WO2013149537A1 - 一种模拟器类游戏的角色清除方法、装置和系统 - Google Patents

一种模拟器类游戏的角色清除方法、装置和系统 Download PDF

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Publication number
WO2013149537A1
WO2013149537A1 PCT/CN2013/072455 CN2013072455W WO2013149537A1 WO 2013149537 A1 WO2013149537 A1 WO 2013149537A1 CN 2013072455 W CN2013072455 W CN 2013072455W WO 2013149537 A1 WO2013149537 A1 WO 2013149537A1
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WO
WIPO (PCT)
Prior art keywords
game
character
simulator
role
clearing
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PCT/CN2013/072455
Other languages
English (en)
French (fr)
Inventor
王旭新
姚建辉
杨伟超
汤闻
Original Assignee
腾讯科技(深圳)有限公司
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to BR112014011759A priority Critical patent/BR112014011759A2/pt
Priority to JP2014541531A priority patent/JP2015502781A/ja
Priority to EP13772833.3A priority patent/EP2775414A4/en
Priority to IN914MUN2014 priority patent/IN2014MN00914A/en
Priority to KR20147011500A priority patent/KR20150024298A/ko
Priority to SG11201401828VA priority patent/SG11201401828VA/en
Publication of WO2013149537A1 publication Critical patent/WO2013149537A1/zh
Priority to US14/261,176 priority patent/US20140235358A1/en

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Classifications

    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • 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
    • A63F13/49Saving the game status; Pausing or ending the 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/209Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform characterized by low level software layer, relating to hardware management, e.g. Operating System, Application Programming Interface

Definitions

  • TECHNICAL FIELD Embodiments of the present invention relate to the field of electronic game technology, and more particularly, to a character clearing method, apparatus, and system for a simulator-like game. Background technique
  • Video games also known as video games, are entertainment methods in which people play games through electronic devices, such as computers and game consoles.
  • the game-playing platform provides Internet users with a multiplayer computer game online service that allows gamers on the Internet to easily play games over the Internet, even if they are on the same LAN.
  • the game-playing platform uses network protocol conversion technology to closely connect players on the Internet thousands of miles away, and also provides users with real-time communication and communication. Any online game that can be accessed over the LAN can be played over the LAN on the game-playing platform. No need for a dedicated server, no need to remember complex IP addresses, and players can easily play with others.
  • all the players in each room are in the same network area. You can communicate with other players through the local area network, and learn from each other to enjoy the endless fun of the game.
  • the emulator (EMU a tor , EMU ) is a program originally meant to be an "emulator". It can enable computers or other multimedia platforms (PDAs, mobile phones) to run programs on other platforms, mostly video games and arcade simulators.
  • the simulator runs the program's software by translating program instructions from other platforms into instructions that the machine can recognize. Simulator games are run in the simulator The non-native game game platform for the game. For example, on the current Arc ive game platform, multiple players can play games simultaneously on the network. During the game, if the player's character dies, the player can quit and other players can continue the game.
  • Embodiments of the present invention provide a character clearing method for a simulator-like game to enable a game player to exit, and the remaining players can continue to play without being affected.
  • the embodiment of the present invention also proposes a character clearing device for a simulator-like game, so that the game player exits, and the remaining players can continue to play without being affected.
  • the embodiment of the present invention also proposes a character clearing system for a simulator-like game, so that the game player exits, and the remaining players can continue to play without being affected.
  • a character clearing method for a simulator game comprising:
  • a character clearing device for a simulator-like game comprising a game current running information saving unit, a character clearing unit, and a game information loading unit, wherein:
  • the current running information saving unit of the game is configured to save the current running information of the game when determining that the simulator game has a character to be cleared;
  • a role clearing unit configured to invoke a role clearing function to clear the character to be cleared
  • a game information loading unit configured to load the saved current running information of the game to continue to run the simulator-like game.
  • a character clearing system for simulator games including simulators and simulators Play storage unit;
  • An emulator game storage unit for saving emulator game program instructions
  • the simulator further includes the current running of the game
  • the information saving unit, the character clearing unit, and the game information loading unit wherein: the game current running information saving unit is configured to save the current running information of the game when determining that the simulator game has a character to be cleared; the character clearing unit is configured to: Calling the character clearing function to clear the character to be cleared; the game information loading unit is configured to load the saved current running information of the game to continue running the simulator-like game.
  • Embodiments of the present invention also provide a machine readable medium having stored thereon a set of instructions that, when executed, cause the machine to perform the method described above.
  • FIG. 1 is a flowchart of a character clearing method of a simulator-like game according to an embodiment of the present invention
  • FIG. 2 is a flow chart of an exemplary character clearing method of a simulator-like game according to an embodiment of the present invention
  • FIG. 3 is a structural diagram of a character clearing device of a simulator-like game according to an embodiment of the present invention
  • FIG. 4 is a structural diagram of a character clearing system of a simulator-based game according to an embodiment of the present invention.
  • the simulator game runs in the simulator, and the simulator can Control the execution flow and data of the game program, so the control role is cleared based on the operation of the simulator.
  • the simulator can learn from the game program manufacturer about the information related to the clearing of the character in the normal process of the game (such as deducting the character's blood volume, deducting the character's life, causing the character to die, and other related functions, the address and function parameter form, indicating the game state. And the address of the data of the role state), etc., and then perform the role clearing operation based on the information.
  • information related to the clearing of the character in the normal process of the game such as deducting the character's blood volume, deducting the character's life, causing the character to die, and other related functions, the address and function parameter form, indicating the game state. And the address of the data of the role state), etc.
  • FIG. 1 is a flow chart of a method for clearing a character of a simulator-like game according to an embodiment of the present invention. As shown in Figure 1, the method includes:
  • Step 1 01 When it is determined that the simulator game has a character to be cleared, the current running information of the game is saved, and the character clearing function is called to clear the character to be cleared.
  • the simulator executes the game program instructions in a loop, it needs to determine whether the character is currently to be cleared.
  • the simulator usually provides game information according to the game program manufacturer, accesses the game data area, and checks whether the value of the relevant address meets the requirements. For example, the simulator can access the game server, and determine whether the role is currently to be cleared according to whether the role status data in the game server is an inactive role.
  • the simulator determines that the role status data of the game server is an inactive role, it is determined that the simulator type game has a character to be cleared.
  • calling the role clearing function to clear the character to be cleared may include: first storing the identifier of the character to be cleared into the stack data of the simulator class game; then modifying the program pointer of the simulator class game to run the role clearing function.
  • the role clear function calls the identifier of the role to be cleared stored in the stack data as a parameter to eliminate the role corresponding to the identifier of the role to be cleared.
  • the stack data of the game refers to the variable storage area that is automatically allocated by the compiler when needed and automatically cleared when not needed.
  • the game's stack data is mainly used to store temporary variables, parameter passing, and function return addresses.
  • the game's program pointer points to the address of the next instruction to be executed.
  • the parameter can be stored in the form of stack data or registers, and the parameter is passed to the relevant function.
  • the related role clears the function first.
  • the specific storage address of the role ID to be cleared is obtained first, and then the storage value corresponding to the address is used as the identifier of the role to be cleared.
  • the identifier of the role to be cleared is first stored in a predetermined storage address; then the program pointer of the simulator-like game is modified to run a role clearing function, wherein the role clearing function accesses the predetermined storage address to obtain the character to be cleared. Identify, and eliminate the role corresponding to the identity of the role to be cleared.
  • the game there may be multiple players' characters in the game that need to be cleared, and there are multiple logos to be cleared.
  • clearing a role may require calling a function from multiple game programs to achieve the goal, so the role clearing step may be repeated multiple times.
  • the role clearing function can include at least one of the following functions: deducting the role blood volume function, deducting the character life number function, and making the character death function, and so on.
  • Step 1 02 Load the saved game current running information to continue running the simulator class game.
  • the role clearing operation After determining that there is a need to clear the role, it is not appropriate to perform the role clearing operation immediately. For example, when the game has been cleared and the animation is played, or the character clearing function cannot be run immediately, the character clearing operation should not be performed immediately. Instead, it should wait until the clearance animation is finished or the character clearing function can be run. Perform the corresponding role cleanup operation.
  • step 1 01 and subsequent step 1 02 are followed, and if not, the process is exited.
  • FIG. 2 is a flowchart of an exemplary character clearing method of a simulator-like game according to an embodiment of the present invention.
  • the method includes:
  • Step 2 G 1 The simulator loads the game program.
  • Step 2 G2 The simulator starts running the game program.
  • Step 2 G3 The simulator loop executes the game program instructions.
  • Step 204 The simulator determines whether there is a role waiting for clearing in the game, if yes, executing step 205 and subsequent steps, otherwise returning to step 203 and subsequent steps.
  • the role status data of his character is inactive. It is possible to judge whether or not a character is waiting to be cleared based on judging the character state data of each player character.
  • Step 205 Determine whether the condition for clearing the role is currently satisfied according to the game running state information, and if yes, perform step 206 and subsequent steps, otherwise return to step 203.
  • the character clearing operation should not be performed immediately. Instead, it should wait until the clearance animation is finished or the character clearing function can be run. Perform the corresponding role cleanup operation.
  • Step 2 G6 The simulator backs up the current stack data and program pointer data, and then directly modify the stack data and program pointer of the current game program, so that the execution flow jumps to the clear role function in the game program.
  • the clear character function is usually saved in the game program.
  • the simulator can clear the role by calling these clear role functions after backing up the data such as the current stack data and the program pointer.
  • Step 207 After all the roles have been cleared, the current stack data and the program pointer backed up in step 206 are resumed, thereby continuing the game.
  • the simulator can modify the stack data and program pointer data of the game program according to the specific situation, and actively call the function in the game program (or actively modify the data in the game program) , in order to achieve the purpose of controlling the game execution process.
  • the game player can quit at any time, and the remaining players can continue the unaffected game.
  • the simulator game can run on the current popular online arcade game
  • Ar c l i ve platform SupARC platform or ARC platform, and so on.
  • an embodiment of the present invention also proposes a character clearing device for a simulator-like game.
  • FIG. 3 is a structural diagram of a character clearing device of a simulator-like game according to an embodiment of the present invention.
  • the apparatus includes a game current operation information holding unit 301, a character clearing unit 302, and a game information loading unit 303. among them:
  • the game current running information saving unit 301 is configured to save the current running information of the game when determining that the simulator-type game has a character to be cleared;
  • the role clearing unit 302 is configured to invoke a role clearing function to clear the to-be-cleared character.
  • the game information loading unit 303 is configured to load the saved current running information of the game to continue to run the simulator-like game.
  • the game current operation information holding unit 301 is configured to determine that the game has a character to be cleared when it is determined that the character status data is an inactive role.
  • the role clearing unit 302 is configured to store an identifier of the character to be cleared into the stack data of the simulator-like game; and modify a program pointer of the simulator-like game to run the role clear function.
  • the role clearing function calls the identifier of the role to be cleared stored in the stack data as a parameter to eliminate the role corresponding to the identifier of the role to be cleared.
  • the apparatus further includes a game state determination unit 304.
  • the game state judging unit 304 is configured to: when the game current running information holding unit 301 determines that the game has a character to be cleared, determine whether the character clearing is performed immediately according to the running state of the game, and if yes, enable the current running information saving unit of the game to run the game. Information is saved; If not, keep and wait for the next time it is triggered.
  • the game state judging unit 304 is configured to judge whether the character clearing is performed immediately according to whether the character clearing function can be immediately executed, and/or whether the customs clearance animation is being demonstrated.
  • the role clearing function specifically includes at least one of the following functions: deducting the role blood volume function, deducting the character life number function, and causing the character death function, and the like.
  • the embodiment of the present invention also proposes a character clearing system for a simulator-like game.
  • FIG. 4 is a structural diagram of a character clearing system of a simulator-like game according to an embodiment of the present invention. As shown in FIG. 4, the system includes a simulator 401 and a simulator-like game storage unit 402;
  • the simulator game storage unit 4 02 is used to save the simulator game program instructions.
  • the program instructions may specifically include a program pointer and a stack pointer.
  • the simulator 401 is configured to convert the simulator-like game program instructions saved by the simulator-like game storage unit 402 into recognizable instructions, and run the recognizable instructions to run the simulator-like game.
  • the simulator 401 can have the same structure as the character clearing device of the simulator-like game shown in Fig. 3.
  • the simulator 401 further includes a game current running information saving unit, a character clearing unit, and a game information loading unit, where: a game current running information saving unit, configured to: when determining that the simulator-type game has a character to be cleared, The current running information of the game is saved; the character clearing unit is configured to call the role clearing function to clear the character to be cleared; the game information loading unit is configured to load the saved current running information of the game to continue to run the simulator class. game.
  • a character clearing unit in the simulator 401 is configured to store an identifier of the character to be cleared into the stack data of the simulator-like game; and modify a program pointer of the simulator-like game to run the role clearing The function, wherein the role clearing function calls the identifier of the role to be cleared stored in the stack data as a parameter to eliminate the role corresponding to the identifier of the character to be cleared.
  • the simulator 410 further includes a game state determination unit.
  • a game state judging unit configured to: when the game current running information saving unit determines that the game has a character to be cleared, determine whether the character clearing is performed immediately according to the running state of the game, and if so, enable the current running of the game
  • the information saving unit saves the current running information of the game; if not, it holds and waits for the next trigger.
  • the simulator when it is determined that the simulator game has a character to be cleared, the current running information of the game is saved, and the character clearing function is called to clear the character to be cleared; and then the saved game is loaded. Run the information to continue running the simulator game. It can be seen that after applying the embodiment of the present invention, the simulator can modify the stack data and the program pointer of the game program by saving the current running information of the game and calling the role clearing function, thereby achieving the purpose of controlling the execution flow of the game. In particular, it is guaranteed that the game player can quit at any time, and the remaining players can continue the unaffected game.
  • the technical solution of the present invention may be embodied in the form of a software product, which may be stored in a machine readable medium, such as a computer floppy disk, a hard disk or In an optical disc or the like, a plurality of instructions including the above method can be read and executed by a machine, and the machine can be, for example, a terminal device (which can be a mobile phone, a personal computer, a server, or a network device, etc.).
  • a terminal device which can be a mobile phone, a personal computer, a server, or a network device, etc.

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Abstract

本发明实施方式提出了一种模拟器类游戏的角色清除方法、装置和系统。方法包括:当判定模拟器类游戏具有待清除角色时,将游戏当前运行信息予以保存,并调用角色清除函数以清除待清除角色;加载所保存的游戏当前运行信息,以继续运行模拟器类游戏。本发明实施方式通过保存游戏当前运行信息和调用角色清除函数,利用修改游戏程序的栈数据和程序指针等数据,从而达到控制游戏执行流程的目的。尤其是,保证了游戏玩家可以随时退出,剩余玩家可以继续不受影响的游戏。

Description

一种模拟器类游戏的角色清除方法、 装置和系统
本申请要求于 2012 年 4 月 5 日提交中国专利局、 申请号为 201210097117. 7 , 发明名称为"一种模拟器类游戏的角色清除方法、 装置 和系统"的中国专利申请的优先权, 其全部内容通过引用结合在本申请中。 技术领域 本发明实施方式涉及电子游戏技术领域, 更具体地, 涉及一种模拟器 类游戏的角色清除方法、 装置和系统。 背景技术
电子游戏, 又称电玩游戏, 是指人通过电子设备, 如电脑、 游戏机等, 进行游戏的一种娱乐方式。
随着计算机技术和网络技术的飞速发展, 互联网 ( Interne t )在人们 的日常生活、 学习和工作中发挥的作用也越来越大。 游戏对战平台向互联 网用户提供多人电脑游戏联机服务, 它可以让互联网中的游戏玩家轻松地 通过互联网进行游戏, 就如果在同一个局域网中一样。 游戏对战平台通过 网络协议转换技术, 将互联网上远隔千里的玩家紧密联系到一起, 并且还 提供给用户实时交流与沟通。 任何可以通过局域网的联机的游戏都可以在 游戏对战平台上通过局域网方式游戏, 不再需要专用的服务器, 也不再需 要记住复杂的 IP地址, 玩家可以方便地和其他人共同游戏。 游戏对战平 台上的每一个房间里所有玩家就如果在同一个联网区域中, 大家通过局域 网任意互通, 与其他的玩家一起游戏, 互相切磋, 尽享对战游戏的无穷乐 趣。
模拟器 (Emul a tor , EMU ) 是一种程序, 原意为 "仿真器" 。 可以使 电脑或者其他多媒体平台(掌上电脑, 手机)能够运行其他平台上的程序, 多为电视游戏和街机模拟器。 模拟器通过将其他平台的程序指令转换成本 机可以识别的指令, 来运行程序的软件。 模拟器类游戏是在模拟器中运行 的非本机游戏对战平台的游戏程序。比如,在目前的 Arc l ive游戏平台上, 多个玩家可以联网同时进行游戏, 其中在游戏过程中, 如果玩家的角色死 亡, 玩家可以退出, 其他玩家可以继续游戏。
然而, 在现有技术中, 如果多玩家通过模拟器一起玩游戏, 某个玩家 在其角色还未死亡的情况下选择退出, 则整个游戏都会结束, 其他玩家也 无法再继续进行游戏。 造成这种情况的主要原因是: 在现有技术中, 游戏 对战平台无法清除退出玩家的角色, 而该角色残留在游戏里面可能会对其 他玩家造成负面影响, 所以现有技术的游戏对战平台不得不简单粗暴地直 接结束游戏, 而这种处理方式则导致了其他玩家无法继续游戏。 发明内容 本发明实施方式提出一种模拟器类游戏的角色清除方法, 以实现游戏 玩家退出, 剩余玩家可以继续不受影响地游戏。
本发明实施方式还提出了一种模拟器类游戏的角色清除装置, 以实现 游戏玩家退出, 剩余玩家可以继续不受影响地游戏。
本发明实施方式还提出了一种模拟器类游戏的角色清除系统, 以实现 游戏玩家退出, 剩余玩家可以继续不受影响地游戏。
本发明实施方式的具体方案如下:
一种模拟器类游戏的角色清除方法, 该方法包括:
当判定模拟器类游戏具有待清除角色时, 将游戏当前运行信息予以保 存, 并调用角色清除函数以清除所述待清除角色;
加载所保存的游戏当前运行信息, 以继续运行所述模拟器类游戏。 一种模拟器类游戏的角色清除装置, 该装置包括游戏当前运行信息保 存单元、 角色清除单元和游戏信息加载单元, 其中:
游戏当前运行信息保存单元, 用于当判定模拟器类游戏具有待清除角 色时, 将游戏当前运行信息予以保存;
角色清除单元, 用于调用角色清除函数以清除所述待清除角色; 游戏信息加载单元, 用于加载所保存的游戏当前运行信息, 以继续运 行所述模拟器类游戏。
一种模拟器类游戏的角色清除系统, 该系统包括模拟器、 模拟器类游 戏存储单元; 其中:
模拟器类游戏存储单元, 用于保存模拟器类游戏程序指令;
模拟器, 用于将模拟器类游戏存储单元所保存的模拟器类游戏程序指 令转换成可识别指令, 并运行该可识别指令以运行所述模拟器类游戏; 该模拟器进一步包括游戏当前运行信息保存单元、 角色清除单元和游 戏信息加载单元, 其中: 游戏当前运行信息保存单元, 用于当判定模拟器 类游戏具有待清除角色时,将游戏当前运行信息予以保存;角色清除单元, 用于调用角色清除函数以清除所述待清除角色; 游戏信息加载单元, 用于 加载所保存的游戏当前运行信息, 以继续运行所述模拟器类游戏。
本发明实施方式还提供一种机器可读介质, 其上存储有指令集合, 当该指令集合被执行时, 使得该机器可执行上述的方法。
从上述技术方案可以看出, 在本发明实施方式中, 当判定模拟器类游 戏具有待清除角色时, 将游戏当前运行信息予以保存, 并调用角色清除函 数以清除待清除角色; 然后加载所保存的游戏当前运行信息, 以继续运行 模拟器类游戏。 由此可见, 应用本发明实施方式之后, 模拟器通过保存游 戏当前运行信息和调用角色清除函数, 可以修改游戏程序的栈数据和程序 指针等数据, 从而达到控制游戏执行流程的目的。 尤其是, 保证了游戏玩 家可以随时退出, 剩余玩家可以继续不受影响的游戏。 附图说明 图 1为根据本发明实施方式的模拟器类游戏的角色清除方法流程图; 图 2为根据本发明实施方式的模拟器类游戏的示范性角色清除方法流 程图;
图 3为根据本发明实施方式的模拟器类游戏的角色清除装置结构图; 图 4为根据本发明实施方式的模拟器类游戏的角色清除系统结构图。 具体实施方式 为使本发明的技术方案和优点更加清楚, 下面结合附图对本发明作进 一步的详细描述。
在本发明实施方式中, 模拟器类游戏在模拟器中运行, 模拟器可以掌 控游戏程序的执行流程和数据, 因此基于模拟器的操作来实现控制角色清 除。
模拟器可以从游戏程序厂商处了解到在游戏正常流程下, 与清除角色 相关的信息 (比如扣除角色血量、 扣除角色生命数、 使角色死亡等相关函 数的地址和函数参数形式, 标明游戏状态和角色状态的数据的地址) 等, 然后基于这些信息来具体执行角色清除操作。
图 1为根据本发明实施方式的模拟器类游戏的角色清除方法流程图。 如图 1所示, 该方法包括:
步骤 1 01 : 当判定模拟器类游戏具有待清除角色时, 将游戏当前运行 信息予以保存, 并调用角色清除函数以清除所述待清除角色。
在这里, 模拟器在循环执行游戏程序指令时, 需要判断当前是否有待 清除角色。 在判断当前是否有待清除角色时, 模拟器通常根据游戏程序厂 商提供游戏信息, 访问游戏数据区域, 查看到相关地址的数值是否符合要 求。 比如, 模拟器可以访问游戏服务器, 根据判断游戏服务器中是否存在 角色状态数据为未激活的角色来判断当前是否有待清除角色。 其中: 当模 拟器判定游戏服务器存在角色状态数据为未激活的角色时, 则判定模拟器 类游戏具有待清除角色。
在一个实施方式中, 调用角色清除函数以清除待清除角色可以包括: 首先将待清除角色的标识存储到模拟器类游戏的栈数据中; 然后修改模拟 器类游戏的程序指针以运行该角色清除函数。 角色清除函数调用存储于栈 数据中的待清除角色的标识作为参数, 以消除对应于该待清除角色的标识 的角色。
游戏的栈数据是指由编译器在需要的时候自动分配释放, 在不需要的 时候自动清除的变量存储区。 游戏的栈数据主要用于存储临时变量、 参数 传递以及函数返回地址。 游戏的程序指针指向下一条将要被执行的指令的 地址。
如果需要清除的角色的标识是通过参数传递给相关角色清除函数的, 可以通过栈数据或者寄存器的方式存储该参数, 并将该参数传递给相关函 数。
如果不是通过参数传递给相关角色清除函数, 则相关角色清除函数首 先获取需要清除的角色标识的具体存储地址, 然后将该地址所对应的存储 值做为需要清除的角色的标识。 具体地, 首先在预先确定的存储地址中存 储待清除角色的标识; 然后修改模拟器类游戏的程序指针以运行角色清除 函数, 其中角色清除函数访问该预先确定的存储地址以获取待清除角色的 标识, 并消除对应于该待清除角色的标识的角色。
优选地, 在游戏中可能有多个玩家的角色需要被清除, 此时待清除角 色的标识会有多个。 而且, 清除角色可能需要调用多个游戏程序里面的函 数才能达到目的, 所以角色清除步骤可能会重复多次。
基于具体游戏程序和应用环境的不同, 角色清除函数可以包括下述至 少一个函数: 扣除角色血量函数、 扣除角色生命数函数, 和使角色死亡函 数, 等等。
步骤 1 02 : 加载所保存的游戏当前运行信息, 以继续运行所述模拟器 类游戏。
在这里, 当角色清除函数执行完并返回时, 通常角色都已经被清除。 此时, 通过加载所保存的游戏当前运行信息, 可以接着继续运行模拟器类 游戏。 具体地, 可以恢复之前的游戏程序的栈数据和程序指针等数据, 使 游戏程序继续正常运行。
在某些游戏状况下, 在判定需要存在待清除角色后, 并不适宜立刻执 行角色清除操作。 比如, 当游戏已经通关而在播放通关动画时, 或角色清 除函数不能立刻运行时, 此时并不应该立即执行角色清除操作, 而是应该 等到通关动画播放完毕之后或角色清除函数可以运行时才执行相应的角 色清除操作。
优选地, 当判定模拟器类游戏具有待清除角色之后, 进一步根据游戏 运行状态判断是否立刻进行角色清除, 如果是立刻则接着步骤 1 01以及后 续的步骤 1 02 , 如果不是则退出该流程。
其中: 可以根据游戏程序厂商提供的信息访问相关游戏数据区域, 查 看到相关地址的数值, 以判断当前游戏状态是否可以进行角色清除。 如果 游戏状态满足角色清除要求, 则根据游戏程序厂商提供的资料, 先备份当 前的栈数据和程序指针的数据, 然后修改当前游戏程序的栈数据(通常是 为将要调用角色相关函数以写入合理的参数, 比如待清除的角色的标识做 为参数) , 然后修改当前程序指针, 从而调用游戏程序里面清除角色相关 函数以消除对应于该待清除角色的标识的角色。 在待清除角色都已经被清 除后, 恢复之前的游戏程序的栈数据和程序指针等数据, 使游戏程序继续 正常运行。
基于上述分析, 图 2为根据本发明实施方式的模拟器类游戏的示范性 角色清除方法流程图。
如图 2所示, 该方法包括:
步骤 2 G 1 : 模拟器加载游戏程序。
步骤 2 G2 : 模拟器开始运行游戏程序。
步骤 2 G3: 模拟器循环执行游戏程序指令。
步骤 204 : 模拟器判断游戏当中是否有角色等待清除, 如果有则执行 步骤 205及其后续步骤, 否则返回执行步骤 203及其后续步骤。 在这里, 当有玩家选择退出时, 其角色的角色状态数据为未激活。 可以根据判断各 个玩家角色的角色状态数据来判断是否有角色等待清除。
步骤 205 :根据游戏运行状态信息判断当前是否满足清除角色的条件, 如果满足则执行步骤 206及其后续步骤, 否则返回到步骤 203。
在这里, 在某些游戏状况下, 在判定需要存在待清除角色后, 并不适 宜立刻执行角色清除操作, 而是根据游戏运行状态信息判断当前是否满足 清除角色的条件。
比如, 当游戏已经通关而在播放通关动画时, 或角色清除函数不能立 刻运行时, 此时并不应该立即执行角色清除操作, 而是应该等到通关动画 播放完毕之后或角色清除函数可以运行时才执行相应的角色清除操作。
步骤 2 G6 : 模拟器备份当前栈数据和程序指针等数据, 然后直接修改 当前游戏程序的栈数据和程序指针, 使得执行流程跳转到游戏程序中的清 除角色函数。
在这里, 游戏程序中通常已经保存有清除角色函数, 模拟器可以在备 份当前栈数据和程序指针等数据之后, 通过调用这些清除角色函数来实现 清除角色。
步骤 207 : 在所有的角色都被清除之后, 恢复运行在步骤 206中所备 份的当前栈数据和程序指针, 从而继续游戏。 应用了上述流程之后, 在模拟器类游戏中, 模拟器内部可以根据具体 情况修改游戏程序的栈数据和程序指针等数据, 并主动调用游戏程序里面 的函数(或者主动修改游戏程序里面的数据) , 从而达到控制游戏执行流 程的目的。 而且, 游戏玩家可以随时退出, 剩余玩家可以继续不受影响的 游戏。
其中, 模拟器游戏可以运行于目前广泛流行的网络街机游戏对战
Ar c l i ve平台、 SupARC平台或 ARC平台, 等等。
本领域人员可以意识到, 以上虽然详细列举了网络街机游戏对战平台 的一些具体实例, 本发明实施方式并不局限于此。
基于上述分析, 本发明实施方式还提出了一种模拟器类游戏的角色清 除装置。
图 3为根据本发明实施方式的模拟器类游戏的角色清除装置结构图。 如图 3所示, 该装置包括游戏当前运行信息保存单元 301、 角色清除单元 302和游戏信息加载单元 303。 其中:
游戏当前运行信息保存单元 301 , 用于当判定模拟器类游戏具有待清 除角色时, 将游戏当前运行信息予以保存;
角色清除单元 302 , 用于调用角色清除函数以清除所述待清除角色; 游戏信息加载单元 303 , 用于加载所保存的游戏当前运行信息, 以继 续运行所述模拟器类游戏。
在一个实施方式中, 游戏当前运行信息保存单元 301 , 用于当判定存 在角色状态数据为未激活的角色时, 判定游戏具有待清除角色。
在一个实施方式中, 角色清除单元 302 , 用于将待清除角色的标识存 储到所述模拟器类游戏的栈数据中; 并修改所述模拟器类游戏的程序指针 以运行所述角色清除函数, 其中所述角色清除函数调用存储于所述栈数据 中的待清除角色的标识作为参数, 以消除对应于该待清除角色的标识的角 色。
在一个实施方式中, 该装置进一步包括游戏状态判断单元 304。
游戏状态判断单元 304 , 用于当游戏当前运行信息保存单元 301判定 游戏具有待清除角色时, 根据游戏运行状态判断是否立刻进行角色清除, 如果是则使能游戏当前运行信息保存单元将游戏当前运行信息予以保存; 如果不是, 则保持并等待下次被触发。
优选地, 游戏状态判断单元 304 , 用于根据判断角色清除函数是否能 立刻运行, 和 /或是否正在演示通关动画, 判断是否立刻进行角色清除。
而且,角色清除函数具体包括下述至少一个函数:扣除角色血量函数、 扣除角色生命数函数, 和使角色死亡函数, 等等。
本发明实施方式还提出了一种模拟器类游戏的角色清除系统。
图 4为根据本发明实施方式的模拟器类游戏的角色清除系统结构图。 如图 4所示, 该系统包括模拟器 401和模拟器类游戏存储单元 402 ; 其巾:
模拟器类游戏存储单元 4 02 , 用于保存模拟器类游戏程序指令。 程序 指令具体可以包括程序指针和栈指针。
模拟器 401 , 用于将模拟器类游戏存储单元 402所保存的模拟器类游 戏程序指令转换成可识别指令, 并运行该可识别指令以运行所述模拟器类 游戏。
该模拟器 401可以具有与图 3所示模拟器类游戏的角色清除装置的相 同结构。
具体地, 模拟器 4 01进一步包括游戏当前运行信息保存单元、 角色清 除单元和游戏信息加载单元, 其中: 游戏当前运行信息保存单元, 用于当 判定所述模拟器类游戏具有待清除角色时, 将游戏当前运行信息予以保 存; 角色清除单元, 用于调用角色清除函数以清除所述待清除角色; 游戏 信息加载单元, 用于加载所保存的游戏当前运行信息, 以继续运行所述模 拟器类游戏。
具体地, 模拟器 401中的角色清除单元, 用于将待清除角色的标识存 储到所述模拟器类游戏的栈数据中; 并修改所述模拟器类游戏的程序指针 以运行所述角色清除函数, 其中所述角色清除函数调用存储于所述栈数据 中的待清除角色的标识作为参数, 以消除对应于该待清除角色的标识的角 色。
优选地, 该模拟器 4 01进一步包括游戏状态判断单元。 游戏状态判断 单元, 用于当游戏当前运行信息保存单元判定游戏具有待清除角色时, 根 据游戏运行状态判断是否立刻进行角色清除, 如果是则使能游戏当前运行 信息保存单元将游戏当前运行信息予以保存; 如果不是, 则保持并等待下 次被触发。
综上所述, 在本发明实施方式中, 当判定模拟器类游戏具有待清除角 色时, 将游戏当前运行信息予以保存, 并调用角色清除函数以清除待清除 角色; 然后加载所保存的游戏当前运行信息, 以继续运行模拟器类游戏。 由此可见, 应用本发明实施方式之后, 模拟器通过保存游戏当前运行信息 和调用角色清除函数, 可以修改游戏程序的栈数据和程序指针等数据, 从 而达到控制游戏执行流程的目的。尤其是,保证了游戏玩家可以随时退出, 剩余玩家可以继续不受影响的游戏。
通过以上各实施例的描述, 本领域技术人员可以清楚地了解到本发明 可借助软件加硬件平台的方式来实现, 当然也可以通过硬件来实现, 但很 多情况下, 前者是更佳的实施方式。
本发明的技术方案本质上或者说对现有技术做出贡献的部分可以以 软件产品的形式体现出来, 该计算机软件产品的指令集合可以存储在机器 可读介质中, 例如计算机的软盘、 硬盘或光盘等中, 包括上述方法的若干 指令可以被机器读取并执行, 该机器例如可以是终端设备(可以是手机, 个人计算机, 服务器, 或者网络设备等) 。 当该指令集合被执行时, 使得 该机器可执行本发明上述各个实施例所述的方法, 其所实现的功能和技术 效果类似, 此处不再赘述。
以上所述, 仅为本发明的较佳实施例而已, 并非用于限定本发明的保 护范围。 凡在本发明的精神和原则之内, 所作的任何修改、 等同替换、 改 进等, 均应包含在本发明的保护范围之内。

Claims

权 利 要 求 书
1、 一种模拟器类游戏的角色清除方法, 其特征在于, 该方法包括: 当判定模拟器类游戏具有待清除角色时, 将游戏当前运行信息予以保 存, 并调用角色清除函数以清除所述待清除角色;
加载所保存的游戏当前运行信息, 以继续运行所述模拟器类游戏。
2、 根据权利要求 1 所述的模拟器类游戏的角色清除方法, 其特征在 于, 所述调用角色清除函数以清除所述待清除角色包括:
将待清除角色的标识存储到所述模拟器类游戏的栈数据中;
修改所述模拟器类游戏的程序指针以运行所述角色清除函数, 其中所 述角色清除函数调用存储于所述栈数据中的待清除角色的标识作为参数, 以消除对应于该待清除角色的标识的角色。
3、 根据权利要求 1 所述的模拟器类游戏的角色清除方法, 其特征在 于, 所述调用角色清除函数以清除所述待清除角色包括:
在预先确定的存储地址中存储待清除角色的标识;
修改所述模拟器类游戏的程序指针以运行所述角色清除函数, 其中所 述角色清除函数访问所述预先确定的存储地址以获取所述待清除角色的 标识, 并消除对应于该待清除角色的标识的角色。
4、 根据权利要求 1 所述的模拟器类游戏的角色清除方法, 其特征在 于, 在判定游戏具有待清除角色之后, 该方法进一步包括:
根据游戏运行状态判断是否立刻进行角色清除, 如果是则继续该流 程, 如果不是则退出该流程。
5、 根据权利要求 4 所述的模拟器类游戏的角色清除方法, 其特征在 除函数是否能立刻运行, 和 /或判断是否正在演示通关动画。
6、 根据权利要求 1 -5 中任一所述的模拟器类游戏的角色清除方法, 所述角色清除函数包括如下至少一个函数: 扣除角色血量函数、 扣除角色 生命数函数, 和使角色死亡函数。
7、 根据权利要求 1 -5 中任一所述的模拟器类游戏的角色清除方法, 所述判定模拟器类游戏具有待清除角色具体包括:
当判定存在角色状态数据为未激活的角色时, 判定所述模拟器类游戏 具有待清除角色。
8、 根据权利要求 1-5 中任一所述的模拟器类游戏的角色清除方法, 所述模拟器游戏运行于街机游戏对战 Arc l ive 平台、 SupARC 平台或 ARC 平台。
9、 一种模拟器类游戏的角色清除装置, 其特征在于, 该装置包括游 戏当前运行信息保存单元、 角色清除单元和游戏信息加载单元, 其中: 游戏当前运行信息保存单元, 用于当判定模拟器类游戏具有待清除角 色时, 将游戏当前运行信息予以保存;
角色清除单元, 用于调用角色清除函数以清除所述待清除角色; 游戏信息加载单元, 用于加载所保存的游戏当前运行信息, 以继续运 行所述模拟器类游戏。
10、 根据权利要求 9所述的模拟器类游戏的角色清除装置, 其特征在 于,
角色清除单元, 用于将待清除角色的标识存储到所述模拟器类游戏的 栈数据中; 并修改所述模拟器类游戏的程序指针以运行所述角色清除函 数, 其中所述角色清除函数调用存储于所述栈数据中的待清除角色的标识 作为参数, 以消除对应于该待清除角色的标识的角色。
11、 根据权利要求 9所述的模拟器类游戏的角色清除装置, 其特征在 于, 该装置进一步包括游戏状态判断单元,
游戏状态判断单元, 用于当游戏当前运行信息保存单元判定游戏具有 待清除角色时, 根据游戏运行状态判断是否立刻进行角色清除, 如果是则 使能游戏当前运行信息保存单元将游戏当前运行信息予以保存; 如果不 是, 则保持并等待下次被触发。
12、 根据权利要求 11 所述的模拟器类游戏的角色清除装置, 其特征 在于,
游戏状态判断单元, 用于根据判断角色清除函数是否能立刻运行, 和 /或是否正在演示通关动画, 判断是否立刻进行角色清除。
13、 根据权利要求 9-12 中任一项所述的模拟器类游戏的角色清除装 置, 其特征在于, 所述角色清除函数包括如下至少一个函数: 扣除角色血 量函数、 扣除角色生命数函数, 和使角色死亡函数。
14、 根据权利要求 9-1 2 中任一项所述的模拟器类游戏的角色清除装 置, 其特征在于,
所述游戏当前运行信息保存单元, 用于当判定存在角色状态数据为未 激活的角色时, 判定游戏具有待清除角色。
15、 一种模拟器类游戏的角色清除系统, 其特征在于, 该系统包括模 拟器、 模拟器类游戏存储单元; 其中:
模拟器类游戏存储单元, 用于保存模拟器类游戏程序指令;
模拟器, 用于将模拟器类游戏存储单元所保存的模拟器类游戏程序指 令转换成可识别指令, 并运行该可识别指令以运行所述模拟器类游戏; 该模拟器进一步包括游戏当前运行信息保存单元、 角色清除单元和游 戏信息加载单元, 其中: 游戏当前运行信息保存单元, 用于当判定所述模 拟器类游戏具有待清除角色时, 将游戏当前运行信息予以保存; 角色清除 单元,用于调用角色清除函数以清除所述待清除角色;游戏信息加载单元, 用于加载所保存的游戏当前运行信息, 以继续运行所述模拟器类游戏。
16、 根据权利要求 15 所述的模拟器类游戏的角色清除系统, 其特征 在于,
角色清除单元, 用于将待清除角色的标识存储到所述模拟器类游戏的 栈数据中; 并修改所述模拟器类游戏的程序指针以运行所述角色清除函 数, 其中所述角色清除函数调用存储于所述栈数据中的待清除角色的标识 作为参数, 以消除对应于该待清除角色的标识的角色。
17、 根据权利要求 15 所述的模拟器类游戏的角色清除系统, 其特征 在于, 该模拟器进一步包括游戏状态判断单元;
游戏状态判断单元, 用于当游戏当前运行信息保存单元判定游戏具有 待清除角色时, 根据游戏运行状态判断是否立刻进行角色清除, 如果是则 使能游戏当前运行信息保存单元将游戏当前运行信息予以保存; 如果不 是, 则保持并等待下次被触发。
18、 一种机器可读介质, 其上存储有指令集合, 当该指令集合被执行 时, 使得该机器可执行权利要求 1-8中任一项所述的方法。
PCT/CN2013/072455 2012-04-05 2013-03-12 一种模拟器类游戏的角色清除方法、装置和系统 WO2013149537A1 (zh)

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