WO2007074574A1 - ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 - Google Patents
ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 Download PDFInfo
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- WO2007074574A1 WO2007074574A1 PCT/JP2006/321235 JP2006321235W WO2007074574A1 WO 2007074574 A1 WO2007074574 A1 WO 2007074574A1 JP 2006321235 W JP2006321235 W JP 2006321235W WO 2007074574 A1 WO2007074574 A1 WO 2007074574A1
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Classifications
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- A63F13/10—
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
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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
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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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
- A63F13/40—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
- A63F13/428—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 involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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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
- A63F13/45—Controlling the progress of the video game
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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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
- A63F2300/105—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 using inertial sensors, e.g. accelerometers, gyroscopes
-
- 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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
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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
- A63F2300/80—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
- A63F2300/8011—Ball
Definitions
- Video game program video game apparatus, and video game control method
- the present invention relates to a video game program, and in particular, displays an object and a moving object on an image display unit, and moves the object based on acceleration data detected by an acceleration sensor built in the controller to thereby change the moving direction of the moving object.
- the present invention relates to a video game program for causing a computer to implement a changing video game.
- the present invention also relates to a video game apparatus capable of executing a video game realized by the video game program, and a game control method capable of controlling the video game realized by the video game program.
- Various video games have been proposed in the past. These video games are designed to be executed on game devices.
- a general game device has a monitor, a game machine main body separate from the monitor, and an input unit such as a controller separate from the game machine main body.
- the controller is provided with an input unit, for example, a plurality of input buttons.
- an object displayed on the monitor can be operated by operating the input button!
- Non-Patent Document 1 Live Powerful Pro Baseball 9 Final Edition, Konami Corporation, PS2 Version
- the ball When the ball hits the center of the bat, the ball becomes a liner, and when the ball hits a portion above the center of the bat, the ball becomes a fly, and the ball hits a portion below the center of the bat. If it does, the ball becomes golo. At this time, if the pitched ball is fast, the speed of the ball hit back by the bat increases. If the pitched ball is slow, the speed of the ball hit back by the bat also decreases.
- An object of the present invention is to move an object based on acceleration data detected by an acceleration sensor built in the controller, and to change the moving direction of the moving body using the object. There is.
- a video game program displays an object and a moving body on an image display unit, and moves the object based on acceleration data detected by an acceleration sensor built in the controller. This is a program for realizing the following functions on a computer that can implement a video game that changes the screen.
- An acceleration data recognition function that allows the control unit to recognize acceleration data that is continuously input to the input unit.
- a time interval data recognition function that allows the control unit to recognize the time interval of acceleration data continuously input to the input unit as time interval data.
- Non-object movement speed data calculation function that allows the control unit to calculate object speed magnitude data and object speed direction data based on controller speed magnitude data and controller speed direction data .
- An out-of-object position recognition function that causes the control unit to recognize position data for an object that moves in the direction specified by the direction data of the object speed at the speed specified by the magnitude data of the object speed.
- a moving body position recognition function for causing the control unit to recognize position data of a moving moving body.
- the control unit determines whether or not the coordinates in the object area specified by the object position data match at least one of the coordinates in the area of the moving object specified by the position data of the moving object. Coordinate match judgment function.
- the moving direction of the moving object is defined by the direction data of the object's speed.
- a moving body direction correction function that causes the control unit to perform calculations to correct the direction.
- a moving body movement state display function for continuously displaying on the image display unit the state in which the moving body moves in the direction defined by the direction data of the speed of the object, using image data corresponding to the moving body.
- acceleration data continuously input to the input unit is recognized by the control unit.
- time interval data recognition function the time interval of acceleration data continuously input to the input unit is recognized by the control unit as time interval data.
- velocity data calculation function the controller velocity magnitude data and controller velocity direction data are calculated by the controller based on the acceleration data and time interval data recognized by the controller.
- object movement speed data calculation function the control unit calculates the object speed magnitude data and the object speed direction data based on the controller speed magnitude data and the controller speed direction data. .
- the control unit recognizes position data for an object that moves in the direction specified by the direction data of the object speed at the speed specified by the magnitude data of the object speed.
- the position data of the moving moving body is recognized by the control unit.
- the coordinate matching judgment function it is controlled whether or not the coordinates in the object area defined by the object position data match at least one of the coordinates in the moving object area defined by the position data of the moving object. Determined by the department.
- the moving body moving direction correction function when the control unit determines that the coordinates in the object area coincide with at least one of the coordinates in the moving body area, the moving body moving direction is set to the speed of the object. A calculation to correct the direction specified by the direction data is executed by the control unit.
- the moving body moving state display function the state in which the moving body moves in the direction defined by the direction data of the speed of the object is continuously displayed on the image display unit using image data corresponding to the moving body.
- acceleration data continuously input to the controller force input unit is recognized by the control unit. And it is recognized by the control unit as time interval force time interval data of acceleration data continuously input to the controller force input unit.
- the controller speed magnitude data and the controller speed direction data are calculated by the control unit.
- the controller for example, the bat speed magnitude data and the bat speed direction data are calculated by the control unit.
- position data for the bat moving in the direction defined by the bat speed direction data at the speed defined by the bat speed magnitude data is recognized by the control unit.
- the position data of the pitched ball is recognized by the control unit.
- the coordinates in the bat area defined by the bat position data are converted into the ball position data. It is judged by the control unit whether or not it coincides with at least one of the coordinates in the area of the ball defined more. Then, when the control unit determines that the coordinates in the bat area coincide with at least one of the coordinates in the ball area, the direction in which the ball moves is changed to the direction defined by the bat speed direction data. The calculation to be corrected is executed by the control unit. Finally, the state where the ball moves in the direction defined by the direction data of the velocity of the bat is continuously displayed on the image display unit using the image data corresponding to the ball.
- the controller determines that the coordinates in the bat area match at least one of the coordinates in the ball area by using a controller with a built-in acceleration sensor
- the state in which the ball moves in the direction defined by the bat velocity direction data can be continuously displayed on the image display unit using the image data corresponding to the ball. That is, by moving the controller, when the ball character hits the noto character, the direction in which the ball character moves can be changed to the direction specified by the speed direction data of the bat character.
- a video game program according to claim 2 is the game program according to claim 1, further causing the computer to realize the following functions.
- a moving body direction data calculation function for causing the control unit to calculate moving direction data of the moving body based on the position data of the moving body.
- the speed magnitude data of the moving moving body is recognized by the control unit.
- the moving body direction data calculation function the moving direction data of the moving body is calculated by the control unit based on the position data of the moving body.
- the control unit determines that the coordinates in the object area match at least one of the coordinates in the moving body area, the velocity data and direction data of the object are determined.
- the data, the magnitude data of the speed of the moving body, and the direction data are synthesized by the control unit, and the direction data of the synthesized speed is calculated by the control unit.
- the control unit As time interval data. . Then, the acceleration data continuously input to the controller force input unit is recognized by the control unit. Next, based on the acceleration data and the time interval data recognized by the control unit, the controller speed magnitude data and the controller speed direction data are calculated by the control unit. Then, based on the controller speed magnitude data and the controller speed direction data, the control unit calculates, for example, the speed magnitude data of the object and the bat speed direction data. Subsequently, position data for the bat moving in the direction defined by the bat speed direction data at the speed defined by the bat speed magnitude data is recognized by the control unit.
- the velocity data VB and the position data of the pitched ball are recognized by the control unit, and the movement direction data of the ball is calculated by the control unit based on the ball position data.
- the control unit determines that the coordinates in the bat area coincide with at least one of the coordinates in the ball area
- the bat speed magnitude data and direction data and the ball speed magnitude are determined.
- Data VB and direction data are combined and calculated by the control unit, and direction data of the combined speed is calculated by the control unit.
- a calculation for correcting the direction in which the ball moves to the direction defined by the direction data of the composite speed is executed by the control unit.
- the state in which the ball moves in the direction defined by the direction data of the composite speed is continuously displayed on the image display unit using the image data corresponding to the moving body.
- the video game program according to claim 3 realizes the following functions in the game program according to claim 2.
- the control unit determines that the coordinates in the object area match at least one of the coordinates in the moving object area in the moving object moving direction correction function
- the controller and the direction data, the velocity magnitude data of the moving body, and the direction data are combined and calculated by the control unit, so that the combined velocity direction data and the combined velocity magnitude data are calculated by the control unit.
- a calculation for correcting the moving direction of the moving body to the direction defined by the combined direction data is executed by the control unit.
- the moving body moving state display function the state in which the moving body moves in the direction specified by the direction data of the combined speed at the speed specified by the magnitude data of the combined speed is the image data corresponding to the moving body. V is displayed continuously on the image display section.
- the video game program according to claim 4 realizes the following functions in the game program according to claim 3.
- the speed data calculation function acceleration data continuously input to the input unit is integrated and calculated by the control unit using the time interval data, so that the controller speed magnitude data is obtained by the control unit.
- the controller position data is calculated by the control unit by causing the control unit to perform integral calculation of the velocity magnitude data using the time interval data.
- the controller Troller speed direction data is calculated by the controller.
- the controller speed magnitude data is calculated by the controller by multiplying the controller speed magnitude data by the image display correction coefficient. Then, calculation for converting the position data of the controller into the position data of the image display unit is executed by the control unit. Then, using the converted position data of the image display unit, the direction data of the object is calculated by the control unit.
- the speed magnitude data and the position data of the controller are calculated by performing integral calculation in the order of the acceleration data of the controller 'speed magnitude data using the time interval data. Then, based on the controller speed magnitude data and the controller position data, the controller speed direction data, that is, vector direction data is calculated by the control unit. Also, the speed data of the object is calculated by multiplying the speed data of the controller by the correction coefficient for image display, and the controller position data is converted into the position data of the image display unit. Then, the direction data of the object is calculated using the converted position data of the image display unit.
- the state in which the object, for example, the bat moves in the direction specified by the direction data at the speed specified by the speed data corresponds to the bat. It can be continuously displayed on a monitor using image data. For example, the state of moving in the direction specified by the bat direction data at the speed specified by the bat speed data is continuously displayed on the monitor together with the batter character swinging the bat.
- a video game program realizes the following functions in the game program according to claim 3.
- the speed data calculation function acceleration data continuously input to the input unit is integrated and calculated by the control unit using the time interval data, so that the controller speed magnitude data is obtained by the control unit.
- the controller position data is calculated by the control unit by causing the control unit to perform integral calculation of the velocity magnitude data using the time interval data.
- the controller speed direction data is calculated by the controller.
- object moving speed In the data calculation function based on the correspondence table between the velocity magnitude data and the object velocity in the image display unit, the object velocity magnitude data corresponding to the controller velocity magnitude data is recognized by the controller.
- a calculation for converting the position data of the controller into the position data of the image display unit is executed by the control unit.
- the direction data of the object is calculated by the control unit using the converted position data of the image display unit.
- the speed magnitude data and the position data of the controller are calculated by performing integration calculation in the order of the acceleration data of the controller 'speed magnitude data using the time interval data. Then, based on the controller speed magnitude data and the controller position data, the controller speed direction data, that is, vector direction data is calculated by the control unit. Further, based on the correspondence table between the velocity magnitude data and the object velocity in the image display unit, the velocity data of the object corresponding to the velocity magnitude data of the controller is selected. Then, the position data of the controller is converted into the position data of the image display unit, and the direction data of the object is calculated using the converted position data of the image display unit.
- the object for example, the bat moves in the direction specified by the direction data at the speed specified by the speed magnitude data.
- the image data can be displayed continuously on the monitor.
- the state of moving in the direction specified by the bat direction data at the speed specified by the bat speed data is continuously displayed on the monitor together with the batter character swinging the bat.
- a video game program realizes the following functions in the game program according to any one of claims 1 to 5.
- the control unit determines whether or not the value of the acceleration data recognized by the control unit is equal to or greater than a predetermined value according to the acceleration data recognition function. Then, when the control unit determines that the value of the acceleration data recognized by the control unit is equal to or greater than a predetermined value, the acceleration data is recognized by the control unit.
- the control unit if the acceleration data recognized by the control unit is equal to or greater than a predetermined value, the control unit The acceleration data is recognized by the control unit when the determination is made. Therefore, even if the player moves the controller slightly, the object such as the bat moves in conjunction with the movement of the controller. You can avoid that. In other words, it is possible to prevent an erroneous operation when the player moves the controller unexpectedly.
- the video game device displays the object and the moving body on the image display unit, and moves the object based on the acceleration data detected by the acceleration sensor built in the controller to change the moving direction of the moving body.
- This is a video game device capable of executing a changing video game.
- This video game apparatus has time interval data recognition means for causing the control unit to recognize time intervals of acceleration data continuously input to the input unit as time interval data, and is continuously input to the input unit at time intervals.
- Acceleration data recognition means for recognizing the acceleration data to the control unit, and calculating the controller speed magnitude data and the controller speed direction data to the control unit based on the acceleration data and time interval data recognized by the control unit
- Object speed data calculation means for causing the control unit to calculate the object speed magnitude data and the object speed direction data based on the controller speed magnitude data and the controller speed direction data. The speed is specified by the calculation means and the speed data of the object.
- Object position recognizing means for causing the control unit to recognize position data for an object moving in the direction defined by the direction data of the velocity of the object, and moving body position recognizing means for causing the control unit to recognize position data of the moving moving object.
- the control unit determines whether the coordinates in the object area defined by the object position data match at least one of the coordinates in the moving object area defined by the position data of the moving object.
- the direction in which the moving object moves is determined by the direction data of the object speed.
- a moving body moving direction correcting means for causing the control unit to execute a calculation for correcting in the specified direction, and the moving body in the direction of the object speed.
- moving body moving state display means for continuously displaying the state of moving in the direction defined by the direction data on the image display unit using image data corresponding to the moving body.
- the object and the moving object are displayed on the image display unit, and the object is moved based on the acceleration data detected by the acceleration sensor built in the controller.
- This is a video game control method in which a video game that changes direction can be controlled by a computer.
- the acceleration data recognition step for causing the control unit to recognize acceleration data continuously input to the input unit, and the time interval of the acceleration data continuously input to the input unit are set as time interval data.
- the controller recognizes the time interval data recognition step as well as the controller speed magnitude data and the controller speed direction data based on the acceleration data and time interval data recognized by the controller.
- Object speed data calculation step that causes the controller to calculate the object speed magnitude data and the object speed direction data based on the controller speed magnitude data and controller speed direction data.
- step and object velocity magnitude data An object position recognition step that causes the control unit to recognize position data for an object that moves in the direction specified by the velocity direction data of the object, and a moving object position that causes the control unit to recognize position data of the moving moving object.
- the control unit determines whether or not the recognition step and the coordinates in the object area defined by the object position data match at least one of the coordinates in the moving object area defined by the position data of the moving object.
- the coordinate matching step to be determined by the control unit, and if the control unit determines that the coordinates in the object area match at least one of the coordinates in the area of the moving object, the direction in which the moving object moves is determined.
- a moving body moving direction correcting step for causing the control unit to execute calculation for correcting the direction specified by the direction data of
- a moving body moving state display step for continuously displaying the state in which the body moves in the direction defined by the direction data of the speed of the object on the image display unit using image data corresponding to the moving body.
- FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
- FIG. 2 is a functional block diagram as an example of the video game apparatus.
- FIG. 3 is a diagram for explaining a character displayed on a television monitor.
- FIG. 4 A diagram for explaining the correspondence between the controller movement state and the bat movement state (in the case of hitting).
- FIG. 5 is a diagram for explaining the relationship between acceleration data, velocity data, and position data.
- FIG. 6 is a diagram for explaining the mapping relationship when converting the position data of the controller into position data for a television monitor.
- FIG. 7 A diagram for explaining whether or not the force of the bat area and the ball area is the same.
- FIG. 8 is a diagram for explaining a method of synthesizing the velocity of a ball hit by a bat.
- FIG. 9 A diagram for explaining the correspondence between the controller's moving state and the bat's moving state (in the case of pushband: 1).
- FIG. 10 A diagram for explaining the correspondence between the controller's moving state and the bat's moving state (in the case of pushband: 2).
- FIG. 11 Flow chart for explaining the batter classification system (in the case of hitting).
- FIG. 12 Flow chart for explaining the batter classification system (in the case of hitting).
- FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
- a home video game apparatus will be described as an example of the video game apparatus.
- the home video game device includes a home video game console body and a home TV. Prepare Yon.
- the home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game.
- the content of the game executed in this way is displayed on the home television.
- the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each of which uses a bus 6. Connected through.
- This bus 6 includes an address bus, a data bus, and a control bus.
- the control unit 1, the storage unit 2, the audio output unit 4, the operation input unit 5, and the controller 25 are included in the home video game machine main body of the home video game device, and the image display unit 3 is the home TV. Included in John.
- the control unit 1 is provided mainly for controlling the progress of the entire game based on the game program.
- the control unit 1 includes, for example, a CPU (Central Processing Unit) 7, a signal processor 8, and an image processor 9.
- the CPU 7, the signal processor 8 and the image processor 9 are connected to each other via a bus 6.
- the CPU 7 interprets the game program power instructions and performs various data processing and control.
- the CPU 7 instructs the signal processor 8 to supply image data to the image processor.
- the signal processor 8 mainly performs calculations in 3D space, position conversion calculation from 3D space to pseudo 3D space, light source calculation processing, and image and audio data generation cache processing. And go.
- the image processing processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8.
- the storage unit 2 is provided mainly for storing program data, various data used in the program data, and the like.
- the storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM (Random Access Memory) 12.
- An interface circuit 11 is connected to the recording medium 10.
- the interface circuit 11 and the RAM 12 are connected via the bus 6.
- the recording medium 10 is for recording operation system program data, image data, audio data, game data having various program data capabilities, and the like.
- the recording medium 10 includes, for example, a ROM (Read Only Memory) cassette, an optical disk, and a flexible disk. The operating system program data and game data are stored.
- the recording medium 10 also includes a card type memory, and this card type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted.
- the RAM 12 is used to temporarily store various data read from the recording medium 10 and temporarily record the processing results from the control unit 1.
- This RAMI 2 stores various data and address data indicating the storage location of the various data, and can be read and written by designating an arbitrary address.
- the image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image.
- the image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a D / A converter (Digita KTo-Analog converter) 22.
- a DZA converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22.
- the bus 6 is connected to the interface circuit 21.
- the image data is supplied to the DZA converter 22 via the interface circuit 21, where it is converted into an analog image signal. Then, the analog image signal is output as an image to the television monitor 20.
- image data includes, for example, polygon data and texture data.
- Polygon data is the coordinate data of vertices constituting a polygon.
- the texture data is used to set a texture on the polygon, and consists of texture instruction data and texture color data.
- the texture instruction data is data for associating polygons and textures
- the texture color data is data for designating the texture color.
- polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
- the signal processor 8 uses the polygon data in the three-dimensional space (three-dimensional polygon data) indicated by the polygon address data based on the movement amount data and the rotation amount data of the screen itself (viewpoint). Coordinate conversion and perspective projection conversion are performed and replaced with polygon data in the two-dimensional space (two-dimensional polygon data).
- the polygon outline is composed of a number of 2D polygon data, and the texture data indicated by the texture address data is written in the internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
- the audio output unit 4 is provided mainly for outputting audio data read from the recording medium 10 as audio.
- the audio output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16.
- An amplifying circuit 14 is connected to the spin 13
- a DZA converter 15 is connected to the amplifying circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
- the bus 6 is connected to the interface circuit 16.
- the signal is supplied to the D / A converter 15 through the audio data interface circuit 16 and converted into an analog audio signal. This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio.
- Audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data, PCM (Pulse Code Modulation) data, etc.
- ADPCM Adaptive Differential Pulse Code Modulation
- PCM Pulse Code Modulation
- the operation input unit 5 mainly includes an operation information interface circuit 18 and an interface circuit 19.
- a controller 25 is connected to the operation information interface circuit 18, and an interface circuit 19 is connected to the operation information interface circuit 18.
- the bus 6 is connected to the interface circuit 19.
- the controller 25 is an operation device used by the player to input various operation commands, and sends an operation signal corresponding to the operation of the player to the CPU 7.
- the controller 25 has a built-in acceleration sensor 24.
- Examples of the acceleration sensor 24 include a piezoresistive type, a capacitance type, and a magnetic sensor type. Such an acceleration sensor 24 measures and outputs the magnitude of acceleration according to the movement of the controller 25 when the controller 25 moves.
- the acceleration sensor 24 used here is a triaxial acceleration sensor, and the magnitude of the acceleration in the triaxial direction is measured and output according to the movement of the controller 25. sand That is, when the controller 25 moves, the acceleration sensor 24 outputs the magnitude of the acceleration in the three-axis directions from the controller 25 to the operation input unit 5 as acceleration data. By causing the control unit 1 to recognize and process this acceleration data, the controller 1 can recognize the movement of the controller 25 in the three-dimensional space.
- the controller 25 is provided with, for example, a cross-direction key that also includes an up-direction key 17U, a down-direction key 17D, a left-direction key 17L, and a right-direction key 17R.
- a cross-direction key that also includes an up-direction key 17U, a down-direction key 17D, a left-direction key 17L, and a right-direction key 17R.
- the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R for example, a character, an object, and a cursor can be moved up, down, left, and right on the screen of the television monitor 20.
- the operation signal corresponding to each key is output from the controller 25 to the operation input section 5, and this operation signal is output to this operation signal.
- the corresponding command is recognized by the control unit 1.
- each button and each key of the controller 25 are turned on when the neutral position force is pressed by the pressing force of the external force, and returned to the neutral position and turned off when the pressing force is released. Become an on-off switch.
- the image data, audio data, and program are read from the recording medium 10 based on the operating system stored in the CPU 7 recording medium 10. Read data. Some or all of the read image data, audio data, and program data are stored in the RAM 12. Then, the CPU 7 issues a command to the image data and the sound data stored in the RAM 12 based on the program data stored in the RAM 12.
- the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8. Then, the image data written in the RAM 12 is supplied to the DZA converter 17 via the interface circuit 13. o Here, the image data is converted into an analog video signal by the DZA converter 17. The image data is supplied to the television monitor 20 and displayed as an image.
- the signal processor 8 generates and processes audio data based on commands from the CPU 7.
- the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16.
- the audio data is converted into an analog audio signal.
- the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
- the game executed on the game machine 1 is, for example, a baseball game.
- the game machine 1 displays an object and a moving object on the television monitor 20 of the image display unit 3, and moves the object based on the acceleration data detected by the acceleration sensor 24 built in the controller 25.
- a video game for changing the moving direction of the moving body can be executed.
- FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
- the acceleration data recognition means 50 has a function of causing the control unit 1 to recognize acceleration data continuously input to the operation input unit 5! / Speak.
- the control unit 1 recognizes the acceleration data that is continuously input from the controller 25 in which the acceleration sensor 24 is built into the operation input unit 5. Specifically, the acceleration data recognition means 50 causes the control unit 1 to determine whether the force of the acceleration data recognized by the control unit 1 is equal to or greater than a predetermined value, and the acceleration data recognized by the control unit 1 is determined. When the control unit 1 determines that the value of the data is greater than or equal to a predetermined value, the control unit 1 is made to recognize the acceleration data.
- the time interval data recognizing means 51 has a function of causing the control unit 1 to recognize the time interval of acceleration data continuously input to the operation input unit 5 as time interval data.
- the time interval of the acceleration data continuously input to the operation input unit 5 is recognized by the control unit 1 as time interval data.
- the speed data calculation means 52 is based on the acceleration data and the time interval data recognized by the control unit 1 and the speed magnitude data of the controller 25 and the speed of the controller 25. A function for causing the control unit 1 to calculate the degree direction data is provided.
- the control unit 1 calculates the speed magnitude data of the controller 25 and the speed direction data of the controller 25 based on the acceleration data and the time interval data recognized by the control unit 1. Is done. Specifically, in the speed data calculation means 52, the acceleration data continuously input to the operation input unit 5 is integrated by the control unit 1 using the time interval data, so that the speed magnitude data of the controller 25 is obtained. Calculated by the control unit 1. Then, the control unit 1 calculates the position data of the controller 25 by causing the control unit 1 to perform integral calculation of the velocity magnitude data using the time interval data. Then, based on the speed magnitude data of the controller 25 and the position data of the controller 25, speed direction data of the controller 25 is calculated by the control unit 1.
- the object moving speed data calculation means 53 is configured to control the object speed magnitude data and the object speed direction data based on the speed magnitude data of the controller 25 and the speed direction data of the controller 25. It has a function to make it calculate.
- the object moving speed data calculation means 53 based on the speed magnitude data of the controller 25 and the speed direction data of the controller 25, the object speed magnitude data and the object speed direction data are transmitted to the control unit. Calculated by 1. Specifically, in the object moving speed data calculating means 53, the control section 1 calculates the object speed data by multiplying the speed magnitude data of the controller 25 by the correction coefficient for image display. Then, the control unit 1 executes calculation for converting the position data of the controller 25 into the position data of the television monitor 20 of the image display unit 3. Then, the direction data of the object is calculated by the control unit 1 using the converted position data of the television monitor 20 of the image display unit 3.
- the velocity data of the object is calculated by multiplying the velocity magnitude data by the correction coefficient for image display.
- the velocity magnitude and the image display unit 3 A table corresponding to the speed of the object (speed obtained by multiplying the magnitude of the speed by the correction coefficient) in the television monitor 20 is defined in advance in the game program, and is stored from the recording medium 10 into the storage unit when the game program is loaded. Compatible tape supplied to 2
- the moving speed data of the object corresponding to the speed magnitude data may be selected by the control unit 1 based on the data.
- the object position recognition means 54 is a function for causing the control unit 1 to recognize position data for an object that moves in a direction defined by the direction data of the object speed at a speed defined by the magnitude data of the object speed. It is equipped with. In the object position recognizing means 54, the control unit 1 recognizes the position data for the object moving in the direction defined by the object speed direction data at the speed defined by the object speed magnitude data.
- the moving body speed recognition means 55 has a function of causing the control unit 1 to recognize speed magnitude data of the moving moving body. In the moving body speed recognizing means 55, the control unit 1 recognizes speed magnitude data of the moving moving body.
- the moving body position recognition means 56 has a function of causing the control unit 1 to recognize position data of the moving moving body. In the moving body position recognizing means 56, the position data of the moving moving body is recognized by the control unit 1.
- the moving body direction data calculating means 57 has a function of causing the control unit 1 to calculate moving direction data of the moving body based on the position data of the moving body.
- Moving body direction data calculation means 57 has a function of causing the control unit 1 to calculate moving direction data of the moving body based on the position data of the moving body.
- the moving direction data of the moving body is calculated by the control unit 1 based on the position data of the moving body.
- the first moving body moving state display means 58 defines the state in which the moving body moves in the direction of the object or in the vicinity of the object by the position data of the moving body using image data corresponding to the moving body.
- the state in which the moving body moves in the direction of the object or in the vicinity of the object is defined by the position data of the moving body using image data corresponding to the moving body. Are continuously displayed on the television monitor 20 of the image display unit 3 at the position.
- the image display unit 3 displays the image data corresponding to the moving body at the drawing time interval defined by the drawing time interval data corresponding to the velocity data of the moving body. Continuous display on TV monitors 20 As a result, a state in which the moving body moves at a speed defined by the speed magnitude data of the moving body is displayed on the television monitor 20 of the image display unit 3.
- the coordinate coincidence determining means 59 determines whether the coordinates in the object area specified by the object position data match at least one of the coordinates in the area of the moving object specified by the position data of the moving object. It has a function that makes the control unit 1 judge. In the coordinate coincidence determination means 59, whether or not the coordinates in the object area defined by the object position data match at least one of the coordinates in the moving object area defined by the position data of the moving object. Is determined by the control unit 1.
- the moving body moving direction correcting means 60 determines the direction in which the moving body moves when the control unit 1 determines that the coordinates in the object area match at least one of the coordinates in the moving body area. It has a function for causing the control unit 1 to execute a calculation for correcting in the direction defined by the direction data of the speed of the object.
- the moving body moving direction correcting means 60 the direction in which the moving body moves when the control unit 1 determines that the coordinates in the object area coincide with at least one of the coordinates in the moving body area.
- the control unit 1 executes a calculation for correcting the direction to the direction specified by the direction data of the object speed. Specifically, in the moving body moving direction correcting means 60, when the control unit 1 determines that the coordinates in the object area match at least one of the coordinates in the moving object area, the speed of the object is increased.
- the control unit 1 calculates the direction data of the combined speed by causing the control unit 1 to perform the combined calculation of the length data and the direction data and the moving body speed magnitude data and the direction data.
- the control unit 1 executes a calculation for correcting the direction in which the moving body moves to the direction specified by the direction data of the combined speed. More specifically, in the moving body moving direction correcting means 60, when the control unit 1 determines that the coordinates in the object area coincide with at least one of the coordinates in the moving object area, the speed of the object is adjusted. The control unit 1 calculates the direction data of the combined speed and the size data of the combined speed by causing the control unit 1 to perform the combined calculation of the size data and the direction data and the speed data of the moving body and the direction data. . Then, the control unit 1 executes calculation for correcting the moving direction of the moving body to the direction specified by the combined direction data. [0059] The second moving body moving state display means 61 uses the image data corresponding to the moving body to indicate the state in which the moving body moves in the direction defined by the direction data of the speed of the object. The TV monitor 20 has a function of continuously displaying.
- the state in which the moving body moves in the direction defined by the direction data of the speed of the object is displayed on the image display unit 3 using image data corresponding to the moving body. Displayed continuously on the television monitor 20. Specifically, in the second moving body moving state display means 61, the state in which the moving body moves in the direction defined by the direction data of the combined speed is displayed on the image display unit 3 using image data corresponding to the moving body. Displayed continuously on the television monitor 20. More specifically, in the second moving body moving state display means 61, the state force moving body in which the moving body moves in the direction defined by the direction data of the combined speed at the speed specified by the magnitude data of the combined speed. Are continuously displayed on the television monitor 20 of the image display unit 3 using the image data corresponding to.
- the object movement state display means 62 indicates the state in which the object moves in the direction defined by the object direction data at the speed defined by the magnitude data of the object speed, and displays the image data corresponding to the object. It has a function to display continuously on the television monitor 20 of the image display unit 3.
- the state in which the object moves in the direction specified by the object direction data at the speed specified by the object speed magnitude data uses image data corresponding to the object.
- the image data corresponding to the object is continuously displayed on the television monitor 20 of the image display unit 3 at the drawing time interval defined by the drawing time interval data corresponding to the velocity data of the object.
- the television monitor 20 of the image display unit 3 displays a state in which the object moves at a speed defined by the speed magnitude data of the object.
- the pitcher character 71, the batter character 72 having a bat, and the power are displayed on the television monitor 20 (Sl).
- the state power that the pitcher character 71 performs the pitching action Image data corresponding to the batter character 72, such as polygon data is continuously obtained. Is displayed on the television monitor 20 (S2).
- a command for releasing the ball from the pitcher character 71 is issued from the control unit 1 (S3).
- the controller 1 starts recognizing the velocity data VB and position data of the ball released from the pitcher character 71 (S4). Then, the ball character 74 released from the pitcher character 71 is displayed on the television monitor 20 as a state force that moves from the pitcher character 71 to the batter character 72 (S4). This state is realized by moving the image data corresponding to the ball character 74 from the pitcher character 71 toward the batter character 72, and the movement of the ball character 74 at this time is controlled by the control unit 1.
- the control unit 1 determines whether or not the absolute value of the acceleration data G recognized by the control unit 1 is equal to or greater than a predetermined value (S7), and the absolute value of the acceleration data G is equal to or greater than the predetermined value. If so, the acceleration data G is recognized by the control unit 1 (S8). Then, the state where the bat moves together with the batter character 72, that is, the state force where the batter character 72 swings the bat is displayed on the television monitor 20 (S9). Here, if the absolute value of the acceleration data G input to the operation input unit 5 is less than a predetermined value, it is controlled. If it is determined by the control unit 1 (No in S7), the acceleration data G is not recognized by the control unit 1 (S10) o That is, the bat does not move with the batter character 72 (the batter character 72 does not bat swing).
- the acceleration data G is sequentially recognized by the control unit 1
- the time interval of the acceleration data G continuously input to the operation input unit 5 is recognized by the control unit 1 as the time interval data dt (Sl l).
- the acceleration data G recognized by the control unit 1 is integrated and calculated by the control unit 1 using the time interval data dt, and the speed magnitude data V of the controller 25 is calculated by the control unit 1. (S 12).
- the speed magnitude data V of the controller 25 is integrated and calculated by the control unit 1 using the time interval data dt
- the position data X of the controller 25 is calculated by the control unit 1 (S13).
- the speed direction data (vector direction data) of the controller 25 is calculated by the control unit 1 (S14).
- the controller 1 executes a calculation by multiplying the velocity magnitude data V of the controller 25 by the correction coefficient a for image display, and the bat velocity magnitude data VBT (H -V) is Calculated by 1 (S 15). Then, a calculation for converting the position data X of the controller 25 into the position data X of the television monitor 20 of the image display unit 3 is executed by the control unit 1 (see FIG. 6: S16), and the converted image display unit 3 is converted. Using the position data X, of the television monitor 20, the bat velocity direction data is calculated by the control unit 1 (S17). Then, the position data of the bat that moves in the direction specified by the direction data of the bat speed at the speed specified by the magnitude data VBT of the bat is recognized by the control unit 1 (S18).
- the bat moves in the direction specified by the bat direction data at the speed specified by the bat speed magnitude data VBT, that is, the moving state of the bat that moves with the batter character 72 (bat swing state).
- image data corresponding to the bat is continuously displayed on the television monitor 20 by moving the polygon data on the television monitor 20 of the image display unit 3 (S19).
- the image data of the batter character 72 and the bat character 73 are moved so that the bat character 73 moves at the speed specified by the bat speed magnitude data VBT in the direction specified by the bat speed direction data.
- polygon data is defined by drawing time interval data. This is realized by continuously moving to the television monitor 20 at a drawing time interval.
- the drawing time interval data is adjusted by the control unit 1 in accordance with the speed magnitude data.
- the size of the bat's reference movement speed on the game screen and the reference drawing time interval for example 0.02 seconds, are defined in the game program, and the bat movement speed is faster than the reference movement speed based on this reference state.
- the polygon data is displayed on the television monitor 20 at a time interval smaller than the 0.02 second interval.
- the moving speed of the bat is slower than the reference moving speed, that is, if the magnitude of the moving speed of the bat is smaller than the reference moving speed
- the polygon data is transmitted at a time interval greater than 0.02 seconds. Displayed on John Monitor 20.
- the drawing time interval at this time is calculated by multiplying the reference time interval by the ratio (ratio) of the magnitude of the calculated bat speed to the reference moving speed.
- the bat velocity magnitude data VBT and direction data and the ball velocity magnitude data VB and direction data are synthesized and calculated by the control unit 1, and the synthesized velocity magnitude data VG And the direction data is recognized by the control unit 1 (S21). Then, the control unit 1 performs a calculation for correcting the moving direction of the ball to the direction defined by the combined direction data (S22). Then, the state force that moves the ball in the direction specified by the direction data of the combined speed at the speed specified by the size data VG of the combined speed
- the television of the image display unit 3 using the image data corresponding to the ball It is continuously displayed on the monitor 20 (S23). Specifically, the speed and direction of the ball hit back by the bat are changed according to the swing speed and swing direction of the note.
- control unit 1 determines that the coordinates in the bat area RBT do not match at least one of the coordinates in the ball area RB (see FIG. 7B). Ref: No in S20), bat speed magnitude data VBT and direction data and ball speed magnitude data VB and direction data are not combined by controller 1 and calculated. Specifically, the ball will be swung without hitting the bat.
- the pitcher character 71, the batter character 72 having a bat, and the power are displayed on the television monitor 20 (Sl).
- the state power that the pitcher character 71 performs the pitching action Image data corresponding to the batter character 72, such as polygon data is continuously obtained. Is displayed on the television monitor 20 (S2).
- a command for releasing the ball from the pitcher character 71 is issued from the control unit 1 (S3).
- the controller 1 starts recognizing the velocity data VB and position data of the ball released from the pitcher character 71 (S4). Then, the ball character 74 released from the pitcher character 71 is displayed on the television monitor 20 as a state force that moves from the pitcher character 71 to the batter character 72 (S4). This state is realized by moving the image data corresponding to the ball character 74 from the pitcher character 71 toward the batter character 72, and the movement of the ball character 74 at this time is controlled by the control unit 1.
- process A is executed (S7), and the bat moves in the direction specified by the bat direction data at the speed specified by the bat speed magnitude data VBT, ie, the notch moves up and down.
- the image data corresponding to the bat for example, polygon
- the data is continuously displayed on the television monitor 20 by moving the data on the television monitor 20 of the image display unit 3 (S8). The player can position the bunt position while viewing this display.
- the image data of the bat character 73 for example, the polygon
- the bat character 73 moves at the speed specified by the bat speed magnitude data VBT in the direction specified by the bat speed direction data.
- This is realized by continuously moving the data to the television monitor 20 at a drawing time interval defined by the drawing time interval data.
- the drawing time interval data is adjusted by the control unit 1 in accordance with the speed magnitude data. For example, in the game program, the size of the reference moving speed of the bat on the game screen and the reference drawing time interval, for example 0.02 seconds, are defined in the game program.
- the polygon data is displayed on the television monitor 20 at a time interval smaller than the 0.02 second interval.
- the polygon data is transmitted at a time interval greater than 0.02 seconds. Displayed on John Monitor 20.
- the drawing time interval at this time is calculated by multiplying the reference time interval by the ratio (ratio) of the calculated magnitude of the bat speed to the reference moving speed.
- the process A is executed again (S11), and the bat moves in the direction specified by the bat direction data at the speed specified by the bat speed magnitude data VBT, that is, The bat character 73 moves as if the batter character 72 pushed out the bat 1S
- image data corresponding to the bat for example polygon data
- the bat area at the coordinate position of the bat defined by the bat position data is the ball area at the coordinate position of the ball defined by the ball position data.
- the controller 1 determines whether or not the force coincides with at least one of the coordinates in the RB (S13).
- the control unit 1 determines whether or not the ball is caught by the knot. If the control unit 1 determines that the coordinates in the bat area RB T match at least one of the coordinates in the ball area RB (see FIG. 7 (a): Yes in S13), FIG. As shown in Fig. 5, the control unit 1 combines and calculates the bat velocity magnitude data VBT and direction data and the ball velocity magnitude data VB and direction data, and the synthesized velocity direction data and magnitude of the synthesized velocity. The data VG is recognized by the control unit 1 (S14). Then, a calculation for correcting the moving direction of the ball to the direction specified by the combined direction data is executed by the control unit 1 (S15).
- the state force that the ball moves in the direction specified by the direction data of the combined speed at the speed specified by the size data VG of the combined speed is displayed continuously (S16) 0 Specifically, the speed and direction of the ball hit back by the notch, and the speed and direction of the force bat are changed.
- the control unit 1 determines that the coordinates in the bat area RBT do not match at least one of the coordinates in the ball area RB (see FIG. 7 (b): No in S13)
- Vat velocity magnitude data VBT and direction data and ball velocity magnitude data VB and direction data are not synthesized by the control unit 1.
- the ball character 74 passes through the batter character 72 without changing the moving direction. In other words, the ball did not hit the bat and failed to bunt.
- the control unit 1 determines whether or not the absolute value of the acceleration data G recognized by the control unit 1 is greater than or equal to a predetermined value (S71). If the control unit 1 determines that the absolute value of the acceleration data G is greater than or equal to a predetermined value (Yes in S71), the acceleration data G is recognized by the control unit 1 (S72). Here, the acceleration input to the operation input unit 5 If the control unit 1 determines that the absolute value of the degree data G is less than the predetermined value (No in S7), the acceleration data G is not accepted by the control unit 1 (S73). That is, the bat does not start moving.
- the acceleration data G is sequentially recognized by the control unit 1, the time interval of the acceleration data G continuously input to the operation input unit 5 is recognized by the control unit 1 as the time interval data dt (S74). ). Then, the acceleration data G recognized by the control unit 1 is integrated and calculated by the control unit 1 using the time interval data dt, and the velocity magnitude data V of the controller 25 is calculated by the control unit 1 (S75). Further, the speed magnitude data V of the controller 25 is integrated and calculated by the control unit 1 using the time interval data dt, and the position data X of the controller 25 is calculated by the control unit 1 (S76). At this time, based on the speed magnitude data V of the controller 25 and the position data X of the controller 25, the speed direction data (vector direction data) of the controller 25 is calculated by the control unit 1 (S77).
- a calculation for multiplying the speed magnitude data V of the controller 25 by the correction coefficient for image display is executed by the control section 1, and the bat speed magnitude data VBT is calculated by the control section 1 (S78). ).
- a calculation for converting the position data X of the controller 25 into the position data X of the television monitor 20 of the image display unit 3 is executed by the control unit 1 (S79), and the converted television monitor 20 of the image display unit 3 is executed.
- the bat speed direction data is calculated by the control unit 1 (S80).
- the position data of the bat that moves in the direction specified by the direction data of the bat speed at the speed specified by the magnitude data VBT of the bat is recognized by the control unit 1 (S81).
- Velocity magnitude data of VBT and bat velocity direction data and force control unit 1 are used.
- acceleration data G consisting of the magnitude of acceleration in three axes
- the time interval of the acceleration data G (gx, gy, gz, t) continuously input to the operation input unit 5 is .
- the time interval data dt is recognized by the control unit 1 (S10).
- the acceleration data G continuously input to the operation input unit 5 is integrated and calculated by the control unit 1 using the time interval data dt, and the velocity magnitude data V (vx, vy, vz, t) is calculated by the control unit 1 (see Fig. 5).
- the acceleration data Gl (gxl, gy
- acceleration data G2 (gx2, gy2, gz
- acceleration data G3 (gx3, gy3, gz3, t3) is recognized by control unit 1 at time t3 following time t2, ⁇ [G3 (gx3, gy3, gz3, t3) -G2 (gx2, gy2 , gz2, t2)] 'dt is calculated by control unit 1 between time t3 and time t2, and velocity magnitude data V2 (vx2, vy2, vz2, t2) is calculated by control unit 1. Is done.
- acceleration data G4 (gx4, gy4, gz4, t4) is recognized by the control unit 1 at time t4 following time t3, J (G4 (gx4, gy4, gz4, t 4) -G3 (gx3, gy3, gz3, t3)] 'dt is calculated by controller 1 between time t4 and time t3, so that velocity magnitude data V3 (vx3, vy3, vz3, t3) is Calculated.
- the position data X of the controller 25 is calculated by the control unit 1.
- the controller 1 executes the calculation J [V2 (vx2, vy2, vz2, t2) — Vl (vxl, vyl, vzl, tl)] -dt between time t2 and time tl.
- 25 position data XI (xl, yl, zl, tl) are calculated by the control unit 1.
- the calculation between time ⁇ Jt3 and time ⁇ Jt2 As a result, the controller 1 calculates the position data X2 (x2, y2, z2, t2) of the controller 25.
- acceleration data G is recognized by the control unit 1, by causing the control unit 1 to perform a series of calculations as described above, based on the acceleration data G, velocity magnitude data at each time and Position data can be calculated.
- the control unit 1 determines that the coordinates in the bat area RBT coincide with at least one of the coordinates in the ball area RB, that is, the time te when the ball is captured by the bat is the calculation end time. It becomes.
- the notch moving speed data is calculated by causing the control unit 1 to execute a calculation of multiplying the speed magnitude data V by the correction coefficient a for image display. This processing is performed to correct the velocity magnitude data calculated based on the acceleration data G of the controller 25 actually moved to the moving velocity of the bat used in the game. is there.
- the controller 25 speed magnitude data VI and V2 calculated as described above may have a correction coefficient ⁇ (constant) or a correction coefficient corresponding to the controller 25 speed magnitude data VI and V2, that is, the controller 25 speed.
- the control unit 1 calculates the bat movement speed data by causing the control unit 1 to execute a calculation that multiplies the correction coefficient ⁇ (V) with the magnitude data V of the variable as a variable.
- the ball velocity direction data is the vector direction data with the ball center point ⁇ as the origin
- the bat direction data is the vector direction data with the bat reference point B as the origin. It is.
- the ball velocity magnitude data VB is the vector magnitude data with the ball center point A as the origin
- the bat velocity magnitude data VBT is the vector with the bat reference point B as the origin. It becomes the size data.
- the control unit 1 calculates the ball velocity data VG and direction data, that is, the combined vector, by combining the ball vector data and the bat vector data. Is done. For example, when the control unit 1 determines that the ball has been captured by the bat, first, the control unit 1 is caused to perform a calculation that reverses the direction of the vector data of the ball.
- control unit 1 is caused to perform a calculation for moving the origin of the bat vector data from the bat reference point B to the ball center point A. Then, the control unit 1 is caused to perform a calculation for synthesizing the bat and ball vector data at the center point A of the ball. In this way, the control unit 1 calculates a combined vector that defines the speed and direction of the ball hit back by the bat.
- the direction data of each vector is calculated by the control unit 1 by using the coordinates specified by the position data of each vector.
- the moving body moving direction correcting means in the two-dimensional coordinate system has been described.
- the velocity component in the height direction is also taken into consideration.
- the speed and direction of the ball can be changed not only in the horizontal direction but also in the vertical direction.
- the position data XI and X2 of the controller 25 calculated as described above are converted into position data X′l and X′2 for the television monitor 20, as shown in FIG. Since the position data XI and X2 of the controller 25 are the coordinates in the three-dimensional real space (the player swings his arm with the controller 25), the position data XI and X2 of the controller 25 are used here in the 3D game space.
- the position data for the television monitor 20 is converted into X'l, X'2. This conversion is performed by causing the control unit 1 to execute mapping conversion from the 3D real space to the 3D game space.
- the position data X'l and X'2 in the 3D game space are calculated by the control unit 1 by this mapping transformation, the difference between the position data X'2 and the position data X'l in the 3D game space is calculated.
- vector data that defines the direction in which the bat is moved, for example, bat direction data is calculated by the control unit 1.
- a state in which the bat character 73 moves in the direction of the bat direction data is displayed on the television monitor 20.
- the power game device shown as an example in the case of using a home video game device as an example of a computer to which the game program can be applied is not limited to the above-described embodiment, and a monitor is separately provided.
- the present invention can be similarly applied to a game device configured in a body, a game device in which a monitor is integrated, a personal computer functioning as a game device by executing a game program, a workstation, and the like.
- the present invention also includes a program for executing the game as described above and a computer-readable recording medium on which the program is recorded.
- a computer-readable flexible disk for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like can be cited in addition to the cartridge.
- an object can be moved based on acceleration data, and the moving direction of the moving body can be changed by the movement of the object.
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Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2005372069A JP3981388B2 (ja) | 2005-12-26 | 2005-12-26 | ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 |
| JP2005-372069 | 2005-12-26 |
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| Publication Number | Publication Date |
|---|---|
| WO2007074574A1 true WO2007074574A1 (ja) | 2007-07-05 |
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| PCT/JP2006/321235 Ceased WO2007074574A1 (ja) | 2005-12-26 | 2006-10-25 | ビデオゲームプログラム、ビデオゲーム装置及びビデオゲーム制御方法 |
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| Country | Link |
|---|---|
| JP (1) | JP3981388B2 (https=) |
| TW (1) | TW200727954A (https=) |
| WO (1) | WO2007074574A1 (https=) |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2011039086A1 (en) * | 2009-10-02 | 2011-04-07 | Ball-It Oy | Method and means for a throwable gaming control |
| AU2011252768B2 (en) * | 2010-05-13 | 2012-08-16 | Livac IP Co Pty Ltd | Suction retractor |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001104636A (ja) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | 体感ボールゲーム装置 |
| JP2001170358A (ja) * | 1999-10-04 | 2001-06-26 | Nintendo Co Ltd | ゲームシステム及びそれに用いられるゲーム情報記憶媒体 |
| JP2002210240A (ja) * | 2001-01-12 | 2002-07-30 | Japan Aviation Electronics Industry Ltd | ビデオゲーム装置 |
| JP2004248763A (ja) * | 2003-02-18 | 2004-09-09 | Konami Computer Entertainment Studios Inc | 画像表示制御プログラム、画像表示制御方法及びビデオゲーム装置 |
-
2005
- 2005-12-26 JP JP2005372069A patent/JP3981388B2/ja not_active Expired - Fee Related
-
2006
- 2006-10-25 WO PCT/JP2006/321235 patent/WO2007074574A1/ja not_active Ceased
- 2006-11-07 TW TW095141183A patent/TW200727954A/zh not_active IP Right Cessation
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2001104636A (ja) * | 1999-10-04 | 2001-04-17 | Shinsedai Kk | 体感ボールゲーム装置 |
| JP2001170358A (ja) * | 1999-10-04 | 2001-06-26 | Nintendo Co Ltd | ゲームシステム及びそれに用いられるゲーム情報記憶媒体 |
| JP2002210240A (ja) * | 2001-01-12 | 2002-07-30 | Japan Aviation Electronics Industry Ltd | ビデオゲーム装置 |
| JP2004248763A (ja) * | 2003-02-18 | 2004-09-09 | Konami Computer Entertainment Studios Inc | 画像表示制御プログラム、画像表示制御方法及びビデオゲーム装置 |
Cited By (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2011039086A1 (en) * | 2009-10-02 | 2011-04-07 | Ball-It Oy | Method and means for a throwable gaming control |
| EP2311537A1 (en) * | 2009-10-02 | 2011-04-20 | Ball-IT Oy | Method and means for a throwable gaming control |
| AU2011252768B2 (en) * | 2010-05-13 | 2012-08-16 | Livac IP Co Pty Ltd | Suction retractor |
Also Published As
| Publication number | Publication date |
|---|---|
| TWI316414B (https=) | 2009-11-01 |
| TW200727954A (en) | 2007-08-01 |
| JP3981388B2 (ja) | 2007-09-26 |
| JP2007167529A (ja) | 2007-07-05 |
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