Game information storage medium and game system using the same
4 claims: 2 independent, 2 dependent
- 1第1アーキテクチャを採用した第1ゲーム機用の複数の第1命令から構成される第1ゲームプログラム、前記第1ゲーム機とは異なるアーキテクチャを採用しかつ処理能力の低い第2ゲーム機用の複数の第2命令から構成される第2ゲームプログラム、前記第2ゲーム機を前記第1のゲーム機においてエミュレーションさせることにより、前記第2ゲームプログラムの実行を可能にするエミュレータプログラム、前記複数の第2命令とそれに対応する変換後の第1命令を記憶しているテーブル、ゲームリストデータを含むゲーム選択プログラムおよびゲーム機制御プログラムを記憶するゲーム情報記憶媒体であって、 前記ゲーム機制御プログラムは、前記第1ゲーム機のCPUを、 前記ゲーム選択プログラムを実行して前記ゲームリストデータに含まれるゲームタイトルを選択可能に表示したゲームソフト選択画面を表示するゲームソフト選択画面表示手段、 前記ゲーム選択プログラムを実行して、前記ゲームソフト選択画面において選択されたゲームソフトの種類が前記第1ゲーム機用のゲームソフトであるか前記第2ゲーム機用のゲームソフトであるかを判別する種類判別手段、 前記種類判別手段によって前記第1ゲーム機用のゲームソフトが選択されたと判断したとき、前記第1ゲームプログラムから読み出した各第1命令を実行する第1実行手段、 前記種類判別手段によって前記第2ゲーム機用のゲームソフトが選択されたと判断したとき、前記第2ゲームプログラムおよび前記エミュレータプログラムを読み出す読み出し手段、 前記読み出し手段によって読み出されたエミュレータプログラムを起動する起動手段、および 前記エミュレータプログラムが起動された後、前記読み出し手段によって読み出された第2ゲームプログラムを構成する各第2命令に対応する第1命令を、前記テーブルから読み出して実行する第2実行手段として機能させる、ゲーム情報記憶媒体。
- 2前記第1ゲーム機はさらにGPUを備え、 前記テーブルは、前記複数の第2命令の一部に対応して前記CPUのための第1命令を記憶し、前記複数の第2命令の他の一部に対応して前記GPUのための第1命令を記憶していて、 前記第2実行手段は、前記GPUのための第1命令を前記テーブルから読み出して前記GPUに与える、請求項1記載のゲーム情報記憶媒体。
- 3前記第2ゲームプログラムは、少なくとも2種類の第2ゲームプログラムを含み、 前記エミュレータプログラムは、前記少なくとも2種類の第2ゲームプログラムに対応して、少なくとも2種類のエミュレータプログラムを含み、 前記ゲーム選択プログラムは少なくとも2種類のゲームタイトル毎にその第2ゲームプログラムの実行に必要な種類のエミュレータを関連付けて記憶したエミュレータリストデータを含み、 前記読み出し手段は、前記種類判別手段によって前記第2ゲーム 機 用のゲームソフトが選択されたと判断したとき、前記エミュレータリストデータに基づいて必要なエミュレータプログラムを読み出す、請求項1または2記載のゲーム情報記憶媒体。
- 4ゲームに登場させるための複数種類の第1キャラクタの画像データ、および前記複数のキャラクタの各画像データを表示して選択させるキャラクタ表示選択プログラムをさらに記憶し、 前記ゲーム機制御プログラムは、前記第1ゲーム機のCPUを、 前記種類判別手段によって前記第2ゲーム 機 用のゲームソフトが選択されたと判断したとき、前記キャラクタ表示選択プログラムを実行して前記複数種類の第1キャラクタを選択可能に表示させるキャラクタ表示手段、および 任意の第1キャラクタが選択されたとき、選択されたゲームタイトルに対応する第2ゲームプログラムに含まれる第2キャラクタの画像データを、前記任意の第1キャラクタの画像データと置き換える置き換え手段としてさらに機能させる、請求項1ないし請求項3のいずれかに記載のゲーム情報記憶媒体。
Independent claims4
1 paragraph, as filed
[0001] [Technical field to which the invention belongs] The present invention relates to a game information storage medium and a game system, and in particular, stores a game program for a second game machine having a different architecture in the game information storage medium for the first game machine, and on the first game machine. A game information storage medium and its game information storage that can be used to enjoy games of different models based on game programs of different architectures by storing an emulator for converting a second game machine game program into an executable form. It relates to a game system using a medium. [0002] [Previous technology] In a conventional game system, a game information storage medium such as a cartridge having a built-in semiconductor memory (ROM) or an optical storage medium such as a CD-ROM, and a game machine body (video) to which the game information storage medium is detachably attached. It is composed of a game machine or a portable game machine). The game information storage medium is a game program composed of instructions based on the architecture of the central processing unit (CPU) and image processing unit (graphic IC; GPU) built into the game machine on which the game information storage medium is installed. It is remembered. As shown in FIG. 23, the CPUs and the like mounted on the game machine (second game machine which is a lower machine) are, for example, arithmetic processing (V1 to V3) by the arithmetic CPU and image processing (V4 to V6) by the image processing unit. ), And by sequentially executing various commands based on the game program of the game software stored in the game information storage medium, image expression and / or voice processing for the game determined by the game program is realized. , It is used for the play of the player. [0003] Recently, with the progress of computer technology, the processing speed and / or processing capacity of CPUs, etc. has improved, and game machine makers tend to develop and sell game machines with built-in CPUs, etc. that use a new type of architecture that corresponds to the times. is there. By the way, in game machines, when a new type of game machine (upper machine) is released, the game program of the game software for the old type game machine (lower machine) released in the past cannot be used on the higher machine. Is common. [0004] [Problems to be Solved by the Invention] When the user (user) uses the game software of the lower machine and the game software of the higher machine, the game software of the lower machine must be played on the lower machine, and the game software of the higher machine must be played on the higher machine. It takes time and effort to change the connection between the game machine, the television receiver, and the power supply each time different game software is played, and it does not endure the trouble of the user. In addition, the new game machine (upper machine) has higher functionality than the old game machine (lower machine), and it takes a lot of development cost and time to develop the game software game program to achieve the function, so it will be released. It was difficult to prepare a large number of game software that can be used immediately afterwards in a relatively short period of time. Therefore, it is inconvenient for users because there is little game software that can be used immediately after a new model of game machine is released. [0005] By the way, in order to make the game software for low-end machines usable on high-end machines (to ensure upward compatibility), the high-end game machines must have CPUs for high-end machines (including both for arithmetic processing and graphics). It is necessary to incorporate CPUs for two models, one for CPUs and one for lower-end machines (including both for arithmetic processing and graphics). However, for that purpose, the manufacturing cost of the main body of the high-end game machine becomes significantly high, which is not practical. [0006] On the other hand, as another method of making it possible to use the game software of the lower machine (different model) without making the hardware configuration of the upper machine complicated and expensive, the game program of the game software for the lower machine is ported to the higher machine. It is also possible to do it. However, the program porting method requires a considerable development period, and the development cost is as high as tens of millions of yen per one. Therefore, unless the software is popular and is expected to be sold in a considerable amount, the program is not ported to a different model game machine, and in reality, it is often difficult to realize the porting. [0007] Therefore, the object of the present invention is game software for game machines (lower machines) that adopt the old type architecture that has already been sold, and game software for game machines (upper machines) that adopt the new type architecture. A game information storage medium and a game system that can be stored and supplied in a common information storage medium, and can play a game between a game software for a lower machine and a game software for a higher machine without exchanging the storage medium. Is to provide. [0008] Yet another object of the present invention is that the game software of the old type game machine can be used on the higher-end machine without significantly increasing the manufacturing cost of the new type game machine, which is convenient for the user or the player. It is to provide an information storage medium and a game system using the game information storage medium. [0009] Another object of the present invention is to port a game program of game software for an old type game machine having another type of architecture already on the market so as to adapt to the architecture of a new type of game. It is to provide a game information storage medium and a game system that can be used without any problems and can provide game software makers with old-type software at low cost without incurring program porting costs. .. [0010] [Means for solving problems] The first invention of the present application (invention according to claim 1 if the correspondence with the claims is shown) is a first game machine adopting the first architecture (the video game machine 20 if the correspondence with the examples is shown). ) For<u style="single">plural</u>The first game program (32m) consisting of the first instruction, for the second game machine that adopts a different architecture from the first game machine and has low processing power<u style="single">plural</u>The second game program (321 to 32n) composed of the second instruction, and the emulator program (33: 33α,) that enables the execution of the second game program by emulating the second game machine on the first game machine. 33β, 33γ),<u style="single">plural</u>2nd command<u style="single">And the corresponding converted first instruction</u>table<u style="single">, Game selection program containing game list data (31)</u>And a game information storage medium (DVD30) that stores the game machine control program, and the game machine control program uses the CPU of the first game machine.<u style="single">Execute the game selection program and it is included in the game list data</u>Display game titles selectable<u style="single">Game software selection screen that displays the selected game software selection screen</u>Display means (22, S1),<u style="single">A type determination means for executing a game selection program and determining whether the type of game software selected on the game software selection screen is the game software for the first game machine or the game software for the second game machine ( 22,S6)</u>、<u style="single">Judging that the game software for the first game was selected by the type judgment means</u>When, the first game program<u style="single">The first to execute each first instruction read from</u>Execution means (22, S22),<u style="single">Reading means (22, S3) that reads out the second game program and emulator program when it is determined that the game software for the second game has been selected by the type discrimination means.</u>、<u style="single">Read by reading means</u>Starting means to start the emulator program<u style="single">(22, S3)</u>, And after the emulator program is launched<u style="single">Read by reading means</u>Configure the second game program<u style="single">each</u>2nd command<u style="single">The first instruction corresponding to</u>table<u style="single">2nd to read from and execute</u>Execution means<u style="single">(22, S4)</u>To function as. [0014] In the game information storage medium of the preferred embodiment (invention according to claim 2),<u style="single">The first game console is also equipped with a GPU (24), and the table stores the first instruction for the CPU corresponding to some of the multiple second instructions, and in the other part of the multiple second instructions. Correspondingly, the first instruction for the GPU is stored, and the second execution means reads the first instruction for the GPU from the table and gives it to the GPU.</u>[0015] In the game information storage medium of another embodiment (the invention according to claim 3), the second game program includes at least two types of second game programs, and the emulator program corresponds to at least two types of second game programs. Then, the emulator includes at least two types of emulator programs (33α, 33β, 33γ), and the game selection program stores at least two types of game titles in association with the type of emulator required to execute the second game program. The second game includes the list data and the reading means is the type discrimination means.<u style="single">Machine</u>When it is determined that the game software for is selected, the necessary emulator program is read out based on the emulator list data. [0016] The game information storage medium of another embodiment (the invention according to claim 4) displays image data (381, 38i) of a plurality of types of first characters for appearing in a game, and image data of each of the plurality of characters. The character display selection program to be selected is further memorized, and the game machine control program uses the CPU of the first game machine to determine the type of the second game.<u style="single">Machine</u>When it is determined that the game software for is selected, the character display means (S41) that executes the character display selection program to display multiple types of first characters in a selectable manner, and when any first character is selected. , Further functions as a replacement means (S43) for replacing the image data of the second character included in the second game program corresponding to the selected game title with the image data of an arbitrary first character. [0019] [Effect of the invention] According to the present invention, the game software of the old type game machine (lower machine) can be used by the upper machine without significantly increasing the manufacturing cost of the new type game machine (upper machine), and the user or the game can be played. Game information storage medium that is convenient for people<u style="single">Body is</u>Unique effects such as being obtained are produced. [0020] In addition, the game software for game machines (lower machines) that adopt the old type architecture and the game software for game machines (upper machines) that adopt the new type architecture that have already been sold are stored in a common information storage medium. It is possible for users to play games of different models in sequence without the hassle of exchanging storage media between game software for lower-end machines and game software for higher-end machines. There is also an effect. [0021] [0021] In addition, game software game programs for older game consoles with other types of architectures that are already on the market can be used without porting programs to match the architecture of new game consoles. There is also an effect that software makers can provide old-type software to players at low cost without incurring program porting costs. [0022] Further, since the player tentatively selects a desired game title to show the game outline of the game title, there is also an effect that the player can easily search for the desired game. Further, by replacing the image data included in the game program with the image data of the desired character by the player, the game content can be changed, and a single type of game software can be played for a longer period of time. There is also an effect. Hereinafter, examples of the present invention will be described with reference to the drawings. [0023] BEST MODE FOR CARRYING OUT THE INVENTION FIG. 1 is an external view of a game system according to an embodiment of the present invention, and FIG. 2 is a block diagram of the game system. In FIG. 1, the game system 10 is composed of a video game machine 20 which is an example of a first game machine which is a higher-level machine, and a game information storage medium 30 which is detachably attached to the video game machine 20. The game information storage medium 30 includes various types such as a digital versatile disk ROM (hereinafter abbreviated as DVD), a CD-ROM, a high-density magnetic storage medium, or a semiconductor storage element, which is an example of an optical information recording medium. A large-capacity storage medium is used, but the case where a DVD is used will be described below. A game controller 40 (hereinafter referred to as "controller 40"), which is an example of an operation means for instructing a character (also referred to as an object) for a game or a cursor movement or a character's movement, is connected to the video game machine 20. At the same time, a home television receiver (hereinafter abbreviated as "TV") 50, which is an example of a display device for displaying a game image, is connected. Further, a memory card (or cartridge) 60 is detachably attached to the video game machine 20 in order to back up and store the progress of the game as needed. [0024] In FIG. 2, the video game machine 20 has a board (not shown) built in the main body housing 21. Various electronic components such as CPU22 (central processing unit) are mounted on the board. An image processing unit (graphic CPU) 24 is connected to the CPU 22 via a bus 23, and a working RAM (also called a work RAM) 25 and a video RA are connected.<u style="single">M (</u>V-RAM) 26, multiple controller connection ports 27a to 27d, memory card connection port 28 and DVD drive 29 are connected. A TV (or CRT display) 50 is connected to the image processing unit (graphic CPU) 24. Controllers 40a to 40d are connected to the plurality of controller connection ports 27a to 27d. A memory card 60 is detachably connected to the memory card connection port 28. [0025] Specifically, the CPU 22 processes instructions of the first type of architecture, and the game is based on an operation program stored in a program ROM (not shown) built in the game machine 20 at startup. It controls or manages the entire system and, when the DVD30 is installed, performs processing for the game based on the game program read from the DVD30 by the DVD drive 29. For example, the CPU 22 is used for read control of recorded data of DVD30, write or read control of work RAM25 and V-RAM26, read control of input data by controllers 40a to 40d, control of GPU24, and game processing based on a game program. Performs processing other than image processing, such as various arithmetic processing of. Further, the CPU 22 receives the input signals from the actuators 40a to 40d through the controller connection ports 28a to 28d, and performs processing so as to change the game image according to the input signals. [0026] The GPU 24 performs processing for image display such as geometry calculation processing and rendering processing in response to an instruction from the CPU 22. The work RAM 25 appropriately stores the calculation results of the CPU 22 and the program data read from the DVD 30 (the first game machine game program or the second game machine game program and emulator). Is. The V-RAM 26 temporarily stores the display data (color data in pixel units) constituting the game image, and is read or written controlled by the GPU 24. The memory card 29 has a built-in writable and readable semiconductor memory such as S-RAM and flash memory, and temporarily stores data in the middle of the game, and is read out after the game is over as needed. It is possible to start the game from the middle (replay). [0027] Figure 3 is an illustrated diagram of the hierarchical structure of hardware, operating systems, and various programs. In FIG. 3, the program of the operation system stored in the built-in ROM (not shown) is executed on the hardware (CPU 22) of the video game machine 20 (first game machine). When the game program read from the DVD 30 is for the first game machine 20, the first game machine game program is processed on the operating system program (or by the CPU 22 via the operating system program). To. On the other hand, the game program read from the DVD 30 is a game program for the old type second game machine whose architecture is different from that of the first game machine (20) and whose processing capacity (and / or processing speed) is low. In some cases, it cannot be processed on the operation system for the first game machine 20 as it is. In that case, in order to enable the game program for the second game machine to be processed on the operation system for the first game machine 20, the game program for the second game machine is for the first game machine. It is processed in the same way as using a two-tier OS to run an emulator for conversion to architecture on the operating system and run a game program for a second game console on that emulator. become. [0028] Here, the relationship between the video game machine 20 (upper machine), which is the first game machine, and the second game machine (lower machine; not shown) will be described. Since they use different architectures, they are not compatible in terms of hardware. For example, if the CPU of the second game machine is an 8-bit machine, a 16-bit machine, or a 32-bit machine, the CPU 22 of the first game machine 20 is 64 bits or 128 bits, which is one rank or two ranks higher. , Processing power and / or processing speed is much higher than the CPU of the second game machine is used. In this case, if a game program for a second game machine having a different architecture is processed on the first game machine 20, a malfunction will occur because the instruction words are different, but for the purpose of preventing this, the first An emulator program is used to convert the game program for the second game console to the architecture for the first game console 20. The emulator program includes, for example, an emulator for arithmetic processing and an emulator for image processing. Specifically, the arithmetic processing emulator is software (program) for converting an instruction word or function processed by the CPU of the second game machine into an architecture suitable for the CPU 22 of the first game machine. .. The image processing emulator is software (program) for converting an image processing function processed by an image processing unit of a second game machine into a function or architecture compatible with the GPU 24 of the first game machine. These first game machine 20 programs or the second game machine 20 programs and emulator programs are read from the DVD 30 and stored in the work RAM 25 before the start of the game. [0029] The second game machine has an extremely low processing power such as an 8-bit or 16-bit CPU, and the CPU of the first game machine 20 has a high processing power of two ranks or more (has the latest processing power). In the case of (things), it is also possible for the first game machine 20 to achieve both arithmetic processing and image processing by time-dividing processing with only the CPU 22 without providing the GPU 24. Further, as the first game machine 20, a high-speed computer can be used for executing a game program instead of a dedicated game machine. [0030] Next, various embodiments of the game information storage medium of the present invention and details of a game system using the same will be described. [Embodiment 1] FIG. 4 is a diagram (memory map) graphically showing the stored data of the game information storage medium (DVD) 30 according to the example of the first embodiment, and FIG. 5 is a diagram showing the details of the stored data. In this first embodiment, the game information storage medium (DVD) is an 8-bit machine, for example, a second game machine (for example, a video game machine sold by the applicant of the present application), which is a lower-level machine. It stores the game programs of multiple game software applied to any one of the family computer, 16-bit super Famicom, and 64-bit Nintendo 64), and the architecture of the game programs for these video game machines. This is an example of storing only one type of emulator program for converting to an architecture for a 128-bit machine (first game machine 20), which is a higher-level machine. [0031] Specifically, the DVD 30 includes storage areas (or recording areas) 31,321 to 32n, and 33, as shown in FIG. The game selection program is stored in the storage area 31. The game selection program includes a title list of game software for a second game machine stored in storage areas 32-1 to 32n, a menu display program for recorded game titles, a game selection program, and the like. Includes emulator-related information such as the type of emulator applied to each game software or the necessity of the emulator, if necessary. The game programs of the game software (games 1 to n) for the second game machine are stored in the storage areas 321 to 32n, respectively. The game programs stored in these storage areas 321 to 32n are the game title, the program for game control, the data for displaying images (and / or the image processing program), and the voice for voice processing for each game. Includes data (or audio program) (see Figure 5 (a)). The emulator program is an emulator program for converting the architecture of the game program applied to the second game machine to the architecture for the first game machine 20, and is for arithmetic processing and image processing as necessary. (See Figure 5 (b)). The details of this emulator program will be described later with reference to FIG. 7, but it is realized by, for example, a conversion table of instruction words that converts an instruction for a second game machine into an instruction for a first game machine. .. Therefore, each instruction (eg A, D, T ...) contained in the game control program is an instruction that cannot be directly interpreted by the CPU 22 (and / or GPU 24) and must be converted using the emulator program. It becomes an instruction that can be processed by CPU22 for the first time. [0032] FIG. 6 is a diagram illustrating an example of an emulator program. In FIG. 6, when the emulation program receives each instruction (A, B, ..., J or K + L) constituting the game program for the second game machine, the CPU 22 corresponding to the instruction is executed. Store a plurality of instructions to be converted in advance and the corresponding converted instructions in the conversion table so as to convert them into instructions for instructing the processing to be performed (a, b, ..., j or k1). .. Then, every time an instruction for the second game machine is given, the instruction is emulated by converting it into an instruction for CPU22 corresponding to the received instruction and supplying it to CPU22. Specifically, when the instruction A of the second game machine game program is given, it is converted into an instruction conforming to the architecture of the second game machine game program corresponding to the instruction A, and the instruction A is converted into the instruction. Process a is performed according to the instruction. This process a may be composed of a plurality of instructions a1 to a3 according to the architecture of the first game machine 20, for example. If the instruction from the second game console game program is an instruction dedicated to image processing (for example, T, U), the image processing emulator converts it into an instruction that matches the architecture of the GPU 24, and processes accordingly. (t1 + t2 + t3 etc.) is performed. Details of these processing contents will be described later. [0033] 7 and 8 are flowcharts for explaining the operation of the first embodiment, in particular, FIG. 7 shows the main routine (general flow) thereof, and FIG. 8 shows the subroutine of the chip 4. Next, the operation of the video game system 10 in the first embodiment will be described with reference to FIGS. 1 to 8 according to the flowcharts shown in FIGS. 7 and 8. [0034] In step 1 (shown abbreviated by the "S" symbol in the figure) 1, the title of the game software for the second game machine recorded on the DVD 30 is displayed. Specifically, the player attaches the DVD 30 to the DVD drive 29 of the video game machine 20 and turns on the power. Correspondingly, the CPU 22 executes the program of the operating system stored in the ROM (not shown) to start the video game machine 20 main body. First, the CPU 22 reads the menu display / selection program stored in the DVD 30, writes it to the storage area 251 of the work RAM 25, and executes the menu display / selection program on the work RAM 25. As a result, the titles of the plurality of game software stored in the DVD 30 are displayed based on the game list data included in the game selection program. For example, as shown in FIG. 9, the game software selection screen 51 is displayed on the display screen of the television 50. The game software selection screen 51 is preferably composed of a plurality of (three in the embodiment) layer screens 52a to 52c organized for each series of game software. The layer screens 52a to 52c are tagged to select each screen. The series name of the game software is displayed on this tag. These game software are game software for an old generation video game machine (second game machine) having a different architecture and a lower processing speed from the first game machine 20. [0035] In step 2, the game software selection process is performed. Specifically, since the cursor 53 that can be operated by the controller 40 is displayed on the game software selection screen 51, the player operates the cursor 53 while looking at the menu screen to select the desired game title. .. That is, the player selects the layer screens 52a to 52c of an arbitrary series by clicking the tag of the series name desired to be played, and clicks the arbitrary game title of the series to select the desired game software. select. [0036] In step 3, the selected game title is recognized by the selected game start program. The game program of the game software corresponding to the selected game title is read from the DVD 30, transferred to the work RAM 25, and written in the storage area 252. In this case, if the capacity of the selected game software program stored in the game program storage area 252 is larger than the capacity of the game program storage area 252, some game programs are read and the game progresses. As a result, it will be read separately. In connection with reading the game program, the emulator program (X) associated with the game title is automatically read and written to the emulator storage area 253. After that, CPU22 starts the emulator program. [0037] In step 4, the CPU 22 executes the game program for the selected second game machine while referring to the emulator program. In the emulation process in this case, as described with reference to FIG. 6, the emulator program grasps the instruction to be executed by the game program, and the process is performed according to the instruction, so that the second game machine The game program will be executed indirectly. As a result, a game based on the second game machine game program is realized on the video game machine 20. The processing operation of step 4 is repeated until the game is over or the game is cleared, and the details will be described later with reference to FIG. Then, when it is determined that the game is over or the game clear condition is satisfied, that is determined in the next step 5, and the game ends. [0038] Next, the details of the processing of the second game machine program will be described with reference to the subroutine of FIG. 8 and the emulator program. In order to facilitate understanding of this processing operation, the processing (functional flow) by the CPU and GPU of the second game machine according to the conventional example shown in FIG. 23 and the processing by the emulator program of the present application will be described in relation to each other. To do. Conventionally, when a figure such as a game character or an object is displayed by the game machine of the second game machine, the CPU of the second game machine executes commands A and B (V1 to V3) as shown in FIG. 23. After that, the GPU was executing processing (V4 to V6) based on instruction T. Here, for the CPU of the second game machine, instruction A is an instruction to write the value Y to the A register in the CPU, instruction B is an instruction to add the value Z to the A register of the CPU, and instruction T is. It is assumed that this is an instruction for the GPU of the second game machine to perform the process of displaying the figure based on the value of the A register. [0039] As shown in Fig. 10, the emulator program is a virtual setting area for virtually reproducing the CPU, GPU (second processing means) of the second game machine, work RAM, VRAM, etc. included in the second game machine. Is allocated in the work RAM 25 of the video game machine 20. For example, in the virtual CPU setting area, virtual registers and the like corresponding to each register built in the CPU of the second game machine are assigned to predetermined addresses. For example, a virtual A register corresponding to a specific register (A register in one example) of the CPU of the second game machine is set in the storage area of a specific address of the work RAM 25, and the A register of the CPU of the second game machine is set. If there is a process for, the CPU 22 emulates the functions of the CPU and GPU of the second game machine by accessing the virtual A register of the specific address set in the work RAM 25. The GPU, work RAM, V-RAM, etc. of the second game machine are also emulated in the same way. [0040] First, in step 11, in order to execute the program for displaying the graphic, the emulator program reads the instruction A constituting the program and performs the process a corresponding to the instruction A. Specifically, the emulator program (CPU emulator) writes the value Y to the virtual A register corresponding to the A register of the CPU of the second game machine to which the specific address in the work RAM 25 is assigned. Note that this process a is executed by the instructions a1, a2, and a3 that can be directly executed by the CPU 22. [0041] In the following step 12, the instruction B is read, and the process b corresponding to the instruction B is performed. Specifically, the CPU 22 reads the value Y stored in the virtual A register and calculates a value (Y + Z) obtained by adding the value Z to this value Y. Then, this value (Y + Z) is written to the virtual A register again. [0042] Further, in steps S13, 14, and 15, the instruction T is read, and the processes t1, t2, and t3 corresponding to the instruction T are sequentially performed. This instruction T is for the CPU of the second game machine to pass the value of the A register to the GPU of the second game machine and cause the GPU to perform a process of drawing a figure. Specifically, the CPU 22 performs the following processing based on the GPU emulator program. That is, first, by executing the process t1, the value (Y + Z) is read from the virtual A register of the work RAM 25, and the value (Y + Z) is written to the dedicated register in the virtual GPU setting area. Next, by executing the process t2, the virtual VRAM corresponding to the VRAM of the second game machine is performed by performing arithmetic processing such as geometry calculation based on the value (Y + Z) written in the dedicated register. Generate graphic data in the area. Further, by executing the process t3, a figure is generated in the V-RAM 26 based on the figure data in the virtual VRAM area. Then, the CPU 22 gives an instruction for drawing a figure to the GPU. GPU22 generates an image based on the figure in V-RAM and outputs the image data to the TV (step 16). By the above processing in the video game machine 20, a game screen almost the same as the game screen displayed by the game program for the second game machine is displayed on the TV 50 (step 17). If there is an input from the controller 40, the instructions of the game program for the second game machine corresponding to the input are sequentially read, and the processing corresponding to the instructions is sequentially executed. In this way, the game software for the second game machine can be executed by the video game machine 20 having a different architecture. [0043] As a result, multiple game software for the old type second game machine can be used on the new type first game machine without complicating the configuration of the first game machine and increasing the cost. Can be played. In addition, the game program for the old type game machine is relatively small compared to the game program for the new type game machine, and the storage medium for storing the game program for the new type game machine is larger than that of the old type. Since the capacity is also increased, it is possible to store a plurality of old type games in a single storage medium for a new type of game machine. Further, there is an advantage that the user game information storage medium can be provided at low cost. [0044] [Embodiment 2] FIG. 11 is a diagram graphically showing the stored data of the game information storage medium (DVD30) according to the example of the second embodiment. The difference between the second embodiment and the first embodiment (FIG. 4) is that the game information storage medium (DVD30) has at least two types of lower-level second game machines (related to the sale of the applicant of the present application). In the example of a video game machine, the game programs (games 1 to n) of a plurality of game software applied to any two models of 8-bit machine, 16-bit machine, and 64-bit machine are stored. The number of emulator programs for converting the architecture of at least two types of game console game programs to the architecture of the first game console 20 of the higher-end console according to the number of lower-end consoles (at least 2 of α and β) Type; For example, α is an emulator that converts 16-bit to 128-bit, and β is an emulator that converts 64-bit to 128-bit). [0045] Specifically, as shown in FIG. 11, the DVD 30 stores at least two types of emulator programs (α, β) in the storage areas 33α and 33β in addition to the storage data of FIG. Further, as shown in FIG. 12, the game selection program is used to execute the game on the first game machine 20 corresponding to the game title (α, β, in the case of three types). Memorize γ). [0046] Next, a case where the game is processed using the DVD 30 in which the information or the program as in the second embodiment shown in FIGS. 11 and 12 is stored will be described. The processing in this case is achieved by additionally processing steps 6 and 7 in the flowchart of FIG. [0047] When a game title of a specific game software is selected in step 2, the type of game program of the game software is grasped in the following step S. Here, as shown in FIG. 12A, the game selection program includes game title list data, emulator list data (emulator identification data), menu display / selection program, and selection game start program. ing. The game title list data is a character for displaying the game titles of all the game software. The emulator list data is a list of emulator programs of the type corresponding to each game title. Since the game title list data and the selected game start program have already been described, the description thereof will be omitted. As shown in FIG. 12B, the game title list data and the emulator list data are stored in association with each game title of the type of emulator required to execute the game program. [0048] Then, when the player selects, for example, the game title i, the type of the game program of the game title 1 is grasped in step 6. In the following step S7, in order to determine the type of emulator that should execute the game program of the selected game title 1, the judgment is made based on the emulator list data associated with the game title (see FIG. 12 (b)). ). As a result, the emulator program of the emulator α corresponding to the game title 1 is selected. After that, by performing the same operations as in steps 3 to 5 described above, the game program of the game title 1 is executed based on the emulator program of the emulator α. In this way, by the processing of steps 1,2,6,7,3,4,5, the game program of the selected game software of a plurality of types of second game machines having a different architecture from the video game machine 20 is videoed. It becomes possible to play by the game machine 20. [0049] As a result, a series of game software developed for 8-bit machines, 16-bit machines, and 64-bit machines with different architectures (for example, Super Mario 1, 2, 3 for 8-bit machines, and 16-bit machines) Super Mario World and Super Mario 64 for 64-bit machines can be recorded and stored on a single DVD30, and game software from different models can be stored on a common first game machine 20 by simply selecting a game title. It is possible to play with, and there is no need to exchange hardware, exchange connection with TV, or exchange game information storage medium. In addition, the user can learn the rules of the game one by one while enjoying the old series game released earlier, and the difficulty level of the game is sharper than when suddenly playing the game for the latest game machine. It has the advantages of preventing a high impression, increasing the difficulty level step by step, increasing the clearing rate of all games in the series, and increasing user satisfaction. [0050] [Embodiment 3] FIG. 13 is a diagram graphically showing the storage data of the game information storage medium (DVD) 30 according to the example of the third embodiment. In this third embodiment, the game information storage medium (DVD) is one type of the second game machine (in the example sold by the applicant of the present application, an 8-bit video game machine, a 16-bit video game machine, a 64-bit video). The architecture of the game program of at least one game software (game 1 to game n in the case of multiple games) applied to any one model of the game machine and the architecture of the game program for the second game machine are described. It stores one type of emulator program for converting to the architecture for one game machine 20 and at least one game program originally intended for the first game machine. [0051] Specifically, as shown in FIG. 13, the DVD 30 stores the game selection program in the storage area 31 and at least one game software for the second game machine in the storage area 321 as shown in FIG. The game program is stored, and the emulator program is stored in the storage area 33. Further, as the storage information peculiar to this embodiment, at least one game program of the game software for the first game machine is stored in the storage area 32 m. The second game machine game program may store a plurality of game software, and in that case, a plurality of different types of game software of the second game machine are stored as in the second embodiment. The type of emulator corresponding to each type may be stored. [0052] FIG. 14 is a flowchart for explaining the operation according to the example of the third embodiment. Next, the operation of this embodiment will be described with reference to FIGS. 13 and 14. In FIG. 14, the same reference numerals are given to the parts that overlap with the flowchart of FIG. 7 described above, and the description thereof will be omitted. Further, although step 7 is shown by a broken line in FIG. 14, it is shown that it is omitted in the case of a single emulator program. [0053] As shown in FIG. 14, steps 1, 2 and 6 select the game title desired by the player. If the selected game is game software for the first game machine 20, the processes shown in steps 21 to 23 are performed. On the other hand, when the selected game title is game software for a game machine other than the first game machine 20, the processes shown in steps (7), 3, 4 and 5 are performed. [0054] Specifically, in step 6, for example, when a game title is selected, the CPU 22 grasps that the game program of the game title does not require an emulator (see the bottom column of FIG. 12 (b)). According to this, it is determined that the game software for the first game machine 20 is selected in step 21, and the process proceeds to step 22. In step 22, each instruction of the game program of the game title (m) is directly executed (executed without using an emulator) by the CPU 22 and / or the GPU 24. In step 23, it is determined whether the game is over or the game is cleared, and the operation of step 22 is repeated until one of the game end conditions is detected. If there are a plurality of game software for the first game machine 20, the above steps 1, 2, 6, 21, 22 and 23 can be applied in the same manner. [0055] On the other hand, when the game title for the second game machine is selected in step 2, the type of game program of the game title selected in step 6 is grasped, and it is grasped that the game requires an emulator. (See Figure 12 (b)). Accordingly, step 21 determines that the program is not for the first game console 20 that does not require an emulator, and proceeds to step 7. In step S7, if there are multiple emulators, the emulator type is selected, and in step 3, the emulator program is executed. However, if there is only one type of emulator, the process directly proceeds to step 3. After that, the processes of steps 4 and 5 are performed, but since the operations of steps 3 to 5 or 7 are the same as those in FIG. 7, detailed description thereof will be omitted. [0056] This makes it possible to compare the game software for the second game machine of the old type (lower machine) with the game software for the first game machine of the new type (upper machine), and the performance of the first game machine. There is an advantage that you can enjoy the game while feeling the degree of improvement. [0057] [Embodiment 4] FIG. 15 is a diagram schematically showing the storage data of the game information storage medium (DVD30) according to the example of the fourth embodiment, and FIG. 16 is a diagram showing the details of the demo program compatible list data. In the fourth embodiment, in addition to the third embodiment (FIG. 13), a demo program of an example of a preliminary program for showing an outline of the game of the game software is further stored in the game information storage medium (DVD30). When the player selects a game title, information indicating the outline of the game of the game title is output and displayed. As an output of preliminary information showing an outline of the game, in this embodiment, for example, a case where a demonstration is displayed by animation will be described. [0058] [0058] Specifically, as shown in FIG. 15, in the DVD30, in addition to the storage data of FIG. 13, at least the demo program compatible list data is stored in the storage area 34, and the demo programs DP1 to DPn and DPm are stored in the storage area 351 to. Store in 35n and 35m respectively. The demo programs DP1 to DPn and DPm are programs that display at least a part of the animations in the games of the game titles 1 to n and m on the TV 50 connected to the game machine 20. Further, as shown in FIG. 16, the demo program compatible list data is data in which the demo programs DP1 to DPn and DPm are associated with each game title 1 to n and m, respectively. [0059] FIG. 17 is a flowchart for explaining the operation according to the example of the fourth embodiment, and FIG. 18 is a diagram showing a game selection screen displayed in this embodiment. Next, the operation of this embodiment will be described with reference to FIG. In FIG. 17, the same reference numerals are given to the parts that overlap with the flowchart already described, and the description thereof will be omitted. [0060] As shown in FIG. 17, in step 1, the game selection screen shown in FIG. 18 is displayed on the TV 50. The player operates the cursor 53 while observing the game selection screen in order to grasp the outline of the game of the desired game title, moves the cursor 53 to the desired game title, and temporarily selects the game title (for example). , Single click). In this way, the processes of steps 31 to 34 are performed according to the tentative selection, and the animation of the tentatively selected game title is displayed on the TV50 as a demonstration. Then, the player who grasps that the game title is a desired game title by the animation officially selects the game title (for example, double-clicks). Depending on the official selection, the processes after step 6 shown in FIG. 14 are performed. On the other hand, when the player grasps that the game title is not the desired game title by the animation, another game title is further tentatively selected. By this tentative selection, steps 31 to 34 are repeated. [0061] Specifically, in step 1, when the menu display / selection program of the game selection program is executed, the game selection screen 51 is displayed on the TV50 as shown in FIG. 18, and the cursor 53 is placed on the screen. Is displayed. At this time, the demo screen 54 has not been displayed yet. [0062] In step 31, the player temporarily selects (for example, single-clicks) a desired game title (for example, Dr. Mario: hereinafter referred to as game title i) with the cursor 53. In response to this, in step 32, the game selection program detects the provisional selection and refers to the demo program correspondence list data (FIG. 16) stored in the storage area 34 of the DVD 30. By executing the game selection program, the CPU 22 reads, for example, the demo program DPi corresponding to the temporarily selected game title i from the storage area 35i and stores it in the work RAM 25 based on the list data. Then, the execution of the demo program DPi of the work RAM 25 is started. [0063] In step 33, the demo program DPi is executed, so that the demo screen 54 is set on the game selection screen 51, and the demonstration of the Dr. Mario game is displayed in animation on the demo screen 54 (Fig. 18). [0064] In step 34, the player recognizes the animation displayed on the demo screen 54 and officially selects (eg, double-clicks) the game title with the cursor 53 when the game is what he wants. When the game selection program detects that the game title has been officially selected, it executes the processes from step 6 (FIG. 14) onward. On the other hand, in step 34, when the tentative selection is made again, steps 31 to 34 are repeated. When this is done, the processes of steps 31 to 34 are repeated. [0065] As a result, the player can grasp the outline of the game of the game title, and can play the desired game more quickly and surely. In other words, after starting the game, there is an advantage that it is possible to prevent selection mistakes such as not being in the desired game. [0066] In the fourth embodiment, the case where the demonstration of the game is displayed by animation is described as preliminary information showing the outline of the game, but the still image in the game is displayed as other preliminary information. You can also display a comment that explains the outline of the game. That is, instead of the demo program, the CPU 21 executes a program including text data of comment sentences or image data of still images. As a result, a comment sentence or a still image is displayed on the demo screen 54 of the game selection screen 51 of the TV 50 connected to the game machine 20 instead of the animation. The comment text has the advantage that the outline of the game can be grasped in more detail, and the still image has the advantage that the outline of the game can be grasped quickly in a short time. [0067] Also, instead of animation, sound can be output from the TV50 speaker (not shown). That is, instead of the demo program, a program containing audio data is executed. This gives an audio overview of the game from the TV50 speakers. In this case, there is an advantage that the outline of the game can be grasped more easily by voice. [0068] [Embodiment 5] FIG. 19 is a diagram schematically showing the storage data of the game information storage medium (DVD) 30 according to the example of the fifth embodiment, and FIG. 20 is a diagram stored in the second game machine game program and the game information storage medium. It is a figure which showed the detail of the replacement image data which is done graphically. The fifth embodiment includes, in addition to the third embodiment (FIG. 13), a character display selection program for displaying and selecting a desired character of a player on a game information storage medium (DVD30), and a game program. This is an example in which a data replacement program for replacing the character image data or the like with a separately prepared character image data or the like is further stored. [0069] Specifically, as shown in FIG. 19, the DVD 30 stores the character display selection program in the storage area 36, the data replacement program in the storage area 37, and the replacement image data in addition to the storage data in FIG. It is stored in each of the storage areas 381 to 38n. Further, as shown in FIG. 20 (c), the replacement image data is composed of the character images CGa to CGz and the terrain images MGa to MGz. Further, as shown in FIG. 20A, the game program of the game software for the second game machine is, as already described, the game title, the game control program, and the image data and sound used by the game control program. It is composed of data and so on. Further, as shown in FIG. 20 (b), the image data included in the game program includes image data of characters such as the main character appearing in the game (character image CG1 etc.) and map image data (topography image MG1 etc.). It is composed of. As will be described later, the data replacement program replaces, for example, the image data of the character image CG1 included in the game program 1 of the game software 1 with the image data of the character image CGa for replacement. This allows the player to play the game with a character different from the original hero character as the hero. In this embodiment, the main character will be described as an example, but the present invention is not limited to this, and the map and other characters can be changed as appropriate. [0070] FIG. 21 is a flowchart for explaining the operation according to the example of the fifth embodiment. Next, the operation of this embodiment will be described with reference to FIG. The same reference numerals are given to those described above, and the description thereof will be omitted. [0071] As shown in FIG. 21, in step 1, selectable game titles are displayed. Step 2 selects the game title desired by the player. Further, in step 41, the character selection screen is displayed. In step 42, the player selects a desired character. In step 43, a game program is generated in which the selected character is replaced with the main character of the previously selected game software. Based on the game program, the processes shown in step 6 and subsequent steps of FIG. 14 are performed. [0072] Specifically, in step 41, the character display selection program is read from the storage area 36 of the DVD 30 and written to the work RAM 25. Then, when the character display selection program is executed, the character selection screen 53d, which is an example of the layer screen as shown in FIG. 22, is set to be displayable on the game software selection screen 51. [0073] In step 42, the player operates the cursor 53 and clicks the tag on the character selection screen 52d. In response to this click, the character display selection program displays the character selection screen 52d. Then, the player clicks the desired character name (for example, Mario, Luigi, etc.) displayed on the character selection screen 52d with the cursor 53. In response to the click of the character name, the character display selection program grasps the clicked character name. [0074] In step 43, the data replacement program is read from the storage area 37 of the DVD 30 and written to the work RAM 25. Then, the data replacement program is executed. When the game program of the previously selected game software is transferred from the DVD 30 to the work RAM 25, the data replacement program uses the image data of the main character included in the game program as the selected replacement image data. Replace with. Then, the game program replaced with the image data of the selected character is stored in the work RAM 25. In the processes after step 6 in FIG. 14, when the game program stored in the work RAM 25 is for the second game machine, it is executed by the emulator program, and when it is for the first game machine, it is directly executed. Since the processes after step 6 have already been described, detailed description thereof will be omitted. [0075] As a result, the player can play the game software for the old type game machine whose main character is the character selected by the player on the new type first game machine, so that the player can play the game software for the old type game machine. There is an advantage that you can enjoy the game in more ways. [0076] In the data replacement program of the fifth embodiment, when the game program is transferred to the work RAM 25, the image data included in the game program is replaced. For example, the data replacement program is made resident in the memory. By monitoring the processing in step 4, when the game program is executed directly by the CPU or indirectly by the emulator and the main character is read by the game program, the image data of the main character is replaced. The same effect can be obtained by making it function so as to replace it with image data. [0077] [Other Examples or Applications] By the way, in the first to fifth embodiments, when the game is played using the emulator, the emulated converted instructions are sequentially stored in the work RAM 25 for a certain period of time (for example, several minutes or several seconds). If the program for executing the temporarily stored instruction by the CPU 22 at a predetermined timing after the game is over is stored in the DVD 30 as a part of the emulator program, the game program structure for the second game machine is irrelevant. , There is an advantage that the game can be easily replayed. By adding such a program, there is an advantage that the scene of the game desired by the player can be arbitrarily replayed and the fun of the player can be increased. [0078] The technical idea of the present invention is not limited to storing an emulator program and a game program in an information storage medium such as a DVD or CD-ROM, but also applied to distributing both data via a two-way public line such as the Internet. it can. For example, if the storage medium (for example, hard disk, DVD, etc.) provided in the server device is configured to store the storage data stored in the game information storage medium (DVD30) described above, the server device can be connected to the Internet, etc. The same effect as that of the present invention can be realized in the game machine on the terminal side connected via the information transmission line of the above. In other words, a set of game programs for multiple types of game machines with different architectures and multiple types of emulator programs for executing these various game programs on the terminal side game machine is set from the server device to the terminal side game machine. By distributing the game, the same effect can be given to the user of the terminal-side game machine. Specifically, when the server device is accessed from the terminal-side game machine via the Internet, the server device transmits the game selection program to the terminal-side game machine. The game selection program is executed on the terminal-side game machine, the game selection screen 51 shown in FIG. 9 is displayed on a display device such as a TV, and the game title desired by the user is selected. When the identification data indicating the selected game title is transmitted to the server device, the server device is required for the selected game title based on the data of the correspondence between the game title and the emulator shown in FIG. 12 (b). The type of emulator is determined, and the emulator program and the selected game program are set and sent to the game machine on the terminal side. As a result, on the terminal-side game machine, the user can play the game software for the old-generation game machine by using the emulator. By transmitting the emulator and the game program as a set in this way, it is possible to play game software for a model other than the game machine used, which cannot be played originally. In addition, a specific pre [0079] In the fourth and fifth embodiments, a case where a game program for a single first game machine and a game program for a plurality of second game machines are stored in a game information storage medium has been described as an example. However, the present invention is not limited to this, and when a game program for a plurality of first game machines and a game program for a single second game machine are stored, a single first and first game programs are stored. When the game program for the second game machine is stored, it can be applied to the case where the game programs for the plurality of first and second game machines are stored. [0080] [0080] Further, in the above-described embodiment, as an application example of the present invention, a case where the game software of the old-generation game machine manufactured and sold by the applicant can be used for the next-generation game machine 20 has been described. However, as a matter of course, it should be pointed out that it can be applied not only between the game machines of the company's old generation and the next generation, but also between the game machines of other companies. [Simple explanation of drawings] FIG. 1 is an external view of a game system according to an embodiment of the present invention. FIG. 2 is a block diagram of a game system. FIG. 3 is an illustrated diagram of a hierarchical structure of hardware, an operating system, and various programs. FIG. 4 is a diagram graphically showing the storage data of the game information storage medium 30 according to the example of the first embodiment. FIG. 5 is a diagram showing details of stored data according to an example of the first embodiment. FIG. 6 is a diagram illustrating an example of an emulator program. FIG. 7 is a main flowchart for explaining the operation of the first embodiment. FIG. 8 is a subroutine flowchart for explaining the operation of the first embodiment. FIG. 9 shows a display example of a game software selection screen. FIG. 10 is a schematic diagram in a work RAM. FIG. 11 is a diagram schematically showing storage data of a game information storage medium according to an example of the second embodiment. FIG. 12 is an illustrated diagram showing details of a game selection program. FIG. 13 is a diagram illustrating graphically the storage data of the game information storage medium according to the example of the third embodiment. FIG. 14 is a main flowchart for explaining the operation of the third embodiment. FIG. 15 is a diagram graphically showing the storage data of the game information storage medium 30 according to the example of the fourth embodiment. FIG. 16 is an illustrated diagram showing details of demo program correspondence list data. FIG. 17 is a main flowchart for explaining the operation of the fourth embodiment. FIG. 18 shows a display example of the game software selection screen of the fourth embodiment. FIG. 19 is a diagram graphically showing the storage data of the game information storage medium 30 according to the example of the fifth embodiment. FIG. 20 is a diagram schematically showing image data for replacement and image data of a game program. FIG. 21 is a main flowchart for explaining the operation of the fifth embodiment. FIG. 22 shows a display example of the game software selection screen of the fifth embodiment. FIG. 23 is a flowchart for explaining the principle of processing of a conventional CPU and GPU. [Explanation of symbols] 10 ... Game system 20 ... Video game console (first game console) 30 ... Game information storage medium 40 ... Game console 50 ... Television receiver
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Every citation, both waysCites: the store holds 5 of 6
| Document | Relation | Office |
|---|---|---|
| JP10137447A | Cites | Japan |
| JP06091055A | Cites | Japan |
| JP11207034A | Cites | Japan |
| JP09153904A | Cites | Japan |
| JP09294260A | Cites | Japan |
| "ユーティリティを使って記録メディアを相互利用",「日経パソコン 1999年1月25日号」,日本,日経BP社,1999年 1月25日,第329号,p.188,189 | Non-patent | – |
| "画像ファイルを管理する",「週刊 イージー・ピーシー」,日本,株式会社デアゴスティーニ・ジャパン,2000年 3月28日,第4巻,第105号,p.105・25-105・28,(p.209-212) | Non-patent | – |
| "ハイブリッドCD",「日経MAC」,日本,日経BP社,2000年 3月18日,第8巻,第4号,p.67 | Non-patent | – |
24 members in 4 offices
Priority claims7
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| US6951516B1 | United States of America | B1 | |
| US6955606B2 | United States of America | B2 | |
| US2005272504A1 | United States of America | A1 | |
| US2006009290A1 | United States of America | A1 | |
| US7285051B2 | United States of America | B2 | |
| JP4547071B2This record | Japan | B2 | |
| US8187099B2 | United States of America | B2 | |
| DE10113542B4 | Germany | B4 | |
| US9403085B2 | United States of America | B2 | |
| US2016303476A1 | United States of America | A1 | |
| US10363481B2 | United States of America | B2 | |
| DE10113514B4 | Germany | B4 |
25 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Cancellation because of completion of termEXPY | EXPY | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Renewal fee payment (event date is renewal date of database)FPAY | FPAY | |
| Renewal fee payment (event date is renewal date of database)FPAY | FPAY | |
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Written amendmentJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Transfer to examiner for re-examination before appeal (zenchi)AppealJAPANESE INTERMEDIATE CODE: A911A911 | A911 | |
| Written amendmentJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Decision of refusalJAPANESE INTERMEDIATE CODE: A02A02 | A02 | |
| Written amendmentJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of acceptance of power of attorneyJAPANESE INTERMEDIATE CODE: A7422RD02 | RD02 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 |
Numbers
- Publication
- 4547071
- Publication, DOCDB
- 4547071
- Publication, EPODOC
- JP4547071B
- Application
- 184955
- Application, DOCDB
- 2000184955
- Application, EPODOC
- JP20000184955
Titles2
- Japanese
- ゲーム情報記憶媒体およびそれを用いたゲームシステム
- English
- Game information storage medium and game system using it
Classification
- IPC, 4
- A63F13 00
- G06F9 455
- G06F9 46
- A63F13 95
