WO2007097083A1 - ゲームプログラム、ゲーム装置及びゲーム制御方法 - Google Patents

ゲームプログラム、ゲーム装置及びゲーム制御方法 Download PDF

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Publication number
WO2007097083A1
WO2007097083A1 PCT/JP2006/323578 JP2006323578W WO2007097083A1 WO 2007097083 A1 WO2007097083 A1 WO 2007097083A1 JP 2006323578 W JP2006323578 W JP 2006323578W WO 2007097083 A1 WO2007097083 A1 WO 2007097083A1
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WO
WIPO (PCT)
Prior art keywords
image data
data
control unit
character
causing
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2006/323578
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English (en)
French (fr)
Japanese (ja)
Inventor
Junichi Fujita
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Publication date
Application filed by Konami Digital Entertainment Co Ltd filed Critical Konami Digital Entertainment Co Ltd
Publication of WO2007097083A1 publication Critical patent/WO2007097083A1/ja
Priority to US12/190,763 priority Critical patent/US20080305871A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6607Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8011Ball

Definitions

  • the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game that displays a sending operation of a character that sends a moving object on an image display unit.
  • the present invention also relates to a video game apparatus capable of executing a game realized by the game program, and a game control method capable of controlling the game realized by the game program by a computer.
  • 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.
  • the character displayed on the monitor can be operated by operating the input button!
  • a special ability parameter called “quick” is assigned to the pitcher character who is good at quick motion.
  • the runner character steals when the runner character steals, if the screen is switched from the up screen to the long screen, the position of the runner character that started is close to the base. Is displayed.
  • the runner character steals from the up screen When the screen is switched to the long screen, the position of the runner character who started is displayed at a position away from the base power.
  • the pitcher character made a pitching motion in quick motion, and the power was adjusted according to the position of the runner character at the time of switching from the screen to the long screen.
  • a pitcher character throwing with quick motion and a pitcher character not throwing with quick motion will have their runner characters displayed in different positions when the screen is switched from the up screen to the long screen! /
  • Non-Patent Document 1 Professional Baseball Spirits 2 Konami Corporation April 7, 2005 PlayStation 2 Version
  • the display position of the runner character should be changed depending on whether the pitcher character pitches in quick motion or the pitcher character does not pitch in quick motion! This is because even if the special ability parameter is assigned to the pitcher character! /, Even if the special ability parameter does not affect the pitcher character's pitching motion, it is quick. Specifically, even if the special ability parameter of quick is assigned to the pitcher character, the pitcher character can now throw in quick motion!
  • An object of the present invention is to enable an image display unit to display a character sending operation for sending a moving object based on character characteristic data. Specifically This is to enable the quick pitching motion of the pitcher character to be displayed on the image display unit based on the characteristic data of the pitcher character.
  • the game program according to claim 1 causes a computer capable of realizing a game to display a sending operation of a character that sends a moving object on an image display unit to realize the following functions:
  • a first correspondence recognition function for causing the control unit to recognize correspondence between each of a plurality of pieces of transmission form data for defining a form of character sending operation and a plurality of third image data less than a plurality of third image data.
  • a characteristic data recognition function that allows the control unit to recognize any one of a plurality of transmission form data as character characteristic data.
  • the control unit recognizes the third image data smaller than the plurality of third image data corresponding to the characteristic data as a plurality of fourth image data, and the first image data, the second image data, and the plurality of fourth image data.
  • a second basic image data recognition function that allows the control unit to recognize and as the second basic image data.
  • An intermediate image data generation function for causing the control unit to execute processing for generating at least one third intermediate image data between the fourth image data and the second image data.
  • An intermediate image data recognition function that causes the control unit to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data.
  • An image display command issuing function for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit.
  • This game program is capable of realizing a game in which a sending operation of a character that sends out a moving object is displayed on an image display unit.
  • a plurality of third image data from when the force moving body is sent to when the character force is transmitted is recognized as first basic image data by the control unit.
  • the control unit recognizes the correspondence between each of the plurality of transmission form data for defining the form of the character sending operation and the third image data less than the plurality of third image data.
  • any one of a plurality of transmission form data is recognized by the control unit as character characteristic data.
  • the third image data which is smaller than the plurality of third image data corresponding to the characteristic data, is recognized by the control unit as a plurality of fourth image data.
  • the first image data, the second image data, and the plurality of fourth image data are recognized by the control unit as the second basic image data.
  • the intermediate image data generation function at least one first intermediate image data between the first image data and the fourth image data and at least one between each of the plurality of fourth image data corresponding to the characteristic data
  • a process for generating the second intermediate image data and at least one third intermediate image data between the fourth image data and the second image data is executed by the control unit.
  • the control unit In the intermediate image data recognition function, at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data are recognized by the control unit as intermediate image data.
  • the control unit issues an image display command for displaying a sending operation corresponding to the characteristic data on the image display unit.
  • the sending operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data.
  • a quick pitching action of a pitcher character that sends out a ball is displayed on an image display unit.
  • the first image data at the start of the pitcher character's quick pitching motion, the second image data when the ball is sent from the pitcher character by the pitcher character's quick pitching motion, and the pitcher character's quick pitching motion The control unit recognizes a plurality of third image data from when the power ball is started until the pitcher character throws the power ball as first basic image data.
  • the control unit recognizes the correspondence between each of the plurality of quick pitch form data for defining the form of the quick pitching motion of the pitcher character and the third image data less than the plurality of third image data. Then, one of the plurality of quick pitch form data is recognized by the control unit as the characteristic data of the pitcher character. Then, the third image data smaller than the plurality of third image data corresponding to the pitcher character characteristic data is recognized by the control unit as the plurality of fourth image data. Then, the first image data, the second image data, and the plurality of fourth image data are recognized by the control unit as the second basic image data.
  • At least one first intermediate image data between the first image data and the fourth image data and at least one second intermediate between each of the plurality of fourth image data corresponding to the characteristic data is executed by the control unit.
  • the control unit recognizes at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data.
  • an image display command for displaying the quick pitching operation corresponding to the characteristic data on the image display unit is issued from the control unit.
  • the quick pitching operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data.
  • the pitching motion of the pitcher character is displayed on the image display unit using the second basic image data and the intermediate image data including the plurality of fourth image data corresponding to the characteristic data of the pitcher character. can do. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit.
  • a game program according to claim 2 is a program for causing a computer to further realize the following functions in the game program according to claim 1. (9) Correspondence between each of a plurality of transmission form data and the total number of frames when displaying the motion from when the character starts the transmission operation until the force moving body transmits the character power on the image display unit. Second recognition function to recognize.
  • the total number of frames between the image data of the second basic image data is set to the number of frames obtained by subtracting the number of the second basic image data from the total number of frames corresponding to the characteristic data recognized by the control unit.
  • the first interval frame that causes the control unit to set the number of frames between the image data of the second basic image data and causes the control unit to recognize the number of frames between the image data set by the control unit as the number of interval frames. Number recognition function.
  • each of a plurality of sending form data and an action until the power moving body is sent the character moving force and the character moving action are displayed as an image.
  • the control unit recognizes the correspondence with the total number of frames when displayed on the screen.
  • the characteristic data recognition function one of a plurality of transmission form data is recognized by the control unit as the characteristic data of the character.
  • the total number of frames between the image data of the second basic image data is calculated from the total number of frames corresponding to the characteristic data recognized by the control unit to the number of second basic image data.
  • the number of frames between each image data of the second basic image data is set by the control unit so that the number of frames is subtracted, and the number of frames between each image data set by the control unit is set as the number of section frames. Recognized by the control unit.
  • the intermediate image data generation function the first intermediate image data corresponding to the number of interval frames between the first image data and the fourth image data, and a plurality of fourth image data corresponding to the characteristic data, respectively.
  • the control unit executes processing for generating second intermediate image data for the number of section frames and third intermediate image data for the number of section frames between the fourth image data and the second image data.
  • the intermediate image data recognition function the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames are transmitted to the control unit as intermediate image data. Be recognized.
  • each of a plurality of quick pitching form data and an operation until the pitcher character starts the quick pitching motion and the power ball is sent out the pitcher character power are displayed on the image display unit. All frames when displayed on The correspondence with the number is recognized by the control unit. Any one of the plurality of quick pitch form data is recognized by the control unit as character characteristic data. Then, the total power of the number of frames between the image data of the second basic image data. The total number of frames corresponding to the characteristic data recognized by the control unit. The number of frames is obtained by subtracting the number of the second basic image data.
  • the control unit executes a process of generating data and third intermediate image data corresponding to the number of interval frames between the fourth image data and the second image data. Then, the control unit recognizes the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames as intermediate image data.
  • a pitcher character's quick pitching motion is performed with a predetermined number of frames (total number of frames) corresponding to any one of characteristic data recognized by the control unit, that is, a plurality of quick pitching form data. It can be displayed on the image display unit. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit with a predetermined number of frames.
  • the first basic image data recognition function includes a first image data, a plurality of third image data, and a second image.
  • the control unit is caused to recognize each image data in the order of data.
  • the first correspondence recognition function causes the control unit to recognize correspondence between each of the plurality of transmission form data and the plurality of third image data excluding at least one third image data on the first image data side.
  • the first image data is image data at the start of a pitcher character sending operation
  • at least one third image data on the first image data side for example, By removing the image data of the pitcher character with his legs bent at a right angle, the quick pitching motion of the pitcher character can be displayed on the image display unit.
  • the character that sends out the moving object based on the character characteristic data Can be appropriately displayed on the image display unit.
  • the first intermediate image data is an interpolation using the first image data and the fourth image data as initial image data. It is generated by causing the control unit to execute the calculation. Further, the second intermediate image data is generated by causing the control unit to perform interpolation calculation using two image data of a plurality of fourth image data corresponding to the characteristic data as initial image data. Further, the third intermediate image data is generated by causing the control unit to perform interpolation calculation using the fourth image data and the second image data as initial image data. These functions are realized in the intermediate image data generation function.
  • intermediate image data is generated by interpolation calculation using two pieces of image data defining each section as initial data, so that two sections defining each section are defined by this intermediate image data.
  • a game device is a game device capable of executing a game in which a character sending action for sending a moving object is displayed on an image display unit.
  • the game apparatus includes first image data at the start of the character sending operation, second image data when the moving object is sent out by the character sending operation, and a character that starts the sending operation and moves the force moving object.
  • First basic image data recognition means for causing the control unit to recognize a plurality of third image data until the character is transmitted from the character as the first basic image data, and a plurality of transmissions for defining the form of the transmission operation
  • First correspondence recognition means for causing the control unit to recognize the correspondence between each piece of form data and third image data that is less than a plurality of third image data, and control one of the plurality of send form data as character characteristic data
  • Characteristic data recognizing means to be recognized by the control unit and the third image data, which is less than the plurality of third image data corresponding to the characteristic data, as a plurality of fourth image data
  • a second basic image data recognition means for causing the control unit to recognize the first image data, the second image data, and the plurality of fourth image data as second basic image data, and the first image data and the fourth image data.
  • Image data One first intermediate image data, at least one second intermediate image data between each of the plurality of fourth image data corresponding to the characteristic data, and at least one second image data between the fourth image data and the second image data.
  • Intermediate image data generating means for causing the control unit to execute processing for generating intermediate image data, at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data
  • Intermediate image data recognizing means for causing the control unit to recognize the image as intermediate image data
  • image display command issuing means for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit;
  • the transmission operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data.
  • Image display means for displaying is
  • the game control method is a game control method capable of controlling, by a computer, a game in which a sending operation of a character that sends out a moving object is displayed on the image display unit.
  • a sending operation of a character that sends out a moving object is displayed on the image display unit.
  • the first correspondence recognition means for causing the control unit to recognize the correspondence between each of the plurality of transmission form data and the third image data smaller than the plurality of third image data, and any one of the plurality of transmission form data is a character characteristic.
  • Characteristic data recognition means for causing the control unit to recognize the data as data, and a plurality of third image data smaller than a plurality of third image data corresponding to the characteristic data as a plurality of fourth image data
  • a second basic image data recognizing means for causing the control unit to recognize the first image data, the second image data, and the plurality of fourth image data as second basic image data. At least one first intermediate image data between the first image data and the fourth image data, at least one second intermediate image data between each of the plurality of fourth image data corresponding to the characteristic data, the fourth image data, and the fourth image data.
  • Intermediate image data generating means for causing the control unit to execute processing for generating at least one third intermediate image data between the two image data, at least one first intermediate image data and at least one second intermediate image Data and at least one third intermediate image
  • Intermediate image data recognizing means for causing the control section to recognize the data as intermediate image data
  • image display instruction issuing means for causing the control section to issue an image display instruction for displaying the sending operation corresponding to the characteristic data on the image display section
  • image display means for displaying a sending operation corresponding to the characteristic data on the image display unit using the second basic image data and the intermediate image data when an image display command is issued from the control unit.
  • 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 for explaining means included in the video game apparatus.
  • FIG. 3 is a diagram for explaining image data corresponding to a pitcher character.
  • FIG. 4 is a diagram for explaining the correspondence between quick pitch form data and third image data.
  • FIG. 5 is a diagram for explaining the correspondence between quick pitch form data and the total number of frames.
  • FIG. 6 is a diagram for explaining the pitcher character displayed on the monitor.
  • FIG. 7 is a diagram for explaining the correspondence between characteristic data and second basic image data.
  • FIG. 8 is a diagram for explaining the correspondence between the second basic image data and the number of section frames.
  • FIG. 9 is a diagram for explaining a method for generating intermediate image data.
  • FIG. 10 is a flowchart for explaining a pitching operation display system.
  • 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 apparatus includes a home game machine body and a home television.
  • 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. In this way The game content to be played 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, and the operation input unit 5 are included in the home video game machine main body of the home video game device, and the image display unit 3 is included in the home television. I'm going to talk.
  • 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, 3D space or pseudo 3D space.
  • the image and sound data generation and cache process is performed based on the calculation result executed in step 1.
  • the image processor 9 mainly 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 CPU 7 instructs the signal processing processor 8 to process various data.
  • the signal processor 8 mainly performs calculations corresponding to various data in the three-dimensional space and position conversion calculation from the three-dimensional space to the pseudo three-dimensional space.
  • 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 includes program data, image data, audio data, and various programs for the operation system. It is for recording game data and the like that also has data power.
  • the recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like.
  • 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 (3D polygon data) force screen itself (viewpoint) in the 3D space indicated by the polygon address data. ) And coordinate conversion and perspective projection conversion based on the movement amount data and the rotation amount data, and replaced with polygon data in the two-dimensional space (two-dimensional polygon data).
  • a polygon outline is formed by a plurality of two-dimensional polygon data, and texture data indicated by the texture address data is written in an internal area of the polygon.
  • texture data indicated by the texture address data is written in an internal area of the polygon.
  • 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 a controller 17, an operation information interface circuit 18, and an interface circuit 19.
  • An operation information interface circuit 18 is connected to the controller 17, 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 17 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.
  • Controller 17 has 1st button 17a, 2nd button 17b, 3rd button 17c, 4th button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 button 17L2, Rl button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR.
  • Up arrow key 17U, down arrow key 17D, left arrow key 17L, and right arrow key 17R give CPU 7 a command for moving a character or cursor up, down, left, or right on the screen of television monitor 20. Used for.
  • the start button 17e is used when instructing the CPU 7 to load a game program from the recording medium 10.
  • the select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
  • the left stick 17SL and the right stick 17SR are stick-type controllers having substantially the same configuration as a so-called joystick.
  • This stick type controller has an upright stick.
  • This stick has a structure in which the upright position force can tilt over 360 ° including the front, back, left and right with the fulcrum as the center.
  • the left stick 17SL and right stick 17SR are the operation information interface circuit 18 and interface circuit 19 with the X coordinate and y coordinate values with the upright position as the origin as operation signals according to the tilt direction and tilt angle of the stick. Send to CPU7 via.
  • the first button 17a ?? second button 17b ?? third button 17c ?? fourth button 17d, L1 button 17L1, L2 button 17L2, Rl button 17R1 and R2 button 17R2 have a game program loaded from the recording medium 10.
  • Various functions are allocated depending on the situation.
  • each button and each key of the controller 17 except for the left stick 17SL and the right stick 17SR are turned on when the neutral position force is pressed by an external pressing force, and neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
  • image data based on the command from the CPU 7, first, the position calculation of the character in the three-dimensional space of the signal processor 8 and the light source calculation are performed. Next, 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 In the case of audio data, first, the signal processor 8 generates and processes audio data based on commands from the CPU 7. Here, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the audio data. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, 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 can realize a game in which a quick pitching action or a non-quick pitching action of a pitcher character that throws a ball is displayed on the image display unit 3, for example, the television monitor 20.
  • FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
  • the first basic image data recognizing means includes first image data when the pitcher character starts the pitching motion, and second image data when the ball is pitched by the pitcher character.
  • the control unit 1 has, for example, a function for causing the CPU 7 to recognize, as the first basic image data, a plurality of third image data from when the pitcher character starts the pitching motion until the power ball is thrown from the pitcher character. Yes.
  • the first basic image data recognition means has a function of causing the CPU 7 to recognize each image data in the order of the first image data, the plurality of third image data, and the second image data.
  • the CPU 7 recognizes the plurality of third image data from the start until the ball is pitched as the first basic image data. Specifically, the first to third image data are loaded into the recording medium 10 RAM 12 when the game program is loaded. Then, the first to third image data loaded in the RAM 12 is recognized by the CPU 7. At this time, the first to third image data is recognized by the CPU 7 as the first basic image data. Then, the CPU 7 recognizes the display order for displaying the image data of the first basic image data on the television monitor 20 in the order of the first image data, the plurality of third image data, and the second image data.
  • the first correspondence recognition means has a function of causing the CPU 7 to recognize the correspondence between each of the plurality of pitch form data for defining the form of the pitching motion and the third image data less than the plurality of three image data. Yes. More specifically, the first correspondence recognition means provides the CPU 7 with correspondence between each of the plurality of pitch form data and a plurality of third image data excluding at least one third image data on the first image data side. Recognize.
  • the CPU 7 recognizes the correspondence between each of the plurality of pitch form data for defining the form of the pitching operation and the third image data which is less than the plurality of three image data. Specifically, in this means, the CPU 7 recognizes the correspondence between each of the plurality of pitch form data and a plurality of third image data excluding at least one third image data on the first image data side. Specifically, the plurality of pitch form data is loaded from the recording medium 10 to the RAM 12 when the game program is loaded. Then, the CPU 7 recognizes the plurality of pitching mode data loaded in the RAMI 2. Further, it is recognized by a plurality of third image data forces SCPU7 except at least one third image data on the first image data side corresponding to each of a plurality of pitch form data. In this manner, the SCPU 7 recognizes the correspondence power with the plurality of third image data except for each of the plurality of pitch form data and at least one third image data on the first image data side.
  • the second correspondence recognizing means determines each of the plurality of pitch form data and the motion from the pitcher character starting the pitching motion until the power ball is pitched. It has a function that allows the CPU 7 to recognize the correspondence with the total number of frames when displayed on the Utah 20.
  • the total number of frames when displaying each of the plurality of pitch form data and the motion from when the pitcher character starts the pitching motion until the force and the pitcher character are pitched are displayed on the television monitor 20.
  • CPU7 the total number of frames corresponding to each of the plurality of pitch form data is loaded from the recording medium 10 to the RAM 12 when the game program is loaded.
  • the total number of frames loaded into RAM 12 is recognized by SCPU7.
  • the characteristic data recognizing means has a function of causing the CPU 7 to recognize one or more of the plurality of pitch form data as characteristic data of the pitcher character.
  • any one of a plurality of pitch form data is recognized by the CPU 7 as the characteristic data of the pitcher character.
  • an operation input unit 5 for selecting a starting pitcher character or a relief pitcher character for example, pitch form data corresponding to the selected pitcher character when recognized by the input signal force CPU7 from the controller 17 Is recognized by the CPU 7 as the characteristic data of the pitcher character.
  • the second basic image data recognizing means causes the CPU 7 to recognize the third image data, which is smaller than the plurality of third image data corresponding to the characteristic data, as the plurality of fourth image data.
  • a function is provided for causing the CPU 7 to recognize image data and a plurality of fourth image data as second basic image data.
  • the third image data is recognized by the CPU 7 as a plurality of fourth image data that is less than the plurality of third image data corresponding to the characteristic data of the pitcher character. Then, the first image data, the second image data, and the plurality of fourth image data are recognized by the CPU 7 as the second basic image data.
  • the first interval frame number recognizing means is configured such that the total number of frames between the image data of the second basic image data is the total number of frames corresponding to the characteristic data recognized by the CPU 7.
  • the second basic image data The CPU 7 sets the number of frames between the image data of the second basic image data so that the number of frames is subtracted from the number of frames, and the CPU 7 sets the number of frames between the image data set by the CPU 7 as the number of interval frames. It has a function to recognize. [0055] In this means, the total number of frames between the image data of the second basic image data is subtracted from the total number of frames corresponding to the characteristic data recognized by the CPU 7, from the number of the second basic image data.
  • the number of frames between the image data of the second basic image data is set by the CPU 7 so that the number of frames is the same.
  • the number of frames between the image data set by the CPU 7 is recognized by the CPU 7 as the number of section frames.
  • the CPU 7 assigns a predetermined number of frames as the number of frames between the image data of the second basic image data.
  • the total of the predetermined number of frames between the image data of the second basic image data is such that the total number of frames corresponding to the characteristic data recognized by the CPU 7 is also the number of frames obtained by subtracting the number of the second basic image data. It has become.
  • the number of frames between the image data of the second basic image data is set by the SCPU 7, the number of frames between the image data set by the CPU 7 is recognized by the CPU 7 as the number of section frames.
  • the intermediate image data generating means includes at least one of at least one first intermediate image data between the first image data and the fourth image data and each of a plurality of fourth image data corresponding to the characteristic data.
  • the CPU 7 has a function of causing the CPU 7 to execute a process of generating two second intermediate image data and at least one third intermediate image data between the fourth image data and the second image data. More specifically, the intermediate image data generating means is provided between each of the plurality of fourth image data corresponding to the first intermediate image data and the characteristic data corresponding to the number of interval frames between the first image data and the fourth image data.
  • the number of interval frames between each of the plurality of fourth image data corresponding to the first intermediate image data and the characteristic data corresponding to the number of interval frames between the first image data and the fourth image data is executed by the processing power CPU 7 that generates the second intermediate image data for the second minute and the third intermediate image data for the number of interval frames between the fourth image data and the second image data.
  • the first intermediate image data for the number of interval frames is generated by causing the CPU 7 to perform interpolation calculation using the first image data and the fourth image data with the earliest display order as initial image data.
  • the second intermediate image data is obtained by converting two pieces of image data adjacent to each other among the plurality of fourth image data corresponding to the characteristic data to the initial image data.
  • the third intermediate image data is generated by causing the CPU 7 to perform interpolation calculation using the fourth image data and the second image data with the latest display order as the initial image data.
  • linear interpolation is used as an interpolation method when generating each intermediate image data
  • curve interpolation using a multi-order curve may be used.
  • the pitching motion of the pitcher character is displayed on the television monitor 20 more smoothly than when the linear interpolation is used.
  • all the intermediate image data is generated by linear interpolation is shown.
  • intermediate image data in a predetermined section for example, after image data G3 (1) and image data G3 (1) described later. Only the intermediate image data between the displayed image data G3 may be generated by linear interpolation, and the intermediate image data of other sections may be generated using other interpolation methods.
  • the intermediate image data recognition means has a function of causing the CPU 7 to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data. I have. More specifically, the intermediate image data recognition means uses the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames as intermediate image data. It has a function to recognize it.
  • the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames are recognized by the CPU 7 as intermediate image data.
  • the image display command issuing means has a function of causing the CPU 7 to issue an image display command for displaying on the television monitor 20 a quick pitching operation or a non-quick pitching operation corresponding to the characteristic data.
  • the CPU 7 issues an image display command for displaying on the television monitor 20 a quick pitching operation or a non-quick pitching operation corresponding to the characteristic data. Specifically, when an input signal from the controller 17 for causing the pitcher character to start a pitching motion is recognized by the CPU 7, a quick pitching motion or a non-quick pitching motion corresponding to the characteristic data is displayed on the television monitor.
  • CPU7 is the image display command for displaying on Issued.
  • the image display means When the image display command is issued from the CPU 7, the image display means performs the quick pitching operation or the non-quick pitching operation corresponding to the characteristic data by using the second basic image data and the intermediate image data. A function to display on the monitor 20 is provided.
  • the ball is thrown into the pitcher character by the first image data G1 when the pitcher character starts the quick pitching motion and the quick pitching motion of the pitcher character.
  • the second image data G2 when the pitch is thrown and a plurality of third image data G3 and the force recording medium 10 from when the pitcher character starts the quick pitching motion until the pitch ball is pitched Loaded into RAM12.
  • the first to third image data Gl, G2, G3 loaded in the RAM 12 are recognized by the CPU 7.
  • the first to third image data Gl, G2, G3 are recognized by the CPU 7 as the first basic image data GDI (Sl).
  • each image data Gl, G2, G3 of the first basic image data GDI is displayed on the television monitor 20 in the order of the first image data Gl, the plurality of third image data G3, and the second image data G2.
  • Display order J is recognized by CPU 7 (S2).
  • the display order J is the order of the image data Gl, G3 (l) to G3 (18), G2.
  • a plurality of quick pitch form data T force recording media 10 are loaded into RAM 12. Then, the values of the plurality of quick pitch form data T loaded in the RAM 12, for example, the numerical value “0”, the numerical value “1”, the numerical value “2”, and the numerical value “3” are recognized by the CPU 7 (S3). At this time, the plurality of third image data G3 corresponding to each of the plurality of quick pitch form data T is recognized by the CPU 7 (S4). For example, as shown in FIG. 4, the CPU 7 recognizes a plurality of third image data G3 (G3 (1) to G3 (18)) corresponding to the numerical value “0” of the quick pitch form data T.
  • a plurality of third image data G 3 ′ (G3 (l), 03 (3) to 03 (18)) corresponding to the numerical value “1” of the quick pitch form data T is the same? 1; recognized as 7.
  • a plurality of third image data G3, (G3 (l), G3 (4) to G3 (18)) forces corresponding to the numerical value “2” of the quick pitch form data T are recognized by the SCPU7.
  • the multiple third image data G3 '(G3 (l), 03 (5) to 03 (18)) corresponding to the numerical value “3” of the quick throwing form data T ? Recognized by 117.
  • a plurality of third image data G3 corresponding to the numerical value “1”, the numerical value “2”, and the numerical value “3” of the quick pitching form data T are the first image data G1 corresponding to the quick pitching form data T.
  • the total number of frames F corresponding to each of the plurality of quick pitch form data T is loaded from the recording medium 10 into the RAM 12. Then, the total number of frames F loaded in RAMI 2 is recognized by CPU 7 (S5). For example, here, as shown in FIG. 5, the total number of frames F corresponding to the value “0”, which is the value of the quick pitch form data T, is 96 frames, which is the value of the quick pitch form data T. The total number of frames F corresponding to the numerical value “1” is 91 frames, and the total number of frames F corresponding to the numerical value “2”, which is the value of the quick pitch form data T, is 86 frames.
  • the total number of frames F corresponding to the value “3”, which is the value of the quick pitch form data T, is 81 frames, and the CPU 7 recognizes these multiple values of the quick pitch form data T.
  • the correspondence between the value of the quick pitch form data T and the total number of frames F is defined in advance by the game program! [0068]
  • a command for executing a baseball game match is issued from the CPU 7, and an operation input unit 5 for selecting a starting pitcher character or a relief pitcher character, for example, an input signal from the controller 17 is recognized by the CPU 7.
  • one pitcher character P among the plurality of pitcher characters PO, PI, P2, P3 corresponding to the input signal is recognized by the CPU 7 (S7).
  • the pitcher character P recognized by the CPU 7 is displayed on the television monitor 20 as shown in FIG.
  • the quick pitch form data T corresponding to the pitcher character P is recognized by the CPU 7 (S8).
  • the correspondence between the pitcher character P and the quick pitch form data T is defined in advance in the game program, and corresponds to the desired pitcher character P when the desired pitcher character P is selected by operating the controller 17.
  • Quick throwing form data T force SCPU7 recognizes.
  • the quick pitch form data T having the numerical value “0” is recognized by the CPU 7.
  • the quick pitch form data T having the value “0” is recognized by the CPU 7 as the characteristic data TD of the pitcher character PO (S9).
  • any one of the pitcher characters PI, P2, P3 is selected by the controller 17 and recognized by the CPU 7, any one of the numerical values “1”, “2”, and “3” is set.
  • Has quick pitch form data T force CPU7 recognizes.
  • the quick pitch form data T having one of the values “1”, “2” and “3” is recognized by the CPU 7 as the characteristic data TD of the pitcher characters PI, P2 and P3. (See Figure 4 and Figure 5).
  • the value of the characteristic data TD is “0”, the state in which the pitcher character P4 is throwing in a non-quick motion is displayed on the television monitor 20, as will be described later.
  • the CPU 7 determines whether or not the value of the characteristic data TD of the pitcher character P is a numerical value “0” (S10). If the CPU 7 determines that the value of the characteristic data TD of the pitcher character P is not “0” (NO in S10), the plurality of third image data G3 corresponding to the characteristic data TD of the pitcher character A small amount of the third image data G3 'is recognized by the CPU 7 as a plurality of fourth image data G4 (see Sll, Fig. 4). Then, the first image data G1, the plurality of fourth image data G4, and the second image data G2 are recognized by the CPU 7 as the second basic image data GD2 (S12).
  • the number of frames between the image data Gl, G3, and G3 of the second basic image data GD2 including the first image data G1, the plurality of fourth image data G4, and the second image data G2 is represented by CP U7 To set a predetermined number of frames.
  • the total of the predetermined number of frames between the image data Gl, G2, and G3 of the second basic image data GD2 is the total number of frames corresponding to the characteristic data TD recognized by the CPU 7, based on the F force. 2Basic image data The number of frames is subtracted from the number of GD2!
  • the interval between the image data Gl, G2, and G3 set by the CPU 7 is set.
  • the number of frames is recognized by the CPU 7 as the number of section frames KF (S13).
  • the number of frames KF is set to 4 frames each. In this case, since the total number of section frames KF is 72 frames and the power S 19 of the second basic image data GD2, the total number of frames F is 91 frames.
  • the characteristic data TD force is “2”
  • Number of interval frames KF, number of interval frames KF between image data from image data G3 (4) to image data G3 (18), and interval frame number KF between image data G3 (18) and image data G2 Each force is set to 4 frames.
  • the total number of section frames KF is 68 frames and the number of second basic image data GD2 is 18, the total number of frames F is 86 frames.
  • the characteristic data TD is ⁇ 3 ''
  • the number of interval frames KF between the image data G1 and the image data G3 (1), and the interval frame between the image data G3 (1) and the image data G3 (5) Number KF
  • image data G3 (5) force Number of interval frames KF between image data up to image data G3 (18), and number of interval frames KF between image data G3 (18) and image data G2 Is set to 4 frames.
  • the total number of section frames KF is 64 frames and the number of second basic image data GD2 is 17, the total number of frames F is 81 frames.
  • the first intermediate image data MG1 corresponding to the number of section frames KF is subjected to linear interpolation calculation using the first image data G1 and the fourth image data G4 having the smallest display order J as initial image data. It is generated by executing.
  • the second intermediate image data MG2 corresponding to the number of section frames KF is used as the initial image data of the plurality of fourth image data G4 corresponding to the characteristic data TD.
  • the third intermediate image data MG3 corresponding to the number of interval frames KF has the largest display order J value! /, And linear interpolation calculation using the fourth image data G4 and the second image data G2 as the initial image data is sent to the CPU 7.
  • the first intermediate image data MG1 for the section frame number KF, the second intermediate image data MG2 for the section frame number KF, and the third intermediate image data MG3 for the section frame number KF are used as the intermediate image data MG. Recognized by CPU 7 (S 14).
  • each of the first intermediate image data MG1 uses the first image data G1 and the third image data G3 (1) as the initial image. Sequentially generated as data. Then, each second intermediate image data MG2 uses two image data between the third image data G3 (1) to the third image data G3 (18) excluding the third image data G3 (2) as initial image data. Generated sequentially. Then, the third intermediate image data MG3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data. Similarly, when the characteristic data TD is “2”, each first intermediate image data MG1 is sequentially generated using the first image data G1 and the third image data G3 (1) as initial image data.
  • Each second intermediate image data MG2 is between the third image data G3 (1) to the third image data G3 (18) excluding the third image data G3 (2) and the third image data G3 (3).
  • the two paintings Image data is sequentially generated as initial image data.
  • each third intermediate image data M G3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data.
  • the characteristic data TD is “3”
  • each of the first intermediate image data MG1 is sequentially generated using the first image data G1 and the third image data G3 (1) as initial image data.
  • each second intermediate image data MG2 also has third image data G3 (1) force except for the third image data G3 (2), the third image data G3 (3), and the third image data G3 (4).
  • the third intermediate image data MG3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data.
  • first to third intermediate image data MG1, MG2, MG3 corresponding to each characteristic data TD are generated in this way, these first to third intermediate image data MG1, MG2, MG3 are converted to intermediate image data. It is recognized by CPU7 as MG.
  • the first intermediate image data MG1, the second intermediate image data MG2, and the third intermediate image data MG3 shown in FIG. 3 show typical image data between the initial image data.
  • the quick pitching motion corresponding to the characteristic data TD is displayed on the television monitor 20.
  • An image display command is issued from the CPU 7 (S15).
  • the quick pitching operation corresponding to the characteristic data TD is displayed on the television monitor 20 using the second basic image data GD2 and the intermediate image data MG (S 16 ).
  • the second basic image data GD2 and the intermediate image data MG corresponding to the characteristic data TD are transferred to the D / A converter 17 via the interface circuit 13. Supplied.
  • the image data GD2 and MG are converted into analog video signals by the DZA converter 17. Then, the second basic image data GD2 and the intermediate image data MG are supplied to the television monitor 20 and displayed as an image.
  • the quick pitching action is an action when the pitcher character throws while performing the set position force quick motion.
  • the CPU 7 determines that the characteristic data value of the pitcher character P1 is “0”. (YES in S10), characteristic data TD of pitcher character P1 shown in Fig. 4, for example, multiple third image data G3 (G3 (1) to G3 (18)) corresponding to the numerical value ⁇ 0 '' Is recognized by the CPU 7 as a plurality of fourth image data GD4. Then, the first image data G1, the plurality of fourth image data G4, and the second image data G2 are recognized by the CPU 7 as the second basic image data GD2 (S12 ′). Then, based on the correspondence relationships in FIGS. 4, 5, 7, and 8, the CPU 7 executes the same processing as the processing from S13 to S16 described above (S13 ′, S14).
  • the non-quick pitching motion corresponding to the characteristic data TD is displayed on the television monitor 20.
  • the image display command is issued from the CPU 7 (S15 ') o
  • the non-quick pitching operation corresponding to the characteristic data TD is performed with the second basic image data GD2 and the intermediate image.
  • the data MG is displayed on the television monitor 20 (S16 '). Specifically, when an image display command is issued from the CPU 7, it is supplied to the DZA converter 17 via the second basic image data GD2 and the intermediate image data MG force interface circuit 13 corresponding to the characteristic data TD.
  • the non-quick pitching action is an action when the pitcher character throws without performing a quick motion from the set position.
  • the characteristic data TD is “3”, and a plurality of third images excluding the third image data G 3 (2), the third image data G3 (3), and the third image data G3 (4).
  • image data G3 (1) and image data G3 (5) of data G3 are used as initial image data
  • intermediate image data MG that is, second intermediate image data MG2 (MG2 (1) to MG2 (4) ) Will be explained.
  • Each of the third image data G3 (1) and the third image data G3 (5) has a plurality of part image data 75 constituting the pitcher character P3. As shown in Figure 9, multiple sites For example, head object data 75a, body object data 75b, left and right arm object data 75c and 75d, and left and right foot object data 75e and 75f correspond to the image data 75, respectively.
  • Each of the third image data G3 (l) and the third image data G3 (5) has base coordinate data S for defining the position of each part of the pitcher character P3. By disposing each part image data 75 at a position defined by the base coordinate data S, a pitching posture at each moment in a series of pitching motions of the pitcher character P3 is defined. Each part image data 75 at each moment is formed by arranging texture data in the internal area of the polygon.
  • the coordinate data S 1 of the other object of the next frame is calculated. Then, by placing the corresponding individual object data 75a, 75b, 75c, 75d, 75e, 75f at the position defined by the coordinate data S1 of each object in the next frame, the pitching posture of the next frame can be determined. Defined in image data.
  • the CPU 7 executes a calculation for adding the right foot change coordinate data (dx, dy, dz) to the right foot coordinate data SF1 of the next frame. Then, the right foot coordinate data SF2 of the next frame is calculated by the CPU7. By performing such processing on the coordinate data S1 of an object other than the right foot object, the coordinate data S2 of another object in the next frame is calculated. Then, the position of each object in the frame By disposing the corresponding object data 75a, 75b, 75c, 75d, 75e, and 75f at the position defined by the target data S2, the pitching posture of the frames is defined in the image data.
  • Data MG2 (MG2 (1) to MG2 (4)) is generated. By performing the above processing in each section, intermediate image data MG in all sections is generated.
  • the intermediate image data MG is linearly interpolated. Therefore, the calculation of the coordinate data between the base coordinate data SFs of the third image data G3 (1) and the base coordinate data SFe of the third image data G3 (5) was shown. Is not limited to the above method, and any method may be used. For example, curve interpolation using a multi-order curve function connecting the base point coordinate data SFs of the third image data G3 (l) and the base point coordinate data SFe of the third image data G3 (5) may be used.
  • the CPU 7 recognizes a multi-order curve function connecting the base coordinate data SFs of the third image data G3 (l) and the base coordinate data SFe of the third image data G3 (5), and The CPU7 is made to generate the coordinate data of the moving object. Accordingly, the quick pitching operation of the pitcher character can be displayed on the television monitor 20 more smoothly than when linear interpolation is used.
  • the power game apparatus shown as an example in the case of using a home video game apparatus as an example of a computer to which the game program can be applied is not limited to the above 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. Also
  • the game device is not limited to the above-described embodiment, and can be similarly applied to a portable computer, a portable game device, and the like.
  • the present invention includes a program for executing a game as described above and the program A computer-readable recording medium on which is recorded.
  • the recording medium 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.
  • the pitching motion of the pitcher character can be displayed on the image display unit using the second basic image data and the intermediate image data including the plurality of fourth image data corresponding to the characteristic data of the pitcher character. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit.
  • the quick pitching motion of the pitcher character is displayed as an image with a predetermined number of frames (total number of frames) corresponding to any one of the characteristic data recognized by the control unit, that is, the plurality of quick pitching form data. Can be displayed. That is, based on the character characteristic data, it is possible to display on the image display unit a predetermined number of frames of the character sending operation for sending the moving object.
  • the first image data is image data at the start of the pitcher character sending operation
  • at least one third image data on the first image data side for example, the pitcher character has its foot bent at a right angle.
  • the quick pitching motion of the pitcher character can be displayed on the image display unit. That is, based on the character characteristic data, it is possible to appropriately display on the image display unit the character sending operation for sending the moving object.
  • intermediate image data is generated by interpolation calculation using two image data defining each section as initial data. Therefore, the two image data defining each section are linked by this intermediate image data. By doing so, the quick pitching motion of the pitcher character can be displayed smoothly. That is, based on the character characteristic data, the character sending operation for sending the moving object can be smoothly displayed on the image display unit.

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