WO1995001629A1 - Image processing device and method therefor, and game machine having image processing part - Google Patents
Image processing device and method therefor, and game machine having image processing part Download PDFInfo
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- WO1995001629A1 WO1995001629A1 PCT/JP1994/001066 JP9401066W WO9501629A1 WO 1995001629 A1 WO1995001629 A1 WO 1995001629A1 JP 9401066 W JP9401066 W JP 9401066W WO 9501629 A1 WO9501629 A1 WO 9501629A1
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- access
- image data
- vram
- image
- data
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Classifications
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G5/00—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
- G09G5/36—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of a graphic pattern, e.g. using an all-points-addressable [APA] memory
- G09G5/39—Control of the bit-mapped memory
- G09G5/393—Arrangements for updating the contents of the bit-mapped memory
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G5/00—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
- G09G5/42—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of patterns using a display memory without fixed position correspondence between the display memory contents and the display position on the screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/203—Image generating hardware
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G2360/00—Aspects of the architecture of display systems
- G09G2360/18—Use of a frame buffer in a display terminal, inclusive of the display panel
Definitions
- the present invention relates to an image processing apparatus and method, and a game machine having an image processing unit.
- the present invention relates to an image processing circuit for generating a background screen in an image processing apparatus.
- images displayed on a raster scan type monitor in a video game or the like generally include a background image (moving image) composed of characters and the like appearing in the game, usually over a plurality of background images (still images) displaying the background. It has a combined configuration.
- Each of these background and foreground images has a priority set for output (hereinafter, priority). If they overlap, only the image with the highest priority is displayed.
- the priority is usually determined by a predetermined number, and an image with a larger number is displayed closer to the image.
- the pick-up is normally specified in units of planes in the background image, and is specified in units of characters in the foreground image.
- FIG. 10 (a) there are a foreground picture FG, two background pictures BG0 and a background picture BG1, and the number indicating priority is “6” in the character CHR of the foreground picture FG, and “2” in the background picture BGO.
- BG 1 is "4".
- the background image forming the background image and the foreground image forming the foreground image are superimposed in a predetermined order at the same timing, so that the image is viewed on the monitor screen as shown in FIG. 10 (b). The whole image is output.
- FIG. 11 As an image processing apparatus for outputting a background image and a foreground image as described above, an image processing apparatus shown in FIG. 11 is conventionally known.
- a video processor 2 is connected to a CPU 1 via a CPU interface 5, and a video processor 2 is connected to the CPU 1.
- the CRT 2 is connected to a CRT display 16.
- the CPU 1 is connected to a storage device 3 typified by a CD-ROM or a ROM cartridge, and a RAM 4 serving as a workspace of the CPU 1.
- the storage device 3 contains a program for executing a game and image data for displaying a game screen.
- This image data is composed of the smallest unit called a picture (Vixel), and a color code of a predetermined number of bits that specifies the color at the time of output as information and a priority code that indicates the priority of the output Contains.
- the storage device 3 further includes data for designating when and at which coordinate position on the screen audio data and image data are to be displayed, data for designating rotation, movement, enlargement and reduction processing, and the like. I have.
- the CPU 1 reads these data from the storage device 3 to the RAM 4 and transfers the data to the video processor 2 via the CPU interface 5.
- the video processor 2 includes a synchronization circuit 11.
- the synchronizing circuit 11 generates a synchronizing signal synchronized with the scanning of the CRT display 16 and supplies the synchronizing signal to each component in the video processor 2 in order to synchronize the output of the foreground image and the background image.
- the foreground image data is transferred to the foreground image processing unit 6 and the background image data is transferred to the background image processing unit 7 under the control of the CPU 1.
- a command RAM 8 and a frame buffer 9 are connected to the foreground image processing unit 6.
- the command RAM 8 temporarily stores the foreground pattern image data of the transferred characters and the like. Further, the command RAM 8 stores commands issued from the CPU 1 when the game program is executed, for example, in a table format.
- the foreground image processing unit 6 reads these commands from the command RAM and registers them in an internal register for execution. Further, image data is read out from the command RAM8, subjected to image processing such as coordinate calculation, enlargement / reduction, color calculation, etc., and written into a predetermined address of the frame buffer 9.
- the foreground image data developed on the frame buffer 9 is sequentially output to the priority circuit 12 for each frame.
- the image data of the background image transferred to the background image processing unit 7 is stored in a video RAM (hereinafter, referred to as a video RAM).
- the background image data includes pattern data And pattern name data.
- the pattern data is based on a cell as shown in Fig. 12 (a1) consisting of, for example, eight pixels in the horizontal and vertical directions. It is a collection of the color codes of each pixel in the box.
- the pattern name data is data including an address of the pattern data on the background image.
- the background image is composed of a set of predetermined cells, and the pattern name data indicates the positions of the cells on the background image stored in the VRAM 10 by the cells. It is specified by the start address on VRAM.
- the background image processing unit 7 performs coordinate calculation based on an instruction from the CPU 1, performs image processing such as up / down / left / right movement and rotation, and then performs the above-described image processing. Data is read from VRAM10 and transferred to priority circuit 12 for each background image.
- the priority circuit 12 determines the priority of the output of the image data of the sprite and the background image transferred from the foreground image processing unit 6 and the background image processing unit 7, and outputs the image data having the higher priority.
- the foreground image and the background image are combined and transferred to the colorization circuit 13.
- the color RAM 13 is connected to the colorization circuit 13.
- the color code of the image data transferred from the priority circuit 12 designates a specific address, and specific color data is read from the color RAM 14 based on the address.
- This color data is converted to RGB data indicating the mixing ratio of the three primary colors (red, yellow, and blue), and transferred to the video signal creation circuit 15, where the digital signal is converted to an analog signal by a DZA converter.
- the video signal is converted into a video signal and output on a CRT display 16 typified by a standard TV monitor.
- the background image processing unit 7 performs a process of reading image data of a background image from the VRAM 10. Also, a process of writing the image data of the background image to the VRAM 10 is performed. These operations are called VRAM access, and are usually controlled by an access circuit 17 included in the background image processing unit 7. Hereinafter, this VRAM access will be described. Specifically, VRAM access is performed when image data is read from VRAM when displaying a background image, and when new image data supplied from the CPU is written to VRAM.
- image data read access to read image data stored in VRAM
- CPU access to write new image data from CPU to VRAM
- parameters required for image display stored in VRAM There are “parameter overnight read access” and so on.
- Image data read access is performed during the display period, and reads image data from the VRAM by designating a predetermined access operation. These access operations specify the reading of pattern name data in VRAM.
- pattern name read There is a “pattern name read” and a “pattern data read” that specifies reading of pattern data.
- the unit time of VRAM access is usually the time to output one column (8 pixels) in the horizontal direction of one cell, and this is one cycle.
- the access circuit sets one access for the output time of one pixel, and performs eight accesses to VRAM within one cycle.
- the contents of the VRAM access for eight times in one cycle are called a cycle pattern.
- the access circuit controls the access to the VRAM during the display period by selecting an address of the predetermined image data in the VRAM based on the cycle pattern and supplying the selected address to the VRAM. For CPU access set during the display period, the specified number of write access times is secured.
- FIG. 14 an example of VRAM access based on such a cycle pattern will be specifically described with reference to FIG. 14 in a case where two background images BG0 and BG1 are used.
- FIG. 14A shows the cycle pattern of the access circuit 17 in the background image processing unit 7 in FIG. 11 in the form of a table.
- Fig. 14 (b) It shows the data structure stored in the VRAM 10 connected to the VRAM.
- a cycle pattern for reading image data is set in advance in the hardware.
- the access circuit 17 reads the pattern name data (PND) of the background image BG0 in the first access according to the cycle pattern.
- the access circuit 17 designates to the VRAM 10 a selection signal indicating the address in the VRAM 10 of the pattern name data of the background image BG0 in accordance with the designation of the CPU. Then, the pattern name data for the background image BG0 is read from the VRAM 10 based on the address.
- the pattern name data has a 16-bit structure including the head address of the background screen of the pattern data (cell unit). Therefore, if the BGO pattern name data is read out by one access, the head address of the pattern data of one cell on the background image BG0 can be obtained.
- the access circuit Based on the head address of the pattern data obtained in this way, the access circuit
- the pattern data (PTD) of the background image BG is read according to the cycle pattern. That is, the pattern data specified by the head address is read for a horizontal column (8 pixels) of cells. Now, assuming that the background images BG0 and BG1 each have one word of pattern data that is read in one access, and that they contain a color code for four pixels, the same pattern data is required to read eight pixels. Two accesses are required. Therefore, at the second and third accesses, the pattern data of the background image BG0 is read for two words.
- the pattern name data (PND) is similarly read at the fourth access to obtain the leading address of the pattern data of the background image BG1.
- pattern data (PTD) for 2 bytes is read from VRAM based on the start address.
- the image data of the background images BG0 and BG1 are sequentially read in the horizontal direction at the cell level according to the cycle pattern during the display period. Will be done.
- a new image data supplied from the CPU is sent to the VRAM during the display period as the 7th and 8th accesses of one cycle (8 times). CPU access for writing is set.
- the address of the image data to be written is supplied from the CPU to the VRAM 10.
- the image data written in the VRAM by the CPU access during the display period is read at an appropriate timing according to the above-described readout procedure of the image data in the cycle pattern.
- the background image can be rewritten during the progress of the game, and the background image can be changed.
- the cycle pattern in the access circuit specifies (1) the timing and number of access operations specified during the display period, and (2) the CPU access during the display period as the contents of access within a unit time. I do.
- a method has been adopted in which this cycle pattern is set in advance in hardware. In other words, a plurality of cycle patterns are fixed as a model in the hardware in a predetermined data format, and according to the specification of the CPU, one set of optimal data is selected from these.
- the background image BG0 uses 16 colors and displays only the color characters such as the score, and the background image BG In 1, it is assumed that a gorgeous color background image is displayed using 256 colors.
- the color code per pixel of the pattern data is the color code in the color RAM.
- 16-bit background image BG0 requires 4 bits
- 256-color background image BG requires 8 bits. As the number of colors used increases, the amount of data per pixel increases and the amount of information (number of bits) of pattern data also increases.
- the color codes for each pixel in the pattern data are 4 bits and 8 bits for the background images BG0 and BG1, respectively.
- one word (16 bits) contains the color code of 4 pixels in the background image BGO
- the background image BGO contains the color code of 4 pixels.
- Image BG1 contains only two pixel color codes. Therefore, in order to read a predetermined amount of pattern data (for 8 pixels in the horizontal row of cells), in the cycle pattern, only two access times are required for the background image BGO, but for the background image BG1, four access times are required. Time setting is required, and more access time is required. As described above, when the information amount of the image data increases or decreases, it is necessary to change the setting of the cycle pattern accordingly.
- VRAM access multiple independent VRAMs are connected to the background image processing unit and each VRAM is assigned to each background image as a device to read as much image data from the VRAM as possible in one access. Therefore, there was a method to access all of these VR AM at the same time. There has also been a method in which a single VRAM is divided into portions called banks, and each portion is assigned to each background image, and these portions are simultaneously accessed.
- the conventional access method generally employs a method of selecting an optimal combination from a plurality of setting conditions assumed in advance. For example, a method was used in which a specific data format representing a cycle pattern to be a model was given a unique number and registered in a registry, and this number was designated by the CPU.
- VRAMs that store and read image data also have the following problems due to the fixed use of their capacity. In other words, when multiple VRAMs with the same capacity were installed, it was difficult to use all VRAMs efficiently.
- FIG. Two VRAMs, VRAM—A and VRAM—B are assigned to background images BG ⁇ and BG1, respectively.
- the background image BG1 is not displayed at all in the scene A of a certain game, but is displayed in a different scene B of the same game.
- the capacity of the VRAM-B for the background image BG1 is set in advance assuming that it becomes necessary, but is “necessary waste” that is not used.
- VRAM-B cannot be used for the background image BG0. This was also the case when a single VRAM was divided into banks. Thus, in the conventional use of VRAM capacity, the image of each background There was no way to effectively adjust the VRAM capacity according to the amount of image data and the usage of the background image.
- the present invention has been made in view of the above-described problems, and a first object of the present invention is to reduce the number of colors and the reduction ratio of image data and the frequency of access without reducing the burden on hardware.
- An object of the present invention is to provide an image processing method capable of flexibly changing an access operation within a unit time in VRAM access according to a change in display settings.
- a second object of the present invention is to provide an image processing method capable of adjusting storage of the image data among a plurality of VRAMs according to the amount of image data of each background image and the access frequency.
- a third object of the present invention is to provide an image processing method for realizing the second object not only between a plurality of VRAMs but also between banks of the same VRAM.
- a fourth object of the present invention is to make it possible to set and change the access operation within a unit time in VRAM access using the control of the CPU, and to output a background image having different display conditions differently.
- An image processing device is provided.
- a fifth object of the present invention is to provide an image processing apparatus capable of sequentially and automatically executing access operations within a set unit time in VRAM access.
- a sixth object of the present invention is to provide an image processing apparatus which generates and selects an address of image data on a VRAM by calculation in VRAM access, and gives the generated address to the VRAM.
- a seventh object of the present invention is to provide an image processing apparatus having a mechanism for designating a predetermined operation in VRAM access and performing the operation quickly.
- An eighth object of the present invention is to provide an image processing apparatus which realizes the seventh object without imposing a burden on memory capacity.
- a ninth object of the present invention is to provide an image processing apparatus having a specific mechanism capable of easily setting and changing the operation of VRAM access within a predetermined unit time.
- a tenth object of the present invention is to provide an image processing apparatus having a specific mechanism for controlling the operation of VRAM access within a predetermined unit time by a CPU.
- a first object of the present invention is to provide an image processing apparatus having a specific mechanism for sequentially and automatically executing access to a VRAM.
- a twelfth object of the present invention is to provide an image processing apparatus which easily realizes a mechanism for allocating VRAM capacity to image data and changing the same by controlling a CPU.
- a thirteenth object of the present invention is to enable setting and changing of an access operation within a unit time in VRAM access using control of a CPU, and to output a background image having different display conditions differently. It is an object of the present invention to provide an image processing apparatus capable of performing the above.
- a fourteenth object of the present invention is to provide a game machine capable of sequentially and automatically performing access operations within a set unit time in VRAM access.
- a fifteenth object of the present invention is to provide a game machine which generates and selects an address of image data on a VRAM by calculation in VRAM access and gives the selected address to the VRAM.
- a sixteenth object of the present invention is to provide a game machine having a mechanism for designating a predetermined operation in VRAM access and executing the operation quickly.
- a seventeenth object of the present invention is to provide a game machine which achieves the sixteenth object without imposing a burden on memory capacity.
- An eighteenth object of the present invention is to provide a game machine having a specific mechanism capable of easily setting and changing the operation of VRAM access within a predetermined unit time.
- a nineteenth object of the present invention is to provide a game machine having a specific mechanism for controlling the operation of VRAM access within a predetermined unit time by CPU.
- a twentieth object of the present invention is to provide a game machine having a specific mechanism for sequentially and automatically executing access to VRAM.
- a twenty-first object of the present invention is to provide a game machine that easily realizes a mechanism for assigning VRAM capacity to image data and setting the change by controlling a CPU.
- the invention according to claim 1 stores image data for forming a foreground image in a frame buffer and stores image data for forming a background image in a video RAM.
- an image processing method for installing at least one video RAM for storing image data of a background image, storing image data in each video RAM, and simultaneously accessing these video RAMs.
- a video RAM and a read content of image data stored in the video RAM.
- the video RAM according to the second aspect is divided into two banks, each of which is a plurality of RAM portions having the same capacity, and reading of each bank and image data stored in the bank is performed by C. It is specified from PU.
- the image processing device stores image data for forming a foreground image in a RAM, expands the image data in a frame buffer, and then uses the image data for a foreground image at a predetermined timing.
- Foreground image processing means for reading image data from the frame buffer; background image processing means for reading image data for forming a background image from a video RAM; and a foreground image image transferred from the foreground image processing means.
- Priority determining means for determining display priority between the data and the image data of the background image transferred from the background image processing means; and displaying the foreground image and the background image data according to the priority.
- Specifying means for performing an operation of reading or writing image data stored in a video RAM in an image processing apparatus having a display means for performing , The operations specified by the specifying means, when a predetermined unit Q First setting means for setting each operation, storage means for storing the content of the operation for each predetermined unit time set by the first setting means, and video based on the content stored in the storage means.
- Access control means for controlling access to RAM, and the number of bits for controlling output when the number of bits of predetermined data in the image data according to the amount of image data information that differs for each background image Output control means.
- the access control means includes: a conversion means for converting the designation by the designation means into a control signal; and an address of the image data read out from the VRAM on the VRAM, which is provided to the VRAM. Address selection means.
- the address selecting means includes a first generating means for generating an address of the pattern data on the VRAM and a second generating means for generating an address of the pattern data on the VRAM. And a generation means.
- the image processing apparatus includes, as image data of the background image, a pattern data including a predetermined number of pieces of pixel information and a background image of the pattern data constituting the image to be displayed.
- a pattern data including a predetermined number of pieces of pixel information and a background image of the pattern data constituting the image to be displayed.
- Access to the video RAM that stores the pattern name data indicating the position in the video RAM, and read out the image data.
- a designation that specifies the operation of reading or writing the pattern data or the pattern name data. As a means, an access command is used.
- the invention according to claim 8 is characterized in that the access command according to claim 7 is a binary code having a predetermined number of bits.
- the image processing apparatus is a video RAM access, wherein the operation specified by an access command is set in units of one cycle during a display period. It is characterized in that the cycle pattern is set in a form readable by the CPU.
- a VRAM access register is used as storage means for storing the cycle pattern.
- the image processing device according to claim 7 accesses the video RAM in a video RAM access according to an access command sequentially read from a cycle pattern stored in the access register. It is characterized by.
- the image processing apparatus determines whether or not the video RAMs are divided into banks.
- the game machine stores image data for forming a foreground image in a RAM, expands the image data in a frame buffer, and then stores the image data for the foreground image at a predetermined timing.
- Foreground image processing means for reading from the frame buffer
- background image processing means for reading image data for forming a background image from a video RAM
- image data of a foreground image transferred from the foreground image processing means Priority determining means for determining the display priority between the background image data transferred from the background image processing means, and the foreground image and the background image data according to the priority.
- specifying means for specifying an operation of reading or writing image data stored in the video RAM.
- First setting means for setting the operation specified by the specifying means for each predetermined unit time, and storage for storing the contents of the operation for each predetermined unit time set by the first setting means Means for controlling access to the video RAM based on the contents stored in the storage means; and bits of predetermined data in the image data according to the information amount of the image data which differs for each background image.
- Bit number output control means for performing control at the time of output according to the number of bits.
- the access control means controls the designation by the designation means, a conversion means for converting into a symbol, and an image data read from the VRAM.
- Address selection means for supplying the address to the VRAM.
- the address selecting means includes: first generating means for generating an address of the pattern name data on the VRAM; and generating an address on the VRAM for the pattern data over time. And a second generation unit that performs the above.
- the game machine includes, as image data of the background image, pattern data including a predetermined number of pieces of pixel information and a background image of pattern data constituting an image to be displayed.
- the operation of reading or writing the pattern data or the pattern name data is performed. It is characterized in that an access command is used as a specifying means.
- the invention according to claim 17 is characterized in that the access command according to claim 16 is a binary code consisting of a predetermined number of bits.
- the game machine according to claim 16 is characterized in that, in a video RAM access, the operation specified by an access command is set in units of one cycle during a display period. Is set in a form that can be read by the CPU.
- the game machine is characterized in that, in the video RAM access, a VRAM access register is used as storage means for storing the cycle pattern.
- the game machine in the video RAM access, accesses the video RAM according to an access command sequentially read from a cycle pattern stored in the access register. It is characterized by performing.
- the game machine when there are a plurality of video RAMs storing image data or a plurality of video RAM banks, the game machine according to claim 13 determines whether or not the video RAMs are divided into banks. Specifying means 2 to specify
- a plurality of storage means are allocated for each RAM or each bank of RAM, and access means for simultaneously accessing these RAMs or banks of RAM are provided. It is characterized by having.
- VRAM access cycle pattern it is necessary to set the conditions for displaying image data for each background image. These conditions are, specifically, the number of colors used for each background image, enlargement / reduction setting, presence / absence of CPU access, setting of the storage location of image data required for each background image in VRAM, etc. is there.
- the cycle pattern for accessing the VRAM for reading and writing image data is set for each installed VRAM. That is, the access commands required in one cycle, the number of accesses by these commands, and the access timing are determined.
- a cycle pattern set in accordance with the above-described various conditions is prepared in software, a ROM, or the like, and the content is read into the CPU when the game is executed, and is designated and designated. Can be changed.
- the second aspect of the present invention it is possible to previously set predetermined image data to be stored in each VRAM, and to specify the reading of this image data by reading the image data into the CPU when the game is executed using the cycle pattern. it can.
- the above processing can be set more freely by a programmer who is familiar with the contents of the game program, various data and various conditions used in the program, and the like. Therefore, appropriate conditions can be set, which is more efficient. Also, when changing these settings, it is only necessary to make changes to the software or ROM. Therefore, it is possible to easily change the access time and the use of the free space of the VRAM capacity. For this reason, unnecessary access time and unnecessary VRAM capacity, which are fixedly set in the window even if they are not used in some cases as in the past, can be saved.
- the limited capacity of the VRAM can be more effectively used, and more image data can be read from the VRAM.
- image data Depending on the amount of information in the evening, you can choose to divide into banks or use one VRAM, so efficiency is high.
- one VRAM is divided into multiple banks with the same capacity, and all of these banks are accessed simultaneously, so that a large amount of image data can be read. If the image data of each background image is assigned to each bank, the number of background images to be displayed simultaneously can be increased.
- the use of settings based on the cycle pattern allows the number of banks or the number of banks to be allocated to image data to be freely adjusted, so that VRAM capacity can be reasonably allocated.
- an image processing device that flexibly changes the cycle pattern in VRAM access as needed is realized. That is, the deciding means designates an access operation in the VRAM.
- the first setting means sets the contents of the access operation performed within a predetermined unit time using the specifying means, and holds the set access contents in a form readable by the CPU. Let it.
- the read access content is stored in the storage means by the CPU.
- the access control means controls VRAM access with reference to the stored access content.
- the output bit control means performs a sorting operation according to the number of bits of the image data in order to accurately output a plurality of background images having different information amounts of the image data.
- the image data of the same background image can be output collectively.
- the image processing apparatus it is possible to obtain a mechanism for reading out the contents of the access operation from the storage means in the VRAM access and controlling the access according to the contents. That is, the information of the access content written in the storage means is divided into two types, designated image data type and designated read / write, and transmitted to VRAM synchronously from two different paths. . That is, the conversion means generates a read / write signal from the information of the access command, and instructs reading or writing of the designated image data. Then, the address selecting means selects the address of the designated image data in the VRAM, and supplies the selected address to the VRAM.
- the VRAM receives the address of the image data and the read / write signal, reads out the specified image data, and stores the image data in a predetermined data buffer. According to the invention of claim 6, in the image processing device, image data necessary for reading image data from VRAM or writing it to VRAM is provided.
- Addresses in VRAM can be generated for each type of image data. That is, when the access command is “pattern name read”, the first generation means generates an address of the pattern name data on the VRAM, and supplies the address to the VRAM. When the access command is “pattern data read”, the second generation means generates an address of the pattern data read in the VRAM and supplies the address to the VRAM.
- a designation means representing each access operation such as reading or writing of pattern data and pattern name data as image data of a background image stored in the VRAM. And use a predetermined access command.
- each access operation can be represented simply, and setting and changing of these access operations can be easily specified.
- a code having a predetermined number of bits is used as an access command in the image processing device.
- a cycle pattern which is a series of access operations set in units of one cycle during a display period, is used, for example, a CD-ROM or the like.
- Efficient batch settings can be made in a form that can be read by the CPU.
- the cycle pattern in the image processing device is stored in the VRAM access register, reading and writing can be controlled by the CPU.
- an automatic mechanism in which the access circuit sequentially reads out access commands from the cycle pattern and smoothly executes the access commands.
- the second setting means sets whether to divide the VRAM into banks. In this way, it is possible to determine whether to use the entire VRAM capacity or a part according to the amount of image data.
- the access means
- a cycle pattern is set according to various display-related conditions, such as the amount of image data stored and the access frequency. This makes it possible to simultaneously display multiple background images, increase the amount of image data to be read, and achieve more efficient use of VRAM capacity.
- a game machine that flexibly changes a cycle pattern in VRAM access as needed is realized. That is, the specifying means specifies an access operation in the VRAM. Next, the first setting means sets the content of the access operation performed within a predetermined unit time using the specified means, and reads the set access content into the CPU. To hold. The read access content is stored in the storage means by the CPU. Further, the access control means controls VRAM access with reference to the stored access content. At this time, the output bit control means performs a sorting operation according to the number of bits of the image data in order to accurately output a plurality of background images having different information amounts of the image data. Thus, the image data of the same background image can be output collectively.
- the game machine it is possible to obtain a mechanism for reading the contents of the access operation from the storage means in the VRAM access, and controlling the access according to the contents. That is, the information of the access content indicated by the access command written in the storage means is divided into two types, designated image data type and read / write designation, and synchronized from two different paths. Conveyed to VRAM. That is, the conversion means generates a read / write signal from the information of the access command, and instructs reading or writing of the designated image data. Then, the address selecting means selects an address on the VRAM of the designated image data, and gives this to the VRAM.
- the VRAM receives the address of the image data and the read / write signal, reads out the specified image data, and stores the image data in a predetermined data buffer.
- an address on the VRAM for generating image data necessary for reading image data from the VRAM or writing the image data to the VRAM is generated for each type of image data. it can. That is, when the access command is “pattern name ⁇ read”, the first generation means generates an address of the pattern name data on the VRAM and supplies it to the VRAM. When the access command is “pattern data read”, the second generation means generates an address of the pattern data read in VRAM and supplies it to the VRAM.
- each access operation such as reading or writing of pattern data and pattern name data as background image data stored in the VRAM.
- a predetermined access command use a predetermined access command.
- each access operation can be represented simply, and setting and changing of these access operations can be easily specified.
- a code having a predetermined number of bits is used as an access command in the game machine.
- the memory capacity in the image processing device can be saved.
- the access operation can be performed more quickly.
- a cycle pattern which is a series of access operations set in units of one cycle during a display period, is read by a CPU, such as a CD-ROM.
- a CPU such as a CD-ROM.
- the specific gain for efficiently using the VRAM capacity is provided.
- a one-time machine is realized. That is, the second setting unit sets whether to divide the VRAM into banks. With this, it is possible to determine whether to use the entire VRAM capacity or a part of the VRAM capacity according to the amount of image data.
- the access means accesses the VRAM or VRAM bank simultaneously. Specifically, for each installed VRAM or VRAM bank, a cycle pattern is set according to various display-related conditions, such as the amount of image data stored and the access frequency. This makes it possible to simultaneously display multiple background images, increase the amount of image data to be read, and achieve more efficient use of VRAM capacity. [Brief description of the drawings]
- FIG. 1 is a block diagram illustrating a configuration of a background generation unit according to an embodiment of the present invention.
- FIG. 2 is a block diagram illustrating a configuration of an image processing apparatus according to the embodiment of the present invention.
- FIG. 4 is a block diagram illustrating a configuration of a scroll engine,
- FIG. 4 is a diagram illustrating a cycle pattern set in the present embodiment,
- FIG. 5 is a diagram illustrating a pattern name / address generation procedure in the embodiment of the present invention,
- FIG. 6 is a diagram showing a procedure for generating a pattern data address in the embodiment of the present invention,
- FIG. 7 is a diagram showing a procedure for generating pixel data in the output circuit of the present invention, and
- FIG. 8 is a reference example of the present invention FIG.
- FIG. 9 is a diagram showing the setting and setting of the access register and VRAM in FIG. 1, FIG. 9 is a diagram showing a change in VRAM capacity allocation in Reference Example 2 of the present invention, and FIG. 10 is a foreground image and background of the image processing device.
- Fig. 12 (b) is a diagram showing the cell position on the background image
- Fig. 13 is a diagram showing the unit time (cycle) at the time of VRAM access
- Fig. 14 is an explanatory diagram of VRAM access
- Fig. 15 is the color used
- FIG. 16 is a diagram showing a relationship between the number and the number of bits of a color code per pixel.
- FIG. 16 is a diagram showing a procedure for changing the allocation of VRAM capacity to image data.
- a display screen for a foreground image and a display screen for a background image for displaying an image formed from image data are assumed.
- the screen for the foreground picture is called the split screen
- the screen for the background picture is called the scroll screen.
- FIG. 2 is a block diagram showing an embodiment of the image processing apparatus according to the present invention.
- a CPU 1, a RAM 2, and a video processor 3 are connected to a bus 14 whose usage right is controlled by a bus controller 13.
- Video processor 3 is composed of a split, engine 5, scroll engine 6, and DZA converter 7.
- the command engine 8 and the frame buffer 9 are connected to the split engine 5.
- the scroll engine 6 has a built-in color RAM 10 and various registers 11, and is connected to the VRAM 12.
- the settings related to the functions of the scroll engine 6 are damaged by the CPU 1 in the register 11.
- a VRAM access register for storing a cycle pattern for controlling VRAM access during a display period, a register for specifying whether or not VRAM is divided into banks.
- a monitor 4 is further connected to the video processor 3.
- the CPU 1 stores the game program read from an external storage device (not shown) such as a CD-ROM in the RAM 2 and stores the read image data for output together with the commands and instructions necessary for image processing along with the video processor 3 Transfer to In the video processor 3, the split engine 5, which is an image processing unit for the foreground,
- the command for the foreground transferred from the CPU 1 is temporarily stored in the command RAM 8 as a command table.
- the command is read by the split engine, set in an internal system register, and executed.
- the command RAM8 also stores the foreground image data transferred from the CPU 1.
- the split engine 5 reads this image data from the command RAM 8, and performs image processing such as rotation, enlargement, reduction, and color calculation. After that, this image data is Write to a predetermined address on the frame buffer 9 to develop a foreground moving image.
- the image data of the foreground image FG in the frame buffer 9 is sequentially read out by the split engine 5 and supplied directly to the scroll engine 6 without passing through the bus 14.
- the scroll ⁇ engine 6 includes a window control unit 21 for performing window processing on the split screen and the scroll screen, a background image generation unit 22 (described later) for processing image data of the scroll screen, and a display control unit 23.
- the display control unit 23 includes a priority circuit 24 and a colorization circuit 25.
- the display control unit 23 determines the priority of output for each pixel of the image data of the foreground image and the background image read by the background image generation unit 22, and synthesizes the images. Further, colorization of image data is performed by the connected color RAMI0.
- the image data thus processed is transferred from the terminal B to the DZA converter 5 in FIG. 2 together with the RGB data generated in the color conversion circuit 25.
- the image data is converted into an analog color video signal here and displayed on a display 4 typified by a standard TV monitor.
- the background image generation unit 22 particularly includes various registers 11 that can be written by the CPU 1, and It is characterized by the ability to control RAM access and adjust the VRAM capacity allocated to image data.
- a VRAM access register is provided for controlling VRAM access during the display period, and the contents of one cycle of access (cycle pattern) executed during the display period of image data are written by the CPU. It is.
- the configuration of the background image generation unit 22, which is the circuit of the present invention will be described in detail with reference to FIG.
- a background image generation unit 22 includes an access circuit 31 for controlling VRAM access, a synchronization circuit 32, and until the image data read from the VRAM is output.
- the access circuit 31 includes a VRAM access register 40, a decoder 41, and an address selector 42.
- Terminal C is connected to CPU 1 and supplies commands from the game / program, image data, and address of image data.
- the synchronization circuit 32 generates a horizontal and vertical synchronization signal synchronized with the scanning of the monitor 4 and a synchronization signal for each dot. These synchronization signals are supplied from terminal D to the split engine, and are also supplied to each part of the background image generation unit 22 via the coordinate calculation unit 39. As a result, the positions of the foreground image and the background image at the time of output coincide with the timing. Further, the synchronization circuit 32 generates an address signal of one dot (pixel) cycle and supplies it to the VRAM access register.
- the pixel-based image data generated by the image data output circuits 37 and 38 in the background image generation unit 22 is output to the display control unit 23 in FIG.
- the number of scroll screens to be displayed is BG0 and BG1
- the scroll screen BG0 uses 16 colors
- the scroll screen BG1 uses 256 colors.
- no reduction setting is made, and one VRAM is used without division in storing image data.
- it is assumed that the scroll screen has no image change and does not require CPU access time.
- the cycle pattern for VRAM access is set. As described above, in VRAM access, one access is performed within the output time of one pixel, and eight accesses, which is a time for outputting eight pixels in a horizontal row of cells, are set as a unit time (one cycle).
- the VRAM access register 40 in the access circuit 31 is divided into eight registers R1 to R8 each corresponding to one access time.
- an access command is used in this embodiment as a means for designating each access operation.
- This access command is a 4-bit binary code that specifies which scroll screen image data to read.
- the cycle pattern is set by specifying this access command at an appropriate timing within one cycle.
- BG0 pattern name / read is set as the first access in order to read the image data relating to the scroll screen BG0.
- the pattern data is a collection of a color code of a predetermined number of bits, which is information on the color of a pixel, among the information of each pixel, on a cell-by-cell basis. For example, if the cell is composed of 8 pixels vertically and horizontally, the pattern data contains 64 rows (8 x 8) of color code.
- the number of accesses increases or decreases depending on the amount of information in the pattern data.
- the amount of information of the pattern data is determined by various display conditions such as the number of color code bits per pixel included in the pattern data and the reduction ratio.
- the color code per pixel is 4 bits. Therefore, the 16-bit pattern data read in one access is equivalent to 4 pixels of color code.
- the predetermined amount of pattern data read in VRAM access is eight pixels (horizontal rows of cells). Therefore, in order to read pattern data on the scroll screen BG0, it is necessary to perform two consecutive accesses. Therefore, set "BG0 pattern data ⁇ read" twice in succession.
- BG 1 pattern name / read is set for the scroll screen BG 1 using 256 colors, and reading of pattern name data is designated.
- the color code per pixel contained in the pattern data of the scroll screen BG1 is 8 bits. Therefore, the 16-bit pattern data is equivalent to two pixels of the color code. Therefore, in order to read out the pattern data of a predetermined amount of 8 pixels, it is necessary to perform the access four times continuously. Therefore, set "BG 1 pattern data read" continuously.
- the cycle pattern as described above is set in a form that can be read by the CPU.
- the setting means include a method of determining an optimal cycle pattern by a unique program, and a method of specifying a cycle pattern prepared in advance in a CD-ROM, a memory cartridge, or the like.
- the cycle pattern is read by the CPU from the setting means, and further stored in the VRAM access register 40 from the CPU.
- Figure 4 shows the cycle pattern stored in each register in the VRAM access register.
- the VRAM access register 40 in FIG. 1 is composed of eight registers R1 to R8, and the synchronization circuit 32 transmits the address signal of one dot (pixel) cycle. Take it.
- This address signal is The addresses in the VRAM access register of each of the eight registers are sequentially indicated.
- the VRAM access register 40 sequentially reads the access command stored in each register specified by the address signal. Each read access command is decoded by the decoder 37, and a read / write control signal obtained by this is supplied to the address selector 42 and the VRAM 12.
- the address in the VRAM of the image data that needs to be read or written is selected and supplied to the VRAM.
- the operation of generating the address of the image data supplied to the VRAM will be described in detail.
- the access command read out in Procedure 1 is the “pattern name read” that reads out the pattern name data of each scroll screen, first the address of the specified pattern name data on VRAM12 (pattern name key) Dress) is generated.
- the pattern name address is generated by the following actions.
- the synchronization circuit 32 supplies a synchronization signal of (vertical and horizontal scroll screens BG0 and BG1 and a dot (pixel) cycle.
- a synchronization signal of (vertical and horizontal scroll screens BG0 and BG1 and a dot (pixel) cycle For each of the scroll screens BGO and BG1, perform processing such as up, down, left, and right rotations, etc. Such processing is performed, for example, while the game is running, by viewing the state of the ground as viewed from above an airplane flying in the sky This is necessary when displaying the movement of an airplane by rotating or moving the background image while keeping the position of the airplane fixed, such as when displaying.
- the coordinate calculator 39 assumes a scroll screen based on the pattern data (stored in the VRAM 12) and the pattern name data, and synchronizes the synchronization signal from the synchronization circuit 32 with the instruction of the CPU 1 received from the terminal C.
- the coordinates are calculated for each pixel according to.
- the coordinate value of each pixel on the scroll screen obtained in this way is called a pixel address.
- this pixel address has, for example, 9 bits (XO -It has coordinate data consisting of X 8) and 9 bits of Y coordinate ( ⁇ - ⁇ 8).
- the upper 6 bits ( ⁇ 3— ⁇ 8, ⁇ 3- ⁇ 8) of these two coordinate data excluding the lower 3 bits ( ⁇ 0— ⁇ 2, ⁇ — ⁇ 2) are shown in Fig. 5 (d).
- the lower three bits (X0—X2, Y0-Y2) of the XY coordinates in the pixel address coordinate data are, as shown in FIG. 5 (e), 0 or
- the combination of 1 codes gives 64 pixels in a 8x8 pixel cell.
- the lower three bits (XO—X2) of the X coordinate representing the eight X coordinates ⁇ ⁇ in the cell contain the number of bits of the color—code of each pixel, as shown in Fig. 5 (c). Is added. Then, according to the number of bits of the color code, the image data output circuit 37 is used for the scroll screen BG 0 (color code 4 bits) in the case of the scroll screen BG 0 (color code 8 bits). If it is, it is supplied to the image data output circuit 38.
- the lower three bits (YO-Y2) of the Y coordinate are supplied to the address selector 42 as they are, and are used as data when generating the address of the pattern data.
- the address selector 42 is supplied with the address of the VRAM12 from the CPU 1 via the terminal C together with the 12-bit pattern name and address provided by the coordinate calculator 39. ing.
- the address selector 42 accesses the VRAM 12 based on the address of the VRAM 12 and gives the pattern name address to the VRAM 12.
- the VRAM 12 is connected to a plurality of data buffers corresponding to the type of image data for each scroll screen.
- register 33 is the buffer for storing the pattern name data of scroll screen BGO
- register 34 is the pattern name data of scroll screen BG1. This is a buffer for storage.
- the VRAM 12 is supplied with the pattern name address from the address selector 42, and reads out the pattern name data based on the address. Also, in synchronization with this, the control signal from Deco
- the access command “pattern name read” is executed in the VRAM access, and the pattern name data is read and stored in a predetermined data buffer.
- the access command read by procedure 1 is “pattern data read”
- the address of the pattern data on VRAM 12 is given to VRAM 12 by the address selector to read the pattern data from VRAM 12. There is a need.
- the address is generated by the following operation based on the pattern name data read from the VRAM 12 by the above procedures 1-4.
- the decoder 41 supplies a control signal (read) to the registers 33 and 34.
- the pattern name data is read out from the register 33 (when the scroll screen is BG0) or the register 34 (when the scroll screen is BG1), and is sent to the address selector.
- the pattern name data usually includes, for example, the lower 9 bits of the top address of the scroll screen (or VRAM 12) of the pattern data. The first address indicates which cell is to be read. Is specified.
- the lower 3 bits of the Y coordinate that specifies eight Y coordinate values in the cell among the lower 3 bits of the XY coordinate data from the pixel address generated in the procedure 2 (YO-Y2) Force Sent to address selector 42.
- the lower 3 bits of this Y coordinate specify the Y coordinate of the pixel in the cell.
- the pattern data address is generated in a 12-bit form obtained by synthesizing the start address and the lower 3 bits of the Y coordinate.
- the pattern data address is responsible for specifying one of the eight horizontal columns in the cell.
- a predetermined number of bits indicating the number of times of the read access the pattern data specified by the address are added.
- the address selector 42 is supplied with the address of the VRAM 12 from the CPU 1 via the terminal C together with the 12-bit pattern data and the address of the pattern data generated in the procedure 5 on the VRAM 12. You.
- the address selector 42 accesses the VRAM 12 based on the address of the VRAM 12 and gives the VRAM 12 the pattern data address.
- a plurality of data buffers for pattern data are connected to the VRAM 12 for each scroll screen.
- registers are connected to the VRAM 12 for each scroll screen.
- Reference numeral 35 denotes a buffer for storing pattern data of the scroll screen BGO
- register 36 denotes a buffer for storing pattern data of the scroll screen BG1.
- the VRAM 12 is supplied with the pattern data address from the address selector 42, and reads out the pattern data based on the address.
- the control signal (write) from the decoder 41 is given in synchronization with this, the read-out pattern data is transferred to the register 35 if this is the scroll screen BG0, and to the scroll screen. If it is BG 1, it is stored in register 36 respectively.
- the access command “pattern data read” is executed in VRAM access, and the pattern data is read out. Is stored in a fixed data buffer.
- the image data (pattern data) read from the VRAM 12 is reconstructed in the image data output circuit 37 or 38 into the form of pixel data which is information for each pixel.
- the operation at the time of pixel data output will be described below in detail with reference to FIG.
- the image data output circuits 37 and 38 output a control signal for specifying the number of bits of the color code of the pixel from the coordinate calculation section 39 for each scroll screen, and the lower three bits (X0—X) of the X coordinate of the pixel address. 2) have received
- the control signal specifies 4 bits
- two words (32 bits) of pattern data are read from the register 35 for the scroll screen BG 0 (using 16 colors) to the image data output circuit 37. .
- the lower 3 bits of the X coordinate select one of these 8-bit 4-bit data. That is, by selecting one X-coordinate value of the horizontal column, one of the eight pixels of the horizontal column is designated. Thus, the color code for one pixel in the pattern data is specified.
- the pattern name data of the scroll screen BG 0 is read from the register 33, and the upper 7 bits specifying the leading address of the color RAMI 0 in FIG. Is added to the selected 4-bit color code. In this way, a total of 11 bits of pixel-based color data is formed as shown in FIG. 7 (c1).
- the image data output circuit 38 stores 4 words (64 bits) of pattern data from the register 34 for the scroll screen BG1 (using 256 colors). Is read. This is pattern data for 8 pixels in a horizontal column of cells read out by 4 accesses based on the cycle pattern. As shown in FIG. 7 (a2), the pattern data for these eight pixels is divided into eight (P0-P7) every eight bits from the lower order. The lower 3 bits of the X coordinate are Select one of the divided 8-bit data. That is, by selecting one X coordinate value of the horizontal column, one pixel of the eight pixels of the horizontal column is designated. In this way, the color code for one search in the pattern data is specified.
- the pattern name data of the scroll screen BG1 is read from the register 34, and the upper 3 bits designating the head address of the color RAM are replaced with the lower 3 bits of the X coordinate. Append to the 8-bit color code selected by the bit. In this way, a total of 11 bits of pixel-based color data as shown in FIG. 7 (c2) are formed.
- the image data for each pixel formed as described above is output from the image data output circuit 37 or 38 to the priority order circuit 24 of the display control unit 23 in FIG. 3 via the terminal E or the terminal F. You.
- an access operation in VRAM access is specified in a predetermined form called an access command.
- a cycle pattern in which access commands for eight accesses in one cycle of the unit time are set is set so that it can be read by the CPU, and stored in a form that can be written from the CPU.
- the access command rewriting operation from the CPU.
- the cycle pattern can be set more freely.
- the amount of image data can be reduced. It can also be kept to a minimum. In this sense, the advantage is that the limited VRAM capacity can be used effectively.
- the present invention is not limited to the above embodiment.
- the present invention originally aims to freely set and change the display conditions of the scroll screen. Therefore, the present invention realizes an access circuit having a flexible configuration as required according to the original purpose. It is possible.
- other reference examples will be described with examples.
- 256 colors may be used for the scroll screens BG0 and BG1, or the number of scroll screens to be displayed may be increased. In this way, even when a large amount of image data needs to be read at once in VRAM access, it is necessary to allocate VRAM in advance or allocate it to each scroll screen by dividing the bank (see 2- 1 Refer to Display condition setting).
- Example There are three scroll screens BG0, BG1, BG2. With a game In scene A, the number of colors used in the scroll screen BG 2 is particularly increased. In another scene B of the same game, the scroll screen BG1 requires a lot of display changes; ', the scroll screen BG2 is not displayed at all.
- VRAM-1 and VRAM-2 two VRAMs of the present invention are installed, and these are referred to as VRAM-1 and VRAM-2.
- the setting of bank division is performed by dividing VRAM-1 into two equal parts. This is determined by the 1 bit in the register that controls the RAM.
- the image data of the scroll screen BG0 and the scroll screen BG1 for scene A are stored in VRAM-1.
- the image data of the scroll screen BG2 for scene A is stored in VRAM-2 which is not divided into banks.
- the access register is made to correspond to each VRAM, the cycle pattern is set, and the image data in the scene A is read.
- the image data for scene B of scroll screen BG0 is stored in bank 1a in VRAM-1.
- the contents of the cycle pattern for VRAM-1 are changed to read the image data of the scroll screen BG0.
- the VRAM-2 stores the image data of the 0 scroll screen BG1 for scene B.
- the contents of the cycle pattern of the access register for VRAM-2 are changed to read the image data of the scroll screen BG1.
- more CPU access time can be allocated to the image data of the scroll screen BG1.
- the VRAM capacity can be saved for the scroll screen BG2 which is not displayed at all.
- the allocation of the VRAM capacity can be more freely and appropriately adjusted according to the information amount of the image data and the necessity of access. . Therefore, there is an effect that the limited VRAM capacity can be used effectively.
- the cycle pattern at the time of VRAM access which changes according to the display conditions, can be set and changed more freely. Therefore, the degree of freedom to display a more varied image is high.
- An image processing device and a game machine can be provided.
- the number of access registers that store cycle patterns can be easily reduced, there is no need to fix the settings in hardware in advance, and the burden on hardware is reduced as much as possible, regardless of the fixed cycle pattern. It is possible to provide an image processing device and a game machine that can appropriately determine the amount of image data required for each image and save VRAM capacity. Further, it is possible to provide an image processing apparatus and a game machine that can change the allocation of the VRAM capacity according to the amount of information of the image data.
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
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KR1019950700745A KR950703188A (en) | 1993-06-30 | 1994-06-30 | Image Processing Device and Method There for, and Game Machine Having Image Processing Part |
EP94919832A EP0660298A4 (en) | 1993-06-30 | 1994-06-30 | Image processing device and method therefor, and game machine having image processing part. |
BR9405494-0A BR9405494A (en) | 1993-06-30 | 1994-06-30 | Image processing system and its process and game machine having image processing section |
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JP16297793 | 1993-06-30 | ||
JP5/162977 | 1993-06-30 |
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PCT/JP1994/001066 WO1995001629A1 (en) | 1993-06-30 | 1994-06-30 | Image processing device and method therefor, and game machine having image processing part |
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EP (1) | EP0660298A4 (en) |
KR (1) | KR950703188A (en) |
CN (1) | CN1111463A (en) |
BR (1) | BR9405494A (en) |
WO (1) | WO1995001629A1 (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0716392A1 (en) | 1994-10-12 | 1996-06-12 | Sega Enterprises, Ltd. | Communication between data processing apparatus and peripheral device thereof |
EP0750287A2 (en) * | 1995-06-23 | 1996-12-27 | Konami Co., Ltd. | An image creation apparatus |
US5630170A (en) * | 1994-10-12 | 1997-05-13 | Kabushiki Kaisha Sega Enterprises | System and method for determining peripheral's communication mode over row of pins disposed in a socket connector |
Families Citing this family (6)
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EP1324297A2 (en) * | 2001-12-13 | 2003-07-02 | Matsushita Electric Industrial Co., Ltd. | Displaying method, displaying apparatus, filtering unit, filtering process method, recording medium for storing filtering process programs, and method for processing image |
JP3918632B2 (en) * | 2002-05-28 | 2007-05-23 | カシオ計算機株式会社 | Image distribution server, image distribution program, and image distribution method |
CN101833967B (en) | 2003-10-10 | 2012-06-06 | 夏普株式会社 | Reproducing apparatus and method for controlling reproducing apparatus |
CN101123003B (en) * | 2006-08-09 | 2010-06-09 | 联发科技股份有限公司 | Method and system for computer graphics with out-of-band (OOB) background |
JP4488042B2 (en) * | 2007-08-14 | 2010-06-23 | セイコーエプソン株式会社 | Image processing circuit, display device and printing device |
KR101510694B1 (en) * | 2007-12-12 | 2015-04-10 | 엘지전자 주식회사 | Apparatus and method for processing data |
Citations (1)
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JPH02503238A (en) * | 1986-07-18 | 1990-10-04 | アミガ デベロップメント リミテッド ライアビリティ カンパニー | personal computer equipment |
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JP3056514B2 (en) * | 1990-08-27 | 2000-06-26 | 任天堂株式会社 | Image display device and external storage device used therefor |
JP3073519B2 (en) * | 1990-11-17 | 2000-08-07 | 任天堂株式会社 | Display range control device and external memory device |
-
1994
- 1994-06-30 EP EP94919832A patent/EP0660298A4/en not_active Withdrawn
- 1994-06-30 WO PCT/JP1994/001066 patent/WO1995001629A1/en not_active Application Discontinuation
- 1994-06-30 KR KR1019950700745A patent/KR950703188A/en not_active Application Discontinuation
- 1994-06-30 BR BR9405494-0A patent/BR9405494A/en not_active Application Discontinuation
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JPH02503238A (en) * | 1986-07-18 | 1990-10-04 | アミガ デベロップメント リミテッド ライアビリティ カンパニー | personal computer equipment |
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Cited By (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0716392A1 (en) | 1994-10-12 | 1996-06-12 | Sega Enterprises, Ltd. | Communication between data processing apparatus and peripheral device thereof |
US5630170A (en) * | 1994-10-12 | 1997-05-13 | Kabushiki Kaisha Sega Enterprises | System and method for determining peripheral's communication mode over row of pins disposed in a socket connector |
EP0750287A2 (en) * | 1995-06-23 | 1996-12-27 | Konami Co., Ltd. | An image creation apparatus |
EP0750287A3 (en) * | 1995-06-23 | 1997-02-19 | Konami Co Ltd | An image creation apparatus |
US6028596A (en) * | 1995-06-23 | 2000-02-22 | Konami Co, Ltd. | Image creation apparatus |
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KR950703188A (en) | 1995-08-23 |
CN1111463A (en) | 1995-11-08 |
EP0660298A1 (en) | 1995-06-28 |
BR9405494A (en) | 1999-09-08 |
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