Program, information storage medium, and image forming system
19 claims: 17 independent, 2 dependent
- 1第1のコントローラ及び第2のコントローラ の少なくとも一方を 含む操作部からの入力に基づきゲームを行うプログラムであって、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値が、 オブジェクトの向き及び回転の少なくとも一方を指示する 動き操作入力の検出条件を満たしているか否か判断する動き操作入力検出部と、 動き操作入力に基づき所与のゲーム演算処理を行うゲーム演算処理部と、 動き操作入力の検出結果を表示するための動き操作入力表示オブジェクトの表示制御処理を行う操作入力表示制御処理部と、 動き操作入力表示オブジェクトを含むゲーム画像を生成する画像生成部と、 してコンピュータを機能させ 、 前記ゲーム演算処理部は、 当該動き操作入力に基づきオブジェクトの向き及び回転の少なくとも一方を制御するためのゲームパラメータを演算し、 前記操作入力表示制御処理部は、 指示されたオブジェクトの向き及び回転の少なくとも一方に応じて、動き操作入力表示オブジェクトの向き及び回転の少なくとも一方を変化させる ことを特徴とするプログラム。
- 2請求項1において、 前記動き操作入力検出部は、 前記動きセンサの出力値に基づき、動き操作入力に対応付けられた操作量を検出し、 前記ゲーム演算処理部は、 動き操作入力に対応付けられた操作量に応じて、動き操作入力に対応付けられたゲームパラメータを演算し、 前記操作入力表示制御処理部は、 動き操作入力に対応付けられた操作量の大きさに応じて動き操作入力表示オブジェクトの表示態様を変化させる ことを特徴とするプログラム。
- 3第1のコントローラ及び第2のコントローラ の少なくとも一方 を含む操作部からの入力に基づきゲームを行うプログラムであって、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値が、動き操作入力の検出条件を満たしているか否か判断する動き操作入力検出部と、 動き操作入力に基づき所与のゲーム演算処理を行うゲーム演算処理部と、 動き操作入力の検出結果を表示するための動き操作入力表示オブジェクトの表示制御処理を行う操作入力表示制御処理部と、 動き操作入力表示オブジェクトを含むゲーム画像を生成する画像生成部と、 してコンピュータを機能させ 、 前記動き操作入力検出部は、 前記動きセンサの出力値に基づき、動き操作入力に対応付けられた操作量を検出し、 前記ゲーム演算処理部は、 動き操作入力に対応付けられた操作量に応じて、動き操作入力に対応付けられたゲームパラメータを演算し、 前記操作入力表示制御処理部は、 動き操作入力に対応付けられた操作量の大きさに応じて動き操作入力表示オブジェクトの表示態様を変化させる ことを特徴とするプログラム。
- 4請求項1 又は3 において、 前記ゲーム演算処理部は、 動き操作入力に基づきオブジェクトの移動又は動作を制御する移動又は動作制御部を含むことを特徴とするプログラム。
- 5請求項1乃至 4 のいずれかにおいて、 前記動き操作入力検出部は、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値及び他の操作入力値に基づいて所与の動き操作入力の検出条件を判断することを特徴とするプログラム。
- 6請求項1乃至 5 のいずれかにおいて、 前記操作入力表示制御処理部は、 所定のタイミングで一定時間の間、動き操作入力表示オブジェクトが表示または変化するように制御することを特徴とするプログラム。
- 7請求項1乃至 6 のいずれかにおいて、 前記操作入力表示制御処理部は、 動き操作入力検出結果を表示するための動き操作入力表示オブジェクトを表示することを特徴とするプログラム。
- 8請求項1乃至7のいずれかにおいて、 前記動き操作入力検出部は、 第1のコントローラに内蔵された第1の動きセンサの出力値と第2のコントローラに内蔵された第2の動きセンサの出力値に基づき所与の動き操作入力の条件を満たしているか否か判断し、 前記操作入力表示制御処理部は、 第1のコントローラに対応 づ けられた第1の動き操作入力表示オブジェクトと、 第2のコントローラに対応 づ けられた第2の動き操作入力表示オブジェクトと、を用いて、動き操作入力の検出を表示するための表示制御処理を行うことを特徴とするプログラム。
- 9請求項1乃至8のいずれかにおいて、 前記動き操作入力検出部は、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値が所与の条件を満たしているか否か判断し、 前記操作入力表示制御処理部は、 前記所与の条件に対応したパターンの発生またはその種類を示す動き操作入力表示オブジェクトを表示することを特徴とするプログラム。
- 10請求項1乃至9のいずれかにおいて、 前記動き操作入力検出部は、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値に基づき所与の期間に行われた動作を検出する手段を含み、 前記操作入力表示制御処理部は、 前記検出された動作を示す動き操作入力表示オブジェクトを表示することを特徴とするプログラム。
- 11請求項8、又は8に従属する9又は10のいずれかにおいて 、 前記動き操作入力検出部は、 第1の動きセンサの出力値の大きさと第2の動きセンサの出力値の大きさの合算値に基づき所与の動き操作入力の条件を満たしているか否か判断し、 前記操作入力表示制御処理部は、 第1の動きセンサの出力値の大きさと第2の動きセンサの出力値の大きさの合算値を示す動き操作入力表示オブジェクトを表示することを特徴とするプログラム。
- 12請求項1乃至11のいずれかにおいて、 前記ゲーム演算処理部は、 操作部に設けられた動きセンサ以外の操作入力手段からの操作入力に対応したコマンドに基づきオブジェクトのゲームパラメータを演算する手段を含み、 前記操作入力表示制御処理部は、 操作部に設けられた動きセンサ以外の操作入力手段からの操作入力に対応した操作入力の検出結果を表示するための操作入力表示オブジェクトの表示制御を行うことを特徴とするプログラム。
- 13請求項1乃至12のいずれかにおいて、 動き操作入力に対する初期設定操作入力を受け付ける初期設定操作期間を設定し、 初期設定操作期間にコントローラ操作により得られた動きセンサの出力値に基づき所与の動き操作入力の条件の設定値の調整を行う設定調整部を含むことを特徴とするプログラム。
- 14請求項1乃至13のいずれかにおいて、 動き操作入力の検出結果を通知するための動き操作入力通知音の出力制御処理を行うコマンド通知音出力制御部と、してコンピュータを機能させることを特徴とするプログラム。
- 15コンピュータ読み取り可能な情報記憶媒体であって、請求項1乃至14のいずれかのプログラムを記憶したことを特徴とする情報記憶媒体。
- 16第1のコントローラ及び第2のコントローラ の少なくとも一方 を含む操作部からの入力に基づきゲームを行う画像生成システムであって、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値が、 オブジェクトの向き及び回転の少なくとも一方を指示する 動き操作入力の検出条件を満たしているか否か判断する動き操作入力検出部と、 動き操作入力に基づき所与のゲーム演算処理を行うゲーム演算処理部と、 動き操作入力の検出結果を表示するための動き操作入力表示オブジェクトの表示制御処理を行う操作入力表示制御処理部と、 動き操作入力表示オブジェクトを含むゲーム画像を生成する画像生成部と、 してコンピュータを機能させ 、 前記ゲーム演算処理部は、 当該動き操作入力に基づきオブジェクトの向き及び回転の少なくとも一方を制御するためのゲームパラメータを演算し、 前記操作入力表示制御処理部は、 指示されたオブジェクトの向き及び回転の少なくとも一方に応じて、動き操作入力表示オブジェクトの向き及び回転の少なくとも一方を変化させる ことを特徴とする画像生成システム。
- 17第1のコントローラ及び第2のコントローラ の少なくとも一方 を含む操作部からの入力に基づきゲームを行う画像生成システムであって、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値が、動き操作入力の検出条件を満たしているか否か判断する動き操作入力検出部と、 動き操作入力に基づき所与のゲーム演算処理を行うゲーム演算処理部と、 動き操作入力の検出結果を表示するための動き操作入力表示オブジェクトの表示制御処理を行う操作入力表示制御処理部と、 動き操作入力表示オブジェクトを含むゲーム画像を生成する画像生成部と、 してコンピュータを機能させ 、 前記動き操作入力検出部は、 前記動きセンサの出力値に基づき、動き操作入力に対応付けられた操作量を検出し、 前記ゲーム演算処理部は、 動き操作入力に対応付けられた操作量に応じて、動き操作入力に対応付けられたゲームパラメータを演算し、 前記操作入力表示制御処理部は、 動き操作入力に対応付けられた操作量の大きさに応じて動き操作入力表示オブジェクトの表示態様を変化させる ことを特徴とする画像生成システム。
- 18第1のコントローラ及び第2のコントローラの少なくとも一方を含む操作部からの入力に基づきゲームを行う画像生成システムの制御方法であって、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値が、オブジェクトの向き及び回転の少なくとも一方を指示する動き操作入力の検出条件を満たしているか否か判断する動き操作入力検出ステップと、 動き操作入力に基づき所与のゲーム演算処理を行うゲーム演算処理ステップと、 動き操作入力の検出結果を表示するための動き操作入力表示オブジェクトの表示制御処理を行う操作入力表示制御処理ステップと、 動き操作入力表示オブジェクトを含むゲーム画像を生成する画像生成ステップと、を含み、 前記ゲーム演算処理ステップにおいて、 当該動き操作入力に基づきオブジェクトの向き及び回転の少なくとも一方を制御するためのゲームパラメータを演算し、 前記操作入力表示制御処理ステップにおいて、 指示されたオブジェクトの向き及び回転の少なくとも一方に応じて、動き操作入力表示オブジェクトの向き及び回転の少なくとも一方を変化させることを特徴とする画像生成システムの制御方法。
- 19第1のコントローラ及び第2のコントローラの少なくとも一方を含む操作部からの入力に基づきゲームを行う画像生成システムの制御方法であって、 第1のコントローラ及び第2のコントローラの少なくとも一方に内蔵された動きセンサの出力値が、動き操作入力の検出条件を満たしているか否か判断する動き操作入力検出ステップと、 動き操作入力に基づき所与のゲーム演算処理を行うゲーム演算処理ステップと、 動き操作入力の検出結果を表示するための動き操作入力表示オブジェクトの表示制御処理を行う操作入力表示制御処理ステップと、 動き操作入力表示オブジェクトを含むゲーム画像を生成する画像生成ステップと、を含み、 前記動き操作入力検出ステップにおいて、 前記動きセンサの出力値に基づき、動き操作入力に対応付けられた操作量を検出し、 前記ゲーム演算処理ステップにおいて、 動き操作入力に対応付けられた操作量に応じて、動き操作入力に対応付けられたゲームパラメータを演算し、 前記操作入力表示制御処理ステップにおいて、 動き操作入力に対応付けられた操作量の大きさに応じて動き操作入力表示オブジェクトの表示態様を変化させることを特徴とする画像生成システムの制御方法。
Independent claims19
196 paragraphs, as filed
The present invention relates to programs, information storage media and image generation systems.
Recently, a game device has been developed in which a sensor capable of detecting movement (for example, an acceleration sensor) is built in a controller for a game, and the movement of the controller is detected and used as a game input.
In such a game device, a player can be made to input a predetermined command by shaking the controller or causing a predetermined operation. Therefore, it is possible to provide an exciting game in which the controller is moved by performing an operation similar to that in the game, for example.<patcit num="1"><text>Japanese Unexamined Patent Publication No. 2003-225467</text></patcit>
<p> However, unlike the input of buttons and the like, the operation input by shaking the controller has a problem that it is difficult to know whether or not it is really accepted.</p><p> Also, for example, even if you try to shake the controller, the swing width, swing cycle, and swing strength will differ slightly depending on the player. Therefore, even if an unfamiliar player intends to shake the controller and input a command as specified, there may be a case where the command is not accepted.</p><p> The present invention has been made in view of the above problems, and an object of the present invention is to play a game while confirming whether or not a movement operation input input by moving a controller is accepted. To provide a possible program, information storage medium and image generation system.</p>
<p> (1) The present invention A program that plays a game based on inputs from an operation unit including a first controller and a second controller. A motion operation input detection unit that determines whether or not the output value of the motion sensor built in at least one of the first controller and the second controller satisfies the detection condition of the motion operation input. A game calculation processing unit that performs a given game calculation processing based on motion operation input, An operation input display control processing unit that performs display control processing of the movement operation input display object for displaying the detection result of the movement operation input, and An image generator that generates a game image that includes a motion operation input display object, It is related to the program that makes the computer work.</p><p> The present invention also relates to an image generation system including each of the above parts. The present invention also relates to a computer-readable information storage medium, which stores (records) a program that causes a computer to function as each of the above parts.</p><p> The motion sensor can be composed of an acceleration sensor, a speed sensor, a sensor for measuring displacement, and the like.</p><p> The first controller and the second controller may be operated by the player by grasping and operating with the right hand or the left hand.</p><p> Further, both the first controller and the second controller may have a motion sensor built-in, or one of them may have a built-in motion sensor.</p><p> The motion operation input is an operation input in which a first controller or a second controller is made to perform a predetermined operation or is maintained in a predetermined posture. Not only a configuration in which the first controller and the second controller are made to perform a predetermined operation to input, but also a configuration in which operation inputs from other operation units such as buttons and cross keys are input in combination (for example, a controller button). The operation input for swinging the controller while pressing the controller) is also within the range of the motion operation input of the present invention.</p><p> The given game calculation process performed based on the movement operation input may be, for example, a control calculation of the movement, movement, or position of an object (game character, item, or other object operated by the player) in the game space. It may be a hit check process, an operation process of associated game parameters, a control of power or difficulty level, or a determination process of performance input in a music game.</p><p> The motion operation input display object may be a three-dimensional object, a two-dimensional object, a character, or a mark.</p><p> Displaying the detection result of the movement operation input may indicate the presence or absence of the movement operation input, or when the movement operation input is, for example, the amount of the input value (operation amount) is also a control factor, the operation amount is displayed. May be good.</p><p> The display control of the motion operation input may be the control of the presence or absence of the display, or the control of the display form (for example, the control of changing the color, shape, size, etc. of the motion operation input display object, or changing or blinking the brightness. (Including control) may be used.</p><p> According to the present invention, since the detection result of the motion operation input is displayed as the motion operation input display object, the player confirms whether or not the operation input related to the motion of moving the controller itself is detected as the motion operation input in the game. It can be performed.</p><p> (2) Further, in the image generation system, the program and the information storage medium according to the present invention, The game calculation processing unit It is characterized by including a movement or motion control unit that controls the motion or motion of an object based on a motion operation input.</p><p> In the present invention, the object to be moved or moved by the movement operation input may be a player's operation target and an object, for example, a player character or an item object owned by the player.</p><p> The movement or movement includes, for example, movement speed, acceleration, movement direction, rotation, character movement, and the like.</p><p> (3) Further, in the image generation system, the program and the information storage medium according to the present invention, The motion operation input detection unit is It is characterized in that the detection condition of a given motion operation input is determined based on the output value of the motion sensor built in at least one of the first controller and the second controller and the other operation input values.</p><p> According to the present invention, the detection result of the motion operation input can be displayed as the motion operation input display object also for the motion operation input by the combination of the input by moving the controller itself and the input of other input means.</p><p> The other input means may be a button provided on the first controller or the second controller, a ten o'clock key, or the like. In this way, the player can input the movement operation input by moving the controller while pressing the buttons or the like provided on the controller.</p><p> (4) Further, in the image generation system, the program and the information storage medium according to the present invention, The operation input display control processing unit It is characterized in that the movement operation input display object is controlled to be displayed or changed at a predetermined timing for a certain period of time.</p><p> For example, the motion operation input display object may be displayed only for a certain period of time and may be controlled so as not to be displayed after that, or the motion operation input display object may be changed for a certain period of time and then controlled so as not to be changed.</p><p> In this way, when the display or change of the movement operation input display object is completed, it is possible to convey to the player information such as that the movement operation input should be input again or that the input can be input.</p><p> For example, when the movement operation input is accepted once and then the acceptance prohibition period for a certain period of time is provided, the movement operation input display object may be displayed or changed during the acceptance prohibition period. This has the effect of making it easier for the player to grasp the movement operation input acceptance prohibition period.</p><p> (5) Further, in the image generation system, the program and the information storage medium according to the present invention, The operation input display control processing unit It is characterized by displaying a motion operation input display object for displaying a motion operation input detection result.</p><p> Depending on the detection result, the presence / absence of the motion operation input display object display may be changed, or at least a part of the motion operation input display object forms (gauge length and size, mark shape, display form, color, etc.). Control may be performed to change the value indicated by the number).</p><p> (6) Further, in the image generation system, the program and the information storage medium according to the present invention, The game calculation processing unit When a given movement operation input is a movement operation input related to the orientation or rotation of an object, a game parameter for controlling the orientation or rotation of the object is calculated based on the movement operation input. The operation input display control processing unit When a given movement operation input is a movement operation input related to the direction or rotation of the object, the movement operation input display object for displaying the direction or rotation direction is displayed.</p><p> According to the present invention, it is possible to detect a movement operation input and simultaneously grasp the direction and the direction of rotation instructed by the detection.</p><p> (7) Further, in the image generation system, the program and the information storage medium according to the present invention, The motion operation input detection unit is Based on the output value of the motion sensor, the operation amount associated with the motion operation input is detected, and the operation amount is detected. The game calculation processing unit The game parameters associated with the movement operation input are calculated according to the operation amount associated with the movement operation input. The operation input display control processing unit It is characterized by displaying a movement operation input display object for displaying the magnitude of the operation amount associated with the movement operation input.</p><p> The amount of operation associated with the motion operation input may be determined by the magnitude of the output value of the motion sensor. In such a case, a sensor having a large output value (a sensor that is not simply a sensor that detects ON / OFF) may be used.</p><p> When there is an operation amount associated with the movement operation input, the type of the instruction is determined by the movement operation input, and the amount to be changed by the instruction is determined according to the associated operation amount. Good. For example, in the motion operation input for instructing acceleration, the magnitude of acceleration (for example, the value of acceleration) may be controlled according to the magnitude of the associated manipulated variable.</p><p> (8) Further, in the image generation system, the program and the information storage medium according to the present invention, The motion operation input detection unit is Based on the output value of the first motion sensor built in the first controller and the output value of the second motion sensor built in the second controller, it is determined whether or not the given motion operation input condition is satisfied. And The operation input display control processing unit The first movement operation input display object corresponding to the first controller, The second movement operation input display object corresponding to the second controller, It is characterized in that display control processing for displaying the detection of motion operation input is performed by using.</p><p> For example, when the movement operation input judged by the movement of the first controller is detected, the movement operation input display object of the first movement operation input changes, and the movement operation input judged by the movement of the second controller is detected. In case the second movement operation input display object changes, For example, when a movement operation input determined by the movements of both the first controller and the second controller is detected, both the first movement operation input display object and the second movement operation input display object change. It may be controlled as follows. In this way, there is an effect that the player can easily grasp the relationship between the detection state of the motion operation input and the operation status of the first and second controllers.</p><p> (9) Further, in the image generation system, the program and the information storage medium according to the present invention, The motion operation input detection unit is It is determined whether or not the output value of the motion sensor built in at least one of the first controller and the second controller satisfies the given condition. The operation input display control processing unit It is characterized in that a motion operation input display object indicating the occurrence or type of a pattern corresponding to the given condition is displayed.</p><p> According to the present invention, the player can grasp that a pattern corresponding to a given condition is generated by the operation of the controller and the type of the generated pattern.</p><p> For example, in the case of a performance game, when the output value of the motion sensor satisfies a given condition, a motion operation input display object indicating the occurrence or type of a given performance pattern may be displayed.</p><p> For example, in the case of a performance game, when the output value of the motion sensor satisfies a given condition, a motion operation input display object indicating the occurrence or type of a given performance pattern may be displayed.</p><p> Further, for example, in a fighting game, when the output value of the motion sensor satisfies a given condition, a motion operation input display object indicating the occurrence of a given technique pattern or its type may be displayed. ..</p><p> (10) Further, in the image generation system, the program and the information storage medium according to the present invention, The motion operation input detection unit is It includes means for detecting the movement performed in a given period based on the output value of the motion sensor built in at least one of the first controller and the second controller. The operation input display control processing unit It is characterized in that a motion operation input display object indicating the detected motion is displayed.</p><p> For example, the movement of the controller in a predetermined period may be reproduced as a movement operation input display object. In this way, the player can grasp his / her own movement performed in a predetermined period.</p><p> (11) Further, in the image generation system, the program and the information storage medium according to the present invention, The motion operation input detection unit is Based on the sum of the magnitude of the output value of the first motion sensor and the magnitude of the output value of the second motion sensor, it is determined whether or not the given motion operation input condition is satisfied. The operation input display control processing unit It is characterized by displaying a motion operation input display object indicating the sum of the magnitude of the output value of the first motion sensor and the magnitude of the output value of the second motion sensor.</p><p> (12) Further, in the image generation system, the program and the information storage medium according to the present invention, The game calculation processing unit Including a means for calculating game parameters of an object based on a command corresponding to an operation input from an operation input means other than a motion sensor provided in the operation unit. The operation input display control processing unit It is characterized in that it controls the display of an operation input display object for displaying the detection result of the operation input corresponding to the operation input from the operation input means other than the motion sensor provided in the operation unit.</p><p> The operation input display object and the movement operation input display object may be configured as separate objects.</p><p> According to the present invention, it is possible to grasp the acceptance status of operation inputs to operation units such as buttons, levers, and ten o'clock keys.</p><p> (13) Further, in the image generation system, the program and the information storage medium according to the present invention, Initial setting for motion operation input Initial setting for accepting operation input Set the operation period and set the operation period. It is characterized by including a setting adjustment unit that adjusts the set value of a given motion operation input condition based on the output value of the motion sensor obtained by the controller operation during the initial setting operation period.</p><p> (14) Further, the present invention A program that plays a game based on inputs from an operation unit including a first controller and a second controller. A motion operation input detection unit that determines whether or not the output value of the motion sensor built in at least one of the first controller and the second controller satisfies the detection condition of the motion operation input. A game calculation processing unit that performs a given game calculation processing based on motion operation input, A command notification sound output control unit that performs output control processing of the motion operation input notification sound for notifying the detection result of the motion operation input, and An image generator that generates game images and It is related to a program program characterized by the functioning of a computer.</p><p> The present invention also relates to a game system including each of the above parts. The present invention also relates to a computer-readable information storage medium, which stores (records) a program that causes a computer to function as each of the above parts.</p>
Hereinafter, this embodiment will be described. The present embodiment described below does not unreasonably limit the content of the present invention described in the claims. Moreover, not all of the configurations described in the present embodiment are essential constituent requirements of the present invention.
1. Configuration First, the configuration of the image generation system (game system) of the present embodiment will be described with reference to FIG. Note that FIG. 1 is an example of the functional configuration in the image generation system of the present embodiment. Further, the image generation system of the present embodiment may have a configuration in which a part of the component (each part) is omitted.
The operation unit 160 is for the player to input operation data, and its function can be realized by a lever, a button, a steering wheel, a microphone, or the like.
The operation unit 160 is realized by the first controller 161, the second controller.
The first controller 161 includes an operation input means for obtaining an operation input value other than the acceleration sensor such as a first acceleration sensor (an example of a motion sensor) 162, a button, and a cross key.
The second controller 165 includes a second accelerometer (an example of a motion sensor) 166.
The first acceleration sensor 162 detects an acceleration vector generated in response to the movement of the first controller 161 itself.
The second acceleration sensor 166 detects an acceleration vector generated in response to the movement of the first controller 165 itself.
The first acceleration sensor 162 and the second acceleration sensor 166 detect acceleration according to the operation and output the detected acceleration information (output value). Piezoelectric type, electrokinetic type, strain cage type, etc. It can be realized by the hardware of.
In the present embodiment, the output value of the accelerometer 3 is obtained by converting the "downward" direction (opposite the Y-axis) in the world coordinate system to the controller reference coordinate system.
The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, and the like, and its function can be realized by RAM (VRAM) or the like.
The information storage medium 180 (a medium that can be read by a computer) stores programs, data, etc., and its function is an optical disk (CD, DVD), a hard disk, a memory card, a memory cassette, a magnetic disk, or a memory (a medium that can be read by a computer). It can be realized by ROM) etc. The processing unit 100 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores a program for operating the computer as each part of the present embodiment (a program for causing the computer to execute the processing of each part).
The display unit 190 outputs an image generated by the present embodiment, and its function can be realized by a CRT, an LCD (liquid crystal display device), a touch panel type display, an HMD (head mounted display), or the like.
The sound output unit 192 outputs the sound generated by the present embodiment, and its function can be realized by a speaker, headphones, or the like.
The portable information storage device 194 stores personal data of a player, save data of a game, and the like, and the portable information storage device 194 includes a memory card, a portable game device, and the like. The communication unit 196 performs various controls for communicating with the outside (for example, a host device or another image generation system), and its functions include hardware such as various processors or communication ASICs, and hardware such as communication ASICs. It can be realized by a program or the like.
The program (data) for operating the computer as each part of the present embodiment is distributed from the information storage medium of the host device (server) to the information storage medium 180 (storage unit 170) via the network and the communication unit 196. You may. The use of such an information storage medium of a host device (server) can also be included within the scope of the present invention.
The processing unit 100 (processor) performs various processes such as instruction of instructions to each functional block, game processing, image generation processing, and sound generation processing. Here, as the game processing, a process of starting the game when the game start condition is satisfied, a process of advancing the game, a process of arranging objects such as characters and maps, a process of displaying the objects, and a process of calculating the game result are performed. There is a process of ending the game, or a process of ending the game when the game end condition is satisfied.
The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs. The processing unit 100 performs various processes using the storage unit 170 as a work area.
The processing unit 100 includes a game processing unit 110, a drawing unit 130, and a sound generation unit 1.<u style="single">4</u>Contains 0. It should be noted that a configuration in which some of these may be omitted may be used.
The game processing unit 110 includes a game calculation processing unit 120, a motion operation input detection unit 122, an operation input display control processing unit 126, and a setting adjustment unit 128.
The motion operation input detection unit 122 determines whether or not the output value of the motion sensor built in at least one of the first controller and the second controller satisfies the detection condition of the motion operation input.
The game calculation processing unit 120 performs a given game calculation processing based on the movement operation input.
The operation input display control processing unit 126 performs display control processing of the movement operation input display object for displaying the detection result of the movement operation input.
The game calculation processing unit 120 includes a movement or motion control unit 124 that controls the movement or motion of an object based on a motion operation input.
The motion operation input detection unit 122 determines the detection condition of a given motion operation input based on the output value of the motion sensor built in at least one of the first controller and the second controller and the other operation input values. You may do so.
The operation input display control processing unit 126 may control the movement operation input display object to be displayed or changed at a predetermined timing for a certain period of time.
The operation input display control processing unit 126 may display a movement operation input display object for displaying the movement operation input detection result.
When the given motion operation input is a motion operation input related to the orientation or rotation of the object, the movement or motion control unit 124 calculates a game parameter for controlling the orientation or rotation of the object based on the motion operation input. Then, when the given movement operation input is a movement operation input related to the direction or rotation of the object, the operation input display control processing unit 126 displays a movement operation input display object for displaying the direction or rotation direction. You may try to do it.
The motion operation input detection unit 122 detects the operation amount associated with the motion operation input based on the output value of the motion sensor, and the movement or motion control unit 124 determines the operation amount associated with the motion operation input. Correspondingly, the game parameter associated with the movement operation input is calculated, and the operation input display control processing unit 126 generates a movement operation input display object for displaying the magnitude of the operation amount associated with the movement operation input. It may be displayed.
The motion operation input detection unit 122 receives a given motion operation input based on the output value of the first motion sensor built in the first controller and the output value of the second motion sensor built in the second controller. The operation input display control processing unit 126 determines whether or not the conditions are satisfied, and the operation input display control processing unit 126 corresponds to the first motion operation input display object corresponding to the first controller and the second controller. The display control process for displaying the detection of the motion operation input may be performed by using the motion operation input display object of 2.
The motion operation input detection unit 122 determines whether or not the output value of the motion sensor built in at least one of the first controller and the second controller satisfies a given condition, and the operation input display control processing unit 126 May display a motion manipulation input display object indicating the occurrence or type of pattern corresponding to a given condition.
The motion operation input detection unit 122 includes means for detecting an operation performed in a given period based on the output value of the motion sensor built in at least one of the first controller and the second controller, and includes an operation input display. The controller 126 may display a motion operation input display object indicating the detected motion.
The movement or motion control unit 124 determines whether or not the given motion operation input condition is satisfied based on the sum of the magnitude of the output value of the first motion sensor and the magnitude of the output value of the second motion sensor. However, the operation input display control processing unit 126 may display a motion operation input display object indicating the sum of the magnitude of the output value of the first motion sensor and the magnitude of the output value of the second motion sensor. Good.
The movement or motion control unit 124 includes means for calculating game parameters for controlling the movement or motion of an object based on a command corresponding to an operation input from an operation input means other than a motion sensor provided in the operation unit. The operation input display control processing unit 126 controls the display of a command display object for detecting a command corresponding to an operation input from an operation input means other than the motion sensor provided in the operation unit or displaying an execution result. It may be.
The setting adjustment unit 128 sets an initial setting operation period for receiving the initial setting operation input for the motion operation input, and a condition of the given motion operation input based on the output value of the motion sensor obtained by the controller operation during the initial setting operation period. Adjust the set value of.
The movement or motion control 124 performs a motion or motion calculation (movement or motion simulation) of an object, for example, a moving object such as a character, a car, or an airplane. That is, the movement or motion processing unit 112 sets an object (moving object) as an object based on the operation data, the program (movement or motion algorithm), or various data (motion data) input by the player by the operation unit 160. Performs processing to move objects in space and to move objects (motion, animation).
Specifically, the movement or motion processing unit 124 of the present embodiment provides object movement information (position, rotation angle, velocity, or acceleration) and motion information (position or rotation angle of each part object) in one frame. Performs simulation processing to obtain sequentially every (1/60 seconds). It should be noted that this frame is a unit of time for performing object movement or motion processing (simulation processing) or image generation processing.
The movement or motion processing unit 124 may control at least one of the rotation, posture, motion, and movement direction of the operation target object in the object space based on the calculated orientation / rotation parameters.
The game processing unit 110 may include an object space setting unit (not shown). The object space setting unit is an object composed of various objects (polygons, free-form surfaces, subdivision surfaces, and other primitive surfaces) that represent display objects such as characters, cars, tanks, buildings, trees, columns, walls, and maps (topography). ) Is placed and set in the object space. That is, the position and rotation angle (synonymous with orientation and direction) of an object (model object) in the world coordinate system are determined, and the rotation angle (X, Y, Z axis) is set at that position (X, Y, Z). Place the object at the rotation angle of).
Further, the game processing unit 110 may include a virtual camera control unit (not shown). The virtual camera control unit performs a process of controlling the position, rotation (orientation), etc. of the virtual camera based on the input from the player.
Further, the drawing unit 130 performs drawing processing based on the results of various processing (game processing) performed by the game processing unit 120, thereby generating an image and outputting it to the display unit 190. When generating a so-called three-dimensional game image, first, object data (model) including vertex data (position coordinates of vertices, texture coordinates, color data, normal vector or α value, etc.) of each vertex of the object (model). Data) is input, and vertex processing is performed based on the vertex data included in the input object data.
In addition, when performing the vertex processing, the vertex generation processing (tessellation, curved surface division, polygon division) for subdividing the polygon may be performed as necessary.
In vertex processing, geometry processing such as vertex movement processing, coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, perspective conversion, or light source processing is performed, and an object is constructed based on the processing results. Change (update, adjust) the given vertex data for the vertex group. Then, rasterization (scanning conversion) is performed based on the vertex data after the vertex processing, and the faces of the polygons (primitives) are associated with the pixels. Then, following the rasterization, pixel processing (fragment processing) for drawing the pixels (fragments constituting the display screen) constituting the image is performed. In pixel processing, various processing such as texture reading (texture mapping), color data setting / change, translucent composition, antialiasing, etc. are performed to determine the final drawing color of the pixels that make up the image, and perspective conversion is performed. Outputs (draws) the drawing color of the object to the drawing buffer (buffer that can store image information in pixel units. VRAM, rendering target). That is, in the pixel processing, per pixel processing is performed in which image information (color, normal, brightness, α value, etc.) is set or changed in pixel units. As a result, an image that can be seen from a virtual camera (given viewpoint) set in the object space is generated. When there are a plurality of virtual cameras (viewpoints), an image can be generated so that the image seen from each virtual camera can be displayed as a divided image on one screen.
Note that the vertex processing and pixel processing performed by the drawing unit 130 are performed by hardware that enables the drawing processing of polygons (primitives) to be programmed by a shader program written in a shading language, so-called programmable shaders (vertice shaders and pixel shaders). It may be realized. In the programmable shader, processing in units of vertices and processing in units of pixels can be programmed, so that the degree of freedom in drawing processing content is high, and the expressive power can be greatly improved compared to fixed drawing processing by hardware. ..
Then, when drawing the object, the drawing unit 130 performs geometry processing, texture mapping, hidden surface erasing processing, α blending, and the like.
In the geometry processing, processing such as coordinate transformation, clipping processing, perspective projection conversion, or light source calculation is performed on the object. In addition, the object data (position coordinates of the vertices of the object, texture coordinates, color data (luminance data), normal vector, α value, etc.) after geometry processing (after perspective projection conversion) is stored in the storage unit 170. ..
Texture mapping is a process for mapping a texture (texel value) stored in the texture storage unit to an object. Specifically, the texture (surface properties such as color (RGB) and α value) is read from the texture storage unit of the storage unit 170 using the texture coordinates and the like set (assigned) to the vertices of the object. Then, the texture, which is a two-dimensional image, is mapped to the object. In this case, processing for associating pixels with texels and bilinear interpolation as texel interpolation are performed.
In particular, in the present embodiment, when drawing an object, a process of mapping a given texture may be performed. In this case, the color distribution (texel pattern) of the texture mapped to each object can be dynamically changed.
In this case, textures having different color distributions may be dynamically generated, or a plurality of textures having different color distributions may be prepared in advance and the textures to be used may be dynamically switched. Ma<u style="single">Oh</u>The color distribution of the texture may be changed on a project-by-project basis.
As the hidden surface erasing process, the hidden surface erasing process can be performed by the Z buffer method (depth comparison method, Z test) using the Z buffer (depth buffer) in which the Z value (depth information) of the drawing pixel is stored. .. That is, when drawing the drawing pixel corresponding to the primitive of the object, the Z value stored in the Z buffer 176 is referred to. Then, the Z value of the referenced Z buffer 176 is compared with the Z value of the primitive drawing pixel, and the Z value of the drawing pixel is the front side of the virtual camera (for example, a small Z value). If, the drawing process of the drawing pixel is performed and the Z value of the Z buffer is updated to a new Z value.
α blending (α synthesis) is a translucent synthesis process based on an α value (A value) (usually α blending, addition α blending, subtraction α blending, etc.). For example, in normal α blending, a process of obtaining a color obtained by synthesizing two colors is performed by performing linear interpolation using the α value as the strength of synthesis.
RQ = (1-α) × R1 + α × R2 (1) GQ = (1-α) × G1 + α × G2 (2) BQ = (1-α) × B1 + α × B2 (3) Further, taking the case where the synthesis process is addition α blending as an example, the drawing unit 120 performs the α synthesis process according to the following equation.
RQ = R1 + α × R2 (4) GQ = G1 + α × G2 (5) BQ = B1 + α × B2 (6) Further, taking the case where the composition process is α multiplication as an example, the drawing unit 120 performs the α composition process according to the following equation.
RQ = α × R1 (7) GQ = α × G1 (8) BQ = α × B1 (9) Taking the case where the compositing process is α-th power addition as an example, the drawing unit 120 performs the α compositing process according to the following equation.
RQ = α × R1 + R2 (7) GQ = α × G1 + G2 (8) BQ = α × B1 + B2 (9) Here, R1, G1, and B1 are R, G, and B components of the color (luminance) of the image (background image) already drawn in the drawing buffer 172, and R2, G2, and B2 are in the drawing buffer 172. The R, G, and B components of the color of the object (primitive) to be drawn. Further, RQ, GQ, and BQ are R, G, and B components of the color of the image obtained by α blending.
The α value is information that can be stored in association with each pixel (texel, dot), and is, for example, plus alpha information other than color information that represents the brightness of each RGB color component. The α value can be used as mask information, semi-transparency (equivalent to transparency and opacity), bump information, and the like.
The sound generation unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, and voice, and outputs them to the sound output unit 192.
The image generation system of the present embodiment may be a system dedicated to the single player mode in which only one player can play, or a system including a multiplayer mode in which a plurality of players can play. Further, when a plurality of players play, game images and game sounds provided to the plurality of players may be generated using one terminal, or may be connected by a network (transmission line, communication line) or the like. It may be generated by distributed processing using a plurality of terminals (game machine, mobile phone).
2. Method of this embodiment 2-1. Operation unit 2 (A) and 2 (B) are views showing an example of the operation unit of the present embodiment.
Figure 2 (A<u style="single">) Is</u>, No.<u style="single">2</u>The controller of is shown, and FIG. 2 (B) shows the second controller.
The first controller 161 incorporates a first acceleration sensor 162 (an example of a motion sensor). The first acceleration sensor 162 can detect the acceleration vector applied to the first controller.
The first controller 161 also includes a cross key 163, a button 164, and the like.
Second controller 16<u style="single">5</u>Is the first<u style="single">2</u>Built-in acceleration sensor 166 (an example of motion sensor). No.<u style="single">2</u>Accelerometer 166 can detect the acceleration vector applied to the second controller.
The second controller 165 also includes a button 167 and the like.
The first acceleration sensor 162 and the second acceleration sensor 166 detect acceleration according to the operation and output the detected acceleration information (output value). Piezoelectric type, electrokinetic type, strain cage type, etc. It can be realized by hardware such as an accelerometer.
The information obtained by the first acceleration sensor 162 and the second acceleration sensor 166 of the present embodiment is the respective acceleration vectors for the three axes (X-axis, Y-axis, and Z-axis) in the world coordinate system.
2-2. Vibration command (example of movement operation input) and vibration command display object (example of movement operation input display object) Hereinafter, a vibration command (an example of movement operation input) and a vibration command display object will be described by taking a game of running a racehorse as an example.
FIG. 3 is an example of the game image of this implementation.
210 is a game character (racehorse object) to be operated by the player. In the present embodiment, a game is performed in which a racehorse, which is a game character, is run by an operation input from an operation unit. An image of an object space including a running racehorse object viewed from a virtual camera is generated and displayed as a game image. Will be done.
230-1 and 230-2 are vibration command display objects for displaying the detection of vibration commands. Here, 230-1 and 230-2 are a pair of one vibration command display object, and the display form changes according to the vibration command executed in the present embodiment as described later.
The vibration command is that the output value of the motion sensor (sensor that measures acceleration, velocity, displacement) built in at least one of the first controller and the second controller satisfies the condition of a given vibration command. It is the command that is executed when.
The output values and other operation input values of the motion sensors (sensors that measure acceleration, velocity, and displacement) built into at least one of the first controller and the second controller control the movement or operation of the game character. A command that is executed when the conditions of a given vibration command for is also a vibration command.
The vibration command display object may be set for each vibration command, and the display form (color, shape, blink, size, etc.) of one vibration command display object may change according to the type of vibration command. You may do it.
The vibration command display object may be configured as a three-dimensional object or a two-dimensional object (for example, a sprite or a plate polygon).
2-3. Acceleration / deceleration vibration command (example of movement operation input) and acceleration / deceleration vibration command display object (example of movement operation input display object) FIGS. 4 (A) and 4 (B) are diagrams for explaining an input example of a vibration command (an example of motion operation input) related to horse speed control, and FIGS. 5 (A) and 5 (B) are horse speed control. This is an example of a vibration command display object (an example of a movement operation input display object).
FIG. 4A shows an operation example of the acceleration vibration command. As shown in the figure, the player holds the first game controller 161 in his right hand and the second game controller 165 in his left hand, and moves them back and forth at the same time. This makes it possible to accelerate the horse of the game character that is the operation target of the player.
That is, the detection value of the first acceleration sensor built in the first game controller 161 and the detection value of the second acceleration sensor built in the second game controller 165 are the first game controller and the second. If the conditions for moving the game controller back and forth at the same time (conditions for the acceleration vibration command, see Fig. 12) are satisfied, it is determined that the acceleration vibration command has been input (acceleration vibration command detection), and acceleration processing is performed.
For example, when an acceleration vibration command is detected, a predetermined acceleration a may be given to a horse, which is an object to be operated by the player, for a predetermined period of time. That is, the acceleration of the acceleration parameter (an example of the game parameter for controlling the movement or movement of the game character) corresponding to the horse, which is the operation target object of the player, is set to a predetermined period a. By doing so, it is possible to accelerate the horse, which is the object to be operated by the player.
Then, in the present embodiment, the player can be notified that the acceleration vibration command has been detected by setting the vibration command display object in a predetermined state.
FIG. 5A is an example of a vibration command display object (hereinafter referred to as an acceleration vibration command display object) when an acceleration vibration command is detected. In the present embodiment, when the acceleration vibration command is detected once, the acceleration gauges 232-1 and 232-2 (the gauge whose color is A in the case of acceleration) of the acceleration vibration command display objects 230-1 and 230-2 are 0. One round trip to ~ 100 in a specified time. That is, the player grasps that the acceleration vibration command is received once by his / her own operation (the operation of moving the first controller 161 and the second controller 165 back and forth at the same time) by reciprocating the color A gauge once. be able to. If the player continues to move the first controller 161 and the second controller 165 back and forth at the same time, the acceleration vibration command will be detected in sequence, and the horse will be accelerated each time.
FIG. 4B shows an operation example of the deceleration vibration command. As shown in the figure, the player holds the first game controller 161 in his right hand and the second game controller 165 in his left hand, and the first game By standing the controller 161 and the second game controller 165 at the same time, the horse of the game character to be operated by the player can be decelerated.
That is, the detection value of the first acceleration sensor built in the first game controller 161 and the detection value of the second acceleration sensor built in the second game controller 165 are the first game controller 161 and the second. If the conditions for setting up the game controller 165 at the same time (conditions for deceleration vibration command, see FIG. 13) are satisfied, it is determined that the deceleration vibration command has been input (detection of deceleration vibration command), and deceleration processing is performed.
For example, when a deceleration vibration command is detected, a predetermined acceleration -b may be applied to the horse, which is the operation target object of the player, in the direction opposite to the traveling direction for each frame. That is, the acceleration of the acceleration parameter (an example of the game parameter for controlling the movement or movement of the game character) corresponding to the horse, which is the operation target object of the player, is set to -b for a predetermined period. By doing so, the horse, which is the operation target object of the player, can be decelerated.
Then, in the present embodiment, the player can be notified that the deceleration vibration command has been detected by setting the vibration command display object in a predetermined state.
FIG. 5B is an example of a vibration command display object (hereinafter referred to as a deceleration vibration command display object) when a deceleration vibration command is detected. In the present embodiment, when the deceleration vibration command is detected once, the deceleration vibration command display objects 230-1 and 230-2 deceleration gauges 233-1 and 233-2 (in the case of deceleration, the gauge whose color is B) are 0. One round trip to ~ 100 in a specified time. That is, the player can grasp that the deceleration vibration command has been received once by his / her own operation (the operation of standing the first controller and the second controller at the same time) by reciprocating the color B gauge once. If the player continues to stand the first controller 161 and the second controller 165 at the same time, the deceleration vibration command is detected in sequence, and the horse is decelerated each time.
2-4. Right-aligned / left-aligned vibration command (example of movement operation input) and right-aligned / left-aligned vibration command display object (example of movement operation input display object) 6 (A) and 6 (B) are diagrams for explaining an input example of a vibration command (an example of motion operation input) related to horse orientation control, and FIGS. 7 (A) and 7 (B) are horse orientation control. This is an example of a vibration command display object (an example of a movement operation input display object).
Fig. 6 (A) is an operation example of the right-aligned vibration command. As shown in the figure, the player pulls the first game controller 161 held in the right hand toward the front and does not move the second controller held in the left hand. As a result, the horse of the game character that is the operation target of the player can be moved to the right.
That is, the detection value of the first accelerometer built in the first game controller 161 and the detection value of the second accelerometer built in the second game controller 165 move only the first game controller 161. If the second game controller 165 satisfies the condition for not moving (the condition for the right-aligned vibration command), it is determined that the right-aligned vibration command has been input (detection of the right-aligned vibration command), and right-aligned processing is performed.
For example, when a right-aligned vibration command is detected, the traveling direction of the horse, which is the operation target object of the player, may be rotated to the right by a predetermined angle c. That is, the orientation parameter (an example of the game parameter for controlling the movement or movement of the game character) corresponding to the horse, which is the operation target object of the player, is rotated to the right by a predetermined angle c. By doing so, the horse, which is the object to be operated by the player, can be moved to the right. This can be used to move the horse to the right or turn the corner clockwise.
The magnitude of the acceleration value may be obtained based on the acceleration value from the first controller 161 and the rotation angle to the right may be controlled by the magnitude of the acceleration value. In this way, the bending angle can be changed by pulling the first controller 161 greatly or slightly.
Then, in the present embodiment, the player can be notified that the right-aligned vibration command has been detected by setting the vibration command display object in a predetermined state.
FIG. 6B shows an operation example of the left-aligned vibration command. As shown in the figure, the player pulls the second game controller 165 held in the left hand toward the front, and the first controller 161 held in the right hand is moved. By not having it, the horse of the game character to be operated by the player can be moved to the left.
That is, the detection value of the first accelerometer built in the first game controller 161 and the detection value of the second accelerometer built in the second game controller 165 move only the second game controller 165. If the first game controller 161 meets the conditions for not moving (left-justified vibration command condition, see Fig. 14), it is determined that the left-justified vibration command has been input (left-justified vibration command detection), and left-justified processing is performed. ..
For example, when a left-aligned vibration command is detected, the traveling direction of the horse, which is the operation target object of the player, may be rotated to the left by a predetermined angle c. That is, the orientation parameter (an example of the game parameter for controlling the movement or movement of the game character) corresponding to the horse, which is the operation target object of the player, is rotated to the left by a predetermined angle c. By doing so, the horse, which is the object to be operated by the player, can be moved to the left. This can be used to move the horse to the left or turn counterclockwise in a corner.
The magnitude of the acceleration value may be obtained based on the acceleration value from the second controller 165, and the rotation angle to the left may be controlled by the magnitude of the acceleration value. In this way, the bending angle can be changed by pulling the second controller 165 greatly or slightly.
Then, in the present embodiment, the player can be notified that the left-aligned vibration command has been detected by setting the vibration command display object in a predetermined state.
FIG. 7A is an example of a vibration command display object (hereinafter referred to as a left-aligned vibration command display object) when a left-aligned vibration command is detected. In the present embodiment, when the left-aligned vibration command is detected once, the left-aligned vibration command display object 250 displays the left-aligned vibration command for a predetermined time. When controlling the magnitude of the rotation angle to the left by the magnitude of the detected acceleration value, the length of the arrow of the left-aligned vibration command display object 250 may be changed according to the magnitude of the rotation angle.
By displaying the left-aligned vibration command display object 250, the player can grasp that the left-aligned vibration command has been accepted by his / her own operation (the operation of pulling the second controller and not moving the first controller). .. Further, when the player pulls the second controller 165 and repeats the operation of not moving the first controller 161, a left-aligned vibration command is sequentially detected, and the horse may be rotated to the left each time.
FIG. 7B is an example of a vibration command display object (hereinafter referred to as a right-aligned vibration command display object) when a right-aligned vibration command is detected. In the present embodiment, when the right-aligned vibration command is detected once, the right-aligned vibration command display object 252 displays the right-aligned vibration command for a predetermined time. When controlling the magnitude of the rotation angle to the right by the magnitude of the detected acceleration value, the length of the arrow of the right-aligned vibration command display object 252 may be changed according to the magnitude of the rotation angle.
By displaying the right-aligned vibration command display object 252, the player knows that the right-aligned vibration command has been accepted by his own operation (the operation of pulling the first controller 161 and not moving the second controller 165). Can be done.
Further, when the player pulls the first controller 161 and repeats the operation of not moving the second controller 165, right-aligned vibration commands are sequentially detected, and the horse may be rotated to the right each time.
2-5. Whip input vibration command (example of movement operation input) and whip input vibration command display object (example of movement operation input display object) FIG. 8 is a diagram for explaining an input example of another vibration command (an example of movement operation input) (hereinafter referred to as a whip input vibration command) related to speed control of a horse, and FIG. 9 is a diagram for explaining an input example of the whip input vibration command. This is an example of the executed game image.
FIG. 8 shows an operation example of the whip input vibration command. As shown in the figure, the player shakes the first game controller 161 while pressing the button 164 of the first game controller 161 held in the right hand. The game character jockey 212, which is the operation target of the player, can put the whip 214 into the horse 210 of the game character, which is the operation target of the player, and the speed of the horse can be dramatically increased.
That is, the detection value of the first acceleration sensor built in the first game controller 161 and the pressing signal of the button 164 of the first game controller 161 hold down the first game controller 161 while pressing the first game controller 161. If the conditions for shaking 161 (conditions for the whip input vibration command, see Fig. 15) are satisfied, it is determined that the whip input vibration command has been input (detection of the whip input vibration command), and the whip input process is performed.
For example, when the whip input vibration command is detected, a predetermined acceleration e (e> a) may be given to the horse, which is the operation target object of the player, for a predetermined period. That is, the acceleration of the acceleration parameter (an example of the game parameter for controlling the movement or movement of the game character) corresponding to the horse, which is the object to be operated by the player, is set to e, which is several times larger than the normal acceleration a for a predetermined period. To do. By doing so, the horse, which is the object to be operated by the player, can be rapidly accelerated.
Then, in the present embodiment, the player can be notified that the whip input vibration command has been detected by setting the vibration command display object in a predetermined state.
FIG. 9 is an example of a game image in which the whip input vibration command is detected.
In the present embodiment, when the whip input vibration command is detected once, the acceleration gauges 232-1 and 232-2 (the gauge whose color is A in the case of acceleration) of the acceleration vibration command display objects 230-1 and 230-2 are displayed. The acceleration vibration command display objects 230-1 and 230-2 themselves are blink-displayed while making one round trip from 0 to 100 in a predetermined time. As a result, the player can grasp that the whip input vibration command has been received once by his / her own operation (the operation of shaking while pressing the button 164 of the first controller 161).
When the whip input vibration command is detected, the game character jockey 212, which is the operation target of the player, makes a motion of hitting the whip 214 against the horse 210.
2-6. Vibration command (an example of motion operation input) detection method Hereinafter, whether or not the conditions of the vibration command are satisfied based on the acceleration values of the three axes (X-axis, Y-axis, Z-axis) by detecting the acceleration values of the three axes using the acceleration sensor as the motion sensor. The case of judgment will be described as an example.
10 (A), (B), and (C) are graphs showing the transition of the acceleration value, which is the output value of the acceleration sensor, with respect to the X-axis, Y-axis, and Z-axis, respectively.
For example, in the present embodiment, whether or not the swinging operation is performed with respect to the first controller is determined by whether or not the magnitude of the acceleration value during the predetermined period T exceeds a certain predetermined value. It may be.
Here, the magnitude of the acceleration value may be determined based on the magnitude of each of the X-axis, Y-axis, and Z-axis accelerations at time t. For example, assuming that the magnitude of the acceleration value with respect to the X-axis at time t1 is x1, the magnitude of the acceleration value with respect to the Y-axis is y1, and the magnitude of the acceleration value with respect to the Z-axis is z1, the magnitude of the acceleration value k1 obtained at time t is calculated by the following formula. You may calculate.
<maths num="1"><img file="JP5089079B2_D0001.tif" /></maths>
Whether or not the magnitude of the acceleration value during the predetermined period T exceeds a certain predetermined value is determined by taking the average value of the acceleration values of the predetermined period T (t1 to tn) and whether or not the average value exceeds a certain value. You may make a judgment with.
Also, for example, when the posture of the controller is related as the vibration command condition (for example, when the judgment requirement is whether or not the controller is set up like the deceleration vibration command), for example, the magnitudes of the acceleration values of the Y axis y and the Z axis The arc tangent (Y / Z) may be acquired and judged based on the magnitude z of the acceleration value of.
2-7. Method for preventing reaction input recognition FIG. 11 is a diagram for explaining the reaction input recognition prevention method of the present embodiment. 300 is a temporal transition of the acceleration value detected by the built-in accelerometer with respect to a given axis when the user is shaking the controller with the built-in accelerometer. When the user reciprocates the controller once between T1, T2, and T3, four pulses are generated at T1, T2, and T3 for each period. For example, in interval T1, four pulses with extrema of 310, 312, 314, 316 are generated. Here, the two pulses having the extremums of 314 and 316 are the pulses generated as the reaction inputs of the two pulses having the extremums of 310 and 312.
For example, when detecting that the controller is shaking when the magnitude of the acceleration value is equal to or larger than a predetermined value, a threshold value S of a predetermined value is set, and vibration occurs when the detected acceleration value exceeds the threshold value S. It can be determined that the command has been detected once. That is, in the section T1, since the acceleration value q1 exceeds the threshold value S at the time t1, the vibration command may be detected here.
In the present embodiment, once the vibration command is detected, the vibration command is not detected for a predetermined period (for example, if the vibration command is detected at t1 and then during k1). Therefore, the next vibration command is detected at t3 when the first detected acceleration value after a predetermined period exceeds the threshold value S.
Therefore, at t2, the acceleration value q2 exceeds the threshold value S, but the vibration command is not detected. By setting the period during which the vibration command is not recognized (command recognition prohibition period) based on the cycle of 4 pulses in this way, the pulse due to the reaction input is not detected, and one vibration command is issued in response to one swing. Can be detected.
The length of the period during which the command is not detected can be set as appropriate. For example, if you want to set the command to be detected in units of h seconds, detect the command once, and then h'seconds (h'is set appropriately according to the transition characteristics of the acceleration value and h) is the command recognition prohibition period. You may try to.
2-8. Acceleration vibration command detection processing FIG. 12 is a flowchart showing the flow of the detection process of the acceleration vibration command.
First, all the states (detected acceleration value and input signals from other operation units (buttons, etc.)) of the left and right controllers (the right is the first controller and the left is the second controller) are set for a certain period of time. Hold (step S10).
Next, the magnitude of acceleration (length by X, Y, Z) of the left (right) controller is acquired (step S20).
Next, it is determined whether or not the acquired value is equal to or higher than a certain value (step S30), and if it is equal to or higher than a certain value, the data held by another controller for a short period of time is acquired (step S40).
Then, it is determined whether or not the value acquired from another controller is above a certain value (step S50), and if it is above a certain value, it is recognized as an acceleration input (step S60).
Then, after recognizing the acceleration input, the acceleration input is not recognized for a certain period of time (step S70). This makes it possible to avoid detecting the reaction input. After recognizing the acceleration input, all vibration commands may not be recognized for a certain period of time.
2-9. Deceleration vibration command detection processing FIG. 13 is a flowchart showing the flow of the detection process of the deceleration vibration command.
First, the arc tangent (Y / Z) is acquired from the Y and Z accelerations of the left and right controllers (step S110).
Next, acquire the magnitude of acceleration (length by X, Y, Z) of the left and right controllers (step S).<u style="single">1</u>20)。
Next, it is determined whether or not the acquired arc tangent (Y / Z) value is above a certain value (step S130), and if it is above a certain value, the magnitude of the acceleration of the acquired left and right controllers is within a certain range. Whether or not it is determined (step S140), and if it is not within a certain range, it is recognized as deceleration preparation and the deceleration preparation period is counted by the counter (step S150).
Then, it is determined whether or not the deceleration preparation period has passed a certain period of time (step S160), and if a certain period of time has passed, it is recognized as a deceleration input (step S170). By doing so, it is possible to prevent the arc tangent (Y / Z) value from exceeding a certain value for a moment and decelerating only when the magnitude of the acceleration of the left and right controllers reaches a certain range. it can. After recognizing the deceleration input, all vibration commands may not be recognized for a certain period of time.
2-10. Left-hand vibration command detection processing Figure 1<u style="single">4</u>Is a flowchart showing the flow of the detection process of the left-handed vibration command.
First, all the states of the left and right controllers are held for a certain period of time (step S210).
Next, the magnitude of acceleration (length by X, Y, Z) of the left controller is acquired (step S220).
Next, it is determined whether or not the acquired value is above a certain value (step S230), and if it is above a certain value, the data held by the controller on the right for a short period of time is acquired (step S240).
Next, it is determined whether or not the value acquired from the controller on the right is below a certain value (step S250), and if it is below a certain value, it is recognized as an instruction input to turn left (left-aligned vibration command) (step S260). ..
Then, after recognizing the instruction input that turns left, the instruction input that turns left is not recognized for a certain period of time (step S).<u style="single">2</u>70). This makes it possible to avoid detecting the reaction input. After recognizing the left-aligned vibration command, all vibration commands may not be recognized for a certain period of time.
2-11. Detection processing of whip input vibration command FIG. 15 is a flowchart showing the flow of the detection process of the whip input vibration command. It is determined whether or not the button specified as whip preparation has been pressed (step S310), and if it is pressed, it is recognized as a whip preparation input (step S320).
Next, it is determined whether or not the magnitude of acceleration (length by X, Y, Z) of the right controller (first controller) is above a certain value (step S330), and if it is above a certain value, whip input is performed. (Step S340).
2-12. Processing to display the detection of vibration command as a vibration command display object (an example of movement operation input display object) FIG. 16 is a flowchart showing a flow of display control processing for displaying a vibration command display object.
It is determined whether or not a given vibration command is detected (step S410), and if it is detected, a game parameter for controlling the movement or movement of the game character is calculated based on the vibration command, and the calculated game parameter is calculated. Control the movement or operation of the operation target object in the object space based on (step S420).
Then, the vibration command display object corresponding to the vibration command is put into a predetermined state for a certain period of time (step S430).
2-13. Calibration adjustment process 21 (A) and 21 (B) are diagrams for explaining an example of a game screen for the calibration adjustment process.
For example, when the player selects the initial setting mode, the initial setting screen as shown in Fig. 21 (A) is displayed, and a message such as "Please hold the controller in the reference position toward the screen" or a person is displayed to the user. A model image of holding the controller at the reference position is displayed toward the screen, and the initial setting period is set.
610 is an arrow image showing how the controller is tilted when it is held in the reference position according to the model.
When the player holds the controller according to the model during the initial setting period, the image shown in FIG. 21 (B) is displayed. Reference numeral 620 is an arrow image showing the degree of inclination of the controller when the player controller is held at the reference position. The degree of inclination of the arrow image 620 is given based on the output value of the acceleration sensor built in the controller within the initial setting period. In FIG. 21 (B), the arrow image 620 of the player is slightly deviated from the arrow image of the reference position. This indicates that the initial setting value set corresponding to the reference position that the system has by default and the initial setting value corresponding to the reference position held by the actual player are taken.
Here, the message "Is this your reference position OK?" Is output, and if the player makes a definite input while the yes button image 630 is blinking, the player's reference position is 620. It is confirmed by.
In this case, in the present embodiment, the setting value that is the detection condition of the movement operation input is adjusted based on the reference position input by the player.
FIG. 17 is a flowchart showing the flow of the calibration process.
It is determined whether or not it is the initial setting operation period (step S510), and if it is the initial setting operation period, the setting value regarding the direction of the condition of the given vibration command is adjusted based on the output value of the motion sensor obtained by the controller operation. Do (step S520).
The initial setting period may be set prior to the game.
During the initial setting period, the user is asked to hold the controller in the basic posture at the reference position, and the output value of the acceleration sensor at that time is acquired. Here, for example, even if the basic posture and the reference position are determined and the controller is gripped in that posture and position, the inclination of the controller when held in the hand and the like are slightly different depending on the person.
According to the present embodiment, when the condition of the vibration command includes an element of orientation, it can be determined as an offset from the reference position set for each user, so that it is slightly different for each user. It is possible to absorb the difference in the reference position.
Further, for example, the user is asked to perform a swinging operation during the initial setting period, and the output value of the acceleration sensor at that time is acquired. Since the swing motion also differs for each user in its cycle, speed, strength, and swing width, it also differs for each user in the transition of the detected acceleration value.
According to the present embodiment, when the vibration command condition includes an element suitable for the magnitude of the acceleration value, the acceleration value is calculated for each user based on the magnitude of the acceleration value detected during the initial setting period. A threshold value for determining the size may be set.
The present invention is not limited to the one described in the above embodiment, and various modifications can be made. For example, terms (frame buffer / work buffer, α value, lookup table, etc.) cited as broad or synonymous terms (drawing area, pixel value, conversion table, etc.) in the description or description in the specification are described in the specification. Alternatively, other descriptions in the drawings can be replaced with broad or synonymous terms.
In the above embodiment, the case where the acceleration sensor is used as the motion sensor has been described as an example, but the present invention is not limited to this. For example, it may be composed of a speed sensor, a sensor for measuring displacement, or the like.
Further, in the above embodiment, the case where the acceleration value for each of the three axes is detected by the acceleration sensor has been described as an example, but the present invention is not limited to this. For example, the acceleration value for two axes or one axis may be detected.
Further, in the above-described embodiment, the horse racing game has been described as an example, but the present invention is not limited to this, and can be applied to various games. For example, it may be a ball game such as baseball, a performance game such as a musical instrument, or a fighting game.
20 (A) and 20 (B) are diagrams for explaining an example of a motion operation input display command in a performance game.
FIGS. 20 (A) and 20 (B) are game images of a performance game in which a controller imitating a maraca is moved to input movement operations. A game image in which the instruction marks 520 and 522 are approaching the statically displayed reference mark 510 is displayed. 520 is the left maracas operation instruction mark, and 522 is the right maracas operation instruction mark. The player puts the right maraca type controller held in the right hand and the left maraca type controller held in the left hand on the reference mark 510 with the left maracas operation instruction mark 520 and the right maracas operation instruction mark approaching the reference mark according to the song. The performance game is played by shaking the maracas held in the left and right hands at the right timing.
550 is a movement operation input display command corresponding to the left maraca type controller, and 560 is a movement operation input display command corresponding to the right maraca type controller.
When the player swings the left maraca type controller, Figure 2<u style="single">0</u>As shown in 550 of (B), the gauge 552 indicating that the left maraca type controller has been swung may be displayed for a predetermined period (for example, an image display in which the gauge reciprocates up and down in a predetermined period is performed). You may do so).
Also, when the player swings the right maraca type controller, Fig. 2<u style="single">0</u>As shown in (B) 560, the gauge 562 indicating that the right maraca type controller has been swung may be displayed for a predetermined period (for example, an image display in which the gauge reciprocates up and down in a predetermined period is performed). You may do so).
Further, the motion operation input detector is a condition of a given vibration command based on the output value of the first motion sensor built in the first controller and the output value of the second motion sensor built in the second controller. The operation input display control processing unit determines whether or not the above conditions are satisfied, and the operation input display control processing unit determines the first vibration command display object associated with the first controller and the second vibration associated with the second controller. The display control process for displaying the detection of the vibration command may be performed by using the command display object.
18 (A) and 18 (B) are diagrams for explaining an example in which vibration command display objects are provided corresponding to each of the first controller and the second controller.
410 in FIG. 18A is the first vibration command display object associated with the first controller, and 420 is the second vibration command display object associated with the second controller.
For example, when the vibration command determined by the movement of the first controller is detected, the first vibration command display object 410 changes, and when the vibration command determined by the movement of the second controller is detected. If the second vibration command display object 420 changes and a vibration command determined by the movements of both the first controller and the second controller is detected, the first vibration command display object 410 and the second vibration command display object 410 and the second. Both of the vibration command display objects 420 of the may be controlled to change.
In FIGS. 18 (B), 420'and 410' show the first vibration command display object 410 and the second vibration command display object 410 when a vibration command determined by the movements of both the first controller and the second controller is detected. The vibration command display object 420 of is blinking to indicate that the vibration command has been detected.
This has the effect that the player can easily grasp the relationship between the detection state of the vibration command and the operating status of the first and second controllers.
19 (A) and 19 (B) are diagrams for explaining an example in which a vibration command display object is provided corresponding to an operation unit other than the movement operation input.
430 in FIG. 19A is a vibration command display object associated with the cross key, and 440 is a vibration command display object associated with the button.
For example, when a vibration command determined by both the operation of the cross key and the movement of the controller is detected, the vibration command display object 430 associated with the cross key changes, and both the operation of the button and the movement of the controller change. When the determined vibration command is detected, the vibration command display object 440 associated with the button may be controlled to change.
430'and 440'in Fig. 19 (B) show the case where a vibration command judged by both the operation of the cross key and the movement of the controller and a vibration command judged by both the operation of the button and the movement of the controller are detected. The vibration command display object 430 associated with the cross key and the vibration command display object 440 associated with the button display the vibration gauges 432 and 442 to indicate that the vibration command has been detected. It shows the situation.
Further, the vibration command detection unit determines whether or not the output value of the motion sensor built in at least one of the first controller and the second controller satisfies a given condition, and the operation input display control processing unit determines whether or not the given condition is satisfied. , The vibration command display object indicating the occurrence or type of the pattern corresponding to the given condition may be displayed.
According to the present invention, the player can grasp that a pattern corresponding to a given condition is generated by the operation of the controller and the type of the generated pattern.
For example, in the case of a performance game, when the output value of the motion sensor satisfies a given condition, a motion operation input display object indicating the occurrence or type of a given performance pattern may be displayed.
For example, in the case of a performance game, when the output value of the motion sensor satisfies a given condition, a motion operation input display object indicating the occurrence or type of a given performance pattern may be displayed.
Further, for example, in a fighting game, when the output value of the motion sensor satisfies a given condition, a motion operation input display object indicating the occurrence of a given technique pattern or its type may be displayed. ..
Further, the motion operation input detection unit includes means for detecting the motion performed in a given period based on the output value of the motion sensor built in at least one of the first controller and the second controller, and includes the operation input. The display control processing unit may display a motion operation input display object indicating the detected motion.
For example, the movement of the controller in a predetermined period may be reproduced as a movement operation input display object. In this way, the player can grasp his / her own movement performed in a predetermined period.
Further, the movement or motion control unit determines whether or not the given motion operation input condition is satisfied based on the sum of the magnitude of the output value of the first motion sensor and the magnitude of the output value of the second motion sensor. However, the operation input display control processing unit may display a motion operation input display object indicating the sum of the magnitude of the output value of the first motion sensor and the magnitude of the output value of the second motion sensor. Good.
Further, the movement or motion control unit includes means for calculating game parameters for controlling the movement or motion of an object based on a command corresponding to an operation input from an operation input means other than a motion sensor provided in the operation unit. The operation input display control processing unit controls the display of a command display object for detecting a command corresponding to an operation input from an operation input means other than the motion sensor provided in the operation unit or displaying an execution result. It may be.
The command display object and the movement operation input display object may be configured as separate objects.
According to the present invention, it is possible to grasp the acceptance status of operation inputs to operation units such as buttons, levers, and ten o'clock keys.
Further, the output control process of the motion operation input notification sound for notifying the detection result of the motion operation input may be performed.
The present invention also applies to various image generation systems such as business game systems, home game systems, large attraction systems in which a large number of players participate, simulators, multimedia terminals, system boards for generating game images, and mobile phones. Applicable.
<figref num="1">An example of a functional block diagram of the image generation system of this embodiment.</figref><figref num="2">2 (A) and 2 (B) are diagrams showing an example of the operation unit of the present embodiment.</figref><figref num="3">An example of the game image of this implementation.</figref><figref num="4">FIGS. 4 (A) and 4 (B) are diagrams for explaining an input example of a vibration command related to horse speed control.</figref><figref num="5">Figures 5 (A) and 5 (B) are examples of vibration command display objects related to horse speed control.</figref><figref num="6">FIGS. 6 (A) and 6 (B) are diagrams for explaining an input example of a vibration command related to horse orientation control.</figref><figref num="7">Figures 7 (A) and 7 (B) are examples of vibration command display objects related to horse orientation control.</figref><figref num="8">Input example of another vibration command related to horse speed control (hereinafter referred to as whip input vibration command).</figref><figref num="9">An example of a game image in which a whip input vibration command is executed.</figref><figref num="10">Figures 10 (A), (B), and (C) are graphs showing the transition of the acceleration value, which is the output value of the acceleration sensor with respect to the X-axis, Y-axis, and Z-axis, respectively.</figref><figref num="11">The figure for demonstrating the recognition prevention method of the reaction input of this embodiment.</figref><figref num="12">The flowchart which shows the flow of the detection process of an acceleration vibration command.</figref><figref num="13">The flowchart which shows the flow of the detection process of the deceleration vibration command.</figref><figref num="14">The flowchart which shows the flow of the detection process of the left-handed vibration command.</figref><figref num="15">The flowchart which shows the flow of the detection process of a whip input vibration command.</figref><figref num="16">The flowchart which shows the flow of the display control processing which displays a vibration command display object.</figref><figref num="17">The flowchart which shows the flow of the calibration process.</figref><figref num="18">18 (A) and 18 (B) are diagrams for explaining an example in which vibration command display objects are provided corresponding to each of the first controller and the second controller.</figref><figref num="19">19 (A) and 19 (B) are diagrams for explaining an example in which a vibration command display object is provided corresponding to an operation unit other than the movement operation input.</figref><figref num="20">20 (A) and 20 (B) are diagrams for explaining an example of a motion operation input display command in a performance game.</figref><figref num="21">21 (A) and 21 (B) are diagrams for explaining an example of a game screen for the calibration adjustment process.</figref>
Code description
100 processing unit, 110 game processing unit, 122 movement operation input detection unit, 124 movement or operation control unit, 126 operation input display control processing unit, 128 setting adjustment unit, 130 drawing unit, 140 sound generation unit, 160 operation unit, 161 1st controller, 162 1st accelerometer, 163 button / cross key, etc. 165 2nd controller, 166 2nd accelerometer, 170 storage, 180 information storage medium, 190 display, 192 sound output, 194 Portable information storage device, 196 Communication unit
22 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19 Sheet 20 Sheet 21 Sheet 22
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2022145734A | Cited by | Japan | Search report |
| JP2000070553A | Cites | Japan | – |
| JP2002153673A | Cites | Japan | – |
| JP2003225467A | Cites | Japan | – |
| JP2004049436A | Cites | Japan | – |
4 members in 2 offices
Members4
| Document | Office | Kind | |
|---|---|---|---|
| JP2007300973A | Japan | A | |
| US2007270222A1 | United States of America | A1 | |
| JP5089079B2This record | Japan | B2 | |
| US8915784B2 | United States of America | B2 |
24 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Cancellation because of no payment of annual feesLAPS | LAPS | |
| 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 | |
| Written notification of registration of transferJAPANESE INTERMEDIATE CODE: R350R350 | R350 | |
| Written request for registration of change of domicileJAPANESE INTERMEDIATE CODE: R313531S531 | S531 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Written notification of registration of transferJAPANESE INTERMEDIATE CODE: R350R350 | R350 | |
| Written request for registration of change of nameJAPANESE INTERMEDIATE CODE: R313533S533 | S533 | |
| 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 | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 |
Numbers
- Publication
- 5089079
- Application
- 129692
Titles2
- Japanese
- プログラム、情報記憶媒体及び画像生成システム
- English
- Programs, information storage media and image generation systems
Classification
- CPC, 11
- A63F13/00
- A63F13/211
- A63F2300/1006
- A63F2300/1018
- A63F2300/105
- A63F2300/303
- A63F2300/6045
- A63F2300/8017
- A63F13/44
- A63F13/54
- A63F13/42
- IPC, 9
- A63F13 211
- A63F13 428
- A63F13 52
- A63F13 55
- A63F13 92
- G06T13 00
- G06T13 80
- A63F13 00
- G06F3 038
