Game assembly, control method thereof and recording medium stored with game program
Abstract
[Task] It makes it possible to give diversity to the display image of the equipment equipped by the character.
Solution.When the player selects the candidate display image N and specifies the color combination of the character's clothing pattern in the dress-up mode of the breeding game device that raises the character dog, the character image D changes according to the specified color combination. ..

Term
Term ended
Projected expiry passed 10 March 2019, 7.5 years ago.
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- Projected expiry
- Today
7 claims: 3 independent, 4 dependent
- 1【特許請求の範囲】 【請求項1】 キャラクターの動作をゲーム空間内において制御するゲーム装置において、 前記キャラクターの基本的姿態を表示するための基本画像データ、及び、前記キャラクターが装備する装備品を表示するための複数の装備品表示画像データが予め格納された画像データ記憶手段と、 プレイヤーからの前記装備品の選択指示入力に応じて、選択された前記装備品の装備品表示画像データ及び前記基本画像データを前記画像データ記憶手段から読み出し、これらデータを用いて、前記キャラクターが選択された前記装備品を装備した状態のキャラクター表示画像データを生成するキャラクター表示画像生成手段とを備え、 前記装備品表示画像データは、前記装備品の色を指定するための色指定データを含み、 前記キャラクター表示画像生成手段は、プレイヤーからの色指定指示入力に応じて、前記色指定データを設定する装備品色設定手段を備え、 キャラクター表示画像生成手段はこの装備品色設定手段により色指定データが設定された前記装備品表示画像データを用いてキャラクター表示画像生成データを生成することを特徴とするゲーム装置。
- 2【請求項2】 請求項1記載のゲーム装置において、 前記キャラクター表示画像生成手段は、選択された前記装備品の色候補をプレイヤーに対して提示する色候補提示手段を備え、 前記装備品色設定手段は、プレイヤーからの色候補指示入力に応じて色指定データを設定することを特徴とするゲーム装置。
- 3【請求項3】 請求項2記載のゲーム装置において、 前記色候補提示手段は選択された前記装備品に対して複数の色候補を提示することを特徴とするゲーム装置。
- 4【請求項4】 請求項1~3のいずれかに記載のゲーム装置において、 前記装備品表示画像データは、前記装備品に対する複数の色の配置パターンを規定したパターンデータを含み、 前記装備品色設定手段は、プレイヤーからの色指定指示入力に応じて、選択された前記装備品に対して複数の色指定データを設定し、 前記キャラクター表示画像生成手段は、前記装備品色設定手段により設定された複数の色指定データ及び前記パターンデータを用いてキャラクター表示画像生成データを生成することを特徴とするゲーム装置。
- 5【請求項5】 請求項4記載のゲーム装置において、 前記キャラクター表示画像生成手段は、前記装備品色設定手段により設定された複数の色指定データの数が、前記パターンデータにより規定される色の数より少ない場合、設定された色指定データに基づいて設定されていない色指定データを算出することを特徴とするゲーム装置。
- 6【請求項6】 キャラクターの動作をゲーム空間内において制御し、 前記キャラクターの基本的姿態を表示するための基本画像データ、及び、前記キャラクターが装備する装備品を表示するための複数の装備品表示画像データが予め用意され、 前記装備品表示画像データは、前記装備品の色を指定するための色指定データを含み、 プレイヤーからの前記装備品の選択指示入力に応じて、選択された前記装備品の装備品表示画像データ及び前記基本画像データを前記画像データ記憶手段から読み出し、これらデータを用いてキャラクター表示画像データを生成するゲーム装置の制御方法であって、 プレイヤーからの色指定指示入力に応じて前記色指定データを設定し、 色指定データが設定された前記装備品表示画像データを用いてキャラクター表示画像生成データを生成することを特徴とするゲーム装置の制御方法。
- 7【請求項7】 キャラクターの動作をゲーム空間内において制御し、 前記キャラクターの基本的姿態を表示するための基本画像データ、及び、前記キャラクターが装備する装備品を表示するための複数の装備品表示画像データが予め用意され、 前記装備品表示画像データは、前記装備品の色を指定するための色指定データを含み、 プレイヤーからの前記装備品の選択指示入力に応じて、選択された前記装備品の装備品表示画像データ及び前記基本画像データを前記画像データ記憶手段から読み出し、これらデータを用いてキャラクター表示画像データを生成するゲーム装置に用いられるゲームプログラムが記録された記録媒体であって、 このゲームプログラムは、ゲーム装置に読み込まれた際に、このゲーム装置に、 プレイヤーからの色指定指示入力に応じて前記色指定データを設定し、 色指定データが設定された前記装備品表示画像データを用いてキャラクター表示画像生成データを生成する動作を実行させることを特徴とするゲームプログラムが記録された記録媒体。
Independent claims7
219 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a game device capable of displaying a character in a state of being equipped with equipment, a control method of the game device, and a recording medium on which a game program is recorded.
【0002】
[Conventional technology]
A game device that virtually equips a character with equipment and assigns a specific effect assigned to this equipment, for example, an effect that increases the character's attack power if the equipment is related to a weapon. It is well known. In this case, in order to make the player recognize that the character is virtually equipped with the equipment, image data for displaying the equipment corresponding to the equipment is prepared, and the equipment is virtually installed. Correspondingly, the character display image data and the equipment display image data are combined or superimposed and displayed on a display device such as a monitor.
【0003】
In addition, there is also known a game device in which an equipment is attached only for a decorative effect without assigning a specific effect to the equipment. For example, it is a game device that anthropomorphically and virtually "dresses up" a character.
【0004】
[Problems to be Solved by the Invention]
However, in all of the above-mentioned conventional game devices, the equipment display image data is fixedly defined, and therefore, the image displayed when the equipment is attached is also fixed uniformly and is decorative. There was a problem that there was little change from the aspect. In particular, in a so-called training game for the purpose of character training, the player's attachment to the character is one of the factors that make the player enthusiastic about character training. For example, it is desired that the player becomes a character that is easy to empathize with. From this aspect as well, in order to realize a character that is easy for the player to empathize with, the character is equipped with the equipment of the player's preference, and when this equipment is also equipped, the player's preference is reflected in the displayed image. It is preferable to have as much diversity as possible.
【0005】
The present invention has been made in view of the above-mentioned problems, and an object of the present invention is a game device capable of giving diversity to display images of equipment equipped by a character, a control method of the game device, and the like. The purpose is to provide a recording medium on which a game program is recorded.
【0006】
[Means for solving problems]
The present invention is applied to a game device that controls the movement of a character in a game space, and the above-mentioned problem is to obtain basic image data for displaying the basic appearance of the character and equipment equipped by the character. Image data storage means in which a plurality of equipment display image data to be displayed are stored in advance, and equipment display image data and basic image data of the selected equipment according to input of an equipment selection instruction from the player. Is provided from the image data storage means, and a character display image generation means for generating character display image data in a state where the character is equipped with the selected equipment is provided, and the equipment display image data is equipped. The character display image generation means including the color designation data for designating the color of the item is provided with the equipment color setting means for setting the color designation data in response to the input of the color designation instruction from the player, and the character display image generation means. The means is solved by generating character display image generation data using the equipment display image data in which the color designation data is set by the equipment color setting means.
【0007】
Therefore, the character display image generation means generates the character display image generation data by using the equipment display image data in which the equipment color setting means sets the color designation data in response to the input of the color designation instruction from the player. The color of the equipment display image changes depending on the color specification of. As a result, the color of the equipment display portion of the character display image generation data can be changed according to the player's instruction.
【0008】
Here, the character display image generating means includes a color candidate presenting means for presenting a color candidate of the selected equipment to the player, and the equipment color setting means colors according to the color candidate instruction input from the player. The specified data may be set. Further, a plurality of color candidates may be presented to the equipment for which the color candidate presenting means has been selected.
【0009】
In addition, the equipment display image data includes pattern data that defines a plurality of color arrangement patterns for the equipment, and the equipment color setting means is set to the selected equipment in response to the input of the color designation instruction from the player. On the other hand, even if a plurality of color designation data is set and the character display image generation means generates character display image generation data using the plurality of color designation data and pattern data set by the equipment color setting means. Good. Further, when the number of the plurality of color designation data set by the equipment color setting means is less than the number of colors defined by the pattern data, the character display image generation means is set based on the set color designation data. Color designation data that has not been specified may be calculated.
【0010】
Further, the present invention controls the movement of the character in the game space, and displays the basic image data for displaying the basic appearance of the character, and a plurality of equipment display images for displaying the equipment equipped by the character. Data is prepared in advance, and the equipment display image data includes color specification data for designating the color of the equipment, and the equipment display of the selected equipment is received in response to the input of the equipment selection instruction from the player. It is applied to a control method of a game device that reads image data and basic image data from an image data storage means and generates character display image data using these data, and the above-mentioned problem is to input a color designation instruction from a player. This is achieved by setting the color designation data accordingly and generating the character display image generation data using the equipment display image data in which the color designation data is set.
【0011】
Further, the present invention controls basic image data for controlling the movement of the character in the game space and displaying the basic appearance of the character, and a plurality of equipment display images for displaying the equipment equipped by the character. Data is prepared in advance, and the equipment display image data includes color specification data for specifying the color of the equipment, and the equipment display of the selected equipment is received in response to the input of the equipment selection instruction from the player. Image data and basic image data are read from image data storage means, and a game program used in a game device that generates character display image data using these data is applied to a recording medium in which a game program is recorded. When this game program is loaded into the game device, the color specification data is set in the game device in response to the input of the color specification instruction from the player, and the equipment display image data in which the color specification data is set is used. This is achieved by executing the operation of generating the character display image generation data.
【0012】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings. The game system according to the embodiment of the present invention is described in, for example, Japanese Patent Application Laid-Open No. 8-212377, by reading game program data from an optical disc such as a CD-ROM and executing the game system. It is possible to display a game or the like in response to an instruction from (hereinafter referred to as a player), and specifically, it has a configuration as shown in FIG.
【0013】
In addition, the game system of the present embodiment has a main memory 53 that stores three-dimensional image data read from a CD-ROM disk, a color information table, texture pattern information, and other characteristic data specified for each polygon. A frame buffer 63 that stores semi-transparency designation data, etc., and geometry as a coordinate conversion means that performs perspective conversion processing on the 3D image data read from the CD-ROM disk and converts it into 2D image information. The engine (GTE) 61, the CPU 51 as a drawing command generating means for generating a drawing command packetized for each polygon by synthesizing the two-dimensional image information and the information specifying the characteristics of the polygon, and the generated drawing command. A graphics processing unit (GPU62) that draws 2D image information in the frame buffer 63 based on the characteristic data specified by the drawing command, and reads out the 2D image data from the frame buffer 63 in synchronization with the television synchronization signal. It includes a video output means 65 that supplies a display means such as a display device.
【0014】
That is, this image processing system includes a control system 50 including a central arithmetic processing device (CPU51) and its peripheral devices (peripheral device controller 52), a graphics processing unit (GPU62) that draws on the frame buffer 63, and the like. A code for control and playback information of a graphic system 60, a sound system 70 consisting of a sound processing unit (SPU71) that generates music, sound effects, etc., and an optical disk (CD-ROM disk) drive 81 that is an auxiliary storage device. Controls input / output from the optical disk control unit 80 that gives instructions such as, and input / output from the detachable auxiliary memory (memory card 93) that stores instruction input from the controller 92 that inputs instructions from the user and game settings, etc. It is provided with a communication control unit 90 and a main bus B or the like to which the control system 50 to the communication control unit 90 are connected.
【0015】
The control system 50 includes a CPU 51, a peripheral device controller 52 that controls interrupt control, time control, memory control direct memory access (DMA) transfer, and the like, and a main storage device (main memory) 53 consisting of, for example, 2 megabytes of RAM. And, for example, a 512-kilobyte ROM 54 in which a program such as a so-called operating system that manages the main memory 53, the graphic system 60, the sound system 70, and the like is stored.
【0016】
The CPU 51 is, for example, a 32-bit RISC (Reduced Instruction Set Computer) CPU, and controls the entire device by executing the operating system stored in the ROM 54. The CPU 51 is equipped with an instruction cache and a scratchpad memory, and also manages the actual memory.
【0017】
The graphic system 60 is from a main memory 53 that temporarily stores data read from a CD-ROM and a coordinate calculation coprocessor that performs processing such as coordinate conversion on the data stored in the main memory 53. Geometry transfer engine (GTE) 61, graphics processing unit (GPU) 62 that draws based on drawing instructions (drawing commands) from CPU 51, and a frame of, for example, 1 megabyte that stores the image drawn by the GPU 62. It includes a buffer 63 and an image decoder (hereinafter referred to as MDEC) 64 that duplicates the compressed and encoded image data that has undergone orthogonal transform such as the so-called discrete cosine transform.
【0018】
GTE64 is equipped with a parallel calculation mechanism that executes multiple operations in parallel, for example, and as a coprocessor of CPU51, it performs coordinate conversion such as fluoroscopic conversion and internal product calculation of normal vector and light source vector in response to calculation request from CPU51. Light source calculations, such as fixed-point matrix and vector operations, can be performed at high speed. Specifically, this GTE61 can perform coordinate operations of up to 1.5 million polygons per second in the case of flat shading operations that draw on one triangular polygon with the same color. As a result, in this image processing system, the load on the CPU 51 can be reduced and high-speed coordinate calculation can be performed. A polygon is a minimum unit of a figure for forming a three-dimensional object displayed on a display, and is composed of a polygon such as a triangle or a quadrangle.
【0019】
The GPU 62 operates according to a polygon drawing command from the CPU 51, and draws polygons and the like in the frame buffer 63. This GPU 62 can draw up to 360,000 polygons per second. In addition, this GPU 62 has a two-dimensional address space independent of the CPU 51, and the frame buffer 63 is mapped there.
【0020】
The frame buffer 63 is composed of so-called dual-port RAM, and can perform drawing from the GPU 62 or transfer from the main memory 53 and reading for display at the same time. This frame buffer 63 has a capacity of, for example, 1 megabyte, and is treated as a matrix of 16-bit horizontal 1024 pixels and vertical 512 pixels. Any display area in the frame buffer 63 can be output to a video output means 65 such as a display device. In addition to the display area output as video output, the frame buffer 63 is a second area in which a color look-up table (CLUT) referenced by the GPU 62 when drawing polygons or the like is stored. A CLUT area and a texture area, which is a first storage area for storing materials (textures) inserted (mapped) in polygons or the like that are coordinate-converted at the time of drawing and drawn by the GPU 62, are provided. These CLUT areas and texture areas are dynamically changed according to changes in the display area and the like. That is, the frame buffer 63 can execute drawing access to the area being displayed, and can also perform high-speed DMA transfer to and from the main memory 53.
【0021】
In addition to the above-mentioned flat shading, the GPU 62 also performs Gouraud shading that saves the colors of polygon vertices to determine the color inside the polygon, and texture mapping that attaches the texture stored in the texture area to the polygon. You can do it.
【0022】
When performing these Gouraud shading or texture mapping, the GTE61 can calculate the coordinates of polygons of up to about 500,000 per second.
【0023】
Under the control of the CPU 51, the MDEC64 duplicates the still image or moving image data read from the CD-ROM disc and stored in the main memory 53 and stores it in the main memory 53 again. Specifically, MDEC64 can perform inverse discrete cosine transform (IDCT) operations at high speed, and is a color still image compression standard (so-called JPEG) read from a CD-ROM disk and a storage media video coding standard (so-called MPEG). However, in this example, it is possible to decompress the compressed data (only in-frame compression).
【0024】
Further, the reproduced image data is stored in the frame buffer 63 via the GPU 62, so that the reproduced image data can be used as a background of the image drawn by the GPU 62 described above.
【0025】
The sound system 70 includes a sound reproduction processing processor (SPU) 71 that generates music, sound effects, etc. based on instructions from the CPU 51, and data and sound source data such as voice and music read from a CD-ROM disc. It is provided with, for example, a 512-kilobyte sound buffer 72 for storing data, and a speaker 73 as a sound output means for outputting music, sound effects, etc. generated by the SPU 71.
【0026】
The SPU71 has an ADPCM decoding function that reproduces adaptive differential encoded (ADPCM) audio data using 16-bit audio data as a 4-bit difference signal, and reproduces sound source data stored in the sound buffer 72. It is equipped with a reproduction function for generating sound effects and the like, and a modulation function for modulating and reproducing audio data and the like stored in the sound buffer 72. That is, the SPU71 has functions such as looping and automatic conversion of operation parameters using time as a coefficient, has a built-in ADPCE sound source having a capacity of 24 voices, and operates by operation from the CPU 51. In addition, the SPU71 manages its own address space to which the sound buffer 72 is mapped, transfers ADPCM data from the CPU 51 to the sound buffer 72, and reproduces the data by directly passing key-on / key-off and modulation information.
【0027】
By providing such a function, the sound system 70 can be used as a so-called sampling sound source that generates musical sounds, sound effects, etc. based on the voice data recorded in the sound buffer 72 according to the instruction from the CPU 51. It has become like.
【0028】
The optical disc control unit 80 includes a disk drive device 81 that reproduces programs, data, etc. recorded on an optical disc, which is a CD-ROM disc, and a program that is recorded with, for example, an error correction (ECC) code added. , A decoder 82 that decodes data and the like, and a buffer 83 of, for example, 32 kilobytes that temporarily stores the reproduced data from the disk drive device 81. That is, the optical disk control unit 80 is composed of parts necessary for reading a disk such as the drive device 81 and the decoder 82. Here, data such as CD-DA, CD-ROM, and XA can be supported as a disc format. The decoder 82 also constitutes a part of the sound system 70.
【0029】
In addition to the above-mentioned ADPCM data (ADPCM data of CD-ROM_XA, etc.), the audio data recorded on the disk played by the disk drive device 81 includes so-called PCM data obtained by analog / digital conversion of the audio signal. .. As ADPCM data, for example, audio data recorded by expressing the difference of 16-bit digital data in 4 bits is supplied to the above-mentioned SPU71 after error correction and decoding by the decoder 82, and is digitally / digitally recorded by the SPU71. It is used to drive the speaker 73 after being subjected to processing such as analog conversion. Further, the audio data recorded as PCM data, for example, 16-bit digital data, is decoded by the decoder 82 and then used to drive the speaker 73. The audio output of the decoder 82 once enters the SPU 71, is mixed with the SPU output, and becomes the final audio output via the reverb unit.
【0030】
Further, the communication control unit 90 includes a communication control device 91 that controls communication with the CPU 51 via the main bus B, a controller 92 that inputs instructions from the player, and a memory card 93 that stores game settings and the like. It has.
【0031】
The controller 92 is an interface for transmitting the player's intention to the application, has various keys as described below for inputting an instruction from the player, and follows the instruction from the communication control device 91. The status of is transmitted to the communication control device 91 about 60 times per second by synchronous communication. Then, the communication control device 91 transmits the state of the instruction key of the controller 92 to the CPU 51. The controller 92 has two connectors on the main body, and it is also possible to connect a large number of controllers using a multi-tap. As a result, an instruction from the player is input to the CPU 51, and the CPU 51 performs processing according to the instruction from the player based on the game program or the like being executed.
【0032】
Here, the instruction key of the controller 92 will be described. The controller 92 includes a cross key consisting of a left key L, a right key R, an up key U and a down key D, a first left button 92L1, a second left button 92L2, a first right button 92R1, a second right button 92R2, and a start. It consists of a button 92a, a select button 92b, a first button 92c, a second button 92d, a third button 92e, and a fourth button 92f. The cross key is for the player to give up / down / left / right commands to the CPU 51. The start button 92a is for the player to instruct the CPU 51 to start the operation by the game program data or the like read from the CD-ROM disc and loaded. The select button 92b is for the player to instruct the CPU 51 to make various selections regarding game program data and the like loaded from the CD-ROM disc to the main memory 53.
【0033】
Further, the CPU 51 transmits the stored data to the communication control device 91 when it is necessary to store the settings of the game being executed, the end of the game, or the result in the middle of the game, and the communication control device 91 is concerned with the data. The data from the CPU 51 is stored in the memory card 93. Since this memory card 93 is separated from the main bus B, it can be attached and detached while the power is turned on. As a result, game settings and the like can be stored in a plurality of memory cards 93.
【0034】
The system also has a 16-bit parallel input / output (I / O) port 101 connected to the main bus B and an asynchronous serial input / output (I / O) port 102. Then, it is possible to connect to a peripheral device via the parallel I / O port 101, and to communicate with another video game device or the like via the serial I / O port 102. Can be done.
【0035】
By the way, the main memory 53 needs to transfer a large amount of image data at high speed between the GPU 62, MDEC 64, decoder 82, etc. when reading a program, displaying an image, drawing, or the like. Therefore, in this image processing system, as described above, data is directly transferred between the main memory 53, the GPU 62, the MDEC 64, the decoder 82, etc. by the control from the peripheral device controller 52 without going through the CPU 51, so-called DMA transfer. Can be done. As a result, the load on the CPU 51 due to data transfer can be reduced, and high-speed data transfer can be performed.
【0036】
In this video game device, when the power is turned on, the CPU 51 executes the operating system stored in the ROM 54. By executing this operating system, the CPU 51 initializes the entire device such as operation check, and then controls the optical disk control unit 80 to execute a program such as a game recorded on the optical disk. By executing a program such as this game, the CPU 51 controls the graphic system 60, the sound system 70, etc. in response to the input from the player to control the display of images, sound effects, and the generation of musical sounds. There is.
【0037】
Next, the display on the display in the image processing system of this example will be described. The GPU 62 displays the contents of an arbitrary rectangular area in the frame buffer 63 as it is on a display such as a CRT of the video output means 65. This area is hereinafter referred to as a display area. The size of the rectangular area can be selected according to the setting mode. For example, in mode 0, 256 (H) x 240 (V) (non-interlaced), and in mode 9, 384 (H) x 480 (V). (Interlaced). That is, the display start position and the display end position can be specified independently in the horizontal direction and the vertical direction, respectively. The relationship between the values that can be specified for each coordinate and the screen mode is, for example, the specified range of horizontal coordinates is mode 0 and 4, 0 to 276 (horizontal display start position coordinates), 4 to 280 (horizontal display). (End position coordinates), 0 to 396 (horizontal display start position coordinates), 4 to 400 (vertical display end position coordinates) in modes 8 and 9. The specified range of vertical coordinates is 0 to 240 (vertical display start position coordinates) in modes 0 to 3 and 8, and 4 to 484 (vertical display end position coordinates) in modes 4 to 7 and 9. .. Here, it is necessary to set the horizontal start and end position coordinates to be a multiple of 4. Therefore, the minimum screen size is 4 pixels horizontally, 2 pixels vertically (at the time of non-interlacing), or 4 pixels (at the time of interlacing).
【0038】
In addition, the GPU 62 supports two modes related to the number of display colors: 16-bit direct mode (32768 colors) and 24-bit direct mode (full color). The above 16-bit direct mode (hereinafter referred to as 16-bit mode) is a 32768 color display mode. In this 16-bit mode, the number of display colors is limited compared to the 24-bit direct mode (hereinafter referred to as the 24-bit mode), but the color calculation inside the GPU 62 at the time of drawing is performed in 24-bit, and the gradation is changed. Since it is also equipped with a so-called dither function that can be pseudo-high, pseudo full-color (24-bit color) display is possible. The 24-bit mode is a mode for displaying 26777216 colors (full color). However, only the image data transferred into the frame buffer 63 can be displayed (bitmap display), and the drawing function of the GPU 62 cannot be executed. Here, the bit length of 1 pixel is 24 bits, but the coordinates and display position values on the frame buffer 63 need to be specified based on 16 bits. That is, the 640 × 480 24-bit image data is treated as 960 × 480 in the frame buffer 63. Further, the horizontal display end position coordinates need to be set to be a multiple of 8, and therefore, the minimum screen size in this 24-bit mode is 8 horizontal × 2 vertical pixels.
【0039】
In addition, the GPU 62 is equipped with the following drawing functions. First, for polygons or sprites of 1 x 1 dot to 256 x 256 dots, 4-bit CLUT (4-bit mode, 16 colors / polygon, sprite) or 8-bit CLUT (8-bit mode, 256 colors / polygon, sprite) , 16-bit CLUT (16-bit mode, 32768 colors / polygon, sprite), etc., and a polygon or sprite drawing function that can draw, and the coordinates of each vertex of the polygon or sprite on the screen are specified for drawing, and the polygon Flat shading that fills the inside of sprites with the same color, gourd shading that specifies different colors for each vertex and gradations inside, texture patterns that are two-dimensional image data on the surface of polygons and sprites (especially sprite patterns for sprites) A polygon drawing function that easily pastes textures, a straight line drawing function that allows gradation, an image transfer function such as transfer from the CPU 51 to the frame buffer 63, and other functions such as each pixel. The function to take the average of and make it semi-transparent, that is, the function called α blending function because the pixel data of each pixel is mixed at a predetermined ratio α, the dither function to add noise to the color boundary and blur it, and beyond the drawing area. There is a drawing clipping function that does not display the drawn part, an offset specification function that moves the drawing origin according to the drawing area, and so on.
【0040】
In addition, the coordinate system for drawing is in units of signed 11 bits, and each of X and Y takes a value of -1024 to +1023. Moreover, since the size of the frame buffer 63 in this example is 1024 × 512, the protruding part is folded back. The origin of the drawing coordinates can be freely changed in the frame buffer 63 by the function of arbitrarily setting the offset value of the coordinate values. Further, drawing is performed only on an arbitrary rectangular area in the frame buffer 63 by the drawing clipping function. Furthermore, the CPU62 supports textures of up to 256 x 256 dots, and the vertical and horizontal values can be set freely.
【0041】
The image data (texture pattern or sprite pattern) to be attached to the polygon or sprite is arranged in the non-display area of the frame buffer 63. As for the texture pattern or sprite pattern, 256 × 256 pixels can be regarded as one page, and as many sheets as the memory allows can be placed on the frame buffer 63, and this 256 × 256 area is called a texture page. The location of one texture page is determined by specifying the page number in the parameter for specifying the position (address) of the texture page of the drawing command.
【0042】
The texture pattern or sprite pattern has three types of color modes: 4-bit CLUT (4-bit mode), 8-bit CLUT (8-bit mode), and 16-bit CLUT (16-bit mode). CLUT is used in the color modes of 4-bit CLUT and 8-bit CLUT. This CLUT is a frame buffer 63 in which 16 to 256 R, G, and B values of the three primary colors representing the colors to be finally displayed are arranged. Each R, G, B value is numbered in order from the left on the frame buffer 63, and the texture pattern or sprite pattern represents the color of each pixel by this number. In addition, the CLUT can be selected in units of polygons or sprites, and it is possible to have an independent CLUT for all polygons or sprites. The storage position of the CLUT in the frame buffer 63 is determined by specifying the leftmost coordinate of the CLUT to be used in the parameter for specifying the position (address) of the CLUT in the drawing command.
【0043】
In addition, the GPU 62 uses a method called frame double buffering as a method for displaying moving images. This frame double buffering is to prepare two rectangular areas on the frame buffer 63, display the other side while drawing in one area, and exchange the two areas with each other when drawing is completed. Is. As a result, it is possible to avoid displaying the state of rewriting. The buffer switching operation is performed within the vertical blanking interval. Further, in the GPU 62, since the rectangular area to be drawn and the origin of the coordinate system can be freely set, it is possible to realize a plurality of buffers by moving these two.
【0044】
The drawing instruction is in packet format. In this example, there are a format directly specified by the CPU 51 and a format directly specified by the dedicated hardware. In particular, in the format directly specified by the dedicated hardware, a packet configuration is used in which the instruction format used by the CPU 51 is tagged with the number of words of the instruction and a pointer to the next instruction. As a result, a plurality of instruction sequences that are not placed in a continuous area on the frame buffer 63 can be connected and executed at one time. In this case, the transfer of drawing instructions is performed by dedicated hardware, and CPU51 is not involved at all. The parameters that can be included in the drawing instruction are as follows. CDDE: Command code calling option R, G, B: Luminance value shared by all vertices Rn, Bn, Gn: Luminance value of vertex n Xn, Yn: Two-dimensional coordinates of vertex n in drawing space Un, Vn: Two-dimensional coordinates of points on the texture source space corresponding to vertex n CBA (CLUT BASE ADDRESS): CLUT start address TSB (TEXTURE SOURCE BASE): Additional information such as texture page top address and texture type [0045]
For example, the triangle drawing command (command code 1h) gives vertex information as an argument after the command code including options. Good for options, different arguments and format. As a parameter, IIP: Type of brightness value SIZ: Rectangle area size CNT: Vertex used TME: With or without texture mapping ABE: With or without translucent processing TGE: Presence or absence of multiplication of texture pattern and brightness value [0046]
For example, when IIP is 0, a triangle is drawn (flat shading) with one type of brightness value (R, G, B). Also, for example, when CNT is 0, one triangle is drawn with the three vertices following the command, and when it is 1, a connected triangle is drawn with the four vertices following the command, that is, a quadrangle is drawn. When TME is 0, the curly texture mapping is turned off, and when it is 1, texture mapping is turned on. When ABE is 0, translucent processing is turned off, and when ABE is 1, translucent processing is turned on. TGE is valid only when TME, and displays by multiplying the texture pattern of 0 and the brightness value, and draws only the texture pattern when it is 1.
【0047】
The straight line drawing command (command code = 2h) gives single point information as a command argument after the command code including options. The number and format of arguments differ depending on the option. For example, when the IIP is 0, the pixel is drawn with the specified luminance value, and when it is 1, the luminance values of the two vertices are linearly interpolated by the displacement in the long axis direction of the line segment. When CNT is 0, one straight line is drawn at the two endpoints following the command, and when it is 1, a connecting straight line is drawn. When ABE is 0, translucent processing is turned off, and when ABE is 1, translucent processing is turned on. When drawing a concatenated line, a terminal code indicating the end of the command is required at the end.
【0048】
In the sprite drawing command (command code = 3h), after the command code (including options), the brightness information, the left lower end point of the rectangular area, the upper left end point of the texture source space, and the width and height of the rectangular area are given as command arguments. The number of arguments and format differ depending on the option. Also, since the sprite drawing command processes two pixels at the same time, the two-dimensional coordinate Un of the point on the texture source space corresponding to the vertex n must be specified as an even number.
【0049】
That is, the lower 1 bit has no meaning. When TME is 0, texture mapping is turned off, and when TME is 1, texture mapping is turned on. When ABE is 0, translucent processing is turned off, and when ABE is 1, translucent processing is turned on. When TGE (valid only when TME) is 0, the texture pattern (sprite pattern in this case) is multiplied by a certain brightness value and drawn, and when it is 1, only the texture pattern is drawn. When SIZ is 00, it is specified in H and 2 fields, when it is 01, it is specified in 1x1, when it is 10, it is specified in 8x8, and when it is 11, it is specified in 16x16.
【0050】
By the way, in the video game program recorded on the CD-ROM disc 81 in the present embodiment, the player selects a favorite character, feeds this character, disciplines, etc., and virtually nurtures this character. It is a program for executing a training game. The applicant has already applied for a game in which a dog is used as a character and the dog is virtually raised (see Japanese Patent Application No. 10-284513). The video game program in this embodiment is applied to the training game proposed in Japanese Patent Application No. 10-284513.
【0051】
In addition, in the training game of the present embodiment, the dog, which is the character selected by the player, can be virtually dressed (changed) or accessories such as ribbons can be virtually worn. The clothes or accessories worn on the dog are reflected in the display image of the character in the state of being trained.
【0052】
These clothes or accessory wearing operations are performed during the dress-up mode. The dress-up mode is executed by selecting the dress-up mode on the mode selection screen (not shown) in which various modes can be selected at the start of the training game of the present embodiment.
【0053】
When the dress-up mode is selected, the dress-up screen as shown in Fig. 2 is displayed first. A character image D showing the dog, which is the character selected by the player, is displayed in the center of the dress-up screen, and a pattern image P showing the types and patterns (color patterns) of clothes or accessories that the player can select on the right side. (In the illustrated example, a pattern image of an accessory) is displayed in multiple types. The operation of wearing clothes or wearing accessories can be switched by the player pressing the "accessory" button B1 or the "replacement" button B2 displayed at the top of the dress-up screen.
【0054】
When the player moves the pointer of the illustration on the pattern image P corresponding to the favorite clothes or accessories among the pattern images P of the clothes or accessories displayed on the dress-up screen and performs the selection operation, the dress-up is performed. The selection operation is reflected in the character image D on the screen. As an example, as shown in FIG. 3, when the pattern image P1 corresponding to the horizontal striped clothes is selected by the player, the character image D1 in the state of wearing the horizontal striped clothes is displayed on the dress-up screen. The pointer movement and selection operations are performed by the player operating the controller 92 according to a predetermined procedure.
【0055】
In the case of accessories, for example, the ribbon can be attached to the right ear, left ear, or tail, and the attachment location is not uniform. Therefore, as shown in Fig. 2, the attachment location is set after the pattern is selected. There is a "basho" button B3 to identify, and each time you press this "basho" button B3, the character image D in a state where the accessory corresponding to the selected pattern can be attached to any of the places where it can be attached. Is displayed, and by pressing the "Basho" button B3 in sequence, the accessory is virtually attached to the player's favorite position.
【0056】
The data for displaying the pattern image P and the data for displaying the clothes and accessories actually worn on the character are stored in the CD-ROM disk 81 together with the program data, and the work is required as needed. It is read into RAM53.
【0057】
Normally, a default color is set for the clothes or accessories and the corresponding pattern image P, and the clothes or accessories of the default colors are attached to the character. More specifically, the garment or accessory is usually composed of a two-color pattern, and the data for displaying the garment or the accessory and the data for displaying the corresponding pattern image P are provided. Includes data indicating the pattern of clothing or accessories and color designation data assigned to the pattern. In the present embodiment, the clothes or accessories are displayed as textures mapped to the polygons of the model indicating the character, so the pattern data is the texture pattern data, and the color specification data is the color lookup table assigned to the pattern ( Corresponds to the number data of CLUT). Since a predetermined color is already assigned to the CLUT when the game is started, the default color means a color based on the CLUT assigned when the game is started.
【0058】
Although a clear illustration is omitted, some clothes or accessories prepared in advance use two or more colors such as gradation, but even in this case, two colors are used. If the color of is specified, the remaining colors can be calculated uniquely.
【0059】
Then, in the present embodiment, the player can further specify and change the color of the clothes or accessories selected by the player. In this embodiment, two modes are prepared for color designation and change. One is a simple setting mode in which an arbitrary color combination is selected from two preset color combinations, and the other is a detailed setting mode in which RGB values are directly specified for each of the two colors.
【0060】
As shown in Figure 3, when the player specifies the clothes or accessories to wear, the "color" button B4 is displayed on the dress-up screen, and the player presses this "color" button B4 to switch to the simple setting mode. It is selected and executed, and the simple setting mode screen shown in Fig. 4 is displayed.
【0061】
In the simple setting mode screen shown in FIG. 4, a plurality of candidate display images N (10 in the illustrated example) showing candidates for two color combinations are displayed on the right side of the screen. Then, when the player selects one of the candidate display images N, the color data corresponding to the selected candidate display image N is written in the CLUT at the number specified by the color specification data of the clothes or accessories. As a result, the character image with the clothes or accessories based on the selected color combination is displayed on the simple setting mode screen (since it has not been selected in the illustrated example, the character image D1 similar to that in FIG. 3 is displayed. Is displayed).
【0062】
Next, in the simple setting mode screen of FIG. 4, when the "palette" button B5 displayed at the lower right of the screen is pressed, the detailed setting mode is selected and executed, and the detailed setting mode screen shown in FIGS. 5 and 6 is displayed. Is displayed.
【0063】
In the detailed setting mode screen shown in FIGS. 5 and 6, a color specification image for directly specifying two colors is displayed on the right side of the screen. The color designation image has a color designation value display image CV indicating each of the R value, G value, and B value when each color is expressed by RGB values, and the player operates the color designation value display image CV to 32 each. RGB values can be specified directly in stages. Then, the color data consisting of the specified RGB values is written in the part of the CLUT with the number specified in the color specification data of the clothes or accessories. As a result, the character image with the clothes or accessories based on the selected color combination attached is displayed on the detailed setting mode screen. In FIG. 5, the color of the dark stripe portion of the horizontal stripe pattern is specified, and in FIG. 6, the color of the light stripe portion of the horizontal stripe pattern is specified.
【0064】
In the simple setting mode, candidates for a combination of two colors are determined in advance, and even if the pattern of clothes or accessories consists of two or more colors, colors other than the two colors displayed as candidates are also displayed. Although it is predetermined (it is not displayed), in the advanced setting mode, the player directly specifies the color, so if the pattern of clothes or accessories consists of two or more colors, it is specified by the program side. Create a color other than the two colors. Specifically, as shown in FIG. 7, from the RGB values of the two colors specified by the player, the RGB values of the intermediate colors required for forming the gradation based on the amount of change are calculated. The example shown in Fig. 7 is an example of forming a gradation pattern in which the RGB values change linearly, but even if it is not the case, it is not possible to calculate other colors based on the two colors specified by the player. it can.
【0065】
The clothes or accessories specified by the player as described above, and the colors of the clothes or accessories are reflected in the character display image on the actual game screen. FIG. 8 shows the game screen when the wearing of clothes or accessories is not specified, and FIG. 9 shows the game screen after specifying the wearing of clothes or accessories. In Fig. 9, it can be understood that the dog, which is the character, is wearing clothes.
【0066】
10 to 13 are flowcharts for explaining the operation of the game system of the present embodiment, and in the operation of the game system shown in the flowcharts of FIGS. 10 to 13, the CPU 51 is stored in the ROM 54 after the power is turned on. The operating system is executed, and by executing the operating system, the CPU 51 initializes the entire device such as operation check, and then controls the optical disk control unit 80 to read the game program data from the CD-ROM disk 81. It is stored in the main memory 53 and executed by executing this program data.
【0067】
FIG. 10 is a flowchart for explaining the overall operation of the game system of the present embodiment.
【0068】
In step S1 of FIG. 10, the initial setting operation of the game is performed. The contents of the initial setting operation are well known, but as an example, whether or not the memory card 93 is installed, and when the memory card 93 is installed, the history of playing this game system before, which is called save data, is displayed. The presence or absence of the indicated data and whether or not the save data can be read into the game system are included.
【0069】
Then, in step S2, the mode selection screen is displayed on the display means such as a display device via the video output means 65. The mode selection screen is a screen that allows the player to select one of various modes realized by executing the game program in the present embodiment, and is a well-known configuration. There are various modes that can be selected in the present embodiment other than the game mode for executing the game described later and the dress-up mode for instructing the character to perform the dress-up operation. The description other than the game mode and the dress-up mode will be omitted for the purpose of conversion.
【0070】
Further, in step S3, it is determined whether or not the dress-up mode is selected on the mode selection screen based on the operation instruction input sent from the controller 92 by the player operating the cross key, the button, etc. of the controller 92. If the judgment is affirmed, the process proceeds to step S4 to execute the dress-up mode, and then returns to step S2 to display the mode selection screen again. On the other hand, if the determination is denied in step S3, the process proceeds to step S5, the game mode is executed, and the program is terminated.
【0071】
Next, FIGS. 11 to 13 are flowcharts for explaining the details of the dress-up mode in step S4 of FIG.
【0072】
In step S10 of FIG. 11, the dress-up screen is displayed on a display means such as a display device via the video output means 65. The dress-up screen is as shown in FIG. 2, for example, but in this flowchart, for the sake of explanation, the clothes-wearing operation is initially executed when the dress-up mode is selected.
【0073】
Then, in step S11, the player presses the "accessory" button B1 on the dress-up screen by operating the cross key, button, etc. of the controller 92 to instruct the accessory mounting operation, in other words, whether or not the accessory mode is selected. Is determined, and if the determination is affirmed, the process proceeds to step S20 in FIG. 12, and if the determination is denied, the process proceeds to step S12.
【0074】
In step S12, the clothing pattern image P is read from the CD-ROM disc 81 and displayed on the dress-up screen. Of course, before step S12 is executed, for example, when the flowchart of FIG. 11 is executed, all the pattern images P of clothes or accessories may be read and stored in the work RAM 53.
【0075】
In step S13, it is determined whether or not the player selects one of the pattern images P by operating the cross keys, buttons, etc. of the controller 92 and selects the clothing pattern to be considered for the character dog. If the determination is affirmed, in step S14, the pattern image of the garment corresponding to the selected pattern image P is combined and superimposed with the character image in a predetermined default color, for example, in the character image D1 of FIG. An image like this is displayed on the dress-up screen. On the other hand, if the determination is denied in step S13, the process proceeds to step S15 as it is.
【0076】
In step S15, the player pressed the "color" button B4 on the dress-up screen by operating the cross keys, buttons, etc. of the controller 92 to instruct the clothes color specification and change operation, in other words, did the color mode be selected? If it is judged whether or not the judgment is affirmed, the process proceeds to step S16 to execute the color mode, and if the judgment is denied, the process proceeds to step S17 as it is.
【0077】
Then, in step S17, it is determined whether or not the player has ordered the end of the dress-up mode by operating the cross key, the button, etc. of the controller 92, and if the determination is affirmed, the program shown in the flowchart of FIG. 11 is terminated. Then, the process returns to FIG. 10, and if the determination is denied, the process returns to step S11 and the above process is repeated.
【0078】
Next, in step S20 of FIG. 12, the accessory pattern image P is read from the CD-ROM disc 81 and displayed on the dress-up screen. In step S21, it is determined whether or not the player selects one of the pattern images P by operating the cross keys, buttons, etc. of the controller 92 and selects the pattern of the accessory to be considered to be worn by the character dog. If the determination is affirmed, in step S22, the pattern image of the accessory corresponding to the selected pattern image P is combined and superimposed with the character image in a predetermined default color, for example, in the character image D1 of FIG. An image like this is displayed on the dress-up screen. On the other hand, if the determination is denied in step S21, the process proceeds to step S23 as it is.
【0079】
In step S23, it is determined whether or not the player presses the "basket" button B3 to command the change of the accessory mounting position by operating the cross key, the button, etc. of the controller 92, and if the determination is affirmed, step S24. Proceed to, and the character image whose display position has been changed to one of the predetermined mounting positions for the selected accessory is displayed on the dress-up screen. On the other hand, if the determination is denied in step S23, the process proceeds to step S25 as it is.
【0080】
In step S25, the player pressed the "color" button B4 on the dress-up screen by operating the cross key, button, etc. of the controller 92 to instruct the clothes color specification and change operation, in other words, did the color mode be selected? If the judgment is affirmed, the process proceeds to step S26 to execute the color mode, and if the judgment is denied, the process proceeds to step S27 as it is.
【0081】
In step S27, the player presses the "change" button B2 on the dress-up screen by operating the cross key, button, etc. of the controller 92 to instruct the clothes wearing operation, in other words, has the change mode selected? If it is determined whether or not the determination is made and the determination is affirmed, the process proceeds to step S12 in FIG. 11, and if the determination is denied, the process proceeds to step S28.
【0082】
Then, in step S28, it is determined whether or not the player has ordered the end of the dress-up mode by operating the cross key, the button, etc. of the controller 92, and if the determination is affirmed, the program shown in the flowchart of FIG. 12 is terminated. Then, the process returns to FIG. 10, and if the determination is denied, the process returns to step S21 and the above process is repeated.
【0083】
Further, FIG. 13 is a flowchart for explaining the details of the color mode in step S16 of FIG. 11 and step S26 of FIG.
【0084】
In step S30 of FIG. 13, the simple setting mode screen is displayed on a display means such as a display device via the video output means 65. The simple setting mode screen is as shown in FIG. 4, for example.
【0085】
Then, in step S31, the player presses the "palette" button B5 by operating the cross keys, buttons, etc. of the controller 92 to instruct the transition to the advanced setting mode in which the RGB value of the color of clothes or accessories is directly specified. Whether or not it is determined, and if the determination is affirmed, the process proceeds to step S36, and if the determination is denied, the process proceeds to step S32.
【0086】
In step S32, the player presses one of the candidate display images N displayed on the simple setting mode screen by operating the cross keys, buttons, etc. of the controller 92, and the two colors displayed by the candidate display image N are displayed. It is determined whether or not a command to select a color combination has been issued, and if the determination is affirmed, in step S33, the set of color data corresponding to the selected candidate display image N is read from the CD-ROM81, and the frame buffer is used. Write in the 63 CLUT areas referenced when displaying clothing or accessories. In step S34, the character image is displayed again on the dress-up screen by the new color data written in step S33. On the other hand, if the determination is denied in step S32, the process proceeds to step S35 as it is.
【0087】
Then, in step S35, it is determined whether or not the player has ordered the end of the color mode by operating the cross key, the button, etc. of the controller 92, and if the determination is affirmed, the program shown in the flowchart of FIG. 13 is terminated. The process returns to the process of FIG. 11 or FIG. 12, and if the determination is denied, the process returns to step S32 and the above process is repeated.
【0088】
On the other hand, in step S36, the detailed setting mode screen is displayed on the display means such as a display device via the video output means 65. The detailed setting mode screen is as shown in FIGS. 5 and 6, for example.
【0089】
In step S37, the player operates one of the color specification value display image CVs displayed on the detailed setting mode screen by operating the cross key, button, etc. of the controller 92, and gives a command to directly specify the RGB value. If it is determined whether or not, and if the determination is affirmed, in step S38, the specified RGB value is directly written in the CLUT area of the frame buffer 63, which is referred to when displaying clothes or accessories. In step S39, the character image is displayed again on the dress-up screen by the new color data written in step S38. At this time, as described above, when the pattern color of the clothes or accessories is two or more colors, the colors other than the two colors specified by the player are calculated by the method as shown in FIG. On the other hand, if the determination is denied in step S37, the process proceeds to step S40 as it is.
【0090】
Then, in step S40, it is determined whether or not the player has ordered the end of the color mode by operating the cross key, the button, etc. of the controller 92, and if the determination is affirmed, the program shown in the flowchart of FIG. 13 is terminated. The process returns to the process of FIG. 11 or FIG. 12, and if the determination is denied, the process returns to step S37 and the above process is repeated.
【0091】
Therefore, according to the present embodiment, when performing the operation of attaching clothes or accessories to the dog as a character, the color of the pattern of the clothes or accessories can be specified and selected according to the player's preference. The display image of the accessory can be varied. As a result, a character image with the player's favorite clothes or accessories can be displayed on the game screen, and the player can easily empathize with the character, creating a more interesting game system. It can be realized.
【0092】
The details of the game device of the present invention, the control method of the game device, and the recording medium on which the game program is recorded are not limited to the above-described embodiment, and various modifications can be made.
【0093】
[Effect of the invention]
As described in detail above, according to the present invention, since the color designation data for designating the color of the equipment is set in response to the input of the color designation instruction from the player, the display image of the equipment equipped by the character is set. It can have the effect of giving diversity to the image.
[Simple explanation of drawings]
[Figure 1]
It is a circuit diagram which shows the circuit structure of the game system which is one Embodiment of this invention.
[Figure 2]
It is a figure which shows an example of the dress-up screen in one Embodiment.
[Fig. 3]
It is a figure which shows another example of the dress-up screen in one Embodiment.
[Fig. 4]
It is a figure which shows an example of the simple setting mode screen in one Embodiment.
[Fig. 5]
It is a figure which shows an example of the detailed setting mode screen in one Embodiment.
[Fig. 6]
It is a figure which shows another example of the detailed setting mode screen in one Embodiment.
[Fig. 7]
It is a figure for demonstrating the technique of generating another color from the color specified by a player.
[Fig. 8]
It is a figure which shows an example of the game screen of one Embodiment.
[Fig. 9]
It is a figure which shows another example of the game screen of one Embodiment.
[Fig. 10]
It is a flowchart for demonstrating the whole operation of the game system of one Embodiment.
[Fig. 11]
It is a flowchart for demonstrating the operation of the dress-up mode in the game system of one Embodiment.
[Fig. 12]
It is a continuation flowchart from FIG.
[Fig. 13]
It is a flowchart for demonstrating the operation of the color mode in the game system of one Embodiment.
[Explanation of symbols]
50 Control system 51 CPU 53 Main memory 60 graphics system 61 GTE 62 GPU 63 frame buffer 65 Video output means 70 sound system 72 Sound buffer 73 speaker 80 Optical disc control unit 81 CD-ROM disc 82 CD-ROM decoder 83 CD-ROM buffer 90 Communication control unit 92 controller 93 memory card
14 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
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2025118275A | Cited by | Japan | Search report |
| JP2007133776A | Cited by | Japan | Examiner |
| US8418059B2 | Cited by | United States of America | Applicant |
| JP2024048909A | Cited by | Japan | Search report |
| JP2003103047A | Cited by | Japan | Search report |
| JP2008146227A | Cited by | Japan | Examiner |
| JP2012118948A | Cited by | Japan | Search report |
| JP2024048913A | Cited by | Japan | Search report |
| JP2008287541A | Cited by | Japan | Examiner |
| JP2024048913A | Cited by | Japan | Search report |
| JP7592908B1 | Cited by | Japan | Search report |
2 priority claims, no other members on record
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 6281299 | Japan | A | |
| JP19990062812 | – | – | – |
Numbers
- Publication
- 2000-254352
- Publication, DOCDB
- 2000254352
- Publication, EPODOC
- JP2000254352
- Application
- 11062812
- Application, DOCDB
- 6281299
- Application, EPODOC
- JP19990062812
Titles2
- Japanese
- ゲーム装置、ゲーム装置の制御方法及びゲームプログラムが格納された記録媒体
- English
- [Title of the Invention] A recording medium in which a game device, a control method of the game device, and a game program are stored.
Classification
- CPC, 7
- A63F13/822
- A63F13/63
- A63F2300/8058
- A63F2300/807
- A63F13/55
- A63F13/825
- A63F13/69
- IPC, 4
- A63F13 52
- A63F13 55
- A63F13 825
- G06T1 00