Entertainment system, recording medium and entertainment apparatus
Abstract
An entertainment system comprising: an entertainment apparatus (14) for executing several programs; a manual controller (12) connected to said entertainment device (14) to introduce manual control requests from the user into said entertainment device (14); and means (150) for applying effects, arranged in said manual controller (12) to apply physical effects to the user in response to external requests; said entertainment apparatus (14) being characterized by having means (200) of application of effect application to output or issue an instruction to apply a physical effect to the manual controller (12) operated by one selected from a plurality of users on the basis of a request from another user.

Term
Term ended
Projected expiry passed 8 December 2019, 6.8 years ago.
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11 claims: 3 independent, 8 dependent
- 1ES 2 222 751 T3 REIVINDICACIONES 1. Un sistema de entretenimiento que comprende:un aparato de entretenimiento (14) para ejecutar varios programas;un controlador manual (12) conectado a dicho aparato de entretenimiento (14) para introducir peticiones de control manual procedentes del usuario en dicho aparato de entretenimiento (14);y medios (150) de aplicación de efectos, dispuestos en dicho controlador manual (12) para aplicar efectos físicos al usuario en respuesta a peticiones externas;estando caracterizado dicho aparato de entretenimiento (14) por tener medios (200) de instrucción de aplicación de efectos para dar salida o emitir una instrucción para aplicar un efecto físico al controlador manual (12) operado por uno seleccionado de una pluralidad de usuarios sobre la base de una petición procedente de otro usuario.
- 2Un sistema de entretenimiento según la reivindicación 1, en el que dichos medios (150) de aplicación de efectos físicos comprenden un generador de vibraciones para aplicar vibraciones a dicho usuario seleccionado cuando dicho usuario seleccionado es un usuario real constituido por un ser humano que opera un controlador manual.
- 3Un sistema de entretenimiento según la reivindicación 1, en el que dichos medios (200) de instrucción de aplicación de efectos comprenden medios para seleccionar un usuario hipotético constituido por un carácter controlado por ordenador que no corresponde a un controlador manual, y medios para afectar un parámetro físico de dicho usuario hipotético si dichos medios para seleccionar un usuario hipotético seleccionan dicho usuario hipotético.
- 4Un sistema de entretenimiento según la reivindicación 1, en el que dichos medios (200) de instrucción de aplicación de efectos tienen medios (206) de establecimiento para detectar el número de controladores manuales (12) conectados a dicho aparato de entretenimiento (14) y datos de identificación de dichos controladores manuales (12), y datos de establecimiento con dependencia del número seleccionado de controladores manuales (12).
- 5Un sistema de entretenimiento según la reivindicación 1, en el que dichos medios (200) de instrucción de aplicación de efectos comprenden medios para establecer un tipo del efecto físico que se ha de aplicar al menos a dicho usuario seleccionado con dependencia de detalles de dicha petición si la petición procedente del usuario es una instrucción para aplicar el efecto físico al usuario seleccionado.
- 6Un medio de registro o grabación que almacena un programa para utilizar por un sistema de entretenimiento, que tiene:un aparato de entretenimiento (14) para ejecutar varios programas;un controlador manual (12) conectado a dicho aparato de entretenimiento (14) para introducir peticiones de control manual procedentes del usuario en dicho aparato de entretenimiento (14);y medios (150) de aplicación de efectos dispuestos en dicho controlador manual (12) para aplicar efectos físicos al usuario en respuesta a peticiones externas;estando dicho programa caracterizado por la operación o paso de: emitir una instrucción para aplicar un efecto físico al controlador manual (12) operado por uno seleccionado de una pluralidad de usuarios sobre la base de una petición procedente de otro usuario.
- 7Un medio de registro según la reivindicación 6, en el que dichos medios de aplicación de efecto (150) comprenden un generador de vibraciones para aplicar vibraciones a dicho usuario seleccionado cuando dicho usuario seleccionado es un usuario real constituido por un ser humano que opera un controlador manual.
- 8Un medio de registro según la reivindicación 6, en el que dicho paso comprende el paso de seleccionar un usuario hipotético constituido por un carácter controlado por ordenador que no corresponde a un controlador manual, y el paso de afectar a un parámetro físico de dicho usuario hipotético si el paso de seleccionar un usuario hipotético selecciona dicho usuario hipotético.
- 9Un medio de registro según la reivindicación 6, en el que dicho paso comprende los pasos de:detectar el número de controladores manuales (12) conectados a dicho aparato de entretenimiento (14) y datos de identificación de dichos controladores manuales (12);y establecer datos con dependencia del número detectado de controladores manuales (12).
- 10Un medio de registro según la reivindicación 6, en el que dicho paso comprende el paso de establecer un tipo del efecto físico que se ha de aplicar al menos a dicho usuario seleccionado con dependencia de detalles de dicha petición si la petición procedente del usuario es una instrucción para aplicar el efecto físico al usuario seleccionado.
- 11Un aparato de entretenimiento (14) que permite conectar un controlador manual (12), teniendo el controlador manual (12) unos medios (150) de aplicación de efectos dispuestos en el consolador manual (12) para aplicar efectos físicos al usuario en respuesta a peticiones externas, estando caracterizado el aparato de entretenimiento por comprender:unos medios (200) de instrucción de aplicación de efectos para emitir una instrucción para aplicar un efecto físico al controlador manual (12) operado por uno seleccionado de una pluralidad de usuarios sobre la base de un petición procedente de otro usuario.
Independent claims11
236 paragraphs in 4 sections, as filed
ES 2 222 751 T3
DESCRIPTION
Entertainment system, recording medium and entertainment apparatus.
Technical field
The present invention relates to an entertainment apparatus for running various programs, to an entertainment system having the apparatus, to a manual controller connected to the entertainment apparatus for inputting requests for manual control by the user into the entertainment apparatus, to an effect applying means arranged in the hand controller to apply physical effects to the user in response to external requests, and a recording or recording medium that stores programs and data to be downloaded to the entertainment apparatus.
Basic technique
Some information apparatus (entertainment systems) including entertainment apparatus, such as video game machines, display images of games on a recording medium such as a CD-ROM or the like on the screen of a television receiver. as the game progresses, in response to a manual control action entered through a manual controller.
The entertainment device and the hand controller are usually interconnected by serial interfaces. When a clock signal is sent from the amusement apparatus to the hand controller, the hand controller sends key switching information or the like, depending on the manual control action of the user in sync with the clock signal.
Recently, a system has been developed and put into use that includes an effect applying means in a handheld controller to apply physical effects such as vibrations, for example, to the user, in response to requests from an external source, such as a device. of entertainment. While a game is in progress on the amusement apparatus, the effects applying means impose various types of vibrations on the user in response to manual control actions inputted by the user. EP-A-0834338 and EP-A-0867212 show examples of such a system.
Therefore, it is an object of the present invention to provide an entertainment system that is capable of applying physical effects to the user in response to manual control actions entered by the user while a game is in progress and that also applies physical effects to the user. based on requests from another user, which makes it possible for the game to develop unexpected aspects, so that if the game is a competition game, the user can enjoy real competitive experiences.
Another object of the present invention is to provide a recording or recording medium that stores a program capable of applying physical effects to the user in response to manual control actions entered by the user while the game is in progress and that also applies physical effects to the user. based on requests from another user.
A further object of the present invention is to provide an entertainment apparatus that enables the game to evolve into unexpected aspects, so that if the game is a competition game, the user can enjoy realistic competitive experiences.
Description of the invention
In accordance with the present invention, an entertainment system comprises an entertainment apparatus for running various programs, a manual controller connected to the entertainment apparatus for inputting requests for manual control by the user into the entertainment apparatus, and application means of effects arranged in the hand controller to apply physical effects to the user in response to external requests, the entertainment apparatus having effects application instruction means for outputting an instruction to apply a physical effect to the hand controller operated by a selected one of a plurality of users based on a request from another user.
Therefore, when a selected user performs a certain control action with a hand controller while looking at the screen of the television receiver, a physical effect can be applied to the selected user based on a request from another user.
At this time, the selected user may enter a wrong control action or have to interrupt a control action or encounter an unexpected situation due to the sudden application of a physical effect.
Accordingly, in addition to a physical effect as a response to a control action made by the user while a competition game is in progress, a physical effect can be communicated to the user based on a request from another user. Such a physical effect makes it possible for the game to evolve into unexpected situations, which tends to make the competition game highly realistic.
The means for applying physical effects may comprise a vibration generator for applying vibrations to the user.
Therefore, while a competition game is being viewed by a plurality of users, the manual controller operated by one of the users can be vibrated by the intention of another user, thus physically interfering with control actions of the user, making with this makes it difficult for the user to introduce control actions or induce erroneous control actions.
As a result, users can play more realistic competition games than before. Since each of the users does not know when their control actions may be interfered with by others, the users may feel excited about the game being played, and the game may have unexpected evolutions.
The effects application instruction means may comprise means for selecting a hypothetical user (ie, a computer), and means for affecting a physical parameter of said hypothetical user if said means for selecting a hypothetical user selects said hypothetical user. Since a hypothetical user is a hypothetical entity (character), it does not actually use a manual controller. Therefore, the value of a parameter relating to an operation speed on the display screen or a hypothetical user state decision ability is affected. Consequently, a game in which a computer serves as an opponent, which tends to be uninteresting and boring, can
ES 2 222 751 T3 evolve towards realistic aspects.
The effect application instruction means may have setting means for detecting the number of manual controllers connected to the entertainment apparatus and identification data of the manual controllers, and setting data depending on the detected number of manual controllers.
Therefore, it is possible to accurately recognize a user (real user or hypothetical user) who has issued a request to communicate a physical effect to a selected user. In this way, a physical effect can be reliably applied to a selected user.
The effect application instruction means may comprise means for establishing a type of physical effect to be applied at least to the selected user depending on the details of the request if the request from the user is an instruction to apply the physical effect to the selected user.
In this way, various types of a physical effect can be applied to the selected user. For example, if vibrations are applied as a physical effect, high frequency vibrations, moderate vibrations or lower frequency vibrations can be communicated to the selected user, as desired, allowing the game to evolve or develop realistic.
In accordance with the present invention, the apparatus comprises a recording or recording medium that stores a program for use by an entertainment system having an entertainment apparatus for running various programs, a manual controller connected to the entertainment apparatus for inputting requests for manual control from the user on the entertainment device, and effect applying means arranged on the hand controller to apply physical effects to the user in response to external requests, the program having the operation of outputting an instruction to apply a physical effect to the hand controller operated by a selected one of a plurality of users based on a request from another user. The effect applying means may comprise a vibration generator for applying vibrations to the actual user.
With the recording medium storing the previous program, in addition to a physical effect in response to a control action made by the user while a competition game is in progress, a physical effect can be communicated to the user based on a request from another user. Such a physical effect makes it possible for the game to evolve into unexpected situations, which tends to make the competition game highly realistic.
The above step may comprise the step of selecting a hypothetical user, and the operation of affecting a physical parameter of said hypothetical user if the operation of selecting a hypothetical user selects said hypothetical user.
The above step or operation may comprise the steps of detecting the number of manual controllers connected to the entertainment apparatus and identification data of the manual controllers, and setting data depending on the detected number of manual controllers.
The above operation step may comprise the step of establishing a type of physical effect to be applied at least to the selected user, depending on the details of the request if the user's request is an instruction to apply the physical effect to the selected user.
In accordance with the present invention, an entertainment apparatus is provided that allows connection to a hand controller, the hand controller having effects applying means arranged on the hand controller to apply physical effects to the user in response to external requests, comprising an effect application instruction means for outputting an instruction to apply a physical effect to the hand controller operated by a selected one from a plurality of users based on a request from another user.
Therefore, when a selected user performs a certain control action with the hand controller while watching the television receiver screen, a physical effect can be applied to the selected user based on a request from another user.
Such a physical effect makes it possible for the game to evolve into unexpected situations, which tends to make competitive play highly realistic.
The foregoing and other objects, features, and advantages of the present invention will become more apparent from the following description when taken in conjunction with the accompanying drawings, in which a preferred embodiment of the present invention is shown by way of illustrative example.
Brief description of the drawings
Figure 1 is a plan view of an entertainment system in accordance with the present invention;
Figure 2 is a front view of an entertainment apparatus, showing slots thereof;
Figure 3 is a perspective view of an entertainment apparatus;
Figure 4 is a block diagram of a particular arrangement of main components of the entertainment apparatus;
Figure 5 is an exploded perspective view of a hand held controller, with a separate bottom case;
Figure 6 is a perspective view of a response means comprising a motor and an eccentrically linked rotor , incorporated in the manual controller;
Figure 7 is a right side elevation view showing how the hand controller is vibrating;
Figure 8 is a plan view of the manual controller, showing the position in which the response means is incorporated;
Fig. 9 is a view showing how the hand controller is connected to the entertainment apparatus, and the entertainment apparatus is connected to a display monitor for playing a game;
Figure 10 is a component block diagram for conducting two-way communications between the handheld controller and the entertainment apparatus;
Figure 11 is a flow chart of a treatment process, with a microcomputer, manual control data, and vibration indication data between the manual controller and the monitoring apparatus.
ES 2 222 751 T3 entertainment;
Fig. 12 is a block diagram showing an example in which manual controllers are connected to an entertainment apparatus;
Fig. 13 is a functional block diagram of an effect application instruction means;
Fig. 14 is a diagram showing details of a user information table;
Fig. 15 is a diagram showing details of an event or event handling table;
Fig. 16 is a diagram showing details of the vibration output table;
Fig. 17 is a diagram showing details of a drive signal table;
Fig. 18 is a flow chart of a process sequence of the effects application instruction means (program) operating with a game program for a competition game;
Figure 19 is a flow chart of a game program process sequence;
Fig. 20 is a flow chart of a process sequence of the effect application instruction means;
Fig. 21 is a flow chart of a process sequence of a user setting means;
Fig. 22 is a flow chart of a process sequence of an event handling means;
Fig. 23 is a flow chart of a process sequence of a vibration setting means; Y
Figure 24 is a flow chart of a process sequence of a vibration emitting means;
Best way to carry out the invention
An entertainment system according to the present invention will now be described with reference to Figures 1 to 24.
As shown in Figure 1, the entertainment system, generically designated 10, in accordance with the present invention, has an entertainment apparatus 14 to which a hand controller 12 is detachably connected.
The entertainment apparatus 14 reads a program and data recorded on an optical disk or the like, for example, and executes a game, for example, based on the program depending on commands from the user, for example the one playing the game. The execution of the game mainly represents controlling the progress of the game and the visual presentation of images and the generation of sounds.
The entertainment apparatus 14 has a rectangular case 16 which houses a disc loading unit 18, essentially centrally therein, for loading an optical disc, such as a CD-ROM or the like as a recording or recording medium to supply an application program registered in it. The box 16 supports a reset switch 20 for resetting a currently running program, a power supply switch 22, a disk control switch 24 for controlling the loading of the optical disk, and two slots 26A, 26B.
The entertainment apparatus 14 may be supplied with the application program through a communication link, rather than being supplied from the optical disk as the recording medium.
The entertainment system 10 also includes a manual controller 12 for supplying user commands to the entertainment apparatus 14.
Two manual controllers 12, which can be respectively connected to the slots 26A, 26B, allow two users or gamers to play a competitive game, for example. A memory card 30 and a portable information terminal 32 (see FIG. 4) which have been conventionally used, can also be inserted into the slots 26A, 26B. Although two slots 26A, 26B are shown in Figure 1, the entertainment apparatus 14 may have more or less than two slots.
The manual controller 12 has first and second control pads 40, 42, third and fourth control pads 44, 46, a start button 48, and a selector button 50. The manual controller 12 also has a vibration producing mechanism. arranged therein to communicate vibrations to the hand controller 12. Details of the hand controller 12 will be described below.
Figure 2 shows the slots 26A, 26B that are defined in a front panel of the case 16 of the entertainment apparatus 14.
Each of the slots 26A, 26B has upper and lower units. Specifically, the slots 26A, 26B have respective memory card inserting units 60A, 60B as their upper units for inserting the memory card 30 or the portable information terminal 32 with the same and respective controller connectors (jacks) 64A, 64B as its lower units for connection to a connection terminal 62 (connector, see figure 1) of the hand controller 12.
The memory card insertion units 60A, 60B have respective insert holes (slots) which are horizontally elongated rectangular in shape. These insert slots have rounded lower opposite corners, as opposed to upper opposite corners thereof, so that memory card 30 and portable information terminal 32 will not be inserted into memory card insertion units 60A, 60B. in the wrong orientation. The memory card inserting units 60A, 60B also have shutters to protect the connection terminals arranged therein for electrical connection.
Controller connectors 64A, 64B also have respective insert holes (slots) that are of a horizontally elongated rectangular shape. These insertion slots have rounded opposite lower corners in contrast to opposite upper corners thereof, so that the connector terminal 62 of the hand controller 12 cannot be connected to the controller connectors 64A, 64B in the wrong orientation. The insert holes of the controller connectors 64A, 64B are differently shaped from the insert holes of the memory card insert units 60A, 60B, so that the memory card 30 and the portable information terminal 32 do not. they can be inserted into the insertion holes of the controller connectors 64A, 64B.
In FIG. 3, the portable information terminal 32 is inserted into the memory card inserting unit 60A in the slot 26A which is defined in the
ES 2 222 751 T3 front panel of entertainment apparatus 14.
A particular arrangement of the entertainment apparatus 14 will now be described with reference to FIG. 4. As shown in Figure 4, the entertainment apparatus 14 comprises a control system 72 including a central processing unit (CPU) 70 and its peripheral devices, a graphics system 78 including a graphics processing unit (GPU) 76 for generating and storing image data in a frame buffer 74, a sound system 80 including a sound processing unit (SpU) 98 for generating musical sounds and sound effects, an optical disk controller 82 for controlling an optical disk on which application programs are registered, a communication controller 84 for controlling signals from manual controller 12 that inputs user instructions, and data supplied to and from a memory card 30 and a portable information terminal 32 that stores game regulations, and a busbar or bus 85 to which the control system 72, the graphics system 78 are connected, the sound system 80, the optical disk controller 82, and the communication controller 84.
The control system 72 comprises a CPU 70, a peripheral device controller 86 for controlling interrupts and data transfer of direct memory access (DMA), a main memory 88 comprising a random access memory (RAM) and a read-only memory (ROM) 90 that stores various programs such as an operating system for managing main memory 88, graphics system 78, sound system 80, and so on. Main memory 88 is memory capable of storing a program that is being executed.
CPU 70 controls entertainment apparatus 14 in its entirety by executing the operation system stored in ROM 90. CPU 70 comprises a 32-bit RISC-CPU, for example.
When the entertainment apparatus 14 is turned on, the CPU 70 executes the operation system stored in the ROM 90 to start the control of the graphics system 78, the sound system 80, and so on. For example, when the operation system is executed, the CPU initializes the entertainment apparatus 14 in its entirety to confirm its operation, and then controls the optical disk controller 82 to execute an application program registered on the optical disk.
As the application program runs, CPU 70 controls graphics system 78, sound system 80, etc., depending on commands entered by the user to thereby control image display and generation of images. musical sounds and sound effects.
The graphics system 78 comprises a Geometry Transfer Engine (GTE: geometry transfer engine) 94 to perform coordinate transformations and other processing, a GPU 76 to generate image data according to instructions from CPU 70, a frame buffer 74 to store image data generated by GPU 76, and an image decoder 96 for decoding image data compressed and encoded by an orthogonal transformation such as a discrete cosine transformation.
The GTE 94 has an arithmetic mechanism for lelo to perform a plurality of arithmetic operations parallel to each other, and can perform coordinate transformations, light source calculations, matrices or vectors at a high speed in response to a request from the CPU 70 . Specifically, the GTE 94 can calculate the coordinates of a maximum of 1.5 million polygons per second for a flat shaded process to represent a triangular polygon with a color, for example. With the GTE 94, the entertainment apparatus 14 is able to reduce the load on the CPU 70 and perform high speed coordinate calculations.
According to an image generation instruction from CPU 70, GPU 76 generates and stores the data of a polygon or the like in frame buffer 74. GPU 76 is capable of generating and storing a maximum of 360 miles polygons per second.
Frame buffer 74 comprises dual access RAM, and is capable of simultaneously storing image data generated by GPU 76 or image data transferred from main memory 88, and reading image data for display.
The frame buffer 74 has a storage capacity of 1 Mbyte, for example, and is handled as a 16-bit matrix made up of a horizontal row of 1024 pixels or pixels and a vertical column of 512 pixels. The frame buffer 74 has a display area for storing image data to be output as video output data, a CLUT area (color watch table: color look-up table) to store a color look-up table that will be referenced by the GPU 76 when generating a polygon or the like, and a texture area to store texture data to undergo coordinate transformations when a polygon is generated and rendered over a GPU-generated polygon 76. The GPU area and the texture area are dynamically varied as the display area varies.
The GPU 76 can perform, in addition to the flat shading or tinting process, a Gouraud tinting process to determine colors in polygons by interpolating intensities from the vertices of the polygons, and a texture rendering process to represent textures stored in the areas of texture over polygons. To perform the Gouraud shading process or the texture rendering process, the GTE 94 can perform coordinate calculations for up to about 500,000 polygons per second.
Image decoder 96 is controlled by CPU 70 to decode image data from a still or moving image stored in main memory 88, and store the decoded image in main memory 88.
Image data reproduced by image decoder 96 is transferred to frame buffer 74 by GPU 76, and can be used as a background for an image graphed by GPU 76.
The sound system 80 comprises an SPU 98 for generating musical sounds, sound effects, etc. based on instructions from CPU 70, a sound buffer 100 for storing waveform data from the
ES 2 222 751 T3
SPU 98, and a speaker 102 to output musical sounds, sound effects, etc. generated by SPU 98.
The SPU 98 has an ADPCM (Adaptive Differential PCM) function to reproduce 16-bit sound data that has been encoded as 4-bit differential sound data by ADPCM, a playback function to reproduce the waveform data stored in the sound buffer 100 for generating sound effects, etc., and a modulation function for modulating and reproducing the waveform data stored in the sound buffer 100.
The sound system 80 can be used as a sampling sound source that generates musical sounds, sound effects, etc. based on waveform data stored in sound buffer 100 according to commands from CPU 70.
The optical disc controller 82 comprises an optical disc drive 92 for reproducing application programs and data recorded on an optical disc, a decoder 104 for decoding programs and data that are recorded with an error correction code added thereto, and a buffer 106 for temporarily storing data read from the optical disk drive 92 so as to allow the data from the optical disk to be read at high speed. An auxiliary CPU 108 is connected to decoder 104.
The sound data recorded from the optical disk, which is read by the optical disk drive 92, includes PCM data converted from analog sound signals, in addition to the ADPCM data.
The ADPCM data, which is recorded as 4-bit differential data from 16-bit digital data, is decoded by decoder 104, supplied to SPU 98, converted by it into analog data, and applied to drive speaker 102.
The PCM data, which is recorded as 16-bit digital data, is decoded by decoder 104 and then applied to drive speaker 102.
The communication controller 84 comprises a communication control device 110 for controlling communication with the CPU via bus 95. The communication control device 110 has the connection terminal 62 to which the manual controller 12 is connected for inputting commands from the user, and the memory card inserting units 60A, 60B for receiving a memory card 30 as a device. auxiliary memory to store game regulations, etc. and the portable information terminal 32.
The handheld controller 12 connected to the connection terminal 62 has 16 command keys, for example, for entering commands from the user, and transmits command key states approximately 60 times per second to the communication control device 110 via communication. synchronous in accordance with an instruction from the communication control device 110. Communication control device 110 transmits these command key states to CPU 70.
In this way, the commands from the user are applied to the CPU 70, which performs a process according to the commands on the basis of the game program being executed.
A large amount of image data needs to be transferred at high speed between main memory 88, GPU 76, image decoder 96, and decoder 104 to read a program, display an image, or generate and store image data.
In the entertainment apparatus 14 data is transferred directly between the main memory 88, the GPU 76, the image decoder 96 and the decoder 104, in accordance with the DMA data transfer under the control of the peripheral device controller 86, in instead of CPU 70. Therefore, the load on the CPU 70 for data transfer can be reduced, and high-speed data transfer between the main memory 88, the GPU 76, the image decoder 96 and the decoder 104 can be achieved.
When it is necessary to store the regulation data of a game that is being played, the CPU 70 transmits the regulation data to the communication control device 110, which writes the regulation data transmitted to the memory card 30 or to the control terminal. portable information 32 that is inserted into the memory card inserting unit 60A or 60B.
The communication control device 110 has a built-in protection circuit for protection against electrical breakdowns. Memory card 30 and portable information terminal 32 are separate from bus or bus 85, and can be connected and disconnected while entertainment apparatus 14 is being activated. Therefore, when the memory card 30 and the portable information terminal 32 suffer a decrease in storage capacity, a new memory card 30 or portable information terminal 32 can be connected without having to disconnect the entertainment apparatus 14. Consequently, any game data that needs to be backed up can be stored on a new memory card 30 or portable information terminal 32 connected to the entertainment apparatus 14, without danger of being lost.
As shown in Figure 4, the entertainment apparatus 14 further includes a parallel I / O or input / output interface (PIO: parallel I / O) 112 for system extension and a serial I / O interface ( SIO: serial I / O) 114 for connection to an external terminal, described later.
The handheld controller 12 will be described in detail below with reference to Figures 5 to 11. As shown in Figure 5, the handheld controller 12 is shaped like eyeglasses, and has a housing comprising a top case 120 and a case. lower 122 that can be separated from each other vertically. The handheld controller 12 has first and second control brackets 124, 126 that protrude like horns from opposite longitudinal ends of the housing so that it can be grasped by the user with both hands.
The manual controller 12 also has an initiator / selector assembly 128 disposed in a reduced width central portion of the housing and comprising switches for starting the game and making selections. The first and second control pads 40, 42 are respectively mounted on the opposite longitudinal ends of the housing in symmetrical positions, and each
ES 2 222 751 T3 has a circular shape supporting a plurality of switches arranged essentially centrally therein. The third and fourth control pads 44, 46 are respectively mounted on front sides of the housing, near opposite longitudinal ends thereof, in symmetrical positions, and each has a plurality of switches that can be manually operated by fingers.
The initiator / selector assembly has the initiator or start button 48 and the selector button 50 that are located intermediate between the first and second control pads 40, 42. The selector button 50 serves to select difficulty levels when the game is started, and the start button 48 is used to actually start the game.
The first control pad 40 has an essentially cross-shaped cavity 130, defined at one of the longitudinal ends of the housing, centrally in the circular shape thereof, and four windows 134 arranged in the cavity 130 with four key tops 132a , 132b, 132c, 132d projecting outwardly respectively through windows 134. The windows 134 are positioned such that the key tops 132a, 132b, 132c, 132d projecting through them are oriented in a cross-shaped pattern within the essentially cross-shaped cavity 130, and have respective heads or tips facing each other.
Similarly, the second control pad 42 has an essentially cross-shaped cavity 136, defined at the other of the longitudinal ends of the housing, centrally in the circular shape thereof, and four cylindrical tubes 140 arranged in the cavity 136 and having respective openings with four key tops 138a, 138b, 138c, 138d projecting outwardly through cylindrical tubes 140, respectively. Cylindrical tubes 140 are located in a cross-shaped pattern within cavity 136 essentially cross-shaped.
Markings, such as O, Δ, □, X, for example, indicative of switching functions that can be easily recognized to identify the switching functions, are applied respectively to the upper faces of the upper parts of keys 138a, 138b, 138c, 138d. The lower ends of the key tops 138a, 138b, 138c, 138d and the bottoms of tubes 140 have their unique projections and recesses such that the key tops will insert only into their associated holes, but not into their associated holes. other holes.
The third and fourth control pads 44, 46 project respectively from front walls of the first and second control pads 40, 42, and have openings 142 in the form of two pairs of vertically spaced narrow parallel grooves defined in a front wall of the protruding control pad, and movement indication switches comprising narrow key protrusions 144a, 144b, 144c, 144d, respectively fitted in the openings 142 and protruding outwards.
To use the handheld controller 12, the connection terminal 62 (see FIG. 1) of the handheld controller 12 is connected to the entertainment apparatus 14, which is connected to a display monitor, such as a television receiver. Typically, the user grasps the hand controller 12 with both hands and operates the first, second, third, and fourth control pads 40, 42, 44, 46 with the fingers of both hands to indicate movements for a target or movement target such as a game character displayed on the display screen of the display monitor to proceed with the game.
The manual controller 12 also has a response means 150 arranged in a space within the housing.
Specifically, the housing composed of the upper case 120 and the lower case 122 includes a response means mount 152 on the first control bracket 124, which protrudes from the lower case 122 and supports the response means 150.
The first and second control pads 40, 42 of the lower case 122 have a pair of cylindrical mounts 154 for each, which support a switch panel. The third and fourth control pads 44, 46, which are elongated rectangular in shape, project from respective front faces of the first and second control pads 40, 42.
In the lower box 122, the space that houses the response means 150 can be located in one of the first and second control supports 124, 126 that can be grasped with both hands of the user or in the central part of the reduced width of the housing. , versus the initiated / selector assembly 128, as shown in Figures 5 and 8. In the illustrated embodiment, the response means 150 is located on the first control bracket 124 that can be grasped by the user's left hand.
As shown in Figure 6, the response means 150 comprises a motor 156 and a cylindrical rotor 160 mounted eccentrically on a rotary shaft 158 of the motor 156. When the motor 156 is activated, the rotary shaft 158 rotates to cause the rotary shaft to rotate. rotor 160 in an eccentric motion to thereby produce vibrations that are communicated as a physical effect to the user.
In Figures 5 and 7, the vibrations produced by the response means 150 are transmitted not only to the first control bracket 124, but also to the lower case 122 and the upper case 120, thereby vibrating the hand controller 12 in its entirety. The intensity of the cyclical period of the vibrations can be changed depending on the rotational speed and the torque of the motor 156, so that the operating intensity of the response means 150 can be changed.
As shown in Figure 5, the response means 152 of the lower case 122 is arranged at the bottom of the lower part of the first control bracket 124 against which the user rests the hands. The motor 156 of the response means 150 is fixedly mounted in the mount 152 of the response means.
With the response means 150 mounted on the first control support 124 of the lower box that can be grasped by the left hand of the user, the user, who is playing the game, receives vibrations intermittently or based on manual control actions, depending on of the game type, from the handheld controller 12 connected to the entertainment apparatus 14 which is connected to a display monitor 162, as shown in FIG. 9.
ES 2 222 751 T3
For example, when the user attacks an opponent or is attacked by an opponent in a combat game, or hits a target in a shooting game, as shown in figure 9, or an aircraft is attacked as a moving target in a game picture, the entertainment apparatus applies a certain response signal to the response means 150 to activate the motor 156 in order to vibrate the hand controller 12 in its entirety for a certain period of time.
In this way, in response to a manual control action that the user has performed on a certain control button on the manual controller 12, the manual controller 12 is vibrated in its entirety, and the vibrations are fed back as a physical sensation to the user, which finds the game more realistic.
In order to actuate the response means 150 to vibrate the hand controller 12 as a whole, the hand controller 12 and the entertainment apparatus 14 need to have a two-way communication function.
As shown in FIG. 10, one such bidirectional communication function can be performed by the connection terminal 62 connected to the entertainment apparatus 14 for bidirectional communication in series with the handheld controller 12.
Specifically, an arrangement in the handheld controller 12 to perform the bi-directional communication function comprises a serial I / O interface SIO to perform serial communication with the entertainment apparatus 14, a parallel I / O interface PIO to input data from control from a plurality of control buttons, a single chip microcomputer comprising a CPU, a RAM and a ROM, and a motor driver 154 for energizing motor 156 of response means 150. Motor 156 is driven by a voltage and current supplied from motor driver 164.
An arrangement in the entertainment apparatus 14 for performing the bi-directional communication function comprises a serial I / O interface SIO for performing serial communication with the handheld controller 12. When the connection terminal 62 of the handheld controller 12 is connected to the entertainment apparatus 14, the serial I / O interface SIO on the entertainment apparatus 14 is connected to the serial I / O interface SIO on the handheld controller 12 through of the connection terminal, constituting bidirectional communication means for bidirectional serial communication. Other details of the entertainment apparatus 14 are omitted from the illustration of FIG. 10.
Signal and control lines for serial bidirectional communication include a data transfer signal line TXD (Transmit X 'for Data) for sending data from the entertainment apparatus 14 to the handheld controller 12, a data transfer signal line RXD (Received X 'for Data) to send data from handheld controller 12 to entertainment device 14, a serial synchronous clock signal line SCK (Serial Clock) to extract data from the data transfer signal lines TXD, RXD, a control line DTR (Data Terminal Ready) to establish and cut off the communication with the handheld controller 12 as a terminal, and a DSR (Data Set Ready) flow control line to transfer a large amount of data.
The signal and control lines for bidirectional serial communication are arranged in one cable. This cable further includes a power or power line from a power supply in the entertainment apparatus 14 and connected to the motor actuator 164 to supply electrical power to activate the motor 156.
In the following, a two-way serial communication process between the handheld controller 12 and the entertainment apparatus 14 will be described. In order for the entertainment apparatus 14 to communicate with the handheld controller 12 to read control data from the control buttons. control (button information) of the first, second, third and fourth control pads 40, 42, 44, 46, the entertainment apparatus 14 first outputs selection data to the DTR control line. As a consequence, the hand controller 12 confirms that it is selected by the DTR control line, and then waits for a signal from the TXD signal line. Then, the entertainment apparatus 14 outputs an identification code indicative of the handheld controller 12 to the data transfer signal line TXD. The handheld controller 12 receives the identification code from the TXD signal line.
When the hand-held controller 12 recognizes the identification code, the hand-held controller 12 begins to communicate with the entertainment device 14. The entertainment device 14 sends control data via the data transfer signal line TXD to the hand-held controller 12 , which sends control data produced by a control button through the data transfer signal line RXD to the entertainment apparatus 14. In this manner, the entertainment apparatus 14 and the handheld controller 12 perform serial two-way communication. Two-way serial communication will be defined when the entertainment apparatus 14 outputs select stop data through the DTR control line.
With the serial bidirectional communication function, the hand controller 12 can mainly send control button control data to the entertainment apparatus 14, and the entertainment apparatus 14 can send vibration indication data to drive the media motor 156. 150 response via data transfer signal line TXD to handheld controller 12. The vibration indication data to activate the motor 156 has been previously established on a CD-ROM provided in the entertainment apparatus 14. Depending on the movement target for the user who wishes to play the game, the entertainment apparatus 14 sends the vibration indication data to hand controller 12 to feed back vibrations for a certain period of time to hand controller 12. One such feedback process is described below with reference to Figures 5, 10 and 11.
After loading the CD-ROM into the entertainment apparatus 14, the user presses the start button 48 of the manual controller 12 shown in Figure 5 to start the game, presses the selector button 50 to set various functions and then actuate the first, second, third, and fourth control pads 40, 42, 44, 46 to practice the game.
When the game starts, the microcomputer
ES 2 222 751 T3 composed of the CPU, RAM and ROM in the manual controller 12 shown in figure 10, monitors at all times if vibration indication data has been sent from the entertainment device 14 through the interface Serial I / O SIO. The vibration indication data includes a control signal for a voltage and current to power motor 156 and a time during which motor 156 is powered.
If the data sent from the amusement apparatus 14 includes the vibration indication data while the game is in progress, then the motor trigger 164 is actuated to apply the voltage supplied from the amusement apparatus 14 to the motor 156 for a period of time. predetermined time.
Specifically, the microcomputer of the manual controller 12 recognizes the vibration indication data in the data sent from the entertainment apparatus 14 in step S1, processes the vibration indication data in step S2, operates the motor trigger 164 shown in Figure 10 in step S3 and generates vibrations in step S4.
If no vibration indication data is recognized in step S1 and then a control button is pressed in step S5, then the control data from the control button is applied through the PIO parallel I / O interface. to the microcomputer.
The microcomputer then processes the control data in step S ", converts the control data into serial data in step S7, and transmits the serial data through the serial I / O interface SIO to the entertainment device 14 .
When the entertainment apparatus 14 receives the serial data from the handheld controller 12, the entertainment apparatus 14 compares the data of a moving target or target and the received serial data in step S8, and determines an impact state at step S9. The impact state represents a state in which a hypothetical laser beam shot by the user hits a hypothetical moving target, as shown in Figure 9.
If the moving target data and the serial data agree with each other in step S9, that is, if the moving target is hit, then the hit moving target is displayed on the display monitor 162 in step S10. , and the vibration indication data is output in step S11, after which the vibration indication data is converted to serial data and the serial data is sent as a response signal through the serial I / O interface SIO to the manual controller 12 in step S12.
As described above in steps S1-S3, when the vibration indication data is detected by the microprocessor of the manual controller 12, the motor driver 164 powers the motor 156 to rotate the rotor 160 in order to make vibrate the hand controller 12 in its entirety.
If the moving target is not hit in step S9, then a moving target based on a control button is displayed on the display monitor 162 in step S13, and a new operation is performed when a push button is pressed. control of the manual controller 12 in step S5.
The vibration indication data generated when the moving target is reached is received from the entertainment apparatus 14 as a response signal by the hand controller 12. However, the vibration indication data can be sent from the recording apparatus. entertainment 14 to handheld controller 12 via one-way communication.
Next, a characteristic function of the entertainment system 10 will be described, that is, a function for giving instructions to means for applying physical effects (parameters referring to the motor 156 in the hand controller 12 and to the game program), that is an instruction function for effect application.
A program for performing an effect application instruction function (effect application instruction means 200, see Fig. 13) is downloaded from a certain CD-ROM, played by the entertainment apparatus 14 in a main memory 88 thereof. and performed on the entertainment apparatus 14.
As shown in FIG. 12, an external interface (eg, a multi-connection device) 202 is connected to the entertainment apparatus 14 via an external terminal (eg, a serial I / O) 114. The external interface 202 is capable of connecting a plurality, for example four, of hand controllers 12 simultaneously to allow a plurality of users to play a competitive game, for example, on the entertainment apparatus 14.
The external interface 202 may instead be connected to the communication control device 110.
The arrangement of the effect application instruction means 200 will first be described below with reference to Fig. 13. As shown in Fig. 13, the effects application instruction means 200 comprises a user setting means 206 for setting information regarding users of the entertainment apparatus 14 to generate a user information table 204, event handling means 210 for reading input information from one or more manual controllers 12 and processing data depending on the input information to generate an event handling table 208, a vibration setting means 214 for extracting only information related to vibrations from the event handling table 208 and successively recording types of vibrations with respect to the user to whom vibrations are applied in a vibration output table 212, a vibration emitting means 216 for generating and outputting vibration indication data Dv including a type of vibrations with respect to the user to which vibrations are to be applied, based on the vibration output table 212 and the user information table 204, and execute a physical effect to be applied to a hypothetical user as a parameter change, and a termination determining means 218 for determining whether or not the game is over.
the user setting means 206 scans the external interface 202 and the communication control device 110 (see FIG. 12) to read the number of an access or connection (access number) of the external interface 202 to which the manual controller 12 and the number of an access (no
ES 2 222 751 T3 access code) of the communication control device 110 to which the manual controller 12 is connected.
Two ports ("ports") of the communication control device 110 may be designated by access numbers 1, 2, and a plurality of ports of the external interface 202 may be designated by access numbers 3, 4, 5, 6, ...
If a plurality of users using the entertainment apparatus 14 are numbered, then such user numbering is advantageous for building software. For example, manual controller users 12 connected to communication control device 110 can be numbered successively, and then manual controller users 12 connected to external interface 202 can be numbered successively in order of access number.
Specifically, as shown in Figure 12, if two manual controllers 12 are connected to the communication control device 110 and four manual controllers 12 are connected to the external interface 202, then the two users of the two manual controllers 12 connected to the communication control devices are assigned user numbers 1, 2, and the four users of the four handheld controllers 12 connected to the external interface 202 are assigned user numbers 1, 2, 3, 4 in order of access number.
If a handheld controller 12 is connected to communication control device 110 and three handheld controllers 12 are connected to external interface 202, then the user of handheld controller 12 connected to communication control device 110 is assigned user number 1 , and the three users of the three handheld controllers 12 connected to the external interface 202 are assigned user numbers 3, 4, 5, 6 in order of access number.
If they reconnect three manual controllers 12 to external interface 202 only, then the three users of the three manual controllers 12 connected to external interface 202 are assigned user numbers 1, 2, 3 in order of access number.
A manual controller user is a human being who is and can be defined as a real user. If a competitive game is played, then an opponent can be a computer, and that computer can be defined as a hypothetical user. Since the concept of an access number described above is not applicable to such a hypothetical user, it is convenient to use a special code indicative of the computer. Furthermore, the user number of a hypothetical user may be a number that follows the user number of an actual user.
Details of various tables based on the above definition will be described below. As shown in FIG. 14, user information table 204 has access codes or numbers (hypothetical user codes) that are recorded in respective registers. The record numbers in the user information table 204 correspond to user numbers. For example, the access number (access number) to which manual controller 12 used by a real user assigned user number 1 is assigned, is recorded in register 1.
As shown in Figure 15, the event handling table 208 stores, in each record, a type of treatment (for example vibrations) based on input data from manual controller 12 and a decision from the computer, a user number of a real user to which vibrations are applied, and a code indicative of a control attribute, eg control key type (O, Δ, □, X, or combinations thereof). If the type of treatment is not related to vibration, then the result of calculations based on input data from the handheld controller 12 or the result of calculations based on a computer decision is stored as a control attribute.
As shown in FIG. 16, the vibration output table 212 stores one or more types of vibrations based on control key types in each register. FFH (hexadecimal), can be used, for example, as an initial value (invalid value).
Figure 17 shows, by way of example, a trigger signal table 268 indicating details of types of vibrations. A vibration type 1 corresponding to the control key O indicates that the motor 156 in the hand controller 12 is driven at a predetermined rotational speed. A vibration type 2 corresponding to the control key X indicates that the rotational speed of the motor 156 is varied in constant cyclic periods. A vibration type 3 corresponding to the control key □ indicates that the rotational speed of the motor 156 is randomly varied. A vibration type 4 corresponding to the control key Δ indicates that the rotational speed of the motor 156 is intermittent.
Furthermore, a type 5 of vibrations corresponding to the control keys O + X (the control keys O, X are pressed simultaneously) indicates that the motor 156 is driven at a predetermined rotational speed in constant cyclic periods.
The various processing means, described above, of the effect application instruction means 200 will now be described with reference to FIG. 13.
The user establishment means 206 comprises a means 230 for establishing the number of permissible connections for detecting whether the external interface 202, etc. is or is not connected to establish a permissible number of manual controllers 12 that can be connected, a table generation means 232 for detecting whether the manual controller 12 is connected or not and whether or not there is a hypothetical user to generate the table 204 of user information, and a process termination determining means 234, for determining the termination of a user establishment process.
The event handling means 210 comprises a record reading means 236 for successively reading records from the user information table 204, a calculation means 238 for detecting input data from a manual controller 12 operated by a real user, which perform calculations based on the input data detected, and perform calculations based on the result of a decision made by a computer, vibration-related determination means 240, to determine whether or not the result of the calculations is vibration-related; table generation means 242 for, whether the result of the calculations
ES 2 222 751 T3 culos is related to vibrations, record a code related to vibrations, a user number found by the calculations, and a control attribute in the record in the event handling table 208, and, if the result of the calculations is otherwise, registering a type code that depends on a request and the result of calculations in the register in the event handling table 208, to thereby generate the event handling table 208, and a treatment completion determining means 244, for determining the completion of an event treatment process.
The vibration setting means 214 comprises a record reading means 246 for successively reading records from the event handling table 208, a vibration-related determination means 248, to determine whether or not the treated type is vibration-related, a table generating means 250, for generating the vibration output table 212 on the basis of the various information recorded in the read records, and a process termination determining means 252, for determining the termination of a vibration setting process.
The vibration emission means 216 comprise first record reading means 254 for successively reading records from user information table 204, second record reading means 256 for successively reading records from table 212 of vibration output, a user determining means 258 for determining whether a party to which an effect is to be applied is an actual user or a hypothetical user, a vibration indication data generating means 260 for generating vibration indication data Dv to be transferred to the hand controller 12 if the user determining means 258 determines whether a player to whom an effect is to be applied is a actual user, a vibration indication data output means 262 for outputting or outputting vibration indication data Dv generated by the hand controller 12, a parameter changing means 264 for changing the numerical value of a physical parameter referenced by the game program if the user determining means 258 determines whether a player to whom an effect is to be applied is a hypothetical user, and a process completion determining means 266 for determining the completion of a vibration emission process.
Next, a processing operation of an effect application instruction means (program) 200, for example a processing operation of the effect application instruction means 200 operating with the effect, will be described below with reference to FIGS. game program of a competition game.
In step S101 of Fig. 18, the game program of a competition game and the effects application instruction means (program) 200 are read from a certain CD-ROM and transferred to the main memory 88 of the entertainment apparatus. 14. The effect application instruction means 200 is activated in step S102, and the game program is activated in step S103. The effects application instruction means 200 are designed to operate in a time-sharing mode with respect to the game program.
The game program operates as follows: As shown in Fig. 19, a game image is displayed in step S201. Then, in step S202, the competition game is proceeded, successively processing input data set by the hand controller 12, and images are displayed and various parameters are changed, depending on the input data.
In step S203, it is determined whether or not a decision has been made as to the victory or defeat of the user. If no such decision has been made, control goes back to step S201, in which the competition game is continued. If a decision has been made, control proceeds to step S204, which determines whether or not the game is over. If the game is not over, control returns to step S201, in which the competition game continues. If the game is over, then the game end flag or indication is set in step S205, and the game program is ended.
The effects application instruction means 200 operates as follows: As shown in Fig. 20, a selection image is displayed in step S301. The selection image presents a message prompting a user to enter the number of users (real user and hypothetical user) to take part in the competition game and a frame or box to indicate a numerical value representing the number of users in response to an entered manual control action.
In step S302, a user enters the number of users (actual user and hypothetical user) to take part in the competition game through any of a plurality of manual controllers connected to the entertainment apparatus 14.
In step S303, a user establishment process is performed. The user setting process is performed by the user setting means 206 shown in FIG. 13 to set information regarding users of the entertainment apparatus 14, thereby generating a user information table 204.
After the user establishment process, an event handling process is performed in step S304. The event handling process performed by the event handling means 210 is shown in Figure 13 to read input information from one or more manual controllers 12, and process data depending on the input information to generate a table 208 event handling.
After the event handling process, a vibration setting process is performed in step S305. The vibration setting procedure is performed by the vibration setting means 214 shown in the figure to extract only information related to vibrations from the event handling table 208 and successively record types of vibrations with respect to the user to whom they apply. vibrations in a vibration output table 212.
After the vibration setting process, a vibration emission process is performed in step S306. The vibration emission or output process is performed by the vibration emission means 216 to generate and output vibration indication data Dv including a type of vibrations with respect to the user to whom they have been
ES 2 222 751 T3 of applying vibrations, based on the user information table 204 and the vibration output table 212, and executing a physical effect to be applied to a hypothetical user as a parameter change.
After the vibration emission process, other calculations are performed in step S307. In step S308, the end determining means determines whether or not the game is over based on an end-of-game indication. If the game is not over, control goes back to step S304 to perform the event handling process, the vibration setting process, the vibration emission process and other calculations again.
If the game is over in step S308, the effect application instruction process is finished.
Next, the user setting process in step S303, the event handling process in step S304, the vibration setting process in step S305 and the process of setting vibrations will be successively described with reference to Figures 21 to 24. vibration emission in step S306.
In the user establishment process, the allowable connection number establishment means 230 detects whether or not the external interface 202 is connected in step S401 shown in FIG. 21 with reference to a status flag or indication indicative of a status connection of physical equipment (hardware), for example.
If the external interface 202 is connected, then control moves to step S402, in which the allowable number of connections establishment means 230 determines an allowable number M of connections from the type (ID or the like) of the external interface 202. If manual controllers 12 connected to the communication control device 110 can also be used, then "2" is added, for example, to the number M of allowable connections, which represents an allowable number of connections for the manual controllers 12 connected to the device 110. communication control.
If the external interface 202 is not connected, then control moves to step S403, in which the means 230 for setting the number of allowable connections, "2" for example, represents a number of allowable connections for the manual controllers 12 connected to the communication control device 110 are defined as the number M of allowable connections.
After step S402 or S403, control proceeds to step S404, where an initial value "1" is stored in an index register i used to search for accesses of the external interface 202 and the communication control device 110 and An initial value "1" is stored in a record of index j used to look up records in user information table 204.
In step S405, the table generating means 232 detects whether the manual controller 12 is connected to an access of order i or not. If the manual controller 12 is on, then control moves to step S406, in which the table generating means 232 stores an access number i in a j-order register in the user information table 204. In step S407, the value of index register j is incremented by +1.
After step S407, or if manual controller 12 is not connected to access of order i, control moves to step S408, in which the value of index register i is incremented by +1.
In step S409, the treatment completion determining means 234 determines whether or not all the access numbers in which the manual controllers 12 are connected have been registered in the user information table 204 by determining whether or not the value of the registration register. index i is or is not greater than the number M of permissible connections.
If the value of the index register i is not greater than the number M of allowable connections, indicating that the process has not yet been completed, then control returns to step S405 and step S405 and the following steps are repeated. If all the access numbers to which the manual controllers 12 are connected have been recorded in the user information table 204, then the control proceeds to step S410, in which the table generating means 232 determines whether or not there is a hypothetical user by determining whether the value of index record j is the same as the number N of users.
If the value of the index register j is the same as the number M of users, indicating that there is a hypothetical user, then control moves to step S411, in which the table generation means 232 stores a code indicative of the user hypothetical in order record j in user information table 204.
After step S411, or if there is no hypothetical user in step S410, then the user establishment process is finished.
In the event handling process, an initial value "1" is stored in the index register i, which is used to look up records in the user information table 204 and the event handling table 208 in step S501 shown. in figure 22.
Then, in step S502, the register reading means 236 reads details of an i order register from the user information table 204.
In step S503, the calculation means 238 determines whether or not the details of the order record i belong to a real user by determining whether or not the details of the order record i are a code indicative of a hypothetical user.
If the details of the order register i are not a code indicative of a hypothetical user, but are related to a real user, then control moves to step S504, in which the calculation means 238 receives input information from the controller manual 12 that is connected to an access (of the external interface 202 or the communication control device 110) that corresponds to the access number stored in the order register i.
Next, in step S505, the calculation means 238 calculates the received input information to determine what manual control action has been performed.
If the details of the order register i indicate a hypothetical user in step S503, control moves to step S506, in which the calculation means 238 receives a decision (calculated result) from the computer. Then, in step S507, the calculation means 238 calculates the decision result of the computer to determine which decision has been made by the computer.
If the information produced by the calculation in step S505 and step S507 is related to vibrations, then the information represents a code related to vibrations, with the number of
ES 2 222 751 T3 a user (user number) to which the vibrations are applied, and the type of the control button (control attribute).
After step S505 or step S507, control moves to step S508, in which the vibration-related determining means 240 determines whether the present control action or the decision result is vibration-related or not.
If it is related to vibrations, then control moves to step S509, in which the table generating means 242 stores the vibration related code, the user number and the control attribute based on the calculated result in the record. of order i in the event handling table 208.
If it is not related to vibrations in step S508, then control moves to step S510, in which the table generating means 242 stores a type code depending on the request and the calculated result in the order register i in table 208 of event handling.
After step S509 or step S510, control moves to step S511, in which the value of the index register i is incremented by +1. Next, the treatment end determination means 244 determines whether or not the present control action or the decision result has been recorded in the event treatment table 208 with respect to all users registered in the information table 204. determining whether or not the value of the index register i is greater than the number N of users.
If the value of the index register i is not greater than the number N of users, indicating that the process has not yet been completed, then control returns to step S502 and step S502 and so on are repeated. If the present control action or the decision result has been recorded in the event handling table 208 with respect to all registered users, then the event handling process is ended.
In the vibration setting process, an initial value "1" is stored in the index register i, which is used to search for records in the event handling table 208 in step S601 shown in Fig. 23.
Then, in step S602, the register reading means 246 reads details of a register of order i in the event handling table 208, that is, the control details or user decision details corresponding to the user number i .
In step S603, the vibration-related determining means 248 for determining whether or not the control action or decision detail is related to vibration by determining whether or not a vibration-related code is registered in the details of the order register i.
If the control action or decision detail is related to vibrations, then control moves to step S604, in which the table generating means 250 reads the user number registered in the order register i and stores the user number. in index register j used to look up records in vibration output table 212.
In step S605, the table generating means 250 reads the control attribute registered in the order register i and determines a type of vibrations corresponding to the control attribute of the trigger signal table 268.
In step S607, the table generating means 250 records the determined type of vibrations in the j-order register in the vibration output table 221. At this time, the type of vibrations has been recorded with respect to the user to whom the vibrations are to be applied.
After step S607 or if the control action or decision detail is not related to vibrations in step S603, control moves to step S608, in which the value of the index register i is increased by +1. Next, in step S609, the process end determination means 252 determines whether all the vibration-related information from the information recorded in the event handling table 208 has been recorded in the vibration output table 212. determining whether or not the value of the index register i is greater than the number N of users.
If the value of the index register i is not greater than the number N of users, indicating that the process has not yet been completed, then control returns to step S602 and step S602 and the following steps are repeated. If the present vibration related information has been recorded in the vibration output table 212, then the vibration setting process is finished.
In the vibration emission process, an initial value "1" is stored in the index register i which is used to look up records in the vibration output table 212 in step S701 shown in Fig. 24.
Then, in step S702, the first register reading means 254 reads details of the register of order i in the user information table 204, that is, an access number corresponding to the user number ioa a code indicative of a user hypothetical.
In step S703, the second record reading means 256 reads details of a record of order i in the vibration output table 212, that is, an access number to be assigned by the user, corresponding to the number i of user or to a code indicative of a hypothetical user.
In step S704, an initial value "1" is stored in the index register j, which is used to search for types of information. Next, in step S705, a vibration type is read from the j-order register in the vibration output table 212.
In step S706, it is determined whether or not the type of information read is valid by determining whether the type of information read is FFH indicating invalidity.
If the type of vibrations is not FFH, but valid, then control moves to step S707, in which the user determining means 258 determines whether or not the user to whom the vibrations are to be communicated is a real user by determining whether the details recorded in the order register i in the user information table 204 are or are not a code indicative of a hypothetical user.
If the details recorded in the order register i in the user information table 204 are not a code indicative of a hypothetical user, but rather indicate an actual user, then the data generating means 260 indicating vibrations generates data Dv of vibration indication including access number in order register i in user information and information table 204
ES 2 222 751 T3 for the present type of vibrations in step S708. The information regarding the present type of vibrations includes a control signal for a voltage and a current to drive the motor 156 depending on the type of vibrations and a time during which the motor 156 is to be driven.
In step S709, the vibration indication data output means 262 outputs the generated vibration indication data Dv. The external interface 202 and the communication control device 110 monitors the output vibration indication data Dv and supplies the vibration indication data Dv to the hand controller 12 connected to a port corresponding to the access number registered in the indication data Dv of vibrations.
The handheld controller 12 that has received the vibration indication data Dv from the amusement apparatus 14 activates the motor 156 based on the information regarding the type of vibrations stored in the vibration indication data Dv, imparting vibrations depending on the type of vibrations to the actual user who is operating the manual controller 12.
If the user to whom vibrations are to be imparted is a hypothetical user in step S707, then control is transferred to step S710, in which the parameter changing means 264 changes the numerical value of a parameter depending on the type of vibrations, of physical parameters referred to in the game program. For example, the value of a parameter is changed relative to an operating speed on the display screen or a status decision capability.
After step S709 or step S710, control moves to step S711, in which the value of the index register j is incremented by +1. Control then returns to step S705, in which a next type of vibrations is read from the j-order register in the vibration output table 212 and treatment or processing is performed depending on the type of vibrations.
If the type of vibrations is invalid in step S706, then control moves to step S712, in which the value of the index register i was incremented by +1. In step S713, the process completion determining means 266 determines whether the entire process has been completed with respect to the types of vibrations recorded in the vibration output table 212 by determining whether the value of the index register i is greater or greater. not that the number N of users.
If the value of the index register i is not greater than the number N of users. indicating that the process has not yet been completed, then control returns to step S703. Information regarding the next user and a type of vibrations to be communicated to the user is read, and vibrations are applied depending on the type of vibrations, to a real user or the value of a physical parameter of a hypothetical user is changed. When the entire process with respect to the types of vibrations recorded in the vibration output table 212 has been completed, the vibration emission process is completed.
In the entertainment system 10 in accordance with the present invention, the manual controller 12 operated by a selected one of a plurality of users incorporates the effects application instruction means 200 to emit or output instructions to generate a physical effect (vibrations). , etc.) based on a request from another user. Therefore, when a selected user performs a certain control action with the hand controller 12 while viewing the screen of the television receiver, a physical effect can be applied to the selected user based on a request from another user.
At this time, the selected user may enter a wrong control action or have to interrupt a control action or encounter an unexpected situation due to the sudden application of the physical effect.
Accordingly, in addition to a physical effect as a response to a control action taken by the user while a competition game is in progress, a physical effect may be communicated or imparted to the user based on a request from another user. Such a physical effect makes it possible for the game to evolve towards unexpected situations, which makes the competition game highly realistic.
In the illustrated embodiment, if the selected user is an actual user, ie, a human, the response means 150 in the manual controller 12 operated by the actual user is instructed to impart vibrations to the actual user. Therefore, while a competition game is being played by a plurality of users, the manual controller 12 operated by one of the users can be vibrated by the intention of another user, thus physically interfering with the user's control actions, by making it difficult for the user to enter control actions or induce erroneous control actions.
As a result, users can play more realistic competition games than before. Since each of the users does not know when their control actions may be interfered with by others, the users may feel emotion with the game being played, and the game may have unexpected evolutions.
Furthermore, if the selected user is a hypothetical user, that is, a computer, then a physical parameter of the hypothetical user is affected. Since a hypothetical user is a hypothetical entity (character), it does not actually use a manual controller 12. Therefore, the value of a parameter relative to an operating speed on the display screen or a status decision capability is affected. of the hypothetical user. Consequently, a game in which a computer serves as an opponent, which tends to be uninteresting and boring, can evolve towards realistic aspects.
In addition, the user setting means 206 is incorporated to detect the number of manual controllers 12 connected to the entertainment apparatus 14, and identification data (access numbers) of the manual controllers 12 are detected, and user information is set depending on of the number of 12 manual controllers detected. Therefore, it is possible to exactly recognize a user (real user or hypothetical user) who has issued a request to communicate a physical effect to a selected user. In this way a physical effect can be applied in a real way to a selected user.
If a request from a user is an instruction to apply a physical effect to a selected user, that is, an instruction to apply vibrations to a selected user, then the type (vi type
ES 2 222 751 T3 brations, etc.) of the physical effect to be imparted to the selected user is established depending on the details of the request (control attribute, etc.). If vibrations are applied as the physical effect to the selected user, then the physical effect can be applied depending on the type of vibrations. For example, very frequent vibrations, moderate vibrations, or less frequent vibrations, as desired, can be communicated to the user by selecting, thereby allowing the game to have realistic evolutions.
Although a certain preferred embodiment of the present invention has been shown and described in detail, it is to be understood that various changes and modifications may be made therein without departing from the scope of the appended claims.
Contents4
22 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19 Sheet 20 Sheet 21 Sheet 22
23 members in 15 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 19980353037 | Japan | – | |
| 35303798 | Japan | A |
Members23
| Document | Office | Kind | |
|---|---|---|---|
| JP2000167243A | Japan | A | |
| CA2318269A1 | Canada | A1 | |
| WO0036494A1 | World Intellectual Property Organization (WIPO) | A1 | |
| AU1681800A | Australia | A | |
| BR9907663A | Brazil | A | |
| EP1053521A1 | European Patent Office (EPO) | A1 | |
| CN1290361A | China | A | |
| KR20010040864A | Republic of Korea | A | |
| TW449986B | Taiwan Province of China | B | |
| US2002072415A1 | United States of America | A1 | |
| RU2000120173A | Russian Federation | A | |
| JP3420953B2 | Japan | B2 | |
| US6599196B2 | United States of America | B2 | |
| US2003211891A1 | United States of America | A1 | |
| CN1139021C | China | C | |
| EP1053521B1 | European Patent Office (EPO) | B1 | |
| AT274203T | Austria | T | |
| ATE274203T1 | Austria | T1 | |
| DE69919513D1 | Germany | D1 | |
| DK1053521T3 | Denmark | T3 | |
| ES2222751T3This record | Spain | T3 | |
| DE69919513T2 | Germany | T2 | |
| US7052397B2 | United States of America | B2 |
Numbers
- Publication
- 2222751
- Application
- 99959708
Titles2
- Spanish
- SISTEMA DE ENTRETENIMIENTO, MEDIO DE GRABACION Y APARATO DE ENTRETENIMIENTO.
- English
- ENTERTAINMENT SYSTEM, RECORDING MEDIA AND ENTERTAINMENT DEVICE.
Classification
- CPC, 2
- G06F3/016
- G06F2203/013
- IPC, 7
- A63F13 25
- A63F13 285
- A63F13 45
- A63F13 58
- A63F13 843
- G06F3 00
- G06F3 01