WO2000030067A1 - System, method, and apparatus for upgrading legacy arcade games - Google Patents
System, method, and apparatus for upgrading legacy arcade games Download PDFInfo
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- WO2000030067A1 WO2000030067A1 PCT/US1999/027266 US9927266W WO0030067A1 WO 2000030067 A1 WO2000030067 A1 WO 2000030067A1 US 9927266 W US9927266 W US 9927266W WO 0030067 A1 WO0030067 A1 WO 0030067A1
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- game
- pixel data
- signals
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Classifications
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/14—Digital output to display device ; Cooperation and interconnection of the display device with other functional units
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
-
- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
-
- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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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
- G09G5/003—Details of a display terminal, the details relating to the control arrangement of the display terminal and to the interfaces thereto
- G09G5/006—Details of the interface to the display terminal
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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
- G09G5/22—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of characters or indicia using display control signals derived from coded signals representing the characters or indicia, e.g. with a character-code memory
- G09G5/24—Generation of individual character patterns
- G09G5/28—Generation of individual character patterns for enhancement of character form, e.g. smoothing
-
- 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
- G09G5/363—Graphics controllers
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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
- G09G5/391—Resolution modifying circuits, e.g. variable screen formats
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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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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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
- A63F2300/1025—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 details of the interface with the game device, e.g. USB version detection
-
- 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
-
- 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
- A63F2300/209—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 characterized by low level software layer, relating to hardware management, e.g. Operating System, Application Programming Interface
-
- 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
- A63F2300/30—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 output arrangements for receiving control signals generated by the game device
-
- 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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- 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
- A63F2300/6081—Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
Definitions
- This invention relates generally to arcade games, and more particularly to low resolution video arcade apparatus for displaying high resolution video games.
- Prior Art Figure 1 illustrates a perspective view of a conventional video arcade game apparatus 100.
- the video arcade game apparatus 100 includes a cabinet 102, which houses a display monitor 104, input/output (I/O) unit 106, and a coin deposit unit 108.
- I/O input/output
- coin deposit unit 108 a coin deposit unit 108.
- video arcade games are typically displayed on legacy monitors having low resolution (e.g., 320x240) to mid-resolutions (e.g., 512x384).
- legacy monitors having low resolution (e.g., 320x240) to mid-resolutions (e.g., 512x384).
- Prior Art Figure 2 illustrates a block diagram of a video arcade game apparatus 200 equipped with a legacy monitor 204.
- the video arcade game apparatus includes a legacy cabinet 202, which houses the legacy monitor 204.
- the legacy monitor 204 is capable of displaying resolutions such as 320x240, 400x300, and 512x384.
- Mounted on the legacy cabinet is a set of input/output (I/O) unit 206 for receiving control commands from one or more game players.
- the I/O unit 206 includes I O devices such as buttons 220, joysticks 216, trackballs 218, etc.
- the input unit 106 has a coin deposit unit 214 for receiving coins, bills, or other specified monetary units from users.
- the I/O unit 206 includes a control unit for converting I/O commands to and from the I/O devices for processing in a game board 214.
- the game board 214 is coupled to the JAMMA harness and receives I/O commands from the I/O unit 206.
- the game board 208 includes a game software for driving the monitor 204, one or more speakers 210, and the I/O devices on the I/O unit 206.
- the display monitor 204, I/O unit 206, game board, 214, and the speakers are coupled to a wire harness 212 complying with a set of standards for board pinouts developed, for example, by Japanese Arcade Machine Manufacturers Association (JAMMA).
- the JAMMA harness 212 allows a user to easily upgrade and maintain arcade game apparatus by changing various components connected to the JAMMA harness.
- JAMMA standard is well known in the art.
- JAMMA 56P standard Rev. 1.0 specifies board pinouts for video, audio, control, and power for connecting components of arcade games.
- the proliferation of PC has significantly increased the availability video games that are based on PC-platforms.
- PC personal computer
- Prior Art Figure 3 shows a conventional video arcade game apparatus 300 equipped with a high resolution monitor 304 for displaying high resolution PC-based video games.
- the video arcade apparatus 300 includes a cabinet 302 for housing the monitor 304, an I/O unit 306, a computer system 308, and an audio amplifier 312.
- the I/O unit 306 includes I O devices such as buttons 316, joysticks 314, trackballs 318, etc. for receiving user input and a coin deposit unit 320 for receiving coins, bills, etc.
- the I/O unit 306 is coupled to the comuter system 308 to transmit the user input.
- the computer system 308 stores a game software and runs the game software in response to the user input.
- the computer system 308 is coupled to the monitor to drive the monitor 304 at a minimum resolution of 640x480. Since the computer system typically doesn't generate sufficient power to drive audio signals, the computer system 308 is also coupled to drive an audio signal to the external audio amplifier 312, which amplifies the audio signal and drives one or more speakers 310.
- the video arcade game apparatus 300 is costly to implement. For example, a high-resolution 27-inch monitor is expensive, often costing thousands of dollars.
- the video arcade game apparatus 300 uses customized circuitry and connections instead of JAMMA harness to interconnect the internal components. By using customized circuitry and connections, upgrading and maintaining the video arcade game apparatus require become a more laborious process.
- high-resolution video games based on PC-platforms generally are not configured to run on legacy monitors.
- the large installed base of the existing arcade games equipped with the low- to mid- resolution monitors represent a significant investment for arcade game owners.
- migrating to high-resolution PC-platform based video games equipped with high resolution monitors presents a costly investment.
- the present invention fills these needs by providing a system, method, and apparatus for upgrading legacy arcade games. It should be appreciated that the present invention can be implemented in numerous ways, including as a process, an apparatus, a system, a device, a method, or a computer readable medium.
- the present invention provides a system for upgrading a legacy arcade game apparatus to run a high resolution video game.
- the legacy game apparatus includes a display device coupled to a game interface connector and one or more input/output (I/O) devices coupled to the game interface connector.
- the display device is adapted to display graphics images at a first resolution.
- the I/O devices are adapted to receive user input and convert the user input into control signals.
- the system includes a computer system, which includes a bus, a memory coupled to the bus, a storage unit, a processor, and a graphics unit.
- the computer system is coupled to the game interface connector to receive the control signals.
- the computer system is configured to run a video game adapted for a second resolution, which is higher than the first resolution.
- the storage unit is coupled to the bus and is adapted to store the video game.
- the processor is coupled to the bus to run the video game in response to the control signals.
- the graphics unit is coupled to the bus and is adapted to generate pixel data signals at the first resolution from the video game running at the second resolution. The pixel data signals generated at the first resolution are transmitted to the display device through the game interface connector for display at the first resolution.
- the present invention provides a method for upgrading a legacy arcade game apparatus to run a high resolution video game.
- the legacy game apparatus includes a display device coupled to a game interface connector and one or more input/output (I/O) devices coupled to the game interface connector.
- the display device is adapted to display images at a first resolution.
- the I/O devices are adapted to receive and convert user input into control signals.
- the method includes: (a) providing a video game adapted for a second resolution, the second resolution being higher than the first resolution; (b) receiving the control signals from the I/O devices; (c) generating graphics data in response to the control signals; (d) generating a first pixel data at the second resolution in response to the graphics data; (e) converting the first pixel data at the second resolution to a second pixel data at the first resolution; (f) converting the first pixel data into a plurality of video signals; and (g) transmitting the video signals to the display device for display at the first resolution.
- an apparatus for upgrading a legacy arcade game system to run a high resolution video game is disclosed.
- the legacy game system includes a display device coupled to a game interface connector and one or more input/output (I/O) devices coupled to the game interface connector.
- the display device is adapted to display images at a first resolution.
- the I/O devices are adapted for receiving and converting user input into control signals.
- the apparatus includes means for providing a video game adapted for a second resolution, which is higher than the first resolution.
- the apparatus also includes means for receiving the control signals from the I/O devices and means for generating graphics data in response to the control signals.
- the apparatus includes means for generating a first pixel data at the second resolution in response to the graphics data and means for converting the first pixel data at the second resolution to a second pixel data at the first resolution.
- the apparatus also includes means for converting the first pixel data into a plurality of video signals and means for transmitting the video signals to the display device for display at the first resolution.
- the system, method, and apparatus of the present invention thus provides efficient upgrade of legacy arcade game systems equipped with lower resolution monitors to run higher resolution PC games. Furthermore, the present invention allows upgrading and maintaining of the legacy arcade game systems to display higher resolution video games without using new cabinets, requiring rewiring the systems, or changing the monitors.
- Prior Art Figure 1 illustrates a perspective view of a conventional video arcade game apparatus.
- Prior Art Figure 2 illustrates a block diagram of the video arcade game apparatus of Figure 1 equipped with a legacy monitor.
- Prior Art Figure 3 shows a conventional video arcade game apparatus equipped with a high resolution monitor for displaying high resolution PC-based video games.
- Figure 4 illustrates a block diagram of an exemplary video arcade game apparatus in accordance with one embodiment of the present invention.
- Figure 5 shows a more detailed block diagram of a computer system in the video arcade game apparatus in accordance with one embodiment of the present invention.
- Figure 6 shows a more detailed block diagram of a graphics unit in the computer system in accordance with one embodiment of the present invention.
- Figure 7A illustrates a schematic block diagram of a pair of pixel scanlines for performing 2x2 antialiasing.
- Figure 7B illustrates a flow chart of an antialiasing method performed by an antialiasing unit in accordance with one embodiment of the present invention.
- Figure 8 shows a schematic diagram of a JAMMA interface in accordance with one embodiment of the present invention.
- Figure 9 illustrates a block diagram of a game control interface for conveniently interfacing control signals between the computer system and an I/O unit.
- Figure 10A shows a flow chart of a method for modifying an operating system to operate an arcade game apparatus equipped with a computer system running on the operating system without user intervention.
- Figure 10B illustrates a more detailed flow chart of an exemplary method for modifying an operating system such as Windows® 95 in accordance with one embodiment of the present invention.
- the present invention provides, a system, a method, and an apparatus for upgrading legacy video arcade game apparatus equipped with lower resolution display monitors (e.g., legacy monitors) to run higher resolution video games.
- legacy video arcade game apparatus equipped with lower resolution display monitors (e.g., legacy monitors)
- the present invention allows video games adapted for high resolutions to be displayed on legacy monitors having lower resolutions.
- the present invention provides efficient upgrade and maintenance of the legacy arcade game systems without rewiring, installing higher resolution monitors, or using a new cabinet.
- the present invention allows recycling of significant and expensive portions (e.g., display monitors) of the legacy arcade games. Accordingly, a need for new and costly investment in newest arcade games is significantly reduced.
- FIG. 4 illustrates a block diagram of an exemplary video arcade game apparatus 400 in accordance with one embodiment of the present invention.
- the video arcade game apparatus 400 includes a cabinet 402, a legacy monitor 404, an I/O unit 406, a computer system 208, a JAMMA interface 414, a JAMMA connector 412, and one or more speakers 410.
- the cabinet 402 is adapted to provide a housing for the other components of the game apparatus 400.
- the legacy monitor 404, speakers 410, I/O unit 406 and JAMMA connector 412 are similar to those found in the conventional legacy video game apparatus 200 of Figure
- a legacy monitor refers to a display device that displays lower resolutions than those provided by a game application software and include low-resolution and mid-resolution monitors such as EGA and CGA monitors.
- Low- resolution means a resolution of 320x240, which is typically displayed on a CGA monitor.
- Mid-resolution refers to a resolution of 512x384, which is displayed on an EGA monitor.
- the display device may be any devices suitable for displaying graphics images and include display monitors, flat panel display devices, and any other devices capable of displaying pixel-based images.
- the I/O unit 406 includes I/O devices for receiving player inputs such as joysticks 416, buttons 418, trackballs 420, etc. Additionally, the I/O unit 406 includes a coin unit 422 for receiving a coin, bill, or other suitable monetary units to enable a player to start the video arcade game on the apparatus 400. Deposited coins and player inputs are converted into electrical control signals and transmitted to the computer system 408 through the JAMMA connector 412 and the JAMMA interface 414.
- the JAMMA connector 412 is coupled to the JAMMA interface 414 to transmit audio, video, and control signals between the computer system 408 and the I/O unit 406, the legacy monitor 404, and the speakers 410.
- the JAMMA interface 414 is coupled between the JAMMA connector 412 and the computer system 408 for transmitting the audio, video, and control signals.
- the computer system 408 is adapted to run a specified video in response to the control signals game and drives the legacy monitor 404 and the speakers 410. That is, the computer system 408 processes a high resolution video game (e.g., 640x480) to generate high resolution graphics pixel data. The high resolution graphics data are then converted into a lower resolution data format that can be displayed on the legacy monitor 404 through an antialiasing process. The lower resolution pixel data are then converted into video signals and transmitted to the legacy monitor 404 for display. The computer system 408 also generates audio signals and transmits the signals to the speakers 410 via the JAMMA interface 414 and JAMMA connector 412. In this manner, the computer system 408 drives the legacy monitor 404 and speakers 410 to create audiovisual effects for game players.
- a high resolution video game e.g., 640x480
- the high resolution graphics data are then converted into a lower resolution data format that can be displayed on the legacy monitor 404 through an antialiasing process.
- the lower resolution pixel data are then converted into video
- Figure 5 shows a more detailed block diagram of the computer system 408 in accordance with one embodiment of the present invention.
- the computer system 408 is exemplary only and that the present invention can operate within a number of different computer system configurations including general purpose computer systems, embedded computer systems, and computer systems specially adapted to electronic design automation.
- certain processes and operations are realized as a series of instructions (e.g., software programs) that reside within computer readable memory units of computer system 408 and are executed by processors therein.
- the computer system 408 may be any computer-controlled graphics system suitable for generating 2D or 3D images.
- the computer system 408 includes a bus 504 for transmitting digital information between the various parts of the computer system.
- One or more processors 502 for processing information are coupled to the bus 504.
- the information including video game software, together with the instructions for processing the information, are stored in a hierarchical memory system comprised of a main memory 506 and a mass storage unit 508, which are coupled to the bus 504.
- the mass storage device 508 is preferably used to store the high resolution video game software and may include one or more hard disk drives, floppy disk drives, optical disk drives, tape drives, CD-ROM drives, or any number of other types of storage devices having media for storing such data.
- the main memory 506 is used to store data on an intermediate basis for the processor 502 or other units in the computer system 408.
- the main memory 506 may be DRAM, SDRAM, RDRAM, or any other suitable memory for storing data while the computer system 408 is turned on.
- the computer system 408 additionally includes a game control interface (GCI) 514 to interface the computer system 408 with the I/O devices and coin unit 422 in the I/O unit 406.
- GCI game control interface
- the GCI 514 maps the control signals from the I/O unit 406 into a digital signal adapted for use in the video game software. For example in a Windows95 operating system environment, the
- GCI 514 may map control signals from the coin unit 422 into a format in compliance with DirectXTM so that the game software need not be modified.
- GCI 514 provides interface between the I/O unit 406 and the computer system 408 such that the computer system 408 communicates with the I/O unit 406 without additional modification.
- the computer system 408 also includes a graphics unit 510 coupled to the bus 504 for processing graphics data.
- the processor 502 provides the graphics unit 510 with the graphics data, such as drawing commands, coordinate vertex data, and other data related to an object's geometric position, color, texture, shading, and other surface parameters. From the graphics data provided, the graphics unit 510 generates high resolution graphics pixel data and converts the data into lower resolution data by antialiasing.
- the graphics unit 510 converts the lower resolution pixel data into video signals and transmits the signals to the legacy monitor 404 for display at the lower resolution.
- the computer system 408 includes an audio unit 512 for generating and driving audio signals to the speakers 410.
- the audio unit 512 is coupled to the bus 504 to receive audio commands from the processor 502 and generates audio data signals in response.
- the audio unit 512 is coupled to transmit the audio signal to the JAMMA interface 414.
- Figure 6 shows a more detailed block diagram of the graphics unit 510 in accordance with one embodiment of the present invention.
- the graphics unit 510 includes a graphics processor 602, a frame buffer 604, an antialiasing unit 606, a digital-to-analog converter (DAC) 608, and a video amplifier 610.
- the graphics processor 602 receives graphics data and uses the frame buffer 604 in performing various well known graphics operations such as graphics transformation, scan conversion, and rasterization.
- the graphics processor 602 converts the graphical data into a screen coordinate system and may perform projection and transformation processes to generate graphics primitives such as points, lines, polygons, polyhedra, and the like.
- the graphics processor 602 may generate pixel data based on the received primitives by interpolating straight lines so that each intermediate value need not be individually and separately computed.
- the graphics processor may also perform additional graphics functions such as Z-buffering, blending, and texturing on the pixel data.
- the resulting pixel values (e.g., RGB values) are stored in the frame buffer 908.
- the graphics processor 602 may be implemented by using any suitable graphics processors such as Voodoo BansheeTM processor from 3dFx, Inc. of Santa Clara, California.
- the stored pixel values are then transmitted to the antialiasing unit 606, which is coupled to the graphics processor.
- the graphics processor 602 also generates and transmits a horizontal sync signal HSYNC1, a vertical sync signal VSYNCl, and a pixel clock signal PCLK1 to the antialiasing unit 606.
- the horizontal sync signal HSYNC1 indicates the beginning of a new scan line while the vertical sync signal VSYNCl specifies the top of an image frame.
- the pixel clock PCLK indicates each pixel in a horizontal scan line.
- the antialiasing unit 606 performs NxM antialiasing on the received pixel data to generate a downscaled resolution adapted to the legacy monitor 404 where N and M are integer numbers greater than 1. That is, the antialiasing unit takes NxM block of pixels to generate a single pixel value by determining an average pixel value. If, for example, the input pixel resolution per frame is AxB, then the output resolution pixel resolution per frame is (A/N)x(B/M). In a preferred embodiment, the antialiasing unit 606 performs 2x2 antialiasing such that the resulting resolution is half the vertical and horizontal resolutions.
- the antialiasing unit converts each of the 2x2 block of pixels in a pixel frame into a single pixel by determining the average of all four pixels in the 2x2 block to produce 320x240 output resolution.
- the generated pixel values are in the form of red, green, and blue (RGB) pixel values.
- RGB red, green, and blue
- a and B are integer multiples of N and M, respectively.
- Display devices generally require synchronization signals VSYNC and HSYNC.
- the antialiasing unit 606 modifies HSYNC 1 and PCKLl signals to generate HSYNC2 and PCLK2, respectively. Specifically, the antialiasing unit 606 generates HSYNC2 at a pulse rate that is N times the sync rate of HSYNC 1. For example, for 2x2 antialiasing, the pulse rate of HSYNC2 is half that of the HSYNC 1.
- the antialiasing unit 606 generates VSYNC2 from VSYNCl with a delay to account for the time delay in the antialiasing unit 606 to prevent skewing.
- the antialiasing unit 606 also clocks the pixel data through the antialiasing unit 606 to generate PCLKJ from PCLK1.
- the generated pixel data clock PCLKJ supports the pixel data rate of the legacy monitor 404.
- the antialiasing unit 606 outputs HSYNC2 and VSYNC2 to provide timing signals to the legacy monitor 404 through JAMMA interface 414 and JAMMA connector 412. For a CGA monitor, the antialiasing unit 606 also generates a composite SYNC signal from the HSYNC2 and VSYNC2.
- the graphics unit 510 including the antialiasing unit 606 is described in greater detail in a commonly assigned U.S. provisional patent application (Attorney Docket No.
- the DAC 608 is coupled to the antialiasing unit 606 to receive the pixel data and PCLK2 for converting the pixel data into analog RGB signals based on the pixel rate PCLK2.
- the video amplifier 610 is coupled to the DAC 608 to receive the RGB signals and amplifies the RGB signals for transmission to the legacy monitor 404 through the JAMMA interface 414 and
- Figure 7A illustrates a schematic block diagram of a pair of pixel scanlines for performing 2x2 antialiasing.
- the illustrated scanlines 1 and 2 has an exemplary horizontal resolution of 640 pixels.
- the 2x2 horizontal antialiasing essentially takes a 2x2 block of pixels and generates a representative pixel from the four pixels in the block.
- horizontal antialiasing takes a pair of consecutive pixels in scanline 1 and generates a single horizontally antialiased pixel by averaging the pixel values. This is done for all the pixel pairs in the scanline 1 and scanline 2.
- Horizontal antialiasing thus generates 320 antialiased pixel values for each scanlines.
- the 2x2 vertical antialiasing takes a pair of vertically contiguous pixel values that have been horizontally antialiased and generates a single antialiased pixel by averaging the pixel values. For a vertical resolution of 480, this antialiasing scheme produces 320x240 resolution image. The quality of the resulting antialiased image as displayed on the legacy monitor 404 is superior to displaying a native 320x240 image because each of the antialiased pixel represents a sampling of a block of pixels.
- a resolution of 1024x768 is converted for display at a resolution of 512x384.
- an 800x600 resolution may be converted to a 400x300 resolution for display.
- the antialiasing unit 606 may employ any suitable NxM antialiasing scheme by antialiasing N consecutive pixels in horizontally and M consecutive horizontally antialiased pixels vertically.
- Figure 7B illustrates a flow chart of an antialiasing method performed by the antialiasing unit 606 in accordance with one embodiment of the present invention.
- the antialiasing unit 606 receives pixel data, HSYNC 1, VSYNCl, and PCLKl associated with pixel data.
- the antialiasing unit 606 sequentially performs horizontal antialiasing on blocks of N contiguous horizontal pixels for M consecutive scanlines to generate horizontally- antialiased pixel values. Specifically, N consecutive pixel data in a horizontal scanline forming a horizontal pixel block are summed and averaged to generate a single pixel value.
- the horizontal antialiasing thus compresses the pixels in the horizontal scanlines by the ratio 1/N to generate A/N number of pixel values for each scan line.
- the horizontal antialiasing is applied to each scanline in the set of M consecutive horizontal scanlines.
- the antialiasing unit 606 After horizontally antialiasing the set of M horizontal scanlines, it is determined whether more scanlines need to be received for antialiasing in operation 756. If so, the antialiasing unit 606 performs vertical antialiasing on the horizontally-antialiased pixel data in operation 762. While performing the vertical antialiasing of operation 762, the antialiasing unit 606 also receives pixel data for the next M consecutive scanlines along with HSYNC 1, VSYNCl, and PCLKl in operation 758 and performs horizontal antialiasing on the newly received pixel data in operation 760. After performing the vertical and horizontal operations, the method proceeds to generate HSYNC2 by dividing HSYNC 1 by the ratio of input scanlines to output scanlines in operation 764.
- the method then proceeds back to operation 756 to determine whether more scanlines need to be received for antialiasing. If no more scanlines need to be antialiased in operation 756, the method proceeds to operation 766, where the antialiasing unit 606 performs vertical antialiasing on the horizontally- antialiased pixel data on the M consecutive scanlines. From AxB resolution pixel data, the method thus generates (A/N)x(B/M) resolution for display. Then in operation 768, the antialiasing unit 606 generates a new vertical sync signal VSYNC2 by delaying VSYNCl. The method then terminates in operation 770.
- FIG. 8 shows a schematic diagram of the JAMMA interface 414 in accordance with one embodiment of the present invention.
- the JAMMA interface 414 includes a JAMMA edge connector 802, an audio connector 804, a GCI connector 806, a video connector 808, an audio amplifier 810, and additional connectors 812.
- the JAMMA edge connector 802 is adapted to connect the JAMMA interface 414 to the JAMMA connector 412 for transmitting audio, video, and control signals.
- the audio connector 804 is adapted to connect to the audio unit 512 for receiving audio signals.
- the video connector is adapted to be connected to the graphics unit 510 for receiving video signals from the graphics unit 510 to the JAMMA connector 412.
- the GCI connector 806 is configured to transmit game control signals to the GCI 514.
- the additional connectors 812 are provided for transmitting additional control signals.
- the audio amplifier 810 is provided in the JAMMA interface 414 to receive the audio signal from the audio unit 512 through the audio connector 804.
- the audio amplifier amplifies the received audio signals and transmits the signals to the JAMMA connector 412 through the JAMMA edge connector 812.
- an audio amplifier is not needed.
- the incorporation of the audio amplifier directly on the JAMMA interface 414 eliminates a need for additional audio wires, thereby streamlining upgrade and maintenance of the arcade game apparatus 400.
- the JAMMA interface 414 provides a complete audio, video, and control signal interface to the JAMMA connector 412 in a single interface unit.
- FIG. 9 illustrates a block diagram of the GCI 514 for conveniently interfacing control signals between the computer system 408 and the I/O unit 406.
- the GCI 514 is preferably a serial card (e.g., PCI, ISA)with a serial interface 906 to the PC.
- the GCI 514 includes a microcontroller 902 such as Intel 80C51GB microcontroller with a set of microcode for translating analog control signals including I/O signals, coin-op I/O signals, and I/O status signals into a digital data (e.g., serial data packet) and vice versa.
- the GCI 512 also includes a GCI connector 904 to the JAMMA interface 414.
- the GCI connector 904 is preferably a 62-pin high density connector.
- the computer system 408 may implement any suitable operating systems such as Windows® 95, Windows® 98, Windows® NTTM, etc. for running PC-platform based video games. Upon power-up, these operating systems typically perform an elaborate bootup process to check system and file status. This process typically requires a user to respond to prompts generated by the operating system to provide security, proper operating mode, etc.
- Windows® 95, Windows® 98, Windows® NTTM, etc. for running PC-platform based video games.
- the present invention implements a method to facilitate transparent porting of the PC-platform based video games by automatically process bootup procedures upon powering on an arcade apparatus.
- This method allows an arcade game apparatus to operate transparently without user intervention, keyboard, or mouse.
- Figure 10A shows a flow chart of a method for modifying an operating system to operate an arcade game apparatus equipped with a computer system running on the operating system without user intervention. The method starts in operation 1002 and proceeds to operation 1004, where user intervention dialogs in the operation system are disabled. Then in operation 1006, the operating system is set to automatically fix any disk problems without user intervention. In operation 1008, the operating system is automatically set to start in a normal mode. The method then terminates in opertion 1010.
- FIG. 10B illustrates a more detailed flow chart of an exemplary method for modifying an operating system, preferably Windows® 95, in accordance with one embodiment of the present invention.
- the operating system is set to automatically start the operating system in a normal mode upon bootup as opposed to other modes such as safe mode, which is triggered when the operating system did not shut down properly.
- the operating system logo if any, is disabled from displaying.
- a fix disk utility program is automatically set to execute without pausing for user intervention.
- the method forces autofix scandisk utility to run at bootup. This operation allows the operating system to check the harddisk whenever the machine is powered on and automatically fix any problems when detected.
- operation 1058 user prompt dialogs are disabled to prevent prompting of user if a disk error is detected.
- the method in operation 1060, disables no-mouse notification dialog on bootup. This operation allows the operating system to boot up without an attached mouse.
- operation 1062 the operating system is set to automatically login to the network system, if any, as an authorized user. In one embodiment, the user and password information of the authorized user is saved in a storage device in the computer system and is used for automatic login.
- daylight savings time (DST) pop-up notification dialog is disabled by automatically accepting the change in DST.
- the method disables tip of the day pop-up notification.
- the method also disables "click here to start” banner in operation 1068.
- smooth scrolling features is disabled.
- Display of time is disabled in operation 1072 to prevent time display.
- autoplay audio CD feature is disabled to prevent the operating system from playing an audio CD automatically.
- the method in operation 1076, disables login of application errors and log overflow notification. Login of application errors and log overflow notification occurs when the operating system fills up a log of crash events when the operating system crashes. Operation 1076 disables the dialog feature so that no dialog box is displayed.
- the operating system's shutdown procedure is disabled so that powering off the system automatically shuts down the operating system.
- the method in operation 1080 is then set to start graphical user interface (GUI) automatically. At this point the arcade game can be loaded and run.
- GUI graphical user interface
- the method then terminates in operation 1082.
- the methods illustrated in Figures 10A and 10B may be implemented by changing the default settings in an operating system. These modifications are preferably made once for all subsequent operation of arcade systems. For example for arcade systems running Windows® 95 operating system, the modifications may be made to boot files (e.g., autoexec.bat and config.sys), startup files (e.g., win.ini, system.ini, and protocol.ini), register settings, and control panels.
- boot files e.g., autoexec.bat and config.sys
- startup files e.g., win.ini, system.ini, and protocol.ini
- register settings e.g., register settings, and control panels.
- the system, method, and apparatus of the present invention thus provides efficient upgrade of legacy arcade game systems equipped with lower resolution monitors to run higher resolution PC games.
- the present invention allows recycling of significant and expensive components of the legacy arcade games such as monitors. Accordingly, a need for new and costly investment in newest arcade games is significantly reduced.
- the present invention allows upgrading and maintaining of the legacy arcade game systems to display higher resolution video games without using new cabinets, requiring rewiring the systems, or changing the monitors.
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- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Computer Hardware Design (AREA)
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Abstract
Description
Claims
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU16282/00A AU1628200A (en) | 1998-11-17 | 1999-11-17 | System, method, and apparatus for upgrading legacy arcade games |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US10880098P | 1998-11-17 | 1998-11-17 | |
US60/108,800 | 1998-11-17 |
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WO2000030067A1 true WO2000030067A1 (en) | 2000-05-25 |
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US1999/027266 WO2000030067A1 (en) | 1998-11-17 | 1999-11-17 | System, method, and apparatus for upgrading legacy arcade games |
Country Status (2)
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AU (1) | AU1628200A (en) |
WO (1) | WO2000030067A1 (en) |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5283557A (en) * | 1991-07-05 | 1994-02-01 | Ncr Corporation | Method for converting high resolution data into lower resolution data |
US5351064A (en) * | 1987-06-19 | 1994-09-27 | Kabushiki Kaisha Toshiba | CRT/flat panel display control system |
US5552799A (en) * | 1993-07-27 | 1996-09-03 | Nintendo Co.,Ltd. | Display information conversion apparatus |
US5592194A (en) * | 1988-04-27 | 1997-01-07 | Seiko Epson Corporation | Display controller |
US5883613A (en) * | 1996-03-01 | 1999-03-16 | Kabushiki Kaisha Toshiba | Moving pictures display system |
-
1999
- 1999-11-17 WO PCT/US1999/027266 patent/WO2000030067A1/en active Application Filing
- 1999-11-17 AU AU16282/00A patent/AU1628200A/en not_active Abandoned
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5351064A (en) * | 1987-06-19 | 1994-09-27 | Kabushiki Kaisha Toshiba | CRT/flat panel display control system |
US5592194A (en) * | 1988-04-27 | 1997-01-07 | Seiko Epson Corporation | Display controller |
US5283557A (en) * | 1991-07-05 | 1994-02-01 | Ncr Corporation | Method for converting high resolution data into lower resolution data |
US5552799A (en) * | 1993-07-27 | 1996-09-03 | Nintendo Co.,Ltd. | Display information conversion apparatus |
US5883613A (en) * | 1996-03-01 | 1999-03-16 | Kabushiki Kaisha Toshiba | Moving pictures display system |
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