting of the analog joystick to a modified sensitivity setting, and if the sensitivity modifier button is not activated, The sensitivity setting can be restored to the baseline sensitivity setting. Accordingly, control wafer 116 may acquire a modified sensitivity setting or baseline sensitivity setting in step 1208 based on whether the sensitivity modifier button is activated.

然後控制晶片116可以將靈敏度設置應用於數值搖桿致動程度,以獲得報告數值搖桿致動程度(例如,)。例如,控制晶片116可以以等式(2)或等式(3)的方式(例如,取決於靈敏度設置被如何定義)應用靈敏度設置,以獲得報告數值搖桿致動程度。在一些方面,基線靈敏度設置可以等於100%,並且如果基線靈敏度設置是適當的靈敏度設置,則結果控制晶片116可以獲得與報告數值搖桿致動程度相同的數值搖桿致動程度。 The control wafer 116 can then apply the sensitivity setting to the numerical rocker actuation level to obtain the reported numerical rocker actuation level (eg, ). For example, control wafer 116 may apply a sensitivity setting in the manner of equation (2) or equation (3) (eg, depending on how the sensitivity settings are defined) to obtain a reported numerical rocker actuation level. In some aspects, the baseline sensitivity setting can be equal to 100%, and if the baseline sensitivity setting is an appropriate sensitivity setting, the resulting control wafer 116 can obtain the same degree of rocker actuation as the reported numerical rocker actuation.

因此控制晶片116可以在步驟1210中獲得報告數值搖桿致動程度,並且可以在步驟1212中結束狀態922。由於控制晶片116已經基於修改的靈敏度設置或基線靈敏度設置計算了報告數值搖桿致動程度,所以由狀態926中的控制晶片116準備的控制器報告將包括取決於靈敏度修改器按鈕是否被啟動的報告數值搖桿致動程度。 Thus control wafer 116 may obtain a report numerical rocker actuation level in step 1210 and may end state 922 in step 1212. Since the control wafer 116 has calculated the reported numerical rocker actuation level based on the modified sensitivity setting or baseline sensitivity setting, the controller report prepared by the control wafer 116 in state 926 will include whether the sensitivity modifier button is activated depending on whether the sensitivity modifier button is activated. Report the degree of rocker actuation.

因此如關於狀態機900、1000、1100和1200所描述的遊戲控制器100的整體操作可以向使用者提供以下能力:將各種按鈕分配為靈敏度修改器按鈕、將各種修改的靈敏度設置分配給 靈敏度修改器按鈕、以及隨後在玩遊戲過程中利用分配的靈敏度修改器按鈕來動態地切換模擬搖桿的靈敏度設置。在本新型的有利方面,Focus修改的靈敏度按鈕和Agile修改的靈敏度按鈕可以被分配用於與虛擬角色視覺相聯繫的遊戲控制器100的模擬搖桿,其中Focus修改的靈敏度按鈕可以被分配低於基線靈敏度設置的Focus靈敏度設置,而Agile修改的靈敏度按鈕可以被分配高於基線靈敏度設置的Agile靈敏度設置。因此遊戲控制器100的使用者在用模擬搖桿瞄準時能夠啟動Focus靈敏度設置,從而使使用者能夠更精確和精確地控制並瞄準虛擬遊戲環境中的目標標線(或者另一類似的精確視覺動作)。遊戲控制器100的使用者也可以在用模擬搖桿快速轉動時啟動Agile靈敏度設置,從而使使用者能夠更快速地轉動和/或看向虛擬遊戲環境中的虛擬角色的後面。使用者可以藉由使用在中央遊戲處理器202處執行的配置軟體來調整Focus靈敏度設置和Agile靈敏度設置,並且將Focus靈敏度修改器按鈕和Agile靈敏度修改器按鈕分配給遊戲控制器100的不同的按鈕,這可以提供高度的個性化和定制。 Thus the overall operation of the game controller 100 as described with respect to the state machines 900, 1000, 1100, and 1200 can provide the user with the ability to assign various buttons as sensitivity modifier buttons, assigning various modified sensitivity settings to The sensitivity modifier button, and subsequently the assigned sensitivity modifier button during game play, dynamically switches the sensitivity settings of the analog joystick. In an advantageous aspect of the present invention, the Focus modified sensitivity button and the Agile modified sensitivity button can be assigned to the analog joystick of the game controller 100 associated with the virtual character vision, wherein the Focus modified sensitivity button can be assigned less than The sensitivity sensitivity setting for the baseline sensitivity setting, while the Agile modified sensitivity button can be assigned an Agile sensitivity setting that is higher than the baseline sensitivity setting. Thus the user of the game controller 100 can initiate the Focus sensitivity setting when aiming with the analog joystick, thereby enabling the user to more accurately and accurately control and target the target line in the virtual game environment (or another similar precise vision). action). The user of game controller 100 can also activate the Agile sensitivity setting when rotating with the analog joystick, thereby enabling the user to turn and/or look behind the virtual character in the virtual game environment more quickly. The user can adjust the Focus sensitivity setting and the agile sensitivity setting by using the configuration software executed at the central game processor 202, and assign the Focus sensitivity modifier button and the Agile sensitivity modifier button to different buttons of the game controller 100. This can provide a high degree of personalization and customization.

儘管已經關於瞄準和轉動虛擬動作(例如,Focus和Agile應用)詳述了具體示例,但這些示例是演示性的並且可以應用於虛擬遊戲環境內的任何虛擬動作。因此,本新型的各種其他方面可以動態地調整模擬搖桿靈敏度以用於其他虛擬動作,諸如虛擬遊戲環境內的其他類型的角色移動和虛擬對象互動。因此,本新型的方面不限於與角色視覺相聯繫的模擬搖桿。 While specific examples have been detailed with respect to aiming and rotating virtual actions (eg, Focus and Agile applications), these examples are exemplary and can be applied to any virtual action within a virtual game environment. Thus, various other aspects of the present invention can dynamically adjust the analog stick sensitivity for other virtual actions, such as other types of character movements and virtual object interactions within a virtual game environment. Thus, aspects of the present invention are not limited to analog rockers associated with character vision.

此外,雖然本文描述的某些示例可能涉及單個模擬搖桿的靈敏度設置,但本新型的方面也可以涉及多於一個模擬搖桿的修改的靈敏度設置。例如,第一靈敏度修改器按鈕可以與第一 模擬搖桿(例如,模擬搖桿120d)相聯繫,並且第二靈敏度修改器按鈕可以與第二模擬搖桿(例如,模擬搖桿120e)相聯繫。當使用者啟動第一靈敏度修改器按鈕時,控制晶片116可利用第一修改的靈敏度設置來生成第一模擬搖桿的數值搖桿致動程度。類似地,當使用者啟動第二靈敏度修改器按鈕時,控制晶片116可以利用第二修改的靈敏度設置來生成第二模擬搖桿的數值搖桿致動程度。第一模擬搖桿和第二模擬搖桿和相關聯的靈敏度修改器按鈕可以以上述用於單個模擬搖桿的方式相互獨立地起作用。 Moreover, while some of the examples described herein may relate to the sensitivity settings of a single analog stick, the aspects of the present invention may also relate to modified sensitivity settings for more than one analog stick. For example, the first sensitivity modifier button can be the first An analog rocker (eg, analog rocker 120d) is associated, and a second sensitivity modifier button can be associated with a second analog rocker (eg, analog rocker 120e). When the user activates the first sensitivity modifier button, the control wafer 116 can utilize the first modified sensitivity setting to generate a numerical rocker actuation level for the first analog rocker. Similarly, when the user activates the second sensitivity modifier button, the control wafer 116 can utilize the second modified sensitivity setting to generate a numerical rocker actuation level for the second analog rocker. The first analog rocker and the second analog rocker and associated sensitivity modifier buttons can function independently of each other in the manner described above for a single analog rocker.

術語“使用者裝備”、“UE”、“移動終端”、“使用者終端”、“終端設備”等可適用於任何無線通訊設備,包括蜂窩電話、平板電腦、膝上型電腦、個人電腦、可穿戴設備、多媒體回放裝置和其他手持電子設備、消費者/家庭/辦公室/商用電器、車輛以及任何數量的能夠無線通訊的附加電子設備。 The terms "user equipment", "UE", "mobile terminal", "user terminal", "terminal device", etc. can be applied to any wireless communication device, including cellular phones, tablets, laptops, personal computers, Wearable devices, multimedia playback devices and other handheld electronic devices, consumer/home/office/commercial appliances, vehicles, and any number of additional electronic devices capable of wireless communication.

雖然以上描述和相關圖式可以將電子設備組件描繪為分離的元件,但是技術人員將認識到將分立的元件組合或集成為單個元件的各種可能性。這可以包括將兩個或更多個電路組合以形成單個電路,將兩個或更多個電路安裝到公共晶片或底架上以形成集成元件,在公共處理器核心上執行分立的軟體組件等。相反,技術人員將認識到將單個元件分離成兩個或更多個分立的元件的可能性,諸如將單個電路分成兩個或更多個分離的電路,將晶片或底架分離成最初提供在其上的分立的元件,將軟體組件分離成兩個或更多個部分並且在單獨的處理器核心上執行每個部分等。 While the above description and related figures may depict electronic device components as separate components, the skilled artisan will recognize various possibilities for combining or integrating discrete components into a single component. This may include combining two or more circuits to form a single circuit, mounting two or more circuits onto a common wafer or chassis to form integrated components, performing discrete software components on a common processor core, etc. . Instead, the skilled person will recognize the possibility of separating a single element into two or more discrete elements, such as dividing a single circuit into two or more separate circuits, separating the wafer or chassis into what was originally provided A discrete component thereon separates the software component into two or more sections and executes each section or the like on a separate processor core.

應理解,本文詳述的方法的實現方式本質上是演示性的,並且因此被理解為能夠在相應的設備中實現。同樣,應理解, 本文詳述的設備的實現方式被理解為能夠被實現為相應的方法。因此應理解,與本文詳述的方法相對應的設備可以包括被配置為實施相關方法的每個方面的一個或複數個組件。 It should be understood that implementations of the methods detailed herein are exemplary in nature and are therefore understood to be implemented in a corresponding device. Again, it should be understood that Implementations of the devices detailed herein are understood to be implemented as corresponding methods. It should therefore be understood that devices corresponding to the methods detailed herein may include one or more components configured to implement each aspect of the related methods.

以上描述中定義的所有首字母縮略詞約束本文包括的所有申請專利範圍。 All of the acronyms defined in the above descriptions are bound by the scope of all patent applications included herein.

以下示例屬於本新型的另外的方面。 The following examples are additional aspects of the novel.

示例1是遊戲控制器,該遊戲控制器包括:模擬搖桿;一個或複數個按鈕;以及控制晶片,該控制晶片被配置為回應於使用者輸入將一個或複數個按鈕中的第一按鈕分配為靈敏度修改器按鈕,該靈敏度修改器按鈕在被啟動或反啟動時調整模擬搖桿的靈敏度設置。 Example 1 is a game controller, the game controller comprising: an analog joystick; one or a plurality of buttons; and a control wafer configured to assign a first button of one or more of the buttons in response to user input For the Sensitivity modifier button, the Sensitivity modifier button adjusts the sensitivity setting of the analog joystick when it is activated or deactivated.

在示例2中,示例1的標的可以可選地包括:其中控制晶片被進一步配置為基於使用者輸入將修改的靈敏度設置分配給第一按鈕,並且當第一按鈕被啟動時將修改的靈敏度設置用於模擬搖桿,並且當第一按鈕未被啟動時將基線靈敏度設置用於模擬搖桿。 In Example 2, the subject of Example 1 can optionally include: wherein the control wafer is further configured to assign the modified sensitivity setting to the first button based on the user input, and to modify the sensitivity setting when the first button is activated Used to simulate the joystick and set the baseline sensitivity setting to simulate the joystick when the first button is not activated.

在示例3中,示例1或2的標的可以可選地包括:其中控制晶片被配置為將該一個或複數個按鈕中的第二按鈕分配為靈敏度修改器按鈕。 In Example 3, the subject of Example 1 or 2 can optionally include wherein the control wafer is configured to assign the second button of the one or more buttons as a sensitivity modifier button.

在示例4中,示例1至3中的任一標的可以可選地包括:進一步包括在控制晶片和模擬搖桿之間連接的輸入硬體層,其中控制晶片被配置為從輸入硬體層接收模擬電壓訊號,並基於模擬搖桿的模擬電壓訊號和靈敏度設置生成模擬搖桿的輸出資料。 In Example 4, any of Examples 1 through 3 can optionally include: further comprising an input hardware layer connected between the control wafer and the analog rocker, wherein the control wafer is configured to receive an analog voltage from the input hardware layer The signal and the output data of the analog joystick are generated based on the analog voltage signal and sensitivity settings of the analog joystick.

在示例5中,示例1至4中的任一標的可以可選地包括:進一步包括記憶體,該記憶體被配置為儲存將第一按鈕標識為 靈敏度修改器按鈕的資訊,並且其中控制器被配置為當一個或複數個按鈕中的一個被啟動或反啟動時參考記憶體中的資訊以確定是否調整模擬搖桿的靈敏度設置。 In Example 5, any of the examples 1 to 4 may optionally include: further comprising a memory configured to store the first button as being identified as The information of the sensitivity modifier button, and wherein the controller is configured to reference information in the memory to determine whether to adjust the sensitivity setting of the analog joystick when one of the one or more buttons is activated or deactivated.

在示例6中,示例1至5中的任一標的可以可選地包括:其中模擬搖桿被分配來控制虛擬遊戲環境中的第一人稱角色視覺。 In Example 6, any of Examples 1 through 5 can optionally include wherein the analog rocker is assigned to control first person character vision in the virtual game environment.

示例7是一種遊戲控制器,包括:模擬搖桿;一個或複數個按鈕;以及控制晶片,該控制晶片被配置為:與主機遊戲系統的配置軟體進行通訊,以將一個或複數個按鈕中的第一按鈕分配為靈敏度修改器按鈕;並且當第一按鈕被啟動時使用修改的靈敏度設置生成模擬搖桿的報告資料,並且當第一按鈕未被啟動時使用基線靈敏度設置生成模擬搖桿的報告資料;並將報告資料提供給主機遊戲系統。 Example 7 is a game controller comprising: an analog joystick; one or a plurality of buttons; and a control chip configured to: communicate with a configuration software of the host game system to place one or more of the buttons The first button is assigned as a sensitivity modifier button; and the report data of the analog joystick is generated using the modified sensitivity setting when the first button is activated, and the report of the analog joystick is generated using the baseline sensitivity setting when the first button is not activated Information; and provide the report information to the host game system.

在示例8中,示例7的標的可以可選地包括:其中控制晶片被進一步配置為:與配置軟體通訊,以將一個或複數個按鈕中的第二按鈕分配為第二靈敏度修改器按鈕;並且當第二按鈕被啟動時,使用第二修改的靈敏度設置來生成模擬搖桿的報告資料。 In Example 8, the subject matter of Example 7 can optionally include: wherein the control wafer is further configured to: communicate with the configuration software to assign a second one of the one or more buttons as a second sensitivity modifier button; When the second button is activated, the second modified sensitivity setting is used to generate a report material for the analog stick.

在示例9中,示例7的標的可以可選地包括:其中控制晶片進一步被配置為:與主機遊戲系統的配置軟體進行通訊,以將一個或複數個按鈕中的第二按鈕分配為靈敏度修改器按鈕。 In Example 9, the subject matter of Example 7 can optionally include: wherein the control wafer is further configured to: communicate with a configuration software of the host gaming system to assign a second one of the one or more buttons as a sensitivity modifier Button.

在示例10中,示例7的標的可以可選地包括:其中控制晶片被進一步配置為:從配置軟體接收修改的靈敏度設置;將修改的靈敏度設置儲存在遊戲控制器的記憶體中;並且當使用修改的靈敏度設置生成模擬搖桿的報告資料時從記憶體中獲取該修改的靈敏度設置。 In Example 10, the subject matter of Example 7 can optionally include: wherein the control wafer is further configured to: receive the modified sensitivity setting from the configuration software; store the modified sensitivity setting in a memory of the game controller; and when used The modified sensitivity setting gets the modified sensitivity setting from the memory when generating the report data of the analog joystick.

在示例11中,示例7至10中的任一標的可以可選地包括:其中模擬搖桿被分配來控制虛擬遊戲環境中的第一人稱角色視覺。 In Example 11, any of Examples 7 through 10 can optionally include wherein the analog joystick is assigned to control first person character vision in the virtual game environment.

示例12是一種操作遊戲控制器的方法,該方法包括:基於使用者輸入將遊戲控制器的第一按鈕分配為靈敏度修改器按鈕;藉由遊戲控制器的模擬搖桿接收使用者輸入;以及當靈敏度修改器按鈕未被啟動時使用基線靈敏度設置來生成模擬搖桿的報告資料,並且當靈敏度修改器按鈕被啟動時使用修改的靈敏度設置來生成模擬搖桿的報告資料。 Example 12 is a method of operating a game controller, the method comprising: assigning a first button of a game controller as a sensitivity modifier button based on user input; receiving user input by an analog joystick of a game controller; The sensitivity modifier button is used to generate the report data of the analog joystick when it is not activated, and the modified sensitivity setting is used to generate the report data of the analog joystick when the sensitivity modifier button is activated.

在示例13中,示例12的標的可以可選地包括:其中當靈敏度修改器按鈕被啟動時使用修改的靈敏度設置來生成模擬搖桿的報告資料包括:生成表示使用者輸入的模擬搖桿的初始數值搖桿致動程度;以及根據修改的靈敏度設置對初始數值搖桿致動程度進行數值地修改,以獲得用於報告資料的報告數值搖桿致動程度。 In Example 13, the subject of Example 12 can optionally include: wherein the reporting of the simulated joystick using the modified sensitivity setting when the sensitivity modifier button is activated comprises: generating an initial representation of the simulated rocker representing the user input The degree of numerical rocker actuation; and numerically modifying the initial numerical rocker actuation level based on the modified sensitivity setting to obtain a reported numerical rocker actuation level for reporting data.

在示例14中,示例12或13的標的可以可選地包括:進一步包括將報告資料提供給主機遊戲系統。 In Example 14, the subject matter of Example 12 or 13 can optionally include: further comprising providing the reporting material to the host gaming system.

在示例15中,示例12或13的標的可以可選地包括:其中基於使用者輸入將遊戲控制器的第一按鈕分配為靈敏度修改器按鈕包括:與主機遊戲系統的配置軟體進行通訊以將第一按鈕分配為靈敏度修改器按鈕,以及從主機遊戲系統接收修改的靈敏度設置。 In Example 15, the subject matter of Example 12 or 13 can optionally include: wherein assigning the first button of the game controller as a sensitivity modifier button based on user input comprises: communicating with a configuration software of the host gaming system to A button is assigned as a sensitivity modifier button and a modified sensitivity setting is received from the host gaming system.

在示例16中,示例13的標的可以可選地包括:進一步包括:將標識第一按鈕被分配為靈敏度修改器按鈕的資訊儲存在記憶體中;以及基於記憶體中的資訊確定何時靈敏度修改器按鈕被啟動。 In Example 16, the subject matter of Example 13 can optionally include: further storing: storing information identifying that the first button is assigned as a sensitivity modifier button in the memory; and determining when the sensitivity modifier is based on information in the memory The button is activated.

在示例17中,示例13至16中的任一標的可以可選地包括:其中模擬搖桿被分配用於控制虛擬遊戲環境中的第一人稱角色視覺。 In Example 17, any of Examples 13 through 16 can optionally include wherein the analog joystick is assigned to control first person character vision in a virtual game environment.

雖然已經參考具體實施方式特別示出和描述了本新型,但是本領域技術人員應該理解,在不脫離由所附申請專利範圍限定的本新型的精神和範圍內,本新型中可以做出形式和細節上的各種改變。因此,本新型的範圍由所附申請專利範圍指示,並且因此旨在涵蓋落入申請專利範圍的等同物的含義和範圍內的所有變化。 While the present invention has been particularly shown and described with reference to the embodiments of the present invention, it will be understood by those skilled in the art Various changes in details. Therefore, the scope of the invention is to be construed as being limited by the scope of the appended claims.

Claims (11)

一種遊戲控制器,包括:模擬搖桿;一個或複數個按鈕;以及控制晶片,被配置為回應於使用者輸入,將前述一個或複數個按鈕中的第一按鈕分配為靈敏度修改器按鈕,前述靈敏度修改器按鈕在被啟動或反啟動時調整前述模擬搖桿的靈敏度設置。 A game controller comprising: an analog joystick; one or a plurality of buttons; and a control chip configured to assign a first button of the one or more of the buttons as a sensitivity modifier button in response to user input, The Sensitivity modifier button adjusts the sensitivity setting of the aforementioned analog joystick when it is activated or deactivated. 如請求項1所記載之遊戲控制器,其中前述控制晶片進一步被配置為基於使用者輸入向前述第一按鈕分配修改的靈敏度設置,並且當前述第一按鈕被啟動時將前述修改的靈敏度設置用於前述模擬搖桿,並且當前述第一按鈕未被啟動時將基線靈敏度設置用於前述模擬搖桿。 The game controller of claim 1, wherein the control chip is further configured to assign a modified sensitivity setting to the first button based on a user input, and to use the modified sensitivity setting when the first button is activated. The analog stick is used in the foregoing, and the baseline sensitivity is set for the aforementioned analog stick when the aforementioned first button is not activated. 如請求項1所記載之遊戲控制器,其中前述控制晶片被配置為將前述一個或複數個按鈕中的第二按鈕分配為靈敏度修改器按鈕。 A game controller as recited in claim 1, wherein the aforementioned control wafer is configured to assign a second one of the one or more of the plurality of buttons as a sensitivity modifier button. 如請求項1所記載之遊戲控制器,其進一步包括:輸入硬體層,連接在前述控制晶片和前述模擬搖桿之間,其中前述控制晶片被配置為從前述輸入硬體層接收模擬電壓訊號,並基於前述模擬電壓訊號和前述模擬搖桿的前述靈敏度設置生成前述模擬搖桿的輸出資料。 The game controller of claim 1, further comprising: an input hardware layer connected between the control chip and the analog rocker, wherein the control chip is configured to receive an analog voltage signal from the input hardware layer, and The output data of the aforementioned analog stick is generated based on the aforementioned analog voltage signal and the aforementioned sensitivity setting of the aforementioned analog stick. 如請求項1所記載之遊戲控制器,其進一步包括:記憶體,前述記憶體被配置為儲存將前述第一按鈕標識為前述靈敏度修改器按鈕的使用者可定義資訊,並且其中前述控制器被配置為當啟動或反啟動前述一個或複數個 按鈕中的一個時引用在前述記憶體中的前述使用者可定義資訊,以確定是否調整前述模擬搖桿的前述靈敏度設置。 The game controller of claim 1, further comprising: a memory configured to store user-definable information identifying the first button as the sensitivity modifier button, and wherein the controller is Configured to start or deactivate one or more of the foregoing One of the buttons references the aforementioned user definable information in the aforementioned memory to determine whether to adjust the aforementioned sensitivity setting of the aforementioned analog stick. 如請求項1所記載之遊戲控制器,其中前述模擬搖桿被分配來控制虛擬遊戲環境中的第一人稱角色視覺。 A game controller as recited in claim 1, wherein the aforementioned analog joystick is assigned to control first person character vision in the virtual game environment. 一種遊戲控制器,包括:模擬搖桿;一個或複數個按鈕;以及控制晶片,前述控制晶片被配置為:與主機遊戲系統的配置軟體通訊,以將前述一個或複數個按鈕中的第一按鈕分配為靈敏度修改器按鈕;並且當前述第一按鈕被啟動時使用修改的靈敏度設置生成前述模擬搖桿的報告資料,並且當前述第一按鈕未被啟動時使用基線靈敏度設置生成前述模擬搖桿的報告資料;並且將前述報告資料提供給前述主機遊戲系統。 A game controller comprising: an analog joystick; one or a plurality of buttons; and a control chip configured to: communicate with a configuration software of the host game system to place the first button of the one or more of the aforementioned buttons Assigned as a sensitivity modifier button; and generates a report material of the aforementioned analog joystick using the modified sensitivity setting when the aforementioned first button is activated, and generates the aforementioned analog joystick using the baseline sensitivity setting when the aforementioned first button is not activated Reporting materials; and providing the aforementioned report materials to the aforementioned host game system. 如請求項7所記載之遊戲控制器,其中前述控制晶片被進一步配置為:與前述配置軟體通訊,以將前述一個或複數個按鈕中的第二按鈕分配為第二靈敏度修改器按鈕;並且當前述第二按鈕被啟動時,使用第二修改的靈敏度設置來生成前述模擬搖桿的報告資料。 The game controller of claim 7, wherein the control chip is further configured to: communicate with the configuration software to assign a second button of the one or more of the buttons to a second sensitivity modifier button; When the aforementioned second button is activated, the second modified sensitivity setting is used to generate the report material of the aforementioned analog joystick. 如請求項7所記載之遊戲控制器,其中前述控制晶片進一步被配置為:與前述主機遊戲系統的前述配置軟體進行通訊,以將前述一個或複數個按鈕中的第二按鈕分配為靈敏度修改器按鈕。 The game controller of claim 7, wherein the control chip is further configured to: communicate with the aforementioned configuration software of the host game system to assign a second button of the one or more buttons as a sensitivity modifier Button. 如請求項7所記載之遊戲控制器,其中前述控制晶片進一步被配置為:從前述配置軟體接收前述修改的靈敏度設置;將前述修改的靈敏度設置儲存在前述遊戲控制器的記憶體中;並且當使用前述修改的靈敏度設置生成前述模擬搖桿的前述報告資料時,從前述記憶體中獲取前述修改的靈敏度設置。 The game controller of claim 7, wherein the control chip is further configured to: receive the modified sensitivity setting from the configuration software; store the modified sensitivity setting in a memory of the game controller; and When the aforementioned report data of the aforementioned analog stick is generated using the modified sensitivity setting described above, the aforementioned modified sensitivity setting is obtained from the aforementioned memory. 如請求項7所記載之遊戲控制器,其中前述模擬搖桿被分配來控制虛擬遊戲環境中的第一人稱角色視覺。 A game controller as recited in claim 7, wherein the aforementioned analog joystick is assigned to control first person character vision in the virtual game environment.
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