WO1999027519A1 - Generateur de son et machine de jeu video l'utilisant - Google Patents
Generateur de son et machine de jeu video l'utilisant Download PDFInfo
- Publication number
- WO1999027519A1 WO1999027519A1 PCT/JP1998/005188 JP9805188W WO9927519A1 WO 1999027519 A1 WO1999027519 A1 WO 1999027519A1 JP 9805188 W JP9805188 W JP 9805188W WO 9927519 A1 WO9927519 A1 WO 9927519A1
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- Prior art keywords
- frequency
- data
- scale
- frequency data
- player object
- Prior art date
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Classifications
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
- G10H1/0008—Associated control or indicating means
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
- G10H1/02—Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos
- G10H1/04—Means for controlling the tone frequencies, e.g. attack or decay; Means for producing special musical effects, e.g. vibratos or glissandos by additional modulation
- G10H1/043—Continuous modulation
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
- G10H1/32—Constructional details
- G10H1/34—Switch arrangements, e.g. keyboards or mechanical switches specially adapted for electrophonic musical instruments
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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
- A63F2300/10—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 characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1018—Calibration; Key and button assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8047—Music games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2210/00—Aspects or methods of musical processing having intrinsic musical character, i.e. involving musical theory or musical parameters or relying on musical knowledge, as applied in electrophonic musical tools or instruments
- G10H2210/021—Background music, e.g. for video sequences, elevator music
- G10H2210/026—Background music, e.g. for video sequences, elevator music for games, e.g. videogames
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2210/00—Aspects or methods of musical processing having intrinsic musical character, i.e. involving musical theory or musical parameters or relying on musical knowledge, as applied in electrophonic musical tools or instruments
- G10H2210/155—Musical effects
- G10H2210/195—Modulation effects, i.e. smooth non-discontinuous variations over a time interval, e.g. within a note, melody or musical transition, of any sound parameter, e.g. amplitude, pitch, spectral response, playback speed
- G10H2210/201—Vibrato, i.e. rapid, repetitive and smooth variation of amplitude, pitch or timbre within a note or chord
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2220/00—Input/output interfacing specifically adapted for electrophonic musical tools or instruments
- G10H2220/155—User input interfaces for electrophonic musical instruments
- G10H2220/221—Keyboards, i.e. configuration of several keys or key-like input devices relative to one another
- G10H2220/246—Keyboards, i.e. configuration of several keys or key-like input devices relative to one another with reduced number of keys per octave, some notes missing
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2220/00—Input/output interfacing specifically adapted for electrophonic musical tools or instruments
- G10H2220/155—User input interfaces for electrophonic musical instruments
- G10H2220/315—User input interfaces for electrophonic musical instruments for joystick-like proportional control of musical input; Videogame input devices used for musical input or control, e.g. gamepad, joysticks
Definitions
- the present invention relates to a sound (or music) generating device and a video game device using the same, and more particularly, to an input using a video game machine controller.
- the present invention relates to a sound generator that plays music based on scale data, and a video game device that uses music performance based on player input in association with the progress of a game. Background art
- an object of the present invention is to provide a sound generator capable of generating a sound or a music of a scale that cannot be represented by a limited and small number of switches.
- Another object of the present invention is to provide a sound generator capable of generating sounds or music of a complex scale with a simple configuration.
- Still another object of the present invention is to allow a player to freely input a sound or play music using a game controller having a small number of switches.
- An object of the present invention is to provide a video game device that can be used by relating music to the progress of a game. Disclosure of the invention
- the player can freely input sound or play music using the controller for the game console, and can associate the sound or music with the progress of the game.
- a video game device can be realized. In other words, not only can the sound be generated by simply pressing a button, but also the pitch can be finely adjusted by operating the joystick, so it is free to use. A variety of sounds or music can be generated.
- the present invention has the following features.
- a first aspect of the present invention uses a controller having a plurality of push button switches and an analog stick capable of selecting a plurality of positions.
- a sound generator that inputs sounds with different scales and generates the input sound is most suitable.
- a push button detection unit that detects the type of the pushed push button switch among a plurality of push button switches
- Inclination detection unit that detects the inclination of the analog stick
- Circumference corresponding to the selected scale A frequency generator that generates the wave number as it is or changes the frequency.
- An audio signal generator is provided that generates a sound signal of a scale corresponding to the frequency generated by the frequency generator.
- the audio signal of the frequency corresponding to the pressed push button is left as it is or is changed. Because it is made to generate, various kinds of scale sounds (or music) can be generated using a limited and small number of push button switches. .
- the second phase is a phase subordinate to the first phase, and the frequency generator is
- the inclination detector detects the amount of inclination of the analog stick, the frequency corresponding to the scale selected by the sound selector is detected. It is characterized in that it occurs in a state that is changed according to the amount of inclination.
- the frequency of the voice signal corresponding to the pressed push button is changed based on the amount of inclination of the analog stick. Because it is made to change, it is easy to adjust the amount of change.
- the third phase is a phase that is subordinate to the first phase, and the frequency generator is:
- Frequency Writes the frequency data generated by the frequency generator to the frequency data storage unit, or reads the frequency data stored in the frequency data storage unit. ⁇ It has a reading unit and
- the digital value corresponding to the frequency corresponding to the scale selected by the scale selector is used. Write the frequency data into the frequency data storage as
- the inclination detecting unit detects the amount of inclination of the analog stick
- the frequency corresponding to the scale selected by the scale selecting unit is used as a reference, and the reference is used. Then, the digital value corresponding to the frequency obtained by changing the frequency corresponding to the detected inclination is written to the frequency data storage unit as the frequency data.
- the frequency data corresponding to the depressed push-button switch or the frequency obtained by changing it is stored in the frequency data storage unit. Since the frequency data is temporarily stored and read out and used later, it is not necessary to operate the operation section in real time in accordance with the music performance. Even if the user is not accustomed to operating the operation unit, the operation for specifying the scale can be easily performed.
- the fourth phase is a phase dependent on the first phase.
- the frequency of the musical scale changes in the direction of increasing the scale frequency within the predetermined pitch range.
- the frequency of the scale is decreased in a predetermined pitch range in the direction of decreasing the pitch. And are characterized.
- the frequency of the musical scale is increased or decreased in accordance with the direction of the inclination of the analog stick.
- the operator can intuitively associate the analog stick with the direction in which the frequency of the musical scale changes, thereby facilitating the operation for changing the frequency. You.
- the fifth phase is a phase subordinate to the first phase, in which the depth value of the vibrato is changed in accordance with the tilt amount detected by the tilt amount detection unit.
- the frequency generator further includes a vibrate section for generating a frequency corresponding to the scale selected by the scale selection section, and converts the generated frequency into a vibrato. By changing the frequency based on the depth value from the sound section, it is possible to generate the frequency of the vibrato sound for the sound of the selected scale. It is a feature.
- the vibrato applied to the sound of the selected scale according to the amount of the inclination of the analog stick. Since the depth value is changed, it is possible to achieve a very interesting sound effect.
- the sixth aspect has multiple push button switches and analog push-sticks that can select multiple levels of positions.
- a sound generator that inputs a sound of a different scale and generates music based on the input sound by specifying a scale using a controller that performs the control.
- a push button detection unit that detects the type of the pushed push button switch among the plurality of push button switches
- a scale selection unit for selecting a scale corresponding to the push button detected by the press button detection unit
- a tilt amount detector that detects the tilt amount of the analog stick
- the scale selection unit A frequency data generator that generates the frequency data corresponding to the scale selected in the same state or in a changed state;
- a frequency data storage unit for temporarily storing a plurality of frequency data
- the frequency data stored in the frequency data storage unit is sorted in order.
- An audio signal generation unit is provided that generates an audio signal of a frequency corresponding to the frequency data based on the frequency data read by the reading unit.
- the audio signal of the frequency corresponding to the pressed push button is left as it is. The sound is generated in a state of being changed or changed, so that a small number of push buttons are used to produce a wide variety of sounds. (Or music). Also, since the frequency of the audio signal corresponding to the pressed push button is changed based on the amount of inclination of the analog stick. It is easy to adjust the amount of change.
- the frequency 7 data corresponding to the pressed push button switch or the frequency data obtained by changing the frequency data is temporarily stored in the frequency 7 memory.
- the seventh aspect in which the operation for specifying the scale can be easily performed is a phase dependent on the sixth aspect, and the reading unit is By repeatedly reading out the frequency data for a certain time stored in the frequency data storage unit, the music composed by the player is regarded as BGM. It is characterized by what happens.
- the eighth aspect is a video game device that executes a game program, displays an image on a display device, and generates sound from a speaker.
- a player object image data generator for generating data for displaying the image of the player object
- a non-player object image generator that generates data for displaying an image of an object other than the player object
- a push button detection unit that detects the type of the pushed push button switch among a plurality of push button switches
- An inclination detector that detects the inclination of the analog stick.
- the scale selection unit A frequency data generator that generates the frequency data corresponding to the scale selected as it is in the same state or in a changed state;
- a frequency data storage unit for temporarily storing a plurality of frequency data
- a writing unit that writes the frequency data generated by the frequency data generation unit to the frequency data storage unit sequentially at regular intervals, in the order of the frequency data stored in the frequency data storage unit. Reading unit to read next,
- An audio signal generator for generating an audio signal of a frequency corresponding to the frequency data
- a display image changing unit for changing the display state of at least one of the player object and the non-player object is provided.
- the ninth aspect is a phase subordinate to the eighth aspect, wherein the display image changing unit changes the display state of the non-player object.
- the tenth aspect is a phase subordinate to the ninth aspect, and the display image changing unit sets the player object so as to advance the player object to a scene different from the current one.
- the feature is that the display state of the non-player object is changed by changing the background screen of the object.
- the position where the playable object is located is different from the current position. Can be warped.
- the eleventh aspect is a phase subordinate to the eighth aspect, wherein the display image changing unit changes the display state of the player object.
- the display state of the player object is changed so that the hero can obtain various items (weapons, keys, lives, etc.). Can be changed.
- the 12th aspect is a phase dependent on the 8th aspect, wherein the music based on the frequency data sequentially read out by the readout section is a predetermined music. And a predetermined music determination unit for determining
- the display image changing unit responds to the judgment by the predetermined music judgment unit that the music is the predetermined music, and displays at least one of the non-player object and the player object. It is characterized by changing.
- the non-play object and the play object can be obtained. At least one of them is designed to change the display state of one, so that music can be incorporated as an important factor in the progress of the game.
- the thirteenth phase is a phase subordinate to the twelve phase, and the predetermined music determination unit temporarily stores data relating to music input by operating the operation unit.
- the predetermined music determination unit temporarily stores data relating to music input by operating the operation unit.
- the data related to music is input by operating the operation unit for a certain period of time, the data related to music input first and the data related to music input later.
- the readout unit compares the input music data with the music data, and when there is a predetermined relationship between them, the music based on the frequency data sequentially read out by the reading unit is converted into the music data.
- data relating to music input by operating the operation unit is temporarily stored, and data relating to the music is read later. Because it is designed to be used out of the box, it is not necessary to operate the operation unit in real time according to the music performance, and even if you are not used to operating the operation unit, you can use the scale. The operation for specifying can be performed easily.
- a fourteenth aspect is a video game device that displays a picture on a display device and generates sound from a speaker by executing a game program.
- An operation unit which is operated by the player and includes a plurality of push button switches for instructing the operation of a player object on the screen of the display device;
- a player object image generation unit for generating data for displaying a player object image
- a non-player object image data generator that generates data for displaying an image of an object other than the player object
- a push-button detection unit that detects the type of the pushed push-button switch among a plurality of push-button switches
- a scale selection unit for selecting a scale corresponding to the push button detected by the press button detection unit; a frequency data corresponding to the scale selected by the scale selection unit; Generating frequency data generator, A frequency data storage unit for temporarily storing a plurality of frequency data;
- the writing unit writes the frequency data generated by the frequency data generating unit into the frequency data storage unit at regular intervals, in sequence.
- the frequency data stored in the frequency data storage unit A reading unit for sequentially reading data
- An audio signal generation unit that generates an audio signal having a frequency corresponding to the frequency data based on the frequency data read by the read unit
- Image data for non-playback objects generated by the image data generation section and non-playback objects is a small number of the image data for non-playback objects.
- the player object and at least a small number of non-player objects are changed. It is equipped with a display image change section that changes one display state.
- the data relating to the input sound can be used in association with the progress of the game, so that a non-conventional aspect is provided.
- the fifteenth aspect in which a white video game can be realized is a phase dependent on the fourteenth aspect, and the display image changing unit sets the player object to be different from the current one. By changing the background screen of the player object so as to advance to a different scene, the display state of the non-player object is changed. It is characterized by
- the position where the player object is located is described. You can warp to a different location from the present.
- the 16th aspect is executed by the information processing device, and when executed, the display device displays an image for the game, and the speaker executes the game from the speaker.
- a storage medium storing a video game program for generating a sound for the system
- the information processing device is operated by the player and includes an operation including a plurality of push-button switches for indicating the operation of the player object on the screen of the display device. Department.
- the video game program is
- the type of the pressed push button switch is detected from among the plurality of push button switches, and the pressed push switch is detected.
- At least one of the image data for the player object and the image data for the non-player object is compared with at least one of the image data.
- the operation environment including the step of changing the display state of at least one of the player object and at least one of the non-player object can be set as information. It is characterized by including a program to be implemented on a processing device.
- FIG. 1 is a block diagram showing a functional configuration of a video game system including a sound generating device according to one embodiment of the present invention.
- FIG. 2 is an external view more specifically showing a configuration of a video game system including a sound generating device according to one embodiment of the present invention.
- FIG. 3 is a block diagram showing an electrical configuration of the video game system shown in FIG.
- FIG. 4 is a block diagram showing a detailed configuration of the controller 40 and the RAM power—trigger 50 shown in FIG. _ Fig. 5 is a memory map schematically showing the memory space of the external ROM 21 shown in Fig. 3.
- FIG. 6 is a memory map showing a part of the memory space of the external ROM 21 (image display data area 24) in detail.
- FIG. 7 is a memory map schematically illustrating the memory space of the RAM5.
- FIG. 8 is a main routine flowchart showing the overall operation of the game machine main body 10 shown in FIG.
- FIG. 9 is a subroutine flowchart showing a detailed operation of the player object processing (step S3) shown in FIG.
- FIG. 10 is a subroutine flowchart showing a detailed operation of the background object processing (step S4) shown in FIG.
- FIG. 11 is a subroutine flowchart showing a part of the detailed operation of the sound processing (step S5) shown in FIG.
- FIG. 12 is a subroutine flowchart showing the rest of the detailed operation of the sound processing (step S5) shown in FIG.
- FIG. 13 is a diagram showing the entire three-dimensional space in one stage or field.
- FIG. 14 is a diagram illustrating a display example of a song selection screen.
- FIG. 15 is a diagram showing a display example of a sound input screen.
- FIG. 16 is a diagram showing a display example of an automatic performance screen.
- FIG. 17 is a diagram showing a display example of a score and a note on a sound input screen.
- _ Fig. 18 is a diagram showing how the notes on the score shown in Fig. 17 transition in response to a key input operation.
- FIG. 19 is a subroutine flowchart showing a detailed operation of the automatic performance processing (step S530) shown in FIG.
- FIG. 20 is a subroutine flowchart showing a detailed operation of the free performance process (step S550) shown in FIG.
- FIG. 21 is a subroutine flowchart showing the detailed operation of the game processing (step S580) shown in FIG. 12 FIG. It is a figure showing an example.
- FIG. 23 is a subroutine flowchart showing a detailed operation of the recording process (step S585) shown in FIG.
- FIG. 24 is a subroutine flowchart showing the detailed operation of the drawing process (step S7) shown in FIG.
- FIG. 25 is a subroutine flowchart showing a detailed operation of the voice processing (step S8) shown in FIG. Best mode for carrying out the invention
- FIG. 1 is a block diagram showing a functional configuration of a video game system provided with a sound generating device according to an embodiment of the present invention.
- the video game system according to the present embodiment is different from the conventional video game system in addition to the video game program execution function of the conventional general video game system. There is no new sound generation function. That is, the video game system according to the present embodiment includes a plurality of push button switches and a plurality of positions. You can select a fan logout stick (hereinafter referred to as “
- the video game machine itself which performs various information processing, includes at least a push button detection unit, an inclination amount detection unit, A frequency generator and an audio signal generator are provided.
- the push button switch that is attached to the operation unit which is a game machine controller, is, for example, a switch that is provided for selecting a scale ( A switch for generating the sound of “R”, “Fa”, “La”, “S”, 1 octave high “R”) and an auxiliary switch Switch (a switch for raising the sound selected by the scale selection switch by one semitone, a volume-up switch for increasing the volume of the sound) And a switch for canceling the sound input mode and returning to the game mode, etc.).
- the joystick has, for example, a direction in which the lever is tilted by X.
- a photo-in-lab for X-axis and Y-axis is included By counting the pulse signals generated from each photointerlab at the countdown, it is proportional to the amount of stick tilt. Generates a count value.
- the push button detection unit detects the type of the pressed pusher among the plurality of push button switches.
- the scale selection section corresponds to the push button detected by the push button detection section. Select the scale you want.
- the tilt amount detector detects the tilt amount of the joystick.
- the tilt amount detection unit detects the tilt angle from the neutral position of the joystick in the first direction in, for example, 64 steps.
- the frequency generation section is based on the amount of tilt detected by the tilt detection section, and the joystick is in the neutral position (the home position is in the home position). Is determined, the frequency corresponding to the scale selected by the scale selector is generated in the same state without any change, and the frequency generator is used.
- the scale selection unit The voice signal generator, which generates a frequency that fluctuates in response to the frequency of the frequency corresponding to the scale selected in accordance with the inclination of the X-ray stick, has a frequency of A sound signal of a scale corresponding to the frequency generated by the generator is generated.
- the et al given to the voice onset production unit of syngas peak force or the like is, Ru is generated as a voice of the input sound.
- the sound or scale can be input with a simple operation using the game console.
- the video game machine itself is provided with a vibrato section for generating a variety of vibrato sounds with simple operations, if necessary.
- the vibrato section changes the depth value of the vibrato based on the inclination detected by the inclination amount detecting section.
- the vibrator section has a joystick in a second direction different from the first direction (for example, a second direction for changing the frequency). If the direction of 1 is the front-back direction, (The second direction for detecting the blur is selected to the left and right directions.)
- the depth value of the vibrato is changed based on the amount of tilt at that time.
- the frequency generation unit determines ⁇ ⁇ The frequency corresponding to the selected scale is generated as it is without vibrato.
- the frequency generation unit selects a floor when it determines that the joystick is to be moved to a position other than the neutral position based on the inclination amount detected by the inclination amount detection unit. Generates a frequency (vibrato ⁇ ⁇ sound) that is changed in response to the vibrato depth value for the frequency corresponding to the scale selected by the section.
- the tilt amount in the first direction (vertical direction) for specifying the frequency and the second value for specifying the depth value of the vibrato The amount of tilt in the direction 2 (horizontal direction) and may be detected separately, and the amount of change in frequency and the depth value of vibrato may be specified at the same time.
- an attenuation section and / or a volume section may be provided to enhance the vibrato effect.
- the damping section is used to gradually reduce the volume at a predetermined time interval when the push button switch is pressed, and to smoothly attenuate the volume to zero.
- the volume section is used to adjust the volume.
- the frequency generator includes, for example, a frequency data generator, a frequency data storage, and a write / read unit.
- the frequency-evening generator generates the frequency data corresponding to the push button switch selected by the scale selector.
- the frequency data storage section temporarily stores the number of frequencies corresponding to the input sound or scale—the writing / reading section.
- the reading section stores the frequency data at the frequency generation section.
- the generated frequency table is written into the frequency data section, or the stored frequency data is read out at a frequency of 7 pLi.
- a digital value corresponding to the frequency corresponding to the scale selected by the floor selection unit is used. Is written as frequency data into the frequency data evening section, and when the inclination detecting section detects the inclination of the joystick, it is selected by the scale selecting section.
- the frequency value corresponding to the frequency corresponding to the selected scale is set as a reference, and the frequency value obtained by changing the reference frequency according to the amount of inclination is defined as the frequency value.
- the audio signal of the corresponding frequency is converted by the audio signal generator.
- the player object image generator and the non-player object image the image generator and the display change The department and are set up.
- the player object is a player object that is operated by the player (for example, the main character character). Generates data for displaying images.
- Non-Playable Object Images The source of the image is a non-player object that cannot be manipulated by the player (for example, a non-player object). , Background images, stationary objects, enemy objects, etc.).
- the display image changing section is based on music generated by the audio signal generating section, and includes a player object generated from the play object image generating section and a non-play image. The display state of at least one of the non-player objects generated from the image object generation part is changed.
- a change in the display state of a non-player object is to cause the background screen on which the player object is present to advance (or warp) to a different scene or stage from the last time.
- Various methods are conceivable, for example, such as the above-mentioned change.
- the change in the display state of the player object is as follows. When an item such as a weapon, armor, or helmet is acquired, a part of the player object is worn so as to be worn. There is a method of changing the image.
- the video game system including the sound generator according to the embodiment of the present invention
- the sound generator of the present embodiment is applied to a video game system
- the sound generator of the embodiment can be applied to other information processing devices such as personal computers and electronic musical instruments.
- the operating device may have a plurality of switches and an analog operating input device for explaining a case of a controller for a video game machine. Any configuration is acceptable.
- FIG. 2 is an external view showing a more specific configuration of a video game system including a sound generating device according to one embodiment of the present invention.
- the video game system according to the present embodiment includes a video game machine main body 10, a ROM cartridge 20 as an example of external storage means, and a video game machine main body 10. It is configured to include a CRT display 30 as an example of a display device and a controller 40 as an example of operation means (or operation input means) connected to the display device.
- a RAM cartridge 50 (or a vibrating cartridge 5OA) is attached to the controller 40 as needed.
- the controller 40 is configured by mounting a plurality of switches or buttons on a housing 41 having a shape that can be gripped with both hands or one hand. . Specifically, the controller 40 has handles 41 L, 41 C, and 41 R at the bottom of the left and right sides and the center of the housing 41. However, the upper surface is used as an operation area. In the operation area, an analog joystick (hereinafter, abbreviated as a “joystick”) 4 5 that can be input in an analog-like direction is provided in the lower center.
- a cross-shaped digital switch (hereinafter referred to as a “cross switch”) 46 is provided on the left side, and a plurality of button switches are provided on the right side. If the switches 47 A to 47 C are installed It is.
- the joystick 45 moves in the direction and / or Z or movement of the play object. Used to indicate or enter speed (or shift), and show stick 45 to enter sound or input sound When performing music by means of an instruction, it is necessary to indicate the amount of frequency change to change the frequency of the input musical scale, or to apply a pivot. By specifying a depth value that represents the depth of the sound, it is used to vary the frequency of the generated sound in various ways.
- the crosshair 46 may be used in place of the joystick 45 or in combination with the joystick 45 to form a playable object. Used to digitally indicate direction of travel
- the plurality of button switches 47 are switches 47A, which indicate the operation of the player object in a normal game mode. 47 B, a switch 47 C used for switching the viewpoint of an image viewed from a force camera, a start switch 47 S, and a housing. An operation switch 47 L provided on the upper left side of 41 and an operation switch 47 R provided on the upper right side of the housing 41.
- the switch 47C including the switch 47Z provided on the back side of the knob 41C, has four button switches 47 With the Cu, 47 Cd, 47 C 1, 47 Cr placed and used for purposes other than switching the viewpoint of the force camera, it can be used for setting or exchanging. Controls such as moving speed in the game (e.g., Also used for acceleration : deceleration)
- the switch 47A is used to select a scale. This is used as a button to generate the sound of “ ⁇ ”.
- Switch 47B is used to return from the music playing mode to the normal game mode.
- Switch 47R is used to raise the selected scale by a semitone.
- Switch 47Z is used to increase the volume (for example, 1.4 times).
- Switch 47C (including switch 47Cu, 47C1, 47Cr, 47Cd) selects the scale in the same way as switch 47A. It is used as a button.
- the switch 47 Cd force "FA”, the switch Cr force "LA”, the switch C1 is "SH”, and the switch Cu Is used as a button to specify the sound of "L"("L” which is one octave higher than the "L” of the switch 47A).
- switches 47A to 47Z can be arbitrarily defined by a game program.
- FIG. 3 is a block diagram showing an electrical configuration of the video game system shown in FIG.
- a central processing unit hereinafter abbreviated as “CPU”
- CPU central processing unit
- CPU reality coprocessor
- FIG. 3 is a block diagram showing an electrical configuration of the video game system shown in FIG.
- a central processing unit hereinafter abbreviated as “CPU”
- CPU reality coprocessor
- FIG. 3 is a block diagram showing an electrical configuration of the video game system shown in FIG.
- CPU central processing unit
- CPU reality coprocessor
- FIG. 3 is a block diagram showing an electrical configuration of the video game system shown in FIG.
- the RCP 12 includes a bus control circuit 121 for controlling the bus and an image processing unit (rear area) for performing coordinate conversion and shading of polygons. 1 '2' and 'Polygonde' should be displayed on the image to be displayed.
- Data that can be stored in the frame memory Image processing unit (rearity, display processor; hereinafter referred to as “RD
- the RCP 12 has a cartridge connector 13 for attaching and detaching the ROM cartridge 20 to the disk, and a disk drive 2 A disk drive connector 14 for attaching and detaching 6 to and from itself and a RAM 15 are connected.
- the RCP 12 has a sound signal generating circuit 16 for outputting a sound signal processed by the CPU 11, and the CPU 11 has processed the sound signal.
- An image signal generating circuit 17 for outputting an image signal is connected.
- the RCP 12 has one or more controllers (four controllers 4 OA through 40 D are shown in FIG. 3 as an example). Operation) and a control port for serially transferring the data of Z and Z or the extension RAM power 50
- the control circuit 18 is connected.
- the bus control circuit 12 1 included in the RCP 12 converts a command given in the form of a parallel signal from the CPU 11 via the bus into parallel-to-serial conversion. Then, the signal is supplied to the controller control circuit 18 as a serial signal. Further, the bus control circuit 121 converts the serial signal input from the controller control circuit 18 into a parallel signal and a parallel signal, and transmits the signal to the CPU 11 via the bus. To give.
- the data indicating the operation state read from the controllers 4OA to 40D is processed by the CPU 11 or temporarily stored in the RAMI5.
- Ml 5 includes a storage area for temporarily storing data processed by the CPU 11, and via the bus control circuit 12 1 Used to facilitate reading and writing of data.
- the output section of the audio signal generation circuit 16 is connected to a connector 1995 provided on the rear face of the video game machine main body 10.
- the output section of the image signal generation circuit 17 is connected to a connector 1996 provided on the rear face of the video game machine main body 10.
- a sound generator 32 such as a TV speaker is connected to the connector 195 in a detachable manner.
- a display 31 such as a television receiver or a CRT is detachably connected to the connector 1996.
- the controller control circuit 18 includes a controller connector (hereinafter abbreviated as “connector”) provided on the front of the video game machine main body 10. ) 191 to 194 are connected. Controllers 40A to 40D are connected to the connectors 1991 to 1994 in a detachable manner via connection jacks. In this way, by connecting controllers 40A to 40D to connectors 1991 to 1994, controller 4OA to The 40D is electrically connected to the video game machine main body 10 so that data can be sent and received or transferred between them.
- a controller connector hereinafter abbreviated as “connector”
- FIG. 4 is a block diagram showing a detailed configuration of the controller 40 and the RAM cartridge 50.
- the operation state of the joystick 45, the respective switches 46, 47, etc. is included in the housing of the controller 40.
- Various circuits such as an operation signal processing circuit 44 are housed in order to detect the data and transfer the detected data to the controller control circuit 18.
- the operation signal processing circuit 44 is composed of a receiving circuit 441, 42, Sinner signal detection circuit 44, counter circuit 44, transmission circuit 44, Joy point control circuit 44, reset circuit 44
- the reception circuit 441 including the NOR gate 448 is connected to the control signal transmitted from the controller control circuit, and to the RA output to the trim 50. It converts the serial signal such as the input signal into a parallel signal and supplies it to the control circuit 442.
- the control circuit 442 is a reset signal of the X: Y coordinate of the joystick 45 in which the control signal transmitted from the controller control circuit 18 is used. At this time, a reset signal is generated and supplied to the counter 444 via the NOR gate 448, whereby the X in the counter 444 is output.
- the count value of axis count 4444 X and the count value of axis count count 4444 Y are reset (forced to 0).
- Joystick 45 decomposes the tilt direction of the lever into the X-axis direction and the ⁇ -axis direction, and generates a number of pulses proportional to the amount of tilt in each axis direction. Including the X-axis and Y-axis photointerrupts, which are output from the X-axis and Y-axis photoinlabs. ⁇ The signal is applied to the X-axis counter 444X and the Y-axis counter 444Y, respectively. When the joystick 45 is tilted in the X-axis direction, a pulse generated according to the amount of tilt when the joystick 45 is tilted in the X-axis direction. Count the number.
- the Y-axis force force is generated according to the amount of tilt.
- the number of pulses is counted. Therefore, the X-axis and the Y-axis are determined by the count value of the power axis for the X-axis and the power axis for the Y-axis. According to the synthesis vector of the Y axis
- the moving direction and coordinate position of the player object are determined.
- the X-axis counter and the Y-axis counter are output from the reset signal generation circuit when the power is turned on.
- the set signal or reset provided by the switch signal detection circuit 443 when the player presses two given switches at the same time.
- the reset signal is also reset by the reset signal, and at this time, each count value is cleared to 0.
- the switch signal detection circuit 443 is supplied from the control circuit 4442 at regular intervals (for example, at intervals of 1Z60 seconds, which is the frame period of television). In response to the output command in the switch state, a signal that changes according to the pressing state of the cross switch 46 and the switches 47A to 47Z. And gives it to the control circuit 4 4 2.
- the control circuit 442 responds to the operation control data read command signal from the controller control circuit 18 and operates the switches 47A to 47Z. 4 4 4 4 4 4 4 4 4 4 4 4 4 4 Provide the count value of X and 4 4 4 Y to the transmission circuit 4 45 in a predetermined data format. .
- the transmission circuit 445 converts the parallel signal output from the control circuit 444 into a serial signal, and transmits the serial signal via the conversion circuit 43 and the signal line 42.
- controller controller 18 A port control circuit 446 is connected to the control circuit 442 via an addressless bus and a data bus. When the RAM cartridge 50 is connected to the port connector 449, the port control circuit 446 performs data decoding according to the instruction of the CPU 11 when the RAM cartridge 50 is connected to the port connector 449. Performs input / output (or transmission / reception) control in the evening.
- the ROM cartridge 20 is configured by housing a board on which an external ROM 21 is mounted in a housing.
- the external ROM 21 stores image data and program data for image processing of games and the like, and stores music, sound effects and messages as needed. It stores audio data such as pages.
- FIG. 5 is a memory map schematically showing the memory space of the external ROM 21.
- FIG. 6 is a memory map showing a part of the memory space (image data area 24) of the external ROM 21 in detail.
- the external ROM 21 has storage areas of a program area 22, a character code area 23, an image data area 24, and a sound area. Including the memory area 25, various programs are fixedly stored in advance.
- the program area 22 contains programs ( Figures 8 to 12; Figures 19 to 21; Figure 23 to below) required to perform image processing such as games. It stores programs for realizing the functions of each flowchart shown in Fig. 25), and game data corresponding to the contents of the game.
- the program area 22 includes storage areas 22 a to 22 i for storing the operation program of the CPU 11 in a fixed manner in advance.
- the main program area 22a stores a main routine processing program such as a game shown in FIG. 8 described later.
- Control pad data In the program area 22b, data indicating the operation status of the controller 40 is processed. Program is stored.
- the write program area 22c data is sent to the frame memory and Z-nozzle by the CPU 11 RCP12.
- a moving object including a player object and a background object are stored in a three-dimensional space.
- the player object program area 22 f includes a program for controlling display of an object operated by the player.
- the CPU 11 works on the SRCP 12 and the three-dimensional background screen (still screen or course screen) Etc.) are stored.
- a background creation program (see Fig. 10) for creating a background image is stored.
- a program for generating a sound effect, music, or a message based on voice is stored. You.
- the game processing is performed by the game processing which is a game overbuff (for example, the detection processing of the game mobile state, When the game reaches the game hover, the game state up to that point The process for saving the backup data of the current backup is stored.
- the game processing which is a game overbuff (for example, the detection processing of the game mobile state, When the game reaches the game hover, the game state up to that point The process for saving the backup data of the current backup is stored.
- the character code area 23 is an area for storing a plurality of types of character codes, for example, storing dot data of a plurality of types of characters corresponding to the codes. .
- the character code data stored in the character code area 23 is used for displaying an explanation on the player during the progress of the game. For example, depending on the surrounding environment where the player object is located (eg, location, type of obstacle, type of enemy object), and the situation where the player object is located It is used to display the appropriate operating method in a textual message (or serif) at the appropriate timing.
- the image data area 24 includes storage areas 24a to 24b as shown in FIG.
- the image data area 24 includes multiple polygon coordinate data and texture data for each object of the background object and the Z or moving object.
- a display control program for fixedly displaying or moving these objects at predetermined positions is stored.
- a program for displaying a player object is stored in the storage area 24a.
- the storage area 24b stores a background object program for displaying a plurality of background (or still) objects l to nl.
- sound data for outputting a message suitable for the scene by voice corresponding to each scene sound data such as sound effects, game music, and the like.
- the external storage device connected to the video game machine main unit 10 may be replaced with a ROM cartridge 20 or an R ⁇ M cartridge 2
- various storage media such as a CD-ROM and a magnetic disk may be used.
- various data (program data) for a game can be stored in an optical or magnetic disk or other disk-shaped storage medium such as a CD-ROM or a magnetic disk.
- Disk drive (recording / reproducing device) 26 to read or write data (including data for display and image display) as necessary. It will be.
- the disk drive 26 is a magnetic disk or optical disk in which the same program data as the external ROM 21 is stored magnetically or optically. Reads the data stored in the disk and transfers the data to RAMI5.
- FIG. 7 is a memory map schematically showing the memory space of RAMI5.
- the RAM 15 temporarily stores, for example, a display list area 150, a program area 151, and one frame of image data as a storage area.
- Z / 'buffer area 15 3 for storing depth data, image data area 15 54, sound memory area 15 55, and control pad Area for storing the operation status data of the memory, working area (working) memory area 157, voice list area 158, and register 1 and 9.
- Each of the storage areas 151-159 is a memory space or an RC that the CPU 11 can access via the bus control circuit 121.
- P 1 2 is the memory space that can be accessed directly, and is divided into an arbitrary capacity (or memory space) depending on the game used. You. Also, the program area 151, the image data area 1554 'sound memory area 1555 is stored in the external ROM 21 storage areas 222, 25. Some of the stored games (or scenes, fields, etc.) of all the games of the same game. For example,
- the frame memory area 152 is (the number of pixels (pixels or dots) of the display 30) X (the color texture per pixel). It has a storage capacity equivalent to the number of evening bits) and the color of each dot corresponding to the pixels of the display 30.
- the frame memory area 152 is a still object that should be displayed in the background screen stored in the image data area 154 in the image processing mode. Based on three-dimensional coordinate data for displaying one or more objects of an object and / or moving object as a collection of polygons. Color data for each dot of the object seen from the viewpoint position Is temporarily stored, and in the display mode, the image data is stored in the evening area 154.
- the player object and the Nakama object are stored in the display area. When displaying moving objects such as objects, enemy objects, and boss objects, and various objects such as background (or still) objects, etc. Temporarily memorize the color data for each dot.
- the player controls a moving object such as an enemy object or a boss object, or a background (or still) object. Since these objects cannot be moved or changed by operating the camera 40, they are collectively referred to as “non-player objects”. Project ”.
- the Z buffer area 1553 is (the number of pixels (pixels or dots) on the display 30) X (the number of bits in the depth data per pixel per night). ), And stores depth data for each dot corresponding to each pixel of the display 30.
- the Z-knob area 1553 holds one or more objects, either static or Z or moving objects, in the image processing mode. Depth data is temporarily stored for each dot of the object that can be seen from the viewpoint based on the three-dimensional coordinate data for displaying as a set of multiple polygons. In the display mode, the depth data for each dot of the moving or Z or still object is temporarily stored in the display mode.
- the image data area 154 includes a plurality of aggregates for each still and / or moving object for game display stored in the external ROM 21. Coordinates of polygons composed of Stores data and textual data. Prior to the image processing operation, at least the image data area 154 contains at least
- Reference numeral 155 temporarily stores data transferred from the external ROM 21 as data of a sound generated from the sound generator 32.
- the sound memory area 1555 stores a sound or scale data input by the player.
- the audio list area 158 stores audio data for creating a sound generated by the speaker.
- Reference numeral 15 6 temporarily stores operation state data indicating the operation state read from the controller 40.
- Reference numeral 157 temporarily stores data such as the time and memory during execution of the program by the CPU 11.
- the register evening / flag area 1559 is composed of multiple register evening areas 1
- the song evening area 1559 R is a song data register for storing the scale data of the song, and a note number for storing the order of the sounds.
- Register R2 for registering the scale data input by the player and register R3 for storing the scale data input by the player, and for storing the result of matching the scale.
- Sound matching register R4 and background object number register for storing the number of background objects Including R 5 and.
- the flag area 1559 F is an area for storing a flag for knowing the state of the game in progress, for example, a sound matching flag F1 and a game over.
- the game overflag F2 that identifies the presence or absence of the detected condition
- FIG. 8 is a front chart of the main routine showing the overall operation of the game machine main body 10 shown in FIG. Next, along with the main routine flow chart of FIG. 8, details of each operation shown in FIGS. 9 to 12 (FIGS. 9 to 12 and FIGS. 23 to 25) are shown. The operation of the present embodiment will be described with reference to the opening and the closing.
- U 11 is a program stored in the program area of the external R 0 M 21, which is a startup program in the game program stored in the program area of the RAM 5. After the transfer to the program area 151, each parameter is set to the initial value, the processing of the main routine flowchart shown in FIG. 8 is executed.
- the main routine shown in FIG. 8 is a process performed by the CPU 11 every frame (1Z60 seconds). That is, the CPU 11 executes steps S1 to S1 until it clears one stage (or field or course). After performing the operation of step 1, the operation of steps S2 to S11 is repeated. It's been, vinegar STEP S 7, S 8 is, R ⁇ P 2 O One and had been Ru 3 or processed, CPU 1 1 is, rather than name a child you successfully scan tape di click Li ⁇ When the game is over, the status The game over process of step S12 is performed. Also, if the stage clear is successful, the process returns from step S12 to step S1.
- step S1 an initial setting for starting the game (ie, a game start process) is performed.
- a game start process ie, a game start process
- the stage or course The selection screen of is displayed.
- the game start processing of the stage is performed. That is, the register evening area 1559R and the flag area 1559F are cleared, and stage 1 (even the selected stage or course) is cleared.
- controller processing is performed. This processing detects which of the joystick 45, the cross switch 46, and the switches 47A to 47Z has been operated, and detects the operation. This operation is performed by reading the state detection data (control opening data) and writing the read controller data.
- step S3 a process for displaying a player object is performed.
- This processing is basically performed based on the operation state ci of the joystick 45 operated by the player and the presence or absence of an attack from the enemy. This is a process that changes the direction and shape of the project.
- step S4 a process for displaying a background (or still, moving) object is performed. This process is performed between the program partially transferred from the storage area 22g and the background object polygon transferred from the storage area 24. This is a process for calculating the display position and the shape of the background object by calculation, which will be described later with reference to FIG.
- step S5 sound processing is performed.
- This sound processing is processing for sounding the music played by the player, and details thereof are shown in FIGS. 11 and 12 described later.
- the details of the automatic performance process in Fig. 12 are shown in Fig. 19, the details of the free performance process in Fig. 2 are shown in Fig. 20, and the recording process etc. in Fig. 12 are shown in Fig. 12. Details are shown in Figure 23.
- step S6 camera processing is performed.
- the line of sight or field of view when viewed through the camera's finder is the angle specified by the player. As such, each object is viewed at a specified angle. The calculation of the coordinate value at that time is performed.
- step S7 the RSP 122 performs the drawing processing, that is, the RCP 122 controls the image data in the RAM 15 under the control of the CPU 11.
- the moving objects and the stationary objects are based on the respective texture data.
- each address of the storage area 154 corresponding to each triangular surface composed of a plurality of moving objects and a plurality of polygons for each stationary object is stored in each address of the storage area 154.
- the texture determined for each object — color data is written to paste the color specified in the evening, etc. For details of the drawing process, see FIG. See below
- step S8 audio processing is performed based on the audio data such as messages, music, and sound effects.
- the audio data such as messages, music, and sound effects.
- step S9 based on the result of the drawing process in step S7, the RCP 12 reads the image data stored in the frame memory area 152. By reading the object, a player object, a moving object, a stationary object, an enemy object, and the like are displayed on the display screen 31.
- step S10 the RCP 12 reads out the audio data obtained by the audio processing in step S8, thereby producing music and sound effects. Or output the voice of conversation etc. You.
- step S11 it is determined (clear detection) whether or not the stripe or the field has been cleared. If the game has not been cleared, it is determined at step S11 that the game has not reached a game mover, and if the game is not a game cover, the game proceeds to step S11. Returning to s2, the operations in steps S2 to S11 are repeated until the game over condition is detected. The number of misses permitted to the player becomes a predetermined number of times. The life of the force player object is used up to a predetermined number.
- a predetermined game cover process (continue game) is performed in step S12. To select whether or not to save the backup data, etc.)
- step S11 if a condition that has caused a step to be cleared (for example, knocking down a boss) is detected, step S12 is executed. After performing a predetermined clearing process, the process returns to step S1.
- a condition that has caused a step to be cleared for example, knocking down a boss
- step S301 the Joystick data stored in the control area ⁇ 56 is read out. Then, the joystick data is corrected. For example, the data at the center of Joystick 45 is deleted. In other words, when the stick is located near the center of the home position (for example, at a radius of 10 counts), the joy is stopped. The stick data is processed to be "o". In this way, even if there is a manufacturing error in the joystick 45 or if the player's finger trembles slightly, it should be close to the center.
- the joystick data can be regulated to exactly "0".
- a predetermined range of data around the outer periphery of the operable range of the joystick 45 is also corrected. This correction is made to prevent unnecessary data from being output while the game is in progress.
- the joystick data X j, Y j used during the game are required. That is, the data obtained in step S301 is the count for the X-axis and the Y-axis. Because it is a value, it is converted to a value that can be easily processed by the game. Specifically, X j becomes “0” when the stick is not tilted, and becomes “X” when tilted to the maximum in the X (left) direction. +64 ”, and when it is defeated to the maximum in the + X (right) direction, it becomes“ 164 ”.
- Y j becomes “0” when the stick is not tilted, and becomes “164” when the stick is tilted to the maximum in the + Y (front) direction. And — + (6 + 4) ”when tilted to the maximum in the Y (rear) direction. According to such a joystick design, a coordinate position for moving the player object is obtained.
- step S302 the operation of the player object is controlled in accordance with the operation of the push button switch. Processing (processing to perform actions such as flying, cutting enemies with a sword, and launching missiles, etc.) is performed.
- step S303 Based on the data on the player object obtained in step S302, the type of the player object to be displayed on one screen is determined based on the data on the player object obtained in step S302. Evening is registered in the display list area 150. This registration process is performed as a pre-process for displaying a player object in the drawing process (described later with reference to FIG. 24).
- step S401 the number of background objects is set to 1 in R5.
- step S402 the background object number identified by the background object number register R5 is registered in the display list. Is done.
- step S403, 1 is added to the background object number register R5.
- step S404 the process for displaying all the number of background objects set by the program is described. It is determined whether or not the processing has ended (in other words, whether the number of background objects is equal to the number of background objects to be displayed on one screen, the number of background objects in the evening R5) Is done. If all the processes have not been completed, the process returns to step S402, and the processes of steps S402 to S404 are repeated. When all the processes are completed, the process returns to the main routine step S5 in FIG.
- step S5 in FIG. 8 an outline of the game assumed in the present embodiment will be described.
- This game involves a player object moving through various stages or fields in three-dimensional space. In this game, you clear events, clear enemies, and clear each stage.In the middle of this, operate the controller to input sounds or scales. The goal is to achieve the goals specified by the program while playing music. Also, this game is
- one or more types of songs are displayed on a bulletin board or the like, and when the player operates the controller to play the songs, the predetermined music is played. And that at least one of the display objects of the player object and the non-player object is changed. Let it go.
- Changing the object when a predetermined song or music is played As a specific example, move the player object to a certain place in a specific three-dimensional space. Or allow the player object to enter a specific area (room) (or unlock the door). In other words, if you want to warp, change the background screen around the play object to the background screen of the warp destination, and if you want to be allowed to enter a specific room, use the play object. Change the surrounding background screen to a scene inside the specific room. In this way, the display state of the non-player object is changed.
- Other examples of altering an object when a given song or music is played (input) include enabling the treasure chest to be unlocked or playing. Add special armor, weapons, and other items to the object. In that case, change the display state of the non-play object to open the treasure chest, or change the player object. This would change the display state so that a person would wear armor, etc., or hold a weapon, etc.
- Fig. 13 is a diagram showing the entire three-dimensional space in one stage or field.
- Fig. 13 shows a bird's-eye view of the entire virtual space
- the actual game screen displayed on the CRT 30 screen is a playable object. Is a part of the neighborhood of.
- the controller 40 is operated to play the music of a predetermined song
- the player object is switched to that song. It is possible to move (or warp) to any of the corresponding first to third places.
- the camera that captures the player object captures the player object at the location where the player has moved and the background image or still image in the vicinity of the player object.
- the player object captured by the camera and the background image in the vicinity are displayed on the CRT 30 screen.
- step S501 it is determined whether or not the song selection screen is being displayed.
- the song selection screen is, for example, a screen as shown in FIG. 14, in which the player has a specific button switch (for example, start switch 4) during the game. 7 S) (or click the instrument mark icon) to select a mode in which you play the instrument (for example, blow the ocarina). It is displayed in the state of. At this time, the window will contain a list of the currently available songs. When 1 is displayed, free play (playing a song that is not in the song list) mode option 302, window close option 303, etc. Is displayed.
- a part of the window displays the score (not necessarily the staff) 304, and the switch corresponding to the note or note. Symbol is displayed.
- the number of songs included in the song list 301 may be increased with the progress of the game or the participation of events during the game.
- the player operates the controller 40 to move the cursor 305 displayed on the left side of the window up and down. Select the desired song, and select the performance mode or the window closing mode.
- the CPU 11 executes a program corresponding to the selected result.
- step S501 when it is determined that the song selection screen is displayed in step S501, the process then proceeds to step S502.
- the player determines whether the first song (for example, a wind melody) has been selected by the player.
- the program area of the external ROM 21 or RAMI 5 is selected. 15 1
- the data of the first song stored in 1 is read out and written to the song data register R1.
- step S504 the stored value of the note number register R2 is set to the initial value "1".
- step S505 the processing of the collation mode is started. Specifically, a process is performed to switch the screen from the song selection screen to the matching mode screen (see Figs. 15 and 16). Then, the main routine shown in Figure 8 Return to step S6.
- step S506 determines that the first song has not been selected. Determines if a second song (for example, a melody of fire) has been selected. If it is determined that the second song has been selected, then in step S507, an external song.
- a second song for example, a melody of fire
- the data of the second song stored in the program area 15 1 of ROM 21 or RAM 15 is read out and written to the song data register R 1 . Then, proceed to step S504.
- step S508 If the selected music is not name in the second song in the first song, the first n-th (n, Ri an integer der 3 or n ma, n is flop port g (The maximum number determined by) is selected, and if it is determined that the n-th song is selected, the external R ⁇ M 2 1 or the data of the nth tune stored in the program area 15 1 of the RAM 15 is read out and written to the tune table R 1 Therefore, in step S508, if it is determined that the player has selected the II max-numbered song by the player -DXM, the program proceeds to step S508. At 509, the song data of the i ⁇ nma-th song is written to the song song evening register R1. Then, proceed to step S504.
- step S508 if it is determined that none of the first to n- max tunes has been selected, then _step S510 At this time, it is determined whether or not the free play mode has been selected.
- step S511 processing in the free play mode is started, the song selection screen is switched to the free play seventy one screen, and then the main menu shown in FIG. Return to step S6.
- step S510 If it is determined in step S510 that the free play mode has not been selected, the win-win mode is selected in step S510. It is determined whether closing the window (or exiting the mode) has been selected. When closing the window is selected, the window is closed in step S5 13 and normal game processing is performed. Thereafter, the procedure returns to step s6 of the main routine shown in FIG.
- step S501 determines whether it is not the song selection screen. If it is determined in step S501 that it is not the song selection screen, the matching mode is being executed in step S520 in FIG. Is determined. If it is determined that the collation mode is being executed, it is determined in step S521 whether the automatic performance is being executed. If it is determined that the automatic performance is not being performed, in step S522, the control ⁇ -ra40 is operated for the performance. The push button switch (or joystick) assigned to input the sound is pressed or not. ( If the controller 40 is operated for playing, the controller goes to step S52 3 to determine whether or not it has been played.) La 4
- note marks are displayed on the musical score to display musical notes that resemble a fairy shape as shown in Fig. 18. It is registered in the store. More specifically, a note object is registered in the display list in order to display a note object at a musical scale position corresponding to the note detected in step S523. Is done. For example, when the sound input mode is selected by operating the controller 40, an object for displaying the image shown in FIG. 15 (for example, displaying a score at the top of the screen). An operation guide is displayed in the lower part, and a plurality of objects are displayed in the middle part, in which the player object blows up the talented linna according to the sound input operation of the player.) Alternatively, an object shown in FIG.
- FIG. 16 for example, an image showing an automatic performance, and a plurality of objects for displaying an image without an operation guide as compared with FIG. 15
- a musical score as shown in Fig. 17 is displayed in the note display section at the top of the screen, and a fairy as shown in Fig. 18 (a) is displayed at the position corresponding to the note to be input.
- Is displayed to prompt for key input and when a note to be input is input by key input operation, the correct key input was made as shown in Fig. 18 (b). This is displayed, and if there is no key input within the time, it is displayed as shown in Fig. 18 (c).
- Object data for realizing such a display will be registered in the display list.
- step S7 is performed.
- the drawing process is performed, and as a result, an image as shown in the figure is displayed on the CRT 30 in step S9.
- the data of the detected sound is registered in the voice list.
- step S525 the music data is stored in the song data register R1.
- the scale of the Onth sound in the current song is compared with the scale specified by the operation of the controller 40, and the result of the comparison is compared with the scale specified by the operation of the controller 40.
- step S527 the stored value On of the tone number register R2 is larger than the preset number of sounds (for example, "10"). It is determined whether or not it is large, and if it is determined to be large, an automatic performance process is performed in step S528. Then, the process returns to step S6 of the main routine shown in FIG.
- step S529 determines whether a predetermined time has elapsed. If the predetermined time has elapsed, the process proceeds to step S526, and if not, the process returns to the main routine of FIG.
- the judgment of the elapse of the predetermined time is based on the fact that no sound is input unless the player presses the button within the predetermined time (for example, 5 seconds) and does not press the button switch. This is because it shifts to input processing for switches other than sound.
- step S530 the automatic performance processing (step S530) based on the collation result is performed in step S530.
- step S531 which describes details of the automatic performance processing, it is determined whether or not the automatic performance has ended, and the automatic performance has not ended.
- the automatic performance processing is performed in step S532. Specifically, the score is first blanked out. Next, based on the musical scale data temporarily stored in the input musical scale register R4, the musical score corresponding to each sound from the first input musical note to the last musical note is input. To display a note symbol (object) at the position, the note symbol is registered in the display list, and the voice data corresponding to the scale is registered in the voice list.
- the switches (47Cd, 47C1, 47A, 47r, 47u) corresponding to the sounds to be input are denoted by the symbols ( (A downward triangle, a left triangle, A, a right triangle, and an upward triangle) are displayed on the score.
- a symbol (for example, A) corresponding to the switch is displayed (see FIG. 18 (b)), and the sound is emitted.
- the operation proceeds to step S522.
- Nothing is displayed (see Fig. 18 (c)), and no sound is produced because the processing of steps S524 and 525 is not performed.
- step S533 when it is determined in step S531 that the automatic performance has been completed, in step S533, all the scales input by the player are correct. It is determined whether or not the musical scale is good. This match is determined by comparing the data stored in the song data register R1 with the data stored in the input scale register R3. Done. As another judgment method, all the data stored in the sound matching register are “1”, or the sound matching flag F 1 is “1”. You may judge with. Then, when it is determined that the musical scale is the correct one, a matching process is performed in step S5334. As the matching process, a predetermined object data is registered in a display list to display a display indicating that the correct scale has been input, or a fan-array or the like is registered.
- step S535 it is determined whether or not the matching process has been completed.
- the game process corresponding to the input of the Nth music is started in step S5336.
- the layer object moves to the location corresponding to the song selected on the song selection screen in Fig. 14 (in the example of Fig. 13, any of the first location to the third location). Then, the coordinate position of the player object in the three-dimensional space is determined by the calculation, and the position after the movement is displayed accordingly.
- step S535 If it is determined in step S535 that the matching process has not been completed, the process returns to step S6 of the main routine in FIG.
- step S5333 it is determined that the condition that "the scales input by the player are all correct scales" is not satisfied. If so, proceed to step S537.
- step S540 the free play mode is executed. It is determined whether or not the music is being played. If the music is being played, the free performance processing is performed in step S550. The details of this free performance process are shown in FIG. _ That is, in step S551, the data stored in the control node overnight area 156 of RAMI5 Based on the evening, the currently pressed push button switch is detected. Next, in step S552, the scale corresponding to the push button switch is detected, and the corresponding scale data is generated. Next, in step S553, it is determined whether the detected switch is the F button (switch 47R) or not.
- step S555 When the F button is pressed, the process for raising the semitone is performed in step S555, and when the F button is not pressed. Skips step S555 and proceeds to step S555.
- the process for raising the pitch by one semitone is a process of changing the scale data so that the scale corresponding to the operated switch is raised by one semitone, for example. For example, when the player has selected the “La” pitch, pitch data is generated to generate a sound with a frequency of 450 Hz. When the switch 47R is pressed, the interval is set to produce a semitone higher pitch of 450 X 2 "(1/1 2) Hz. It is converted to pitch data, where the symbol “” means that the value before it is raised to the power of the value in parentheses.
- step S555 check whether the joystick 45 is operated back and forth (for example, the Y-axis counter 44). 4 Y counts the slope of the joystick 45 or not). If it is determined that the joystick 45 is being operated back and forth, then in step S556, the scale is changed to a joystick. A change is made to the scale data in order to change according to the tilt angle of the click 45. For example: When the joystick 45 is in the neutral position (center home position), the scale based on the push button switch will be used. And When the joystick 45 is tilted to the maximum position in the forward direction, the pitch is raised by a whole tone (or one note), and the joystick 45 is shifted backward.
- the pitch is set to the whole pitch
- the joystick 45 is between the neutral position and the maximum front and rear inclination position
- the inclination angle is the same.
- the scale changes up and down within a range of one note. In more detail, you can raise or lower by 1 cent (unit of scale: 2 — (1/200)), which is the whole sound divided into 200.
- the music data is read out at a fixed period and is generated as music in the audio processing of FIG. 25 described later.
- the joystick 45 is moved within a certain range between the neutral position and the maximum slope in front or behind from the neutral position. At times, the pitch data may be shifted up or down by a semitone.
- the unit of the scale specified by the push button switch is set to two scales, and the range that can be specified by the amount of inclination of the joystick 45 is set to the range of two scales. For example, a range from a semitone to one and a half tone can be specified in a range from a position slightly inclined from the neutral position to the maximum inclination angle.
- step S555 After step S555, or if it is determined in step S555 that the joystick 45 has not been operated up or down. Go to step S557. In step S 557, whether or not the joystick 45 is operated left and right (ie, whether the X-axis counter 4 4 4 X is a joystick) It is determined whether or not the inclination of the stick 45 is counted). If it is determined that the joystick 45 has been operated to the left or right, in step S558, the vibrato depth value of the sound data is changed to the jog value. A process is performed to change the left or right tilt angle of the joystick 45 according to the tilt angle.
- step S555 the push button switch detected during step S5551 is the G button (switch 47Z). ) Is determined. If the push button switch during pressing is the G button, increase the volume by leaving the standing floor in step S560 and keeping the volume up. For example, volume data is generated to increase the volume by a factor of 1.4.
- the scale data and volume data generated as described above should be registered in the voice list as a sound data night. Then, it is output in an audio processing step S8 and an audio output step S10 described later.
- step S540 when it is determined in step S540 that the free play mode is not being executed, the game mode is executed in step S570. It is determined whether it is medium or not. If the game mode is being executed, the game processing is performed in step S580.
- step S581 the position of the player object is detected.
- step 582 it is determined whether or not the player object is at a position where the musical score of the loop music should be displayed. If it is determined that the player object is at that position, a bulletin board object is displayed in step S583, for example, to display the score of a predetermined song on the bulletin board.
- the scale data corresponding to the song registered in the list and displayed on the bulletin board is written to the working memory area 157 of RAMI5. As a result, an image as shown in FIG. 22 is displayed. Then, this song is registered in the song list as a playable song, and is displayed as shown in FIG. After step S583, or when it is determined in step S582 that it is not at the display position, the process proceeds to step S584.
- step S584 it is determined whether or not the player object is at a predetermined recording location (a position where the sound played by the player is to be recorded). If it is determined that the play object is at the predetermined recording location, the process proceeds to step S585.
- the sound played by the player is recorded.
- the recording process of step S585 when the player performs an operation for a free performance (see the explanation of FIG. 20) according to the instruction, the data of the music played is stored in the RAM1.
- step S586 it is determined whether 1Z20 seconds (3 frames) have elapsed since the last recording, and if it has elapsed, step S586 is performed. 7, the data (all or data related to sound) stored in the control data area 1556 is stored in the sound memory area 1555. It is stored as the recording data overnight. Thereafter, or after it is determined in step S586 that 1/20 second has not elapsed, the process proceeds to step 5888 (see FIG. 21). .
- step S5888 it is determined whether or not the player object is at a predetermined sound collation location.
- the sound played by the player is collated at step S589.
- This matching process is performed except that the song to be matched with the played song is changed from “the song selected by the player” to “the song recorded by the player”. Since the processing is substantially the same as the matching processing in steps S520 to S530 described above, the description thereof is omitted.
- step S5889, or at step 5888 it is determined that the user is not at the sound collation location. After that, go to step S590.
- step S590 it is determined whether or not the player object is at a position (or position) where the sound should be reproduced. If you are at that location, in step S591, the process of adding an arrangement to the sound data based on the recorded controller data is performed. Done. This arrangement processing is, for example, processing for adding the tone of an instrument other than the instrument played by the player, or changing the rhythm according to the atmosphere of the screen.
- step S592 sound setting processing is performed. In this process, the music data created by the arrangement process and other sound data are mixed and registered in the audio list. By performing the sound setting processing, the music input (composed) by the player may be generated as BGM during the game or used as a sound of an animal object. it can.
- step S593 other game processes that were not processed in the above-described steps S581 to S592 (for example, player objects) Battle between the enemy and the enemy, display of characters, etc.).
- step S701 a coordinate conversion process is performed.
- the moving object of the enemy, player, friend, etc. stored in the image display area 154 of the RAMI 5 ⁇
- the coordinate data of a plurality of polygons of each of the stationary objects such as the background is converted into the viewpoint coordinates of the camera. Specifically, an image viewed from the camera's viewpoint was obtained.
- an operation is performed to convert each polygon data constituting a plurality of moving objects and stationary objects from absolute coordinates to data of camera coordinates.
- the drawing process is performed on the frame memory. This processing is based on the textual arrangement of one triangular surface that composes each object surrounded by the polygon coordinates after the transformation into the camera coordinates. This is performed by writing the determined color data for each dot of the frame memory area 152. At this time, the colors of nearby objects are displayed so that the objects in front (closer) are displayed preferentially based on the depth data for each polygon based on the evening. Write the color of the sunset and the depth corresponding to the dot where the color was written.
- steps S701 and S702 are performed within a fixed time for each frame, but each of the multiple objects to be displayed on one screen is configured.
- the processing is sequentially performed for each polygon to be processed, and is repeated until processing of all objects to be displayed on one screen is completed.
- step S the aforementioned speech processing
- step S801 it is determined whether or not the audio flag is turned on.It is determined that the audio flag is turned on. Then, in step S 802, the audio data stored in the audio list 158 is read out, and one frame (1Z600) is read out. The sampled digital audio data to be played in (seconds) is output to a knocker (not shown). Then, step S801, it is determined whether or not the audio flag is turned on.It is determined that the audio flag is turned on. Then, in step S 802, the audio data stored in the audio list 158 is read out, and one frame (1Z600) is read out. The sampled digital audio data to be played in (seconds) is output to a knocker (not shown). Then, step S801, it is determined whether or not the audio flag is turned on.It is determined that the audio flag is turned on. Then, in step S 802, the audio data stored in the audio list 158 is read out, and one frame (1Z600) is read out. The sampled digital audio data to be played in (second
- the sound generation circuit 16 converts the digital data stored in the buffer into an analog signal, and sequentially outputs a speaker signal. Output to. After that, the process returns to the main routine step S9 in FIG. 8, and the processes in steps S9 to S12 are performed.
- the plurality of frequency data corresponding to the music input by the operation of the controller 40 are stored in the automatic performance processing shown in FIG. 19 described above or in the automatic performance processing shown in FIG. In the free performance processing shown in the figure, it is registered in the voice list 158 in advance, and the voice processing (steps S801, S802) is used for the voice processing.
- the music is generated as a result of being sequentially read from the list 158 at a fixed period and being converted into an analog signal.
- the sound generating device is suitable for electronic devices that handle sound, such as video game devices, personal computers, and electronic musical instruments.
- the input music information is used in association with the progress of the game, thereby realizing a varied and interesting video game. And can be done.
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- Physics & Mathematics (AREA)
- Engineering & Computer Science (AREA)
- Acoustics & Sound (AREA)
- Multimedia (AREA)
- Position Input By Displaying (AREA)
- User Interface Of Digital Computer (AREA)
- Electrophonic Musical Instruments (AREA)
- Processing Or Creating Images (AREA)
- Switches With Compound Operations (AREA)
- Input From Keyboards Or The Like (AREA)
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US09/554,728 US6464585B1 (en) | 1997-11-20 | 1988-11-19 | Sound generating device and video game device using the same |
AU10547/99A AU747348B2 (en) | 1997-11-20 | 1998-11-19 | Sound generator and video game machine employing it |
EP98953081.1A EP1041536B1 (en) | 1997-11-20 | 1998-11-19 | Sound generator and video game machine employing it |
CA002310058A CA2310058C (en) | 1997-11-20 | 1998-11-19 | Sound generator and video game machine employing it |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP33807697 | 1997-11-20 | ||
JP9/338076 | 1997-11-20 |
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WO1999027519A1 true WO1999027519A1 (fr) | 1999-06-03 |
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PCT/JP1998/005188 WO1999027519A1 (fr) | 1997-11-20 | 1998-11-19 | Generateur de son et machine de jeu video l'utilisant |
Country Status (7)
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US (1) | US6464585B1 (ja) |
EP (2) | EP1953733A3 (ja) |
CN (1) | CN1279803A (ja) |
AU (1) | AU747348B2 (ja) |
CA (1) | CA2310058C (ja) |
TW (1) | TW379318B (ja) |
WO (1) | WO1999027519A1 (ja) |
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Also Published As
Publication number | Publication date |
---|---|
AU747348B2 (en) | 2002-05-16 |
US6464585B1 (en) | 2002-10-15 |
EP1041536A1 (en) | 2000-10-04 |
TW379318B (en) | 2000-01-11 |
CA2310058A1 (en) | 1999-06-03 |
EP1953733A3 (en) | 2009-10-14 |
EP1041536B1 (en) | 2015-08-05 |
AU1054799A (en) | 1999-06-15 |
CA2310058C (en) | 2006-04-25 |
CN1279803A (zh) | 2001-01-10 |
EP1041536A4 (en) | 2007-12-12 |
EP1953733A2 (en) | 2008-08-06 |
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