WO2007108174A1 - 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
WO2007108174A1
WO2007108174A1 PCT/JP2006/323540 JP2006323540W WO2007108174A1 WO 2007108174 A1 WO2007108174 A1 WO 2007108174A1 JP 2006323540 W JP2006323540 W JP 2006323540W WO 2007108174 A1 WO2007108174 A1 WO 2007108174A1
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WO
WIPO (PCT)
Prior art keywords
control unit
trajectory
causing
passing
recognize
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/JP2006/323540
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English (en)
French (fr)
Japanese (ja)
Inventor
Yuichi Yokoyama
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Publication of WO2007108174A1 publication Critical patent/WO2007108174A1/ja
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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating 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
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F2300/64Methods 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
    • 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
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • 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 in which a moving object is sent from a character displayed on an image display unit.
  • the present invention also relates to a game device capable of executing a game realized by the game program, and a video 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 has a plurality of input buttons.
  • the character displayed on the monitor can be operated by operating the input button!
  • Non-Patent Document 1 One of the games executed in such a game apparatus is a battle game such as a baseball game (see Non-Patent Document 1).
  • a pitcher character power ball when a pitcher character power ball is thrown, first, when a button with an X mark is pressed, the pitcher character starts a throwing action.
  • the throwing cursor moves in the direction of the left stick operation. Then, after the pitching cursor is moved to the desired position, when the button with the X mark is pressed again at a predetermined timing, the pitcher character releases the ball toward the position of the pitching cursor (desired course).
  • Non-Patent Document 1 Professional Baseball Spirits 2 Konami Corporation April 7, 2005 PlayStation 2 Version
  • the hit point moves based on the amount of movement according to the ball type released from the pitcher character. For this reason, even if the pitching form of the pitcher character was different, the way of changing the hitting point was the same. In other words, when the pitched character with a different pitching form also has a changed ball, the influence of the pitching form does not affect the change of the hitting point. For example, overthrowing pitcher characters and side throwing pitcher characters have different throwing forms, so the power of hitting points should change in reality due to the changing ball. In conventional baseball games, The way of change was the same.
  • An object of the present invention is to make it possible to reflect the change in the trajectory of the moving body, to which the character force is also transmitted, in the change in each passing position in the expected passing position area.
  • the pitcher character's ability is to allow changes in the trajectory of the pitched ball to be reflected in changes in the hitting point.
  • a game program according to claim 1 is provided for causing a computer capable of realizing a game in which a moving object is sent from a character displayed on an image display unit to realize the following functions: It is a program.
  • Character power A target passing position recognition function that allows the control unit to recognize the target passing position of the mobile object to be sent.
  • a send command recognition function that causes the control unit to recognize a send command for sending a moving object to the character.
  • a sending position recognition function that allows the control unit to recognize the sending position of the moving object when the sending command is recognized by the control unit.
  • a first trajectory recognition function that causes the control unit to calculate the first trajectory of the moving body using the sending position and the target passing position as initial conditions, and causes the control unit to recognize the first trajectory.
  • a first passing position recognition function that causes the control unit to calculate the intersection point between the first trajectory and the predicted passing region and recognizes the intersection point as the first passing position of the moving object.
  • a second trajectory recognition function that causes the control unit to calculate the second trajectory of the moving object and the control unit to recognize the second trajectory using the sending position and the first passing position as initial conditions.
  • a final passing position recognition function that causes the control unit to calculate the intersection point between the second trajectory and the expected passing region and recognize the intersection point as the final passing position of the moving object.
  • (9) A moving position recognition function that allows the control unit to recognize the moving position of the moving body on the second track between the sending position and the final passing position.
  • An expected passing position recognition function that causes the control unit to calculate the expected passing position of the moving body in the expected passing region corresponding to the sending position and the moving position, and to recognize the expected passing position in the control unit.
  • An image data allocating function that causes the control unit to execute a process of allocating image data corresponding to a notification image for notifying a passing position of a moving body to an expected passing position and a final passing position.
  • An image display function for continuously displaying the notification image on the image display unit using the image data.
  • character power is transmitted in the expected pass area recognition function.
  • the predicted passing area of the moving body is recognized by the control unit.
  • the control section recognizes the target passage position of the moving body to which the character power is transmitted.
  • the sending command recognition function the sending command for sending the moving object to the character is recognized by the control unit.
  • the sending position recognition function the sending position of the moving body is recognized by the control unit when the sending command is recognized by the control unit.
  • the first trajectory recognition function the first trajectory of the moving object is calculated by the control unit using the sending position and the target passing position as initial conditions, and the first trajectory is recognized by the control unit.
  • the intersection between the first trajectory and the predicted passing area is calculated by the control unit, and this intersection is recognized by the control unit as the first passing position of the moving body.
  • the second trajectory recognition function the second trajectory of the moving body is calculated by the control unit using the sending position and the first passing position as initial conditions, and the second trajectory is recognized by the control unit.
  • the final pass position recognition function the intersection between the second trajectory and the expected pass area is calculated by the control unit, and this cross point is recognized by the control unit as the final pass position of the moving object.
  • the moving position recognition function the moving position of the moving body on the second track is recognized by the control unit between the sending position and the final passing position.
  • the predicted passing position of the moving body in the expected passing area corresponding to the sending position and the moving position is calculated by the control unit, and this predicted passing position is recognized by the control unit.
  • the image data allocation function a process of allocating image data corresponding to a notification image for notifying a passing position of a moving object to an expected passing position and a final passing position is executed by the control unit.
  • the notification image is continuously displayed on the image display unit using the image data.
  • the release position where the pitcher character released the ball and the target passing position which is the target for throwing the ball to the pitcher character are set as initial conditions.
  • the first track is calculated by the control unit.
  • the intersection between the first trajectory of the ball and the expected passing area of the ball is calculated by the control unit, and this intersection is recognized by the control unit as the first passing position of the ball.
  • the second trajectory recognition function the second trajectory of the ball is calculated by the control unit using the release position and the first passing position as initial conditions, and the second trajectory is recognized by the control unit.
  • the control unit executes processing for allocating image data corresponding to the notification image for notifying the passing position of the ball to the expected passing position and the final passing position.
  • the notification image is continuously displayed on the image display unit using the image data.
  • the first passing position of the ball is calculated based on the first trajectory of the ball
  • the second trajectory of the ball is calculated based on the first passing position and the release position.
  • the final passing position which is the point where the second trajectory of the ball intersects the expected passing area.
  • the predicted passing position of the ball corresponding to the release position and the movement position of the ball on the second track between the release position and the final passing position is calculated.
  • the pitcher character power can also reflect the change in the trajectory of the pitched ball in the change in each passing position in the predicted passing area. That is, the change of the trajectory of the moving body sent out by the character force can be reflected in the change of each passing position in the expected passing position area.
  • a game program according to claim 2 is a program for causing the computer to further realize the following functions in the game program according to claim 1.
  • a first movement position recognition function that causes the control unit to recognize the first movement position of the moving body on the first track between the transmission position and the first passage position.
  • the first movement position of the moving body on the first track between the sending position and the first passage position is recognized by the control unit.
  • the control unit calculates the first predicted passing position of the moving body in the predicted passing region corresponding to the sending position and the first moving position, and the first predicted passing position is determined by the control unit. Recognized.
  • the control unit calculates the position change amount between the adjacent first predicted pass positions and between the first expected pass position and the first pass position, and this position change amount is controlled. Recognized by the department.
  • the second trajectory recognition function the control unit calculates the second trajectory of the moving body that changes with the position change amount, with the sending position of the moving body and the first passing position as initial conditions, and the second trajectory is controlled. Recognized by the department.
  • the control unit recognizes the first movement position of the ball on the first trajectory between the ball release position and the first passage position. Then, the first predicted passing position of the ball in the expected passing area corresponding to the release position and the first moving position is calculated by the control unit, and the first predicted passing position is recognized by the control unit. Then, a position change amount between the adjacent first predicted pass positions and between the first expected pass position and the first pass position is calculated by the control unit, and this position change amount is recognized by the control unit. Then, using the release position and the first passage position as initial conditions, the second trajectory of the ball that changes with the position change amount is calculated by the control unit, and the second trajectory is recognized by the control unit.
  • the pitcher character force can be used to change the trajectory of the pitched ball in the expected passing position. It can be reflected in change. In other words, changes in the trajectory of the moving object to which the character power is also sent can be reflected in changes in each passing position in the predicted passing position area.
  • a game program according to claim 3 is a program for causing a computer to further realize the following functions in the game program according to claim 2.
  • a position change amount changing function for causing the control unit to execute a process of changing the position change amount at a predetermined rate.
  • a changed passage position recognition function for causing the control unit to perform calculation for correcting the first passage position based on the changed position change amount, and for causing the control unit to recognize the corrected first passage position.
  • the control unit executes a process of changing the position change amount in the expected passage area at a predetermined rate.
  • the changed passage position recognition function calculation for correcting the first passage position is executed by the control unit based on the changed position change amount, and the corrected first passage position is recognized by the control unit.
  • the second trajectory recognition function the initial position of the moving body and the corrected first passing position are used as initial conditions for the moving body that changes with the position change amount before or after the change. Two trajectories are calculated by the control unit, and the second trajectory is recognized by the control unit.
  • the position change amount in the predicted pass region is changed at a predetermined rate, and the predicted pass position and final pass of the ball in the predicted pass region are based on the second trajectory of the ball that changes in the position change amount.
  • the position it is possible to reflect the change in the trajectory of the pitched character to the change in the expected passing position, and the expected passing position and the final passing position of the ball are within a predetermined range. It can be changed as follows. In other words, changes in the trajectory of the moving body to which the character power is also sent can be reflected in changes in each passing position in the expected passing position area, and each passing position can be changed to be within a predetermined range. .
  • a game program according to claim 4 is a program for causing the computer to further realize the following functions in the game program according to claim 2 or 3.
  • the control unit recognizes the first movement amount corresponding to the rotation mode of the moving body and the second movement amount corresponding to the gravity acting on the moving body, based on the movement amount recognition function. It is. Then, in the first trajectory recognition function, the control unit executes calculation to correct the initial trajectory passing through the sending position and the target passing position of the moving body based on the first moving amount and the second moving amount, thereby causing the moving body to move.
  • the first trajectory is calculated by the control unit, and the first trajectory is recognized by the control unit.
  • the control unit recognizes the rotation mode of the ball, for example, the first movement amount corresponding to the ball type and the second movement amount corresponding to the gravity acting on the ball. The Then, by causing the control unit to execute a calculation for correcting the initial trajectory passing through the ball release position and the target passing position based on the first movement amount and the second movement amount, the first trajectory of the ball is controlled by the control unit. The first trajectory is calculated and recognized by the control unit.
  • the rotation state is corrected by correcting the initial trajectory passing through the ball release position and the target passage position based on the first movement amount corresponding to the ball type and the second movement amount corresponding to the gravity. And the first trajectory of the ball taking into account the effects of gravity.
  • the amount of change in position which is the amount of change in the first trajectory, in the second trajectory of the ball
  • the change in the trajectory of the pitched pitcher character can be reflected in the change in the expected passing position. That is, the change in the trajectory of the moving body to which the character power is also sent can be reflected in the change in each passing position in the expected passing position area.
  • a game program according to claim 5 is the game program according to any one of claims 2 to 4, wherein the calculation is performed to project the sending position on the first trajectory and the first movement position onto the expected passage area. Is executed by the control unit, the first predicted passing position of the moving body is calculated by the control unit, and the first predicted passing position is recognized by the control unit. This function is realized by the first expected pass position recognition function!
  • control unit executes a calculation for projecting the release position on the first trajectory and the first movement position onto the expected passage area, so that the first ball
  • the expected passing position is calculated by the control unit, and this first expected passing position The position is recognized by the control unit.
  • the first predicted passing position of the ball is calculated by projecting the sending position on the first trajectory and the first moving position onto the predicted passing area.
  • the position change amount corresponding to the change amount of the first trajectory can be reflected in the second trajectory of the ball based on the first expected passing position of the ball, and the pitcher character power is also changed in the trajectory of the pitched ball.
  • the change in the trajectory of the moving body to which the character power is also sent can be reflected in the change in each passing position in the predicted passing position area.
  • the game program according to claim 6 is based on the game program according to any one of claims 1 to 5, and the sending position and the moving position on the second trajectory are based on the final passing position of the moving body. Is calculated by the control unit so that the predicted passing position of the moving body is calculated by the control unit, and the predicted passing position is recognized by the control unit. This function is realized by the expected passing position recognition function.
  • the control unit is caused to execute a calculation for projecting the sending position and the moving position on the second trajectory onto the expected passing area from the final passing position of the ball as a base point.
  • the predicted passing position of the ball is calculated by the control unit, and this predicted passing position is recognized by the control unit.
  • the predicted passing position of the ball is calculated by the control unit by projecting the sending position and the moving position on the second trajectory onto the predicted passing area with the final passing position of the ball as a base point.
  • the amount of change in position corresponding to the amount of change in the first trajectory can be reflected in the expected passing position of the ball via the second trajectory of the ball, and the expected passing position of the ball finally becomes the final passing position. Can be positioned.
  • a game device is a game device capable of executing a game in which a moving object is sent from a character displayed on an image display unit.
  • the game apparatus includes an expected passing area recognition unit that causes the control unit to recognize an expected passing area of the moving body that is sent from the character, and a target passing position recognition that causes the control unit to recognize the target passing position of the moving body that is sent out by the character force.
  • First position trajectory for causing the control unit to recognize the position of the moving object, and first trajectory for causing the control unit to recognize the first trajectory of the moving body by using the transmission position and the target passing position as initial conditions.
  • a first pass position recognizing means for causing the control unit to calculate an intersection point between the recognition means, the first trajectory and the predicted passing region, and causing the control unit to recognize the intersection point as the first passing position of the moving body;
  • the second trajectory recognition means for causing the control unit to calculate the second trajectory of the moving body with the passing position as an initial condition and for the control unit to recognize the second trajectory, and the intersection of the second trajectory and the predicted passing region to the control unit.
  • Move position recognition means send position and move position
  • Image data allocating means for causing the control section to execute processing for allocating image data to the expected passage position and the final passage position; image display means for continuously displaying the notification image on the image display section using the image data; With! Speak.
  • the game control method is a game control method capable of controlling, by a computer, a game in which a moving object is sent from a character displayed on an image display unit.
  • an expected passage region recognition step for causing the control unit to recognize an expected passage region of the moving body to which the character force is transmitted, and a control unit to recognize the target passage position of the moving body to which the character force is transmitted.
  • Target passing position recognition step sending command recognition step for causing the control unit to recognize a sending command for sending the moving object to the character, and controlling the sending position of the moving object when the sending command is recognized by the control unit
  • a transmission position recognition step to be recognized by the control unit a first trajectory recognition step for causing the control unit to calculate the first trajectory of the moving body using the transmission position and the target passing position as initial conditions, and to allow the control unit to recognize the first trajectory;
  • a first passing position recognition step for causing the control unit to calculate the intersection point between the first trajectory and the predicted passing region, and for the control unit to recognize the intersection point as the first passing position of the moving body, and the sending position and the first passing point.
  • the control unit uses the second trajectory recognition step for causing the control unit to recognize the second trajectory and the intersection of the second trajectory and the predicted passing area.
  • Final pass position recognition step that allows the control unit to recognize the intersection as the final pass position of the moving object.
  • a movement position recognition step that causes the control unit to recognize the movement position of the moving body on the second trajectory between the delivery position and the final passage position, and movement in the expected passage area corresponding to the delivery position and the movement position.
  • An expected passage position recognition step for causing the control section to calculate the predicted passage position of the body and causing the control section to recognize the predicted passage position; and image data corresponding to a notification image for notifying the passage position of the mobile body
  • an image data allocating step for causing the control unit to execute a process for allocating the final passing position, and an image displaying step for continuously displaying the notification image on the image display unit using the image data! / Speak.
  • 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 executed in the video game apparatus.
  • FIG. 3 is a diagram for explaining each character.
  • FIG. 5 is a diagram showing a relationship between a ball release position and a ball target passage position.
  • FIG. 6 Diagram for explaining the calculation method of the first initial trajectory (part 1).
  • FIG. 7 is a diagram for explaining a method for calculating the first initial trajectory (part 2).
  • FIG. 8 Diagram for explaining the calculation method of the first trajectory (part 1).
  • FIG. 9 Diagram for explaining the calculation method of the first trajectory (part 2).
  • FIG. 10 is a diagram for explaining a method of calculating the first predicted passing position of the ball.
  • FIG. 11 is a diagram for explaining a method of calculating the second initial trajectory.
  • FIG. 12 is a diagram for explaining a method of calculating the second trajectory.
  • FIG. 13 is a diagram for explaining a method of calculating a final passing position.
  • FIG. 14 is a diagram showing a movement state of a ball in an expected passage area.
  • FIG. 15 is a flowchart for explaining a pitching cursor moving 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.
  • 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, 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 and a signal A processing processor 8 and an image processing processor 9 are included.
  • 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 and various data used in the program data.
  • 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 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 as well as 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).
  • 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 spit 13 and the DZA converter 15 is connected to the amplifying circuit 14. Is connected, and the 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.
  • ⁇ 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 17 L2, R1 button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR are provided.
  • the cross button 17B including the up direction key 17U, the down direction key 17D, the left direction key 17L, and the right direction key 17R is, for example, a command for moving a character or cursor up, down, left, or right on the screen of the television monitor 20. Used to give CPU7.
  • the start button 17e is used when instructing the CPU 7 to load the game program from the recording medium 10.
  • the select button 17f is used when the CPU 7 is instructed 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, R1 button 17R1 and R2 button 17R2 are loaded with the game program Various functions are allocated depending on the situation.
  • buttons and keys 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 are neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
  • image data based on a command from the CPU 7, first, the position calculation of the character in the three-dimensional space of the signal processor 8 and 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 is based on a command from the CPU 7! / ⁇ Audio data generation and processing.
  • processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the audio data.
  • 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 can execute a game in which the character power moving body displayed on the image display unit 3 is sent out. Specifically, the game machine 1 can execute a game in which a ball is thrown with the pitcher character power displayed on the television monitor 20.
  • FIG. 2 is a functional block diagram for explaining the means that play a major role in the present invention.
  • the predicted passing area recognition means 50 has a function of causing the CPU 7 to recognize the expected passing area of the ball to be pitched with the pitcher character power.
  • the control unit recognizes coordinate data indicating the coordinates in the expected passage area of the pitched character's pitched ball. Coordinate data in the predicted passage area is supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the coordinate data in the predicted passage area stored in the RAM 12 is recognized by the CPU 7.
  • the expected pass area of the ball consists of a rectangular strike zone and a ball zone surrounding the strike zone. When the coordinate data in the expected pass area stored in the RAM 12 is recognized by the CPU 7, the strike zone The coordinate data in and the coordinate data in the ball zone are recognized by CPU7.
  • the directional force from the home base toward the second base is the ordinate direction
  • the X axis and the Y axis are defined to be orthogonal to the Z axis.
  • the X axis is horizontal and the Y axis is vertical.
  • the ball type selection means 51 has a function of causing the CPU 7 to recognize the ball type stored in the storage unit 2.
  • any one key of the cross button 17B including the up key 17U, the down key 17D, the left key 17L, and the right key 17R of the controller 17 is operated.
  • the input signal corresponding to the operated key is issued from the controller 17 to the CPU 7, and this input signal force SCPU7 recognizes it.
  • the ball type corresponding to the input signal that is, the ball type force SCPU 7 assigned to the operated key is recognized. Note that the ball type is supplied from the recording medium 10 to the RAMI 2 and stored in the RAM 12 when the game program is loaded.
  • the pitching start command recognizing means 52 has a function of causing the CPU 7 to recognize a pitching start command for causing the pitcher character to start a pitching motion.
  • the CPU 7 recognizes a pitching start command for causing the pitcher character to start a pitching motion.
  • a pitching start signal is issued from the controller 17 to start the pitching action of the pitcher character, and the pitching start command corresponding to this pitching start signal is recognized by the CPU 7. Is done.
  • this pitching start command is issued from the CPU 7, the pitcher character displayed on the television monitor 20 starts the pitching motion, and the state in which the pitcher character performs the pitching motion is displayed on the television monitor 20 using the image data.
  • the target passage position recognition means 53 has a function of causing the CPU 7 to recognize the target passage position of the ball thrown from the pitcher character.
  • the target passage position of the ball to be pitched is recognized by the CPU 7.
  • a pitching cursor for notifying the target position of the ball to be pitched is also displayed on the television monitor 20.
  • the display command is issued from the CPU 7, and the image data for the throwing cursor is displayed at a predetermined position of the television monitor 20, for example, at the center of the expected passage area.
  • the coordinates indicating the position of the pitching cursor are recognized by the CPU 7 as the target passing position of the ball in the initial state.
  • the tilt direction and the tilt amount of the left stick 17SL are recognized by the CPU 7, and the coordinates of the target passing position of the ball in the initial state are tilted in the tilt direction of the left stick 17SL.
  • the CPU 7 executes a calculation to move the amount.
  • the target passage position of the ball moves, and the coordinates of the target passage position of the ball after movement are recognized by the CPU 7.
  • the target passage of the ball is moving, the target passage of the ball A throwing cursor is displayed at the coordinate position.
  • the image data for the throwing cursor and the coordinates of the target passing position of the ball in the initial state are supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the image data and coordinates are stored in the RAM 12. Yes.
  • the release command recognition means 54 has a function of causing the CPU 7 to recognize a release command for causing the pitcher character to release the ball.
  • the CPU 7 recognizes a release command for causing the pitcher character to release the ball. For example, when the down key 17D of the controller 17 is operated, a release signal for causing the pitcher character to release the ball is issued from the controller 17, and the release instruction corresponding to this release signal is recognized by the CPU 7. Then, the release instruction is issued from the CPU 7, the ball is released also by the pitcher character character displayed on the television monitor 20, and the image data of the released ball is displayed on the television monitor 20.
  • the release position recognition means 55 has a function of causing the CPU 7 to recognize the release position of the ball when the release command is recognized by the CPU 7.
  • the CPU 7 recognizes the release position of the ball when the release command is recognized by the CPU 7. For example, when the release command is recognized by the CPU 7, the CPU 7 recognizes the coordinates indicating the release position of the released ball of the pitcher character.
  • the movement amount recognition means 56 has a function of causing the CPU 7 to recognize the first movement amount corresponding to the ball type and the second movement amount corresponding to the gravity acting on the ball.
  • the CPU 7 recognizes the first movement amount corresponding to the ball type and the second movement amount corresponding to the gravity acting on the ball.
  • the first movement amount is calculated by causing the CPU 7 to execute a process of multiplying predetermined first speed data corresponding to the ball type by time per unit frame.
  • the first speed data is supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and the first speed data stored in the RAM 12 is recognized by the CPU 7.
  • the second movement amount is calculated by causing the CPU 7 to execute a process of multiplying the predetermined second speed data corresponding to the gravity acting on the ball by the time per unit frame. This second speed data is recorded on the recording medium 10 when the game program is loaded.
  • the second speed data supplied to the RAM 12 and stored in the RAM 12 is recognized by the CPU 7.
  • the first trajectory recognizing means 57 has a function of causing the CPU 7 to calculate the first trajectory of the ball using the release position and the target passing position as initial conditions, and causing the CPU 7 to recognize the first trajectory. Specifically, the first trajectory recognition means 57 causes the CPU 7 to execute a calculation for correcting the initial trajectory passing through the release position and the target passage position based on the first movement amount and the second movement amount, thereby causing the ball to move. It has a function that allows CPU7 to calculate the first trajectory and recognizes this first trajectory.
  • the first trajectory of the ball is determined by the CPU 7.
  • the first orbit is calculated and recognized by the CPU 7.
  • the CPU 7 executes a calculation for correcting the initial trajectory passing through the coordinates of the release position and the coordinates of the target passing position based on the first movement amount and the second movement amount. More specifically, the CPU 7 executes a process of adding the first movement amount and the second movement amount to the coordinates on the initial trajectory. Then, the trajectory passing through the coordinates obtained by this processing is recognized by the CPU 7 as the first trajectory.
  • the first passing position recognizing means 58 has a function of causing the CPU 7 to calculate the intersection point between the first trajectory and the predicted passing region and causing the CPU 7 to recognize the intersection point as the first passing position of the ball.
  • the intersection point between the first trajectory and the expected passage area is calculated by the CPU 7, and this intersection point is recognized by the CPU 7 as the first passage position of the ball.
  • the CPU 7 calculates the coordinates at the intersection of the first trajectory and the predicted passing area, and the CPU 7 recognizes the coordinates of the intersection as the coordinates of the first passing position of the ball.
  • the first movement position recognition means 59 has a function of causing the CPU 7 to recognize the first movement position of the ball on the first track between the release position and the first passage position.
  • the CPU 7 recognizes the first movement position of the ball on the first track between the release position and the first passage position. For example, the CPU 7 recognizes the coordinates of the first movement position of the ball defined by the first trajectory between the coordinates of the release position and the coordinates of the first passage position.
  • the first predicted passing position recognizing means 60 causes the CPU 7 to calculate the first predicted passing position of the ball in the predicted passing area corresponding to the release position and the first moving position, and causes the CPU 7 to set the first predicted passing position. It has a function to recognize. Specifically, the first predicted passing position recognition means 60 determines the first predicted passing position of the ball by causing the CPU 7 to execute a calculation for projecting the release position on the first trajectory and the first moving position onto the predicted passing area. It has a function that allows the CPU 7 to calculate and recognize the first predicted passing position.
  • the CPU 7 calculates the first predicted passing position of the ball by causing the CPU 7 to execute a calculation for projecting the release position on the first trajectory and the first moving position onto the predicted passing area.
  • 1 CPU7 recognizes the expected passing position. For example, the CPU 7 executes a calculation for projecting the coordinates of the release position and the coordinates of the first movement position onto the expected passage area. Then, the CPU 7 calculates the X and Y coordinates of the release position and the X and Y coordinates of the first movement position in the expected passage area, that is, the predetermined Z coordinate position.
  • the coordinates (X, Y, Z (Z coordinate where the expected passing area is defined)) are recognized by the CPU 7 as the coordinates of the first expected passing position of the ball.
  • the position change amount recognizing means 61 causes the CPU 7 to calculate the position change amount between the adjacent first predicted pass positions and between the first expected pass position and the first pass position. It has a function to make PU7 recognize.
  • the position change amount force CPU7 between the adjacent first expected pass positions and between the first expected pass position and the first pass position is calculated and recognized by the position change force CPU7. .
  • the CPU 7 executes a process of subtracting the other coordinate of the adjacent first predicted pass position from the one coordinate of the adjacent first predicted pass position, the first adjacent pass position adjacent to the first predicted pass position 1
  • the amount of change between the expected passing position and the other is calculated.
  • the CPU 7 executes the coordinates of the first predicted passing position adjacent to the first passing position from the coordinates of the first passing position
  • the first passing position is adjacent to the first passing position and the first passing position.
  • the amount of change from the expected passing position is calculated. It is recognized by CPU 7 as the amount of change force position change calculated in this way.
  • the position change amount changing means 62 has a function of causing the CPU 7 to execute a process of changing the position change amount at a predetermined rate! / Speak.
  • the CPU 7 executes a process of changing the position change amount at a predetermined rate.
  • the position change amount is changed at a predetermined ratio by causing the CPU 7 to execute a process of multiplying the position change amount calculated as described above by a predetermined coefficient, for example, a coefficient of 1 or less.
  • the changed passage position recognizing means 63 has a function of causing the control unit to execute a calculation for correcting the first passage position based on the changed position change amount, and causing the control unit to recognize the corrected first passage position. I have.
  • calculation for correcting the first passing position is executed by the control unit based on the changed position change amount, and the corrected first passing position is recognized by the control unit.
  • the CPU 7 performs a calculation to sequentially subtract the position change amount changed to the predetermined first predicted passing position at the first predicted passing position on the release position side. Let it run.
  • the position change amount changed to the predetermined first predicted passing position is sequentially added at the first predicted passing position on the side away from the release position force.
  • CPU7 execute the calculation.
  • the coordinates obtained by this process are recognized by the control unit as the corrected first predicted passing position and the corrected first passing position. In other words, the coordinates obtained by this process are re-recognized by the control unit as the first predicted passing position and the first passing position.
  • the second trajectory recognition means 64 has a function of causing the CPU 7 to calculate the second trajectory of the ball using the release position and the first passing position as initial conditions, and causing the CPU 7 to recognize the second trajectory. Specifically, the second trajectory recognizing means 64 causes the CPU 7 to calculate the second trajectory of the ball that changes with the above-described position change amount using the release position and the first passing position as initial conditions. It has a function to recognize.
  • the second trajectory of the ball that changes in the position change amount is calculated by the CPU 7, and the second trajectory is recognized by the CPU 7. .
  • the CPU 7 executes a calculation for correcting the initial trajectory passing through the coordinates of the release position and the coordinates of the first passage position based on the above-described position change amount. More specifically, the CPU 7 executes a process of adding / subtracting the position change amount to / from the coordinates on the initial trajectory. The trajectory passing through the coordinates obtained by this process is recognized by CPU 7 as the second trajectory. It is.
  • the final passage position recognition means 65 has a function of causing the CPU 7 to calculate the intersection point between the second trajectory and the predicted passage region and causing the CPU 7 to recognize the intersection point as the final passage position of the ball.
  • the intersection of the second trajectory and the predicted passing area is calculated by the CPU 7, and this intersection is recognized by the CPU 7 as the final passing position of the ball.
  • the CPU 7 calculates the coordinates that are the intersection of the second trajectory and the predicted passing area, and the CPU 7 recognizes the coordinates of this intersection as the final passing position of the ball.
  • the movement position recognition means 66 has a function of causing the CPU 7 to recognize the movement position of the ball on the second track between the release position and the final passage position.
  • the movement position of the ball on the second track between the release position and the final passing position is recognized by the CPU 7.
  • the CPU 7 recognizes the coordinates of the movement position of the ball defined by the second trajectory between the coordinates of the release position and the coordinates of the final passing position.
  • the predicted passing position recognition means 67 has a function of causing the CPU 7 to calculate the predicted passing position of the ball in the predicted passing area corresponding to the release position and the moving position, and to allow the CPU 7 to recognize the predicted passing position. Specifically, the predicted passing position recognition unit 67 causes the CPU 7 to execute a calculation for projecting the release position and the moving position on the second trajectory onto the predicted passing area with the final passing position as a base point, thereby predicting the predicted passing position of the ball.
  • the CPU 7 is provided with a function for causing the CPU 7 to recognize the predicted passing position.
  • the CPU 7 calculates the predicted passing position of the ball by causing the CPU 7 to execute a calculation for projecting the release position and the moving position on the second trajectory onto the predicted passing area with the final passing position as a base point.
  • This expected passing position is recognized by CPU7.
  • the coordinates of the release position and the coordinates of the movement position are projected to the expected passage area so that the projection point of the release position coordinates becomes the target passage position coordinates in the expected passage area, using the coordinates of the final passage position as the base point.
  • the calculation to be executed by CPU7 As a result, the predicted passing position corresponding to the release position and the moving position on the second trajectory in the predicted passing area is calculated by the CPU 7, and the predicted passing position is recognized by the CPU 7.
  • the expected passing position corresponding to the release position matches the target passing position, and the expected passing position corresponding to the moving position.
  • the excessive position is located between the target passing position and the final passing position.
  • the image data allocating means 68 has a function of causing the CPU 7 to execute a process of allocating image data corresponding to the notification image for notifying the passing position of the ball to the expected passing position and the final passing position! / Speak.
  • This means is executed by the processing power SCPU 7 that assigns image data corresponding to the notification image for notifying the passing position of the ball to the expected passing position and the final passing position. For example, when the CPU 7 recognizes the coordinates of the predicted passing position and the coordinates of the final passing position, the image data corresponding to the notification image is converted into the release position based on the coordinates of the predicted passing position and the coordinates of the final passing position. The CPU 7 sequentially assigns the corresponding expected passing position, the expected passing position corresponding to the moving position, and the final passing position.
  • the image data corresponding to the notification image is supplied from the recording medium 10 to the RAM 12 when the game program is loaded, and this image data is stored in the RAM 12.
  • the image display means 69 has a function of continuously displaying the notification image on the television monitor 20 using image data.
  • the notification image is continuously displayed on the television monitor 20 using the image data.
  • the image data corresponding to the notification image is assigned to the expected passing position corresponding to the release position, the expected passing position corresponding to the moving position, and the final passing position
  • the notification image is displayed on the television monitor 20.
  • Display instruction is issued from CPU7.
  • the image data for the notification image is continuously displayed on the television monitor 20 in the order of the expected passing position corresponding to the release position, the expected passing position corresponding to the moving position, and the final passing position.
  • the pitcher character 90 may be instructed to give a pitching command to the AI program (Artificial Intelligence program) force. Is done in the same way.
  • AI program Artificial Intelligence program
  • the internal coordinate data of the expected passage area 80 which is composed of the rectangular strike zone 80a and the ball zone 80b surrounding the strike zone 80a, is read from the recording medium 10. It is supplied to the RAM 12 and stored. At this time, the coordinate data in the predicted passage area 80 is recognized by the CPU 7 (Sl).
  • the pitcher character 90 can be instructed to issue a pitching command, a rectangular frame indicating the strike zone 80a based on the coordinate data of the strike zone 80a in the expected passage area 80 as shown in FIG. An image is displayed on the television monitor 20 using the image data. Further, the image data corresponding to the pitcher character 90 and the image data corresponding to the batter character 91 are displayed at predetermined positions on the television monitor 20 (S2).
  • a display command for displaying a throwing cursor TC for notifying the target position of the ball thrown from the pitcher character 90 is issued from the CPU 7 and the image data for the throwing cursor TC is displayed on the television. It is displayed at a predetermined position of the monitor 20, for example, at the center of the strike zone (S3).
  • the coordinates indicating the position of the pitching cursor TC are defined in advance in the game program, and are recognized by the CPU 7 as the coordinates of the target passing position Mo of the ball in the initial state.
  • the coordinates of the target passing position Mo of the ball are defined at the center of the throwing cursor TC.
  • a curve is selected as the ball type.
  • predetermined first speed data dvl corresponding to the ball type is recognized by the CPU 7.
  • predetermined second speed data dv2 corresponding to the gravity acting on the ball is recognized by the CPU 7 (S5).
  • ball types straight, shout, fork, curve, etc. are available.
  • the correspondence between the input signal corresponding to the operated key, that is, the operated key, and the ball type is defined in advance in the game program.
  • a pitching start signal for starting a pitching motion to the pitcher character 90 is issued from the controller 17, and a pitching start corresponding to the pitching start signal is started.
  • Instruction is recognized by CPU7.
  • this pitching start instruction is issued from the CPU 7, and the state in which the pitcher character 90 displayed on the television monitor 20 performs the pitching motion is displayed on the television monitor 20 using the image data (S6).
  • the left stick 17SL of the controller 17 is operated, the tilt direction and the amount of tilt of the left stick 17SL are recognized by the SCPU7, and the coordinates of the initial position of the ball target passing position Mo are set to the tilt direction of the left stick 17SL.
  • the CPU7 issues a command to move to the amount of tilt. Then, a state in which the pitching cursor TC moves by the tilt amount in the tilt direction of the left stick 17SL is displayed on the television monitor 20 (S7). Then, the position coordinate of the pitching cursor TC after the movement, that is, the coordinate of the target passing position Mo of the ball is recognized by the CPU 7 (S8). For example, as shown in FIG. 4, when the left stick 17SL of the controller 17 is tilted obliquely downward to the right, the throwing cursor TC moves from the center of the strike zone toward the lower outer angle.
  • the initial velocity data Vo of the ball released from the pitcher character 90 and the deceleration rate data ⁇ of the ball released from the pitcher character 90 are recognized by the CPU 7 (Sl l).
  • the CPU 7 assigns predetermined numerical values to the initial speed data Vo and the deceleration rate data ⁇ .
  • the initial speed data Vo and the deceleration rate data ⁇ are supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12 when the game program is loaded.
  • the distance from the ball release position Bo to the ball target passage position Mo is calculated by CPU7.
  • the numerical value of the distance L1 is assigned to the distance data by the CPU 7 and recognized by the CPU 7.
  • the CPU 7 by causing the CPU 7 to execute the process of dividing the distance L1 by the number of frames until the released ball reaches the expected passing area 80, for example 60 frames (L / 60), the distance dLl per unit frame is determined by the CPU 7. Calculated and recognized by CPU 7 (S12).
  • the ball moving time until the released ball reaches the expected passing area 80 is lsec.
  • the numerical value of this ball moving time is assigned to the ball moving time data by the CPU 7, and this ball moving time data is stored in the RAM 12.
  • the CPU 7 executes a process of dividing the distance d L1 per unit frame by the initial speed Vo multiplied by the square of the deceleration rate ⁇ ( ⁇ X ⁇ XVo), the time T corresponding to the second frame T Time data indicating (2) is calculated.
  • the CPU 7 executes a process of dividing the distance dLl per unit frame by the initial speed Vo multiplied by the square of the deceleration rate ⁇ ( ⁇ X ⁇ XVo)
  • the time T corresponding to the second frame T Time data indicating (2) is calculated.
  • the time corresponding to each frame up to the 59th frame is also dT (n) is calculated.
  • the time dT (n) corresponding to each frame is recognized by the CPU 7 (S13).
  • the parameter n shown here A numerical value from “1” to “59” is assigned to.
  • the first movement amount dXil (n) is obtained by causing the CPU 7 to execute a process of multiplying each speed component of predetermined first speed data dvl (n) corresponding to the ball type by time dT (n).
  • the first movement amount dXil (n) is calculated.
  • the second movement amount dXi2 (n) is Calculated.
  • straight, shoot, curved, and fork are prepared as ball types, and predetermined first speed data dvl (dvxl, dvyl, 0) corresponding to each type of ball type is provided. And predetermined second speed data dv2 (0, dvy2, 0) force stored in SRAM12.
  • first speed data dvl dvxl, dvyl, 0
  • second speed data dv2 (0, dvy2, 0) force stored in SRAM12.
  • the X component (dvxl) and Y component (dvyl) of the first speed data are recognized by the CPU 7 as zero, and the Y component (dvy2) of the second speed data has a value. Yes.
  • the X component (dvxl) of the first speed data is recognized by the CPU 7 as zero, and the Y component (dvyl) of the first speed data and the Y component (dvy2) of the second speed data Has a value.
  • the Y component (dvyl) of the first speed data is recognized by the CPU 7 as zero, and the Y component (dvyl) of the first speed data and the Y component (dvy2) of the second speed data are values. have.
  • the first speed data and the second speed data have values.
  • the CPU 7 By causing the CPU 7 to execute a process of multiplying the predetermined first speed data dvl (n) and the predetermined second speed data dv2 (n) by the time dT (n), the first corresponding to each frame is executed.
  • the first movement amount dXil (n) indicating the rotation state of the ball and the second movement amount dXi2 (n) indicating the influence of gravity acting on the ball are calculated by the CPU 7 and recognized by the CPU 7.
  • the finger is moved by the coordinates of this release position Bo and the left stick 17SL.
  • the first initial trajectory Kol passing through the indicated target passing position Mo is calculated by CPU7.
  • the trajectory connecting the coordinates of the release position Bo and the coordinates of the target passing position Mo with a straight line is recognized by the CPU 7 as the first initial trajectory Kol.
  • the first initial trajectory Kol is calculated based on the initial velocity data Vo of the ball, the deceleration rate data ⁇ of the ball, and the time data dT (n).
  • the CPU 7 executes a calculation to multiply the initial velocity Vo of the ball in the direction toward the target passing position Mo from the release position Bo by the time dT (l), so that the first differential movement amount from the release position Bo dXsl (1) is calculated.
  • the unit frame time adjacent to the release position Bo elapses by causing the CPU 7 to perform a calculation to add the x'y'z 'direction component of this first differential movement amount dXsl (l) to the coordinates of the release position Bo.
  • the coordinates of the subsequent first ball position B (l) are calculated.
  • the coordinates of the second ball position B (2) after elapse of time data dT per unit frame are calculated.
  • the coordinates of the ball position B (n) after the second ball position are calculated by the CPU 7.
  • the CPU 7 recognizes the coordinates of each ball position B (n) calculated in this way.
  • the first initial trajectory Kol composed of each ball position B (n) is recognized by the CPU 7 (S15).
  • the speed and coordinates are displayed in a local coordinate system with each ball position on the first initial trajectory Kol as the origin.
  • the components of the first movement amount dXil (n) per unit frame and the second component per unit frame are added to the coordinates of each ball position B (n) on the first initial trajectory Kol.
  • This is executed by the processing power CPU 7 that adds each component of the movement amount dXi2 (n).
  • the coordinates (Xbl (n), Ybl (n), Zbl () of each ball position Bl (n) constituting the first trajectory K11 taking into account the rotation state of the ball and the influence of gravity acting on the ball are considered.
  • n)) is calculated.
  • the coordinates of each ball position Bl (n) are recognized by the CPU 7, and as shown in FIG.
  • the first orbit Kl l of the ball connecting the ball position Bl (n) is recognized by the CPU 7 (S16). Then, the CPU 7 calculates the coordinates of the intersection of the first trajectory Kl l and the predicted passing region 80, and the coordinates of this intersection are recognized by the CPU 7 as the coordinates (Xtl, Ytl, Ztl) of the first passing position Tol ( S17). For example, by causing the CPU 7 to calculate the coordinates of the ball position of the first trajectory K11 that matches the coordinates of the expected passing area 80, the coordinates that are the intersection of the first trajectory K11 and the expected passing area 80 are calculated.
  • the coordinates are recognized by the CPU 7 as the coordinates (Xtl, Ytl, Ztl) of the first passing position Tol.
  • the coordinates, that is, the coordinates of the first movement position Bl (n) are recognized by the CPU 7 (S18).
  • coordinates are displayed in a local coordinate system with each ball position on the first initial trajectory Kol as the origin.
  • the CPU 7 executes a calculation for projecting the coordinates of the release position Bo and the coordinates of the first movement position Bl (n) onto the expected passage area 80.
  • the CPU 7 executes a calculation that corrects the Z coordinate of the release position Bo and the Z coordinate of the first movement position Bl (n) to the Z coordinate (Zbl) where the expected pass region 80 is located.
  • the XY coordinates of the release position Bo and the XY coordinates of the first movement position Bl (n) are projected onto the expected passing area 80. That is, the coordinates of the release position Bo and the coordinates of the first movement position Bl (n) are projected to the expected passage area 80 at the same magnification.
  • the X and Y coordinates corresponding to the release position Bo and the X coordinate and the first moving position Bl (n) corresponding to the release position Bo in the predicted passing region 80 that is, the position of the predetermined Z coordinate (Zbl).
  • the Y coordinate is calculated by the CPU 7, and these coordinates (Xbl (n), Ybl (n), Zbl) force are recognized by the CPU 7 as the coordinates of the first expected passing position YB1 (n) of the ball (S19).
  • the projection coordinates corresponding to the release position Bo are (Xbl (0), Ybl (0), Z bl).
  • the coordinate (Xbl (n + 1), Ybl (n + 1), Zbl) force of the first predicted passing position YB1 (n + 1) of one of the adjacent first predicted passing positions The CPU 1 executes the process of subtracting the coordinates (Xbl (n), Ybl (n), Zbl) of the other first predicted passing position YB1 (n) of the passing positions, so that the adjacent first expected passing position
  • the amount of change dYBl (dxjl (n), dyj2 (n), 0) between one of the positions and the other of the adjacent first expected passing positions is calculated .
  • the CPU 7 By causing the CPU 7 to execute the process of subtracting (Zbl), the amount of change dYBl between the first passing position To 1 and the first predicted passing position YB1 (59) adjacent to the first passing position To 1 is calculated. .
  • the change amount dYBl calculated in this way that is, the position change amount dYBl (dxjl (n), dyj2 (n), 0) is recognized by the CPU7.
  • the process of changing the position change amount dYBl at a predetermined rate has the following meaning.
  • the first passage position To 1 from the release position Bo using the coordinates of the first passage position Tol as the base point.
  • the first expected passing position YB 1 corresponding to each of the positions up to can be moved at a predetermined rate.
  • the movement trajectory of the ball from the first expected pass position YB 1 to the first pass position To 1 corresponding to the release position Bo is reduced at a predetermined rate with the first pass position Tol as the base point. be able to.
  • the second initial trajectory Ko2 of the ball is calculated by the CPU7, and this second initial trajectory ⁇ 2 is recognized by the CPU7.
  • S21 a trajectory connecting the coordinates of the release position Bo and the coordinates of the first passing position Tol with a straight line is recognized by the CPU 7 as the second initial trajectory Ko2.
  • This second initial trajectory ⁇ 2 is calculated based on the initial velocity data Vo of the ball, the deceleration rate data ⁇ of the ball, and the time data dT (n), as in the first initial trajectory Kol (Figs. 6 and 5). (See 7).
  • the CPU 7 executes a calculation that multiplies the initial velocity Vo of the ball in the direction of force from the release position Bo to the first passage position Tol by the time dT (l), so that the first differential movement amount from the release position Bo is obtained.
  • dXsl '(1) is calculated.
  • CPU7 performs calculation to add x'y'z 'direction component of this first differential movement amount dX si' (1) to the coordinates of release position Bo From this, the coordinates of the first ball position B ′ (1) after the unit frame time dT adjacent to the release position Bo are calculated.
  • Adjacent to the first ball position by causing the CPU 7 to perform a calculation to add the x'y 'z' direction component of this second differential movement amount dXs '(2) to the coordinates of the first ball position B' (1)
  • the coordinates of the second ball position B '(2) after elapse of time data dT per unit frame are calculated.
  • the CPU 7 calculates the coordinates of the ball positions B and (n) after the second ball position.
  • the CPU 7 recognizes the coordinates of each ball position B ′ (n) calculated in this way.
  • the second initial trajectory Ko2 having each ball position B and (n) force is recognized by the CPU 7.
  • the coordinates of the intersection point of the second trajectory K21 and the expected passage area 80 are calculated by the CPU 7. For example, by causing the CPU 7 to calculate the coordinates of the ball position B2 (n) of the second trajectory K21 that coincides with the coordinates of the expected pass area 80, the coordinates that are the intersection of the second trajectory K21 and the expected pass area 80 are calculated. The coordinates of this intersection point are recognized by the CPU 7 as the coordinates of the final passing position S (S24).
  • the CPU 7 recognizes the coordinates of the ball movement position B 2 (n) defined by the second trajectory K 21 between the coordinates of the release position Bo and the coordinates of the final passage position S. Then, using the coordinates of the final passing position S as the base point, the coordinates of the releasing position Bo and the moving position B 2 (n) are such that the coordinates projected from the releasing position Bo to the expected passing area 80 become the coordinates of the target passing position Mo. The CPU 7 executes a calculation for projecting the coordinates of the above to the expected passage area 80.
  • the CPU 7 calculates an expected passing position YB2 (n) corresponding to the release position Bo and the moving position B2 (n) on the second trajectory K21 in the expected passing area 80, and this expected passing position YB2 (n) Recognized by CPU 7 (S25).
  • the predicted passage position YB2 (n) corresponding to the release position Bo coincides with the target passage position Mo
  • the predicted passage position YB2 (n) corresponding to the movement position B2 (n) is the final position of the target passage position Mo. It will be located between the passing position S.
  • the CPU 7 is caused to execute a calculation for correcting the Z coordinate of the release position Bo and the Z coordinate of the movement position B2 (n) to the Z coordinate (Zbl) in which the expected passage area 80 is defined.
  • the CPU 7 is caused to divide the X coordinate of the target passing position Mo by the X coordinate of the expected passing position YB2 (0) corresponding to the release position Bo.
  • CPU 7 is caused to divide the Y coordinate of target passage position Mo by the Y coordinate of expected passage position YB2 (0) corresponding to release position Bo.
  • the expected passing position YB2 (n) corresponding to the release position Bo and the moving position B2 (n) on the second trajectory K21 in the expected passing area 80 is calculated, and this expected passing position YB2 (n) is calculated as CPU7. Recognized.
  • the power game device shown as an example in the case of using a home video game device is not limited to the above-described embodiment, and is a game device in which the monitor is configured separately, a game device in which the monitor is integrated, and a game
  • the present invention can be similarly applied to a personal computer or a workstation that functions as a game device by executing a program.
  • the present invention 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.
  • the change in the trajectory of the ball to which the character power is also sent can be reflected in the change in each passing position in the expected passing position area. Specifically, by reflecting the amount of change in position, which is the amount of change in the first trajectory of the moving object, in the second trajectory of the moving object, the change in the trajectory of the moving object sent to the character force is changed to the expected passing position. Can be reflected. In addition, the position change amount in the expected passing area is changed at a predetermined rate, and the predicted passing position and the final passing position of the moving object in the expected passing area are determined based on the second trajectory of the moving object that changes with the above position change amount.
  • the position change amount corresponding to the change amount of the first trajectory can be reflected in the second trajectory of the mobile object based on the first predicted passing position of the mobile object, and the character power is also transmitted in the trajectory of the mobile object.
  • the change can be reflected in the change of the expected passing position via the second trajectory of the moving body.
  • the amount of change in position corresponding to the amount of change in the first trajectory can be reflected in the expected passing position of the moving object via the second trajectory of the moving object, and the expected passing position of the moving object is finally determined. It can be located at the final passing position.

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  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)
PCT/JP2006/323540 2006-03-16 2006-11-27 ゲームプログラム、ゲーム装置及びゲーム制御方法 Ceased WO2007108174A1 (ja)

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JP5140101B2 (ja) * 2010-03-08 2013-02-06 株式会社コナミデジタルエンタテインメント ゲームプログラム、ゲーム装置、およびゲーム制御方法
JP6696656B1 (ja) * 2019-07-29 2020-05-20 株式会社コナミデジタルエンタテインメント プログラム、ゲーム制御方法およびゲーム装置

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2003071134A (ja) * 2001-09-07 2003-03-11 Namco Ltd ゲーム情報、情報記憶媒体、およびゲーム装置
JP2005230288A (ja) * 2004-02-19 2005-09-02 Konami Co Ltd ゲームプログラム、ゲーム装置及びゲーム方法

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2003071134A (ja) * 2001-09-07 2003-03-11 Namco Ltd ゲーム情報、情報記憶媒体、およびゲーム装置
JP2005230288A (ja) * 2004-02-19 2005-09-02 Konami Co Ltd ゲームプログラム、ゲーム装置及びゲーム方法

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