Entertainment system, recording medium and entertainment apparatus
Abstract
An effect application command function (200) includes a user setting The function (206) is used to create users of the entertainment device (14) Information to generate a user information table (204): an event processing The function (210) is used to read from one or more manual controllers ( 12) The input information, and depending on the input information, process the data to Generate event handling table (208); one click setting function (214) It is used to retrieve only the information related to the movement in the event processing table (2008), and Continuously register the type of the touch to be applied to the user in the touch Output table (212); and a vibration output function (216) for According to the vibration output table (212) and the user information table (204), Generate and output the movement instruction data (Dv), including the relevant information to be applied to the The type of the user's control, and when the parameter is changed, the implementation of the desired application Physical effects on virtual users.
Term
No projected expiry on record.
- Priority
- Filed
- Granted
- Today
11 claims: 11 independent, 0 dependent
- 1An entertainment system, comprising:an entertainment device (14) for executing various programs;a manual controller (12) connected to the entertainment device (14) for the user to input manual control requirements on the entertainment device ( 14);and an effect application device (150) placed in the manual controller (12) to respond to external requirements and apply physical effects to the user;the entertainment device (14) has an effect application instruction device (200) , Used to output commands according to a request from another user to apply physical effects to the manual controller (12) operated by one selected by multiple users. 1.一種娛樂系統,包含:一娛樂裝置(14),用以執行各種程式;一手動控制器(12),連接至娛樂裝置(14),用以由使用者輸入手動控制要求於娛樂裝置(14)中;及效果施加裝置(150),置於手動控制器(12)中,用以反應外部要求,施加物理效果於該使用者;該娛樂裝置(14)具有效果施加指令裝置(200),用以根據來自另一使用者之要求,輸出指令,以施加物理效果於由多個使用者所選之一個所操作之手動控制器(12)上。
- 2The entertainment system according to item 1 of the scope of patent application, wherein the effect applying device (150) includes a vibration generator for applying vibration to a real user. 2.如申請專利範圍第1項所述之娛樂系統,其中,該效果施加裝置(150)包含一振動產生器,用以施加振動於真實之使用者上。
- 3The entertainment system described in item 1 of the scope of patent application, wherein the effect application instruction device (200) includes a device for selecting a virtual user, and the device for selecting a virtual user selects virtual It is a device used to affect the physical parameters of the virtual user. 3.如申請專利範圍第1項所述之娛樂系統,其中,該效果施加指令裝置(200)含有用以選擇一虛擬之使用者之裝置,及如用以選擇虛擬之使用者之裝置選擇虛擬之使用者時,用以影響虛擬之使用者之物理參數之裝置。
- 4The entertainment system according to item 1 of the scope of patent application, wherein the effect application instruction device (200) has a setting device (206) for detecting the manual controller (12) connected to the entertainment device (14) According to the number of manual controllers (12) detected, the identification data of the manual controller (12) will be established. 4.如申請專利範圍第1項所述之娛樂系統,其中,效果施加指令裝置(200)具有設定裝置(206),用以偵測連接於娛樂裝置(14)上之手動控制器(12)之數,及手動控制器(12)之識別資料,及視所偵得之手動控制器(12)之數而定,建立資料。
- 5The entertainment system as described in item 1 of the scope of patent application, wherein the effect application instruction device (200) contains a device, such as an instruction from the user to apply a physical effect on the selected user, the device Depending on the details of the request, the type of physical effect to be applied to at least the selected user is established. 5.如申請專利範圍第1項所述之娛樂系統,其中,效果施加指令裝置(200)含有裝置,如來自使用垤之要求為施加物理效果於所選之使用者上之指令時,該裝置視該要求之詳細而定,建立欲施加於至少該所選之使用者上之物理效果之型式。
- 6A recording medium for storing programs used by an entertainment system. The entertainment system has:an entertainment device (14) for executing various programs;a manual controller (12) connected to the entertainment device (14) for use The manual control request is input by the user in the entertainment device (14);and the effect application device (150) is placed in the manual controller (12) to respond to external requirements and apply physical effects to the user;the program has Steps: According to a request from another user, output an instruction to apply a physical effect to the manual controller (12) selected by multiple users. 6.一種用以儲存由娛樂系統使用之程式之記錄媒體,娛樂系統具有:一娛樂裝置(14),用以執行各種程式;一手動控制器(12),連接至娛樂裝置(14),用以由使用者輸入手動控制要求於娛樂裝置(14)中;及效果施加裝置(150),置於手動控制器(12)中,用以反應外部要求,施加物理效果於使用者;該程式具有步驟:根據來自另一使用者之要求,輸出一指令,以施加物理效果於由多個使用者之所選之一個操作之手動控制器(12)上。
- 7The recording medium described in item 6 of the scope of patent application, wherein the effect applying device (150) includes a vibration generator for applying vibration to a real user. 7.如申請專利範圍第6項所述之記錄媒體,其中,該效果施加裝置(150)包含一振動產生器,用以施加振動於真實之使用者。
- 8The recording medium described in item 6 of the scope of patent application, wherein the step includes the step of selecting a virtual user, and if the step of selecting the virtual user selects the virtual user, the virtual user is affected The steps of the physical parameters. 8.如申請專利範圍第6項所述之記錄媒體,其中,該步驟包括選擇一虛擬之使用者之步驟,及如選擇虛擬之使用者之步驟選擇該虛擬之使用者,影響虛擬之使用者之物理參數之步驟。
- 9The recording medium described in item 6 of the scope of patent application, wherein the step includes the step of detecting the number of manual controllers (12) connected to the entertainment device (14), and the number of manual controllers (12) Identify data;and create data depending on the number of manual controllers (12) detected. 9.如申請專利範圍第6項所述之記錄媒體,其中,該步驟包括步驟:偵測連接於娛樂裝置(14)上之手動控制器(12)之數,及手動控制器(12)之識別資料;及視所偵得之手動控制器(12)之數而定,建立資料。
- 10The recording medium described in item 6 of the scope of patent application, wherein the step includes:if the request from the user is an instruction to apply a physical effect to the selected user, it depends on the details of the request, Create the type of physical effect to be applied to at least the selected user. 10.如申請專利範圍第6項所述之記錄媒體,其中,該步驟包括:如來自使用者之要求為施加物理效果於所選之使用者之一指令,則視該要求之詳細而定,建立欲施加於至少該所選之使用者上之物理效果之型式。
- 11An entertainment device (14) that can be connected to a manual controller (12). The manual controller (12) has an effect application device (150) placed in the manual controller (12) to respond to external requirements and apply physical The effect on the user includes:an effect application command device (200) for outputting a command according to a request from another user to apply a physical effect to a selected one of multiple users On the manual controller (12). 11.一種可連接手動控制器(12)之娛樂裝置(14),手動控制器(12)具有一效果施加裝置(150)置於手動控制器(12)中,用以反應外部要求而施加物理效果於使用者,包含:一效果施加指令裝置(200),用以根據來自另一使用者之要求,輸出一指令,以施加一物理效果於由多個使用者之所選之一個所操作之手動控制器(12)上。
Independent claims11
225 paragraphs, as filed
Entertainment systems, recording media and entertainment devices
Background of the invention
Invention part
The present invention relates to an entertainment device used to execute various programs, an entertainment system with an entertainment device, a manual controller connected to the entertainment device, for the user to input manual control requirements on the entertainment device, and an effect application device placed in the manual The controller is used to respond to external requirements, apply physical effects to the user, and a recording medium to store programs and data to be downloaded on the entertainment device.
Description of skills
Some information devices (entertainment systems) containing entertainment devices (such as video game machines) respond to manual control actions input by manual controllers during the game, and display the stored game images on the storage media, such as CD-ROM, on the TV On the screen of the receiver.
Entertainment devices and manual controllers are usually interconnected by serial interfaces. When a clock signal is sent from the entertainment device to the manual controller, depending on the user's manual control action, the manual controller synchronizes with the clock signal and sends key switch information or the like.
Recently, a system has been developed and used, which includes an effect applying device placed in a manual controller to respond to the request of an external source, such as an entertainment cable device, to apply a physical effect, such as vibration to the user. During a game in the entertainment device, the effect application device responds to the manual control action input by the user, and applies various vibrations to the user.
Summary of the invention
Therefore, one object of the present invention is to provide an entertainment system, which can reflect the manual control actions input by the user during the game, exert a physical effect on the user, and apply it according to another users request. The physical effect is on the user, so that the game can develop to unexpected situations, as if the game is a competition game, the user can enjoy a realistic competition experience.
Another aspect of the present invention is to provide a recording medium that stores a program that can reflect manual control actions input by the user during the game, and apply physical effects to the user based on the information received from another user. Request to apply physical effects to the user.
Another object of the present invention is to provide an entertainment device, which allows the game to develop to unexpected situations, as if the game is a competition game, the user can enjoy a realistic competition experience.
According to the present invention, a bad music system comprising: an entertainment apparatus for executing various programs; a manual controller connected to the entertainment apparatus, a manual input by a user to control the entertainment device claims; and the effect of applying adding means, Placed in the manual controller to respond to external requirements and apply physical effects to the user; the entertainment device has an effect application command device for outputting commands according to a request from another user to apply physical effects to the user On the manual controller operated by one selected by multiple users.
Therefore, when the selected user is controlled by the manual controller while watching the screen of the television receiver, a physical effect can be applied to the selected user according to a request from another user.
At this time, due to the sudden application of physical effects, the selected user may input an incorrect control action, need to interrupt a control action, or encounter an unexpected situation.
Therefore, in the progress of the competition game, in addition to the physical effects that reflect the control actions made by the user, physical effects can be applied to the user according to a request from another user. This physical effect makes the game develop into unexpected situations, which makes the competition game highly realistic.
The effect applying device may include a vibration generator for applying vibration to the user.
Therefore, during the competition game played by multiple users, the manual controller operated by one of the users can be deliberately vibrated by the other user. In this way, the control action of the user physically interferes, thereby causing the user It is difficult to input control actions, or control actions that cause errors.
As a result, users can play more realistic competition games than before. Since the users do not know when their control actions will be interfered by others, the users can feel stimulation during game play.
The effect application instruction device may include a device used to select a virtual user (such as a computer), and when a virtual user is selected, the device used to affect the physical parameters of the virtual user Device. Since the virtual user is a virtual identity (person), the manual controller is not actually used. Therefore, the parameter values related to the operating speed of the display screen or the status determining ability of the virtual user are affected. Therefore, in a somewhat dull and boring game that uses a computer as an opponent, it can be developed to a realistic state.
The effect application instruction device may have a setting device for detecting the number of manual controllers connected to the entertainment device, and the identification data of the manual controller, and establishing the data depending on the number of manual controllers detected.
Therefore, it is possible to accurately identify a user (a real user or a virtual user) who issued a request to apply a physical effect to the selected user. In this way, the physical effect can be reliably applied to the selected user.
The effect application instruction device may include a device. For example, when the request from the user is an instruction to apply a physical effect to the selected user, the device depends on the request, and establishes the instruction to be applied to at least the selected user. The type of physical effect.
In this way, different types of physical effects can be applied to the selected user. For example, if vibration is applied as a physical effect, high-frequency vibration, moderate vibration, or low-frequency vibration can be applied to the selected user as required, so that the game can have a realistic development.
According to the present invention, a recording medium for storing programs used by an entertainment system. The entertainment system has an entertainment device for executing various programs: a manual controller connected to the entertainment device for inputting manual control requirements by the user To the entertainment device; and the effect application device, which is placed in the manual controller to respond to external requirements and apply physical effects to the user; the program has steps: according to the request from another user, output a command to apply the physical The effect is on a manual controller operated by a selected one of multiple users. The effect applying device may include a vibration generating device for applying vibration to a real user.
The recording medium storing the above programs, in addition to reflecting the physical effect of the control action made by the user during the competition game, can apply a physical effect to the user according to a request from another user. This physical effect allows the game to develop into unexpected situations, which makes the competition game highly realistic.
The above steps may include the step of selecting a virtual user, and if the step of selecting the virtual user, the step of selecting the virtual user will affect the physical parameters of the virtual user.
The above steps may include the steps of detecting the number of manual controllers connected to the entertainment device and the identification data of the manual controllers; and establishing data depending on the number of manual controllers detected.
The above steps may include: if the request from the user is an instruction to apply a physical effect to the selected user, depending on the details of the request, establish the physical effect to be applied to at least the selected user Type.
According to the present invention, an entertainment device can be connected to a manual controller. The manual controller has an effect application position in the manual controller to respond to external requirements and apply physical effects to the user, including an effect application command device for According to a request from another user, a command is output to exert a physical effect on the manual controller operated by a selected one of the multiple users.
Therefore, while watching the screen of the television receiver, when the selected user is controlled by the manual controller, a physical effect can be applied to the selected user according to a request from another user.
This physical effect allows the game to develop into unexpected situations, which makes the game highly realistic.
The above and other objects, features, and advantages of the present invention can be understood more clearly from the following description and with reference to the accompanying drawings. The accompanying drawings show preferred embodiments of the present invention by way of illustration.
Description of the preferred embodiment
Hereinafter, the entertainment system of the present invention will be described with reference to FIGS. 1 to 24.
As shown in FIG. 1, the entire entertainment system of the present invention designated by 10 has an entertainment device 14 to which the manual controller 12 is detachably connected.
The entertainment device 14 reads programs and data recorded in, for example, an optical disc, and executes, for example, a game according to the program, depending on the command from a user, such as a game player. The execution of the game mainly represents the control of the progress of the game and the display of images and the generation of sounds.
The entertainment device 14 has a square casing 16, which accommodates a disc loading unit 18 approximately at the center thereof, for loading such as a CD-ROM, etc., as a recording medium for supplying the application programs recorded therein. The receiver 16 supports a reset switch 20 for resetting the currently executed program, a power switch 22, a disc control switch 24 for controlling the loading of the optical disc, and two slots 26A, 26B.
The application program can be supplied to the entertainment device 14 via the communication key, rather than via the optical disc as the recording medium.
The entertainment system 10 also includes a manual controller 12 for supplying user commands to the entertainment device 14.
The two manual controllers 12 can be respectively connected to the slots 26A and 26B, so that two users or game players can play games such as competitions. A commonly used memory card 30 and a portable information terminal 32 (see FIG. 4) can also be inserted into the slots 26A and 26B. Although two slots 26A, 26B are shown in FIG. 1, the entertainment device 14 may have more or less than two slots.
The manual controller 12 has first and second control pads 40 and 42, third and fourth control pads 44 and 46, an activation button 48, and a selection button 50. The manual controller 12 also has a vibration applying mechanism placed therein for applying vibration to the manual controller 12. The manual controller 12 is described in detail below.
FIG. 2 shows the slots 26A, 26B, which are provided in the front panel of the receiver 16 of the entertainment device 14.
The grooves 26A, 26B each have upper and lower units. Specifically, the slots 26A, 26B have separate memory card insertion units 60A, 60B as upper units for inserting the memory card 30 or the portable information terminal 32 into them, and separate controller connectors (sockets) 64A, 64B As a subordinate unit, it is used to connect a connection terminal 62 (connector, see FIG. 1) of the manual controller 12.
The memory card insertion units 60A and 60B have separate insertion holes (slots), which are horizontal and rectangular. The insertion slot has a circular lower relative angle different from its upper relative angle, so that the memory card 30 and the portable information terminal 32 will not be inserted into the memory card insertion units 60A, 60B in the wrong direction. The memory card insertion units 60A and 60B also have shields to protect the terminals placed in them for electrical connection.
The controller connectors 64A and 64B also have respective insertion holes (slots), which are horizontal and rectangular. These insertion slots have a lower relative rounded corner different from the upper relative angle, so that the connection terminal 62 of the manual controller 12 will not be connected to the control connector 64A, 64B in the wrong direction. The insertion holes of the controller connectors 64A and 64B are different in shape from the insertion holes of the memory card insertion units 60A and 60B, so the memory card 30 and the portable information terminal 32 will not be inserted into the sockets of the controller connectors 64A and 64B .
In FIG. 3, the portable information terminal 32 is inserted into the slot 26A of the memory card insertion unit 60A, which is arranged in the front panel of the entertainment device 14.
Hereinafter, referring to FIG. 4, a specific arrangement of the entertainment device 14 will be described. As shown in FIG. 4, the entertainment device 14 includes a control system 72 including a central processing unit (CPU) 70 and its peripheral devices, and a graphics system 78 includes a graphics processing unit (GPU) 76 for generating and storing image data In a frame buffer 74, a sound system 80 includes a sound processing unit (SPU) 98 for generating music sounds and sound effects, and a disc controller 82 for controlling a disc, in which green applications are recorded, and a communication The controller 84 is used to control the signal from the manual controller 12, which inputs the user's instructions, and the data exchanged between the memory card 30 and the portable information terminal 32 (which stores game settings), and a bus 85, which is connected to the control The system 72, the graphics system 78, the sound system 80, the optical disc controller 82, and the communication controller 84.
The control system 72 includes a CPU 70, a peripheral device controller 86 for controlling interrupt and direct memory access (DMA) data transfer, and a main memory 88 includes a random access memory (RAM) 1 and a read-only memory (ROM), which stores various programs, such as an operating system to manage the memory, the graphics system 78, and the sound system 90. The main memory 88 can store programs in execution.
The CPU 70 controls the entire entertainment device 14 and executes the operating system stored in the ROM 90. The CPU 70 includes, for example, a 32-digit RISC-CPU.
When the entertainment device 14 is turned on, the CPU 70 executes the operating system stored in the ROM 90 to start controlling the picture system 78, the sound system 80 and the like. For example, when the operating system is executed, the CPU 70 activates the entire entertainment device 14 to confirm its operation, and therefore controls the optical disc controller 82 to execute the application programs recorded on the optical disc.
When the application is executed, the CPU 70 controls the graphics system 78, the sound system 80, etc., depending on the commands input by the user, so as to control the display of images, and the generation of music sounds and vocal effects.
The graphics system 78 includes a geometric transfer engine (GTE) 94 for performing coordinate transformation and other processing, a GPU 76 for generating image data according to instructions from the CPU 70, and a frame buffer 74 for storing the image data generated by the GPU 76 , And an image decoder 96 for decoding the compressed image data and decoding by orthogonal transform, such as discrete cosine transform.
GTE94 has a parallel arithmetic mechanism to execute multiple parallel arithmetic operations, and can respond to the request from the CPU70, perform coordinate transformation, light source calculation, matrix, or vector at high speed. Specifically, GTE94 can calculate the coordinates of up to 1.5 million polygons per second on a flat shading process, and draw a triangular polygon in one color, for example. With GTE94, the entertainment device 14 can reduce the load of the CPU 70 and perform high-speed coordinate calculations.
According to the image generation command from the CPU 70, the GPU 76 generates and stores data such as polygons in the frame buffer 74. GGPU76 can generate and store up to 360 thousand polygons per second.
The frame buffer 74 includes a dual-port RAM, and can simultaneously store the image data generated by the GPU 76 or the image data transferred from the autonomous memory 88, and read out the image data for display.
The frame buffer 74 has a storage capacity of, for example, 1 million digits, and is processed in a 16-digit matrix composed of 1042 pixels in a horizontal column and 512 pixels in a vertical row. The frame buffer 74 has a display area for storing image data to be output as video output data, a CLUT (color look-up table) area for storing a look-up table, when the GPU 76 generates polygons, etc., refer to this table, and a The texture area is used to store texture data. When a polygon is generated, the texture data undergoes coordinate transformation and is projected on the polygon generated by GPU 76. The CLUT and texture area change flexibly with the change of the display area.
In addition to flat shading processing, GPU76 can perform Gouraud shading processing, by performing interpolation on the intensity of the polygon vertices to determine the color in the polygon, and performing texture mapping processing to map the texture stored in the texture area to the multiple Angular. In performing Gouraud shading processing or texture mapping processing, GTE94 can perform up to about 500,000 polygonal coordinate calculations per second.
The image decoder 96 is controlled by the CPU 70 to decode the image data of the still or moving image stored in the main memory 88 and store the decoded image in the main memory 88.
The image data reproduced by the image decoder 96 is transferred from the GPU 76 to the frame buffer 74 and can be used as the background of the image drawn by the GPU 76.
The sound system 80 includes an SPU 98 for generating music sounds, sound effects, etc. according to instructions from the CPU 70, a sound buffer 100 for storing waveform data from the SPU 98, and a speaker 102 for outputting the output generated by the SPU 98 Music sounds, sound effects, etc.
SPU98 has an ADPCM (Adaptive Differential PCM) function to reproduce 16-digit audio data (this is decoded by ADPCM into 4-digit differential audio data); a reproduction function is used to reproduce the audio data stored in the sound buffer 100 The waveform data is used to reproduce sound effects, etc.; and a modulation function is used to modulate and reproduce the waveform data stored in the sound buffer 100.
The sound system 80 can be used as a sampled sound source, which generates music sounds, sound effects, etc. based on the waveform data stored in the sound buffer 100 and commands from the CPU 70.
The optical disc controller 82 includes an optical disc drive 92 for reproducing application programs and data recorded on the optical disc, a decoder 104 for decoding the recorded programs and data with error correction codes, and a buffer 106 for The data read from the optical disc drive 92 is temporarily stored so that the data from the optical disc can be read at a high speed. An auxiliary CPU 108 is connected to the decoder 104.
The audio data recorded on the optical disc read by the optical disc drive 92 includes PCM data converted from an analog audio signal, and ADPCM data.
The ADPCM data recorded as the 4-digit differential data of the 16-digit digital data is decoded by the decoder 104 and supplied to the spu98 to be converted into analog data and supplied to drive the speaker 102.
The PCM data recorded as 16-digit digital data is decoded by the decoder 104 and supplied to drive the speaker 102.
The communication controller 84 includes a communication control device 110 for controlling the communication with the CPU 70 via the bus 95. The communication control device 110 has a connection terminal 62 to which the manual controller 12 for inputting user commands is connected; and the memory card insertion units 60A, 60B are used to receive the memory card 30 and the portable information terminal 32 as an auxiliary recording device To save game settings, etc.
The manual controller 12 connected to the connection terminal 62 has, for example, 16 command keys for inputting user commands, and according to the commands from the communication control device 110, the status of the command keys is sent to about 60 times per second via synchronous communication.Communication control device110. Communication control device 110. The communication control device 110 sends the state of the command key to the CPU 70.
In this way, a command from the user is applied to the CPU 70, and according to the command, processing is performed according to the running game program.
A large amount of image data needs to be transferred between the main memory 88, GPU 76, image encoder 96, and decoder 104 at high speed to read programs, display images, or generate and store image data.
In the entertainment device 14, according to DMA data transfer, the data is directly transferred between the main memory 88, the GPU 76, the image decoder 96, and the decoder 104 under the control of the peripheral device controller 86 instead of the CPU 70. Therefore, the burden of data transfer by the CPU 70 can be reduced, and high-speed data transfer between the main memory 88, the GPU 76, the image decoder 96, and the decoder 104 can be achieved.
When the setting data of the running game needs to be stored, the CPU 70 sends the setting data to the communication control device 110, and writes the sent setting data to the memory card 30 or the portable information terminal 32 (this is inserted in the memory card insertion unit 60A or 60B).
The communication control device 110 has a built-in protection circuit to prevent electrical breakdown. The memory card 30 and the portable information terminal 32 are separated from the bus 85, and can be connected and detached while the entertainment device 16 is being activated. Therefore, when the memory card 30 and the portable information terminal 32 encounter insufficient stored energy, a new memory card 30 or the portable information terminal 32 can be connected without turning off the entertainment device 16. Therefore, any game data that needs to be backed up can be stored in the new memory card 30 or the portable information terminal 32 connected to the entertainment device 14 without risk of loss.
As shown in FIG. 4, the entertainment device 14 further includes a parallel I/O interface (PIO) 112 for system expansion, and a serial I/O interface (SIO) 114 for connecting to external terminals, which will be described later.
Hereinafter, the manual controller 12 will be described in detail with reference to FIGS. 5 to 11. As shown in FIG. 5, the manual controller 12 is made into the shape of glasses, and has a receiver including an upper shell 120 and a lower shell 122, which can be vertically separated from each other. The manual controller 12 has first and second control support parts 124, 126, which protrude like horns from the longitudinal opposite ends of the receiver for the user to hold with both hands.
The manual controller 12 also has an actuation/selection component 128, which is placed in the reduced-width part of the center of the receiver, and includes a switch for starting the game and making selections. The first and second control pads 40, 42 are respectively installed at symmetrical positions on the opposite longitudinal ends of the casing, and each has a circular shape, and supports a plurality of switches approximately placed at the center thereof. The third and fourth control pads 44, 46 are respectively installed on the front side of the receiver, close to the opposite longitudinal ends thereof, at symmetrical positions, and each has a plurality of switches, which can be operated mainly by fingers and middle fingers.
The actuation/selection assembly has an actuation button 48 and a selection button 50, which are placed in the center between the first and second control pads 40 and 42. When the game starts, the selection button 50 is used to select the difficulty, and the button 48 is activated to actually start the game.
The first control pad 40 has a substantially cross-shaped cavity 130 arranged at one of the longitudinal ends of the receiver, in the center of the circle, and four windows 134 are placed in the cavity 130, with four key heads 132a, 132b, 132c and 132d respectively extend out of the window 134. The window 134 is arranged so that the key heads 132a, 132b, 132c, and 132d protruding through it are cross-shaped in the substantially cross-shaped cavity 130, and the tops of the respective heads face each other.
Similarly, the second control pad 42 has a substantially cross-shaped cavity 136, which is arranged in the other longitudinal end of the receiver, in the center of its circle, and a four-circle tube 140 is placed in the cavity 136, and has separate The opening has four key heads 138a, 138b, 138c, and 138d extending outward through the circular tube 140, respectively. The round tube 140 is placed in the substantially cross-shaped cavity 136 in a cross pattern.
For example, the marks , Δ, , and × are respectively applied to the upper ends of the four-key heads 138a, 138b, 138c, and 138d to indicate the switch function, which can be easily recognized by visual inspection to identify the switch function. The lower end of the key heads 138a, 138b, 138c, 138d and the lower part of the tube 140 have their own unique convex and concave shapes, so that the key head is only inserted into the tube to which it belongs, and not other tubes.
The third and fourth control pads 44, 46 extend out of the front walls of the first and second control pads 40, 42 respectively, and have two pairs of two vertically spaced parallel narrow slot-shaped openings 142 formed on the protruding front wall of the control pad The middle and movement indication switch includes long and narrow key heads 144, 144b, 144c, and 144d respectively assembled in the opening 142 and protruding outward.
When the manual controller 12 is used, the connection terminal 62 (see FIG. 1) of the manual controller 12 is connected to the entertainment device 14, which is connected to a display monitor, such as a television receiver. The user usually holds the manual controller 13 with both hands, and uses the fingers of both hands to operate the first, second, third, and fourth control pads 40, 42, 44, 46 to indicate the moving target, such as display monitoring The movement of the game character displayed on the display screen of the device for the game.
The manual controller 12 also has a reaction device 150, which is placed in the space in the receiver.
Specifically, the casing formed by the upper shell 120 and the lower shell 122 includes a reaction device mounting seat 152 in the first control support portion 124 extending from the lower shell 122 and supports the reaction device 150.
The first and second control pads 40, 42 in the lower shell 122 have a pair of cylindrical mounting seats 54 each supporting a board and a switch. The rectangular third and fourth control pads 44, 46 protrude from the front of the first and second control pads 40, 42, respectively.
In the lower shell 122, the space for accommodating the reaction device 150 can be placed in one of the first and second control support parts 124, 126 (these can be held by the user's second hand), or in the reduced central width of the receiver , Before the activation/selection component 128, as shown in FIGS. 5 and 8. In the illustrated embodiment, the reaction device 150 is placed in the first control support part 124 (which can be held by the user's left hand).
As shown in FIG. 6, the reaction device 150 includes a motor 156 and a cylindrical rotor 160, which are eccentrically mounted on the rotatable shaft 158 of the motor 156. When the motor is energized, the rotatable shaft 158 rotates to cause the rotor 160 to rotate eccentrically, thereby generating vibration, which is applied to the user as a physical effect.
In FIGS. 5 and 7, the vibration generated by the reaction device 150 is not only transmitted to the first control support part 124, but also transmitted to the lower shell 122 and the upper shell 120, thereby vibrating the entire manual controller 12. The intensity and period of the vibration can be changed, depending on the rotation speed and torque of the motor 156, so the operating intensity of the reaction device 150 can be changed.
As shown in FIG. 5, the reaction device mounting seat 152 in the lower shell 122 is placed on the bottom of a part of the first control support part 124, and the user's hand is pressed on it. The motor 156 of the reaction device 150 is fixedly installed on the reaction device mounting seat 152.
By installing the reaction device 150 in the first control support part 124 of the lower shell which can be held by the users left hand, the user playing the game can receive manual control actions from the entertainment device 14 at any time or according to the game type. The vibration of the manual controller 12 connected to the display monitor 162) is shown in FIG. 9.
For example, when the user knocks down an opponent in a combat game or is attacked by an opponent, or shoots a target in a shooting game, as shown in Figure 9, or when an aircraft is attacked as a moving target in the game video, The entertainment device 14 applies some reaction signals to the reaction device 150 to excite the motor 156 to vibrate the entire manual controller 12 for a period of time.
In this way, in response to the manual control actions performed by the user on some control buttons of the manual controller 12, the manual controller 12 vibrates as a whole, and the vibration is fed back to the user as a physical sensation. Therefore, he found that the game is more realistic.
In order to activate the reaction device 150 to vibrate the entire manual controller 12, the manual controller 12 and the entertainment device 14 need to have a two-way communication function.
As shown in FIG. 10, this two-way communication function can be performed by the connection terminal 62, which is connected to the entertainment device 14 for two-way serial communication with the manual controller 12.
Specifically, the arrangement for performing two-way communication in the manual controller 12 includes a serial I/O interface SIO for serial communication with the entertainment device 14, and a parallel I/O interface PIO for input from multiple sources. For the control data of each control button, a single-chip microcomputer includes a CPU, a RAM, and a ROM, and a motor driver 164 for driving the motor 156 of the reaction device 150. The motor 156 is excited by the voltage and current supplied by the motor driver 164.
The arrangement for performing the two-way communication function in the entertainment device 14 includes a serial I/O interface SIO for performing serial communication with the manual controller 12. When the connection terminal 62 of the manual controller 12 is connected to the entertainment device 14, the serial I/O interface SIO in the entertainment device 14 is connected to the serial I/O interface SIO in the manual controller 12 via the connection terminal 62, forming a two-way Two-way communication device for serial communication. Other details of the entertainment device 14 are omitted in the display of FIG. 10.
The signal and control line of two-way serial communication includes a data transfer signal line TXD (data transmission X<sup>ˋ</sup>) Used to send data from the entertainment device 14 to the manual controller 12, a data transfer signal line RXD (data receiving X<sup>ˋ</sup>) Is used to send data from the manual controller 12 to the entertainment device 14, a serial synchronous clock signal line SCK (serial clock) is used to fetch the data in the data transfer signal line TXD, RXD, and a control line DTR (data The terminal is ready) to establish and cut off the communication with the manual controller 12 as the terminal, and a data flow control line DSR (data set up) is used to transfer a large amount of data.
The signal and control lines of the two-way serial communication are contained in a cable. The cable further includes a power cord 166 extending from the power source of the entertainment device 14 and connected to the motor driver 164 for supplying electric energy to activate the motor 156.
The processing of the two-way serial communication between the manual controller 12 and the entertainment device 14 will be described below. To enable the entertainment device 14 to communicate with the manual controller 12 to read the control data (button information) of the control buttons of the first, second, third, and fourth control pads 40, 42, 44, 46, the entertainment device 14 First output the selected data to the control line DTR. As a result, the manual controller 12 confirms that this is selected by the control line DTR, and then waits for a signal from the signal line TXD. Then, the entertainment device 14 outputs an identification code to the data transfer signal line TXD to instruct the manual controller 12. The manual controller 12 receives the identification code from the signal line TXD.
When the manual controller 12 recognizes the identification code, the manual controller 12 starts to communicate with the entertainment device 14. The entertainment device 14 sends control data to the manual controller 12 via the data transfer signal line TXD, which sends the control data generated by the control button to the entertainment device 14 via the data transfer signal line RXD. In this way, the entertainment device 14 and the manual controller 12 perform two-way serial communication. When the entertainment device 14 outputs the selected stop data via the control line DTR, the two-way serial communication is completed.
With the two-way serial communication function, the manual controller 12 can mainly send the control data of the control button to the entertainment device 14, and the entertainment device 14 can send vibration instruction data to the manual controller 12 via the data transfer signal line TXD to stimulate the reaction device 150 The motor 156. The vibration indication data used to excite the motor 156 has been created in the entertainment device 14 in the CD-ROM setting. Depending on the activity goal of the user playing the game, the entertainment device 14 sends vibration instruction data to the manual controller 12, and feedbacks the vibration to the manual controller 12 for a period of time. Hereinafter, this feedback processing will be described with reference to FIGS. 5, 10, and 11.
After the CD-ROM is loaded in the entertainment device 14, the user presses the start button 48 of the manual controller 12 shown in FIG. 5 to start the game, presses the selection button 50 to establish various functions, and then operates the first , Second, third, and fourth control pads 40, 42, 44, 46 to play the game.
When the game starts, the microcomputer composed of CPU, RAM, and ROM in the manual controller 12 shown in FIG. 10 constantly monitors whether the entertainment device 14 sends vibration instruction data via the serial I/O interface SIO. The vibration indicator data includes a control signal for energizing the motor with voltage and current, and the time for energizing the motor 156.
During the course of the game, if the data sent from the entertainment device 14 includes vibration instruction data, the motor driver 164 is activated, and the entertainment device 14 supplies voltage to the motor 156 for a predetermined period of time.
Specifically, the microcomputer of the manual controller 12 recognizes the vibration instruction data in the data sent by the entertainment device 14 in step S1, processes the vibration instruction data in step S2, and activates the motor shown in FIG. 10 in step S3 The driver 164 generates vibration in step S4.
If the vibration indication data is not recognized in step S1, and then a control button is pressed in step S5, the control data from the control button is applied to the microcomputer via the parallel I/O interface PIO.
The microcomputer then processes the control data in step S2, converts the control data into serial data in step S7, and sends the serial data to the entertainment device 14 via the serial I/O interface SIO.
When the entertainment device 14 receives the serial data from the manual controller 12, the entertainment device 14 compares the data of the activity target with the received serial data in step S8, and determines the hit situation in step S9. The hit condition represents that the virtual laser beam emitted by the user hits the moving virtual target, as shown in FIG. 9.
If the data of the active target and the serial data overlap in step S9, that is, if the active target is hit, the hit active target is displayed on the display monitor 162 in step S10, and a vibration instruction is output in step S11 After that, the vibration instruction data is transformed into serial data, and the serial data is sent to the manual controller 12 via the serial I/O interface SIO in step S12.
As described in the above steps S1-S3, when the microcomputer of the manual controller 12 detects the vibration indication data, the motor driver 164 excites the motor 156 to rotate the rotor 160, and the entire manual controller 12 vibrates.
If the moving target is not hit in step S9, the moving target is displayed on the display monitor 162 in step S13 according to one of the control buttons, and when one of the control buttons of the manual controller 12 is pressed in step S5, execute One operation at a time.
When the moving target is hit, the manual controller 12 receives the generated vibration indication data from the entertainment device 14 as a response signal. However, the vibration indication data can be sent from the entertainment device 14 to the manual controller 12 via two-way communication.
The following describes one of the characteristic functions of the entertainment system 10, that is, the function of providing instructions to the physical effect applying device (that is, the motor 156 of the manual controller 12 and the parameters referenced by the game program), that is, the effect applying instruction function.
The program for executing the effect application instruction function (effect application instruction device 200, see FIG. 13) is downloaded from a CD-ROM played back by the entertainment device 14 into its main memory 88 and executed on the entertainment device 14.
As shown in FIG. 12, an external interface (such as a multi-tap device) 202 is connected to the entertainment device 14 by an external terminal (such as a serial I/O) 114. The external interface 202 can be connected to multiple, for example, four manual controllers 12 at the same time, so that multiple users can play, for example, a competition game on the entertainment device 14.
The external interface 202 can also be connected to the communication control device 110.
Hereinafter, referring to FIG. 13, the arrangement of the effect application instruction device 200 will be described first. As shown in FIG. 13, the effect application instruction device 200 includes a user setting device 206 for setting information about the user of the entertainment device 14 to generate a user information table 204; an event processing device 210 for reading one or more The information input by the multi-manual controller 12 depends on the input information and processes the data to generate an event processing table 208; a vibration setting device 214 is used to retrieve only the vibration information from the event processing table 208 and register it continuously The type of vibration to be applied to the user is contained in a vibration output meter 212; a vibration output device 216 is used to generate and output vibration indicating data Dv, including the vibration output table 212 and the user information table 204, which are related to the vibration output table 212 and the user information table 204. The vibration type of the vibration on the user, and when the parameters are changed, the physical effect to be applied to the virtual messenger is executed; and a termination determining device 218 is used to determine whether the game is terminated.
The user setting device 206 scans the external interface 202 and the communication control device 110 (see Figure 12) to read the port number (port number) of the external interface 202 connected to the manual controller 12 and the manual controller 12 The port number (port number) of the connected communication control device 110.
The two ports of the communication control device 110 can be numbered as port numbers 1, 2, and the multiple ports of the external interface 202 can be numbered as port numbers 3, 4, 5, 6,....
If multiple users using the entertainment device 14 are numbered, the user's number should be used in the software structure. For example, the users of the manual controller 12 connected to the communication control device 110 can be consecutively numbered, and then the users of the manual controller 12 connected to the external interface 202 can be consecutively numbered in the order of the port number.
Specifically, as shown in FIG. 12, if the two manual controllers 12 are connected to the communication control device 110, and the four manual controllers 12 are connected to the external interface 202, then the two manual controllers 12 are connected to the communication control device 110. The user numbers are user numbers 1, 2, and the four users of the four manual controller 12 connected to the external interface 202 are in the order of port numbers, and the numbers are user numbers 1, 2, 3, 4.
If a manual controller 12 is connected to the communication control device 110, and the three-manual controller 12 is connected to the external interface 202, the user number of the manual controller 12 connected to the communication control device 110 is the user number 1, and is connected to The third user of the external interface 202 of the manual controller 12 is numbered as the user number 3, 4, 5, and 6 in the order of the port number.
If the three-manual controller 12 is only connected to the external interface 202, the three users of the three-manual controller 12 connected to the external interface 202 are numbered as the user numbers 1, 2, and 3 in the order of the port numbers.
The user of the manual controller is a human, and can be defined as a real user. If playing a competition game, the opponent can be a computer, and this computer can be defined as a virtual user. Since the above-mentioned concept of port number does not apply to this virtual user, it is advisable to use a special code to indicate the computer. Moreover, the user number of the virtual user can be one number after the user number of the real user.
The following describes each table in detail based on the above definition. As shown in FIG. 14, the user information table 204 has a port number or code (code indicating a virtual user) registered on each record. The number of records in the user information table is equivalent to the number of user numbers. For example, the port number of the manual controller 12 (port The number of slogans) is registered in record 1.
As shown in FIG. 15, the event processing table 208 stores a processing type (such as vibration) in each record based on the input data from the manual controller 12 and the computer's decision, and the user ID of the real user who wants to apply the vibration Number, and codes indicating control attributes, such as the type of control keys (, Δ, , , or a combination thereof). If the processing type is not related to vibration, the calculation result based on the input data of the manual controller 12 or the calculation result determined by the computer is stored as the control attribute.
As shown in FIG. 16, the vibration output table 212 stores one or more vibration patterns according to the control key pattern in each record. For example, FFH (hexadecimal) can be used as the initial value (effective value).
For example, FIG. 17 shows a driving signal table 268, which indicates the vibration pattern in detail. The vibration type 1 equivalent to the control key indicates that the motor in the manual controller 12 should be energized at a predetermined speed. The vibration pattern 2 equivalent to the control key indicates that the rotation speed of the motor 156 should be changed in a constant period. The vibration pattern 3, which is equivalent to the control key mouth, indicates that the rotation speed of the motor 156 should be changed randomly. The change pattern 4, which is equivalent to the control key Δ, indicates that the rotation speed of the motor 156 is intermittent.
Moreover, the vibration pattern 5 corresponding to the control keys + (press the control keys and at the same time) indicates that the motor 156 should be excited at a predetermined rotation speed on a constant cycle.
Hereinafter, referring to FIG. 13, the above-mentioned various processing devices of the effect application instruction device 200 will be described.
The user setting device 206 includes a permission connection number setting device 230 for detecting whether the external interface 202 is connected to establish the permission number of the connectable manual controller 12; a table generating device 232 for detecting the manual controller 12 Whether to connect and whether there is a virtual user to generate the user information table 204; and a processing completion determining device 234 is used to determine whether the user setting processing is completed.
The event processing device 210 includes a record reading device 236 for continuously reading the records in the user information table 204; a computing device 238 for detecting the input data of the manual controller 12 operated by a real user. Perform calculations based on the detected input data, and perform calculations based on the results of the determination made by the computer; a vibration-related determining device 240 to determine whether the calculation result is related to vibration; a table generating device 242, if the calculation result is related to vibration , Used to register a code related to vibration, a user number obtained by calculation, and a control attribute in the record of the event processing table 208, and if the calculation result is other, the registration type depends on the request , The code and the calculation result are recorded in the event processing table 208, thereby generating the event processing table 208; and a processing completion determining device 244 for determining the completion of the event processing process.
The vibration setting device 214 includes a record and read device 246 to continuously read the records in the event processing table 208; a vibration-related determination device 248 to determine whether the type of processing is related to vibration; and a meter generation device 250, It is used to generate a vibration output table 212 based on the various information registered in the read record; and a processing completion determining device 252 is used to determine whether the vibration setting processing is completed.
The vibration output device 216 includes a first record reading device 254 to continuously read the records in the user information table 204; a second record reading device 256 to continuously read the records in the vibration output table 212; A user determination device 258 is used to determine whether one of the effects to be applied is a real user or a virtual user; a vibration instruction data generating device 260 is used when the user determines that the device determines that one of the effects to be applied is real When the user is in use, generate vibration indication data Dv to be transferred to the manual controller 12; a vibration indication data output device 262 for outputting the generated vibration indication data Dv to the manual controller 12; a parameter change device 264, if used When the user determination device 258 determines that one of the parties to be applied is a virtual user, it is used to change the value of the physical parameter referenced by the game program; a processing completion determination device 266 is used to determine the completion of the vibration output processing.
18 to 24, the processing operation of the effect application instruction device (program) 200 will be described, for example, the processing operation of the effect application instruction device 200 for operating a game program of a competition game.
In step S101 of FIG. 18, the game program of the competition game and the effect application instruction device (program) 200 are read from the CD-ROM, and transferred to the main memory 88 of the entertainment device 14. In step S102, the effect application instruction device 200 is activated, and in step S103, the game program is activated. The effect application instruction device 200 is designed to operate in a synchronic manner with the game program.
The operation of the game program is as follows: as shown in FIG. 19, in step S201, a game image is displayed. Then, in step S202, a competition game is played, the input data settings from the manual controller 12 are continuously processed, and images are displayed and various parameters are changed, depending on the input data.
In step S203, it is determined whether the user wins or loses are determined. If not determined, control returns to step S201, where the competition game is processed. If it is determined, control proceeds to step S204, which determines whether the game is over. If the game is not finished yet, the control returns to step S201, where the competition game is played. If the game is over, in step S205, the game over flag is set, and the game program is terminated.
The effect application instruction device 200 operates as follows: as shown in FIG. 20, in step S301, a selected image is displayed. Select the image to display a message prompting the user to enter the user number (real user and fictitious user) to participate in the competition game, and a box to reflect the input manual control action, indicating the representative user number One of the values.
In step S302, the user inputs the number of the user (real user and virtual user), and participates in the competition game via any one of the manual controllers 12 connected to the entertainment device 14.
In step S303, user setting processing is executed. The user setting process is executed by the user setting device 206 shown in FIG. 13 to create information about the user of the entertainment device 14 to generate a user information table 204.
After the user sets the processing, in step S304, an event processing program is executed. The event processing program is executed by the event processing device 210 shown in FIG. 13 to read out the information input by one or more manual controllers 12, and depending on the input information, process the data to generate the event processing table 208.
After the event processing procedure, in step S305, a vibration setting process is executed. The vibration setting process is executed by the vibration setting device 214 shown in FIG. 13 to retrieve only the information about vibration from the event processing table 208, and continuously register the vibration type of the vibration to be applied to the user in the vibration output table 212.
After the vibration setting process, in step S306, the vibration output process is executed. The vibration output processing is executed by the vibration output device 216 to generate and output the vibration instruction data Dv, including the type of vibration to be applied to the user, according to the user information table 204 and the vibration output table 212, and execute the vibration type to be applied to the user. The physical effect on the virtual user is changed as a parameter.
After the vibration output processing, in step S307, other calculations are performed. In step S308, the termination determining means 218 determines whether the game has been terminated according to the game termination flag. If the game has not been terminated, the control proceeds to step S304 to execute the event processing program, vibration setting processing, vibration output processing, and other calculations.
In step S308, if the game has been terminated, the effect application instruction processing is completed.
Hereinafter, referring to FIGS. 21 to 24, the user setting processing in step S303, the event processing program in step S304, the vibration setting processing in step S305, and the vibration output processing in step S306 are successively described.
In the user setting process, the permitted connection number setting device 230 refers to, for example, a status flag indicating the hardware connection status in step S401 shown in FIG. 21 to detect whether the external interface 202 is connected.
If there is a connection to the external interface 202, the control proceeds to step S402, where the device 230 for setting the number of permitted connections determines the number of permitted connections M based on the type (ID, etc.) of the external interface 202. If the manual controller 12 connected to the communication control device 110 can also be used, for example, "2" is added to the permitted connection number M, which represents the permitted connection number of the manual controller 12 connected to the communication control device 110.
If there is no external interface 202 connected, the control proceeds to step S403, where, for example, the permitted connection number setting device 230 sets, for example, "2" as the permitted connection number M, which represents the manual controller connected to the communication control device 110 12 allowed connections.
After step S402 or 403, control proceeds to step S404, where an initial value "1" is stored in an index register i for searching the port of the external interface 202 and the communication control device 110, and an initial value "1" is stored in the index register j to search for records in the user information table 204.
In step S405, the table generating device 232 detects whether the manual controller 12 is connected to the i-th port. If the manual controller 12 is connected, the control proceeds to step S406, where the table generating device 232 stores the port number i in the jth record of the user information table 204. In step S407, the value of the index register j is increased by +1.
After step S407, or if no manual controller 12 is connected to the i-th port, control proceeds to step S408, where the value of the index register i is increased by +1.
In step S409, the processing completion determining device 234 determines whether the value of the index register i is greater than the number of permitted connections M to determine whether all the port numbers connected to the manual controller 12 have been registered in the user information table 204.
If the value of the index register i is not greater than the number of permitted connections M, indicating that the processing has not been completed, the control returns to step S405, and step S405 and subsequent steps are repeated. If all the port numbers connected to the manual controller 12 have been registered in the user information table 204, the control proceeds to step S410, where the table generating device 232 determines whether the value of the index register j is the same as the number of users. N is the same to determine whether there is a virtual user.
If the value of the index register j is the same as the number N of users, indicating that there is a virtual user, the control proceeds to step S411, where the table generating device 232 stores a code indicating that the virtual user is in the user information table In the jth record of 204.
After step S411, or if there is no virtual user in step S410, the user setting process is completed.
In the event processing program, an initial value "1" is stored in the index register i, which is used to search for records in the user information table 204 and the event processing table 208 in step S501 shown in FIG. 22.
Then, in step S502, the record reading device 236 reads the details of the i-th record in the user information table 204.
In step S503, the computing device 238 determines whether the details of the i-th record belong to a real user by determining whether the details of the i-th record belong to a virtual user.
If the details of the i-th record are not a code indicating a virtual user, but a real user, the control proceeds to step S504, where the computing device 238 receives the input information from the manual controller 12, this manual control The device 12 is connected to a port equal to the port number stored in the i-th record (of the external interface 202 or the communication control device 110).
Thereafter, in step S505, the computing device 238 calculates the received input information to determine which manual control action has been performed.
If the details of the i-th record indicate a virtual user in step S503, control proceeds to step S506, where the computing device 238 receives a decision (calculated result) from the computer. Then, in step S507, the computing device 238 calculates the decision result of the computer to determine what decision the computer has made.
If the information generated by the calculation in step S505 is related to vibration, the information represents the code of the related vibration, the number of the user who wants to apply vibration (user number), and the type of control button (control attribute).
After step S505 or step S507, the control proceeds to step S508, where the vibration-related determining device 240 determines whether the current control action or the determination result is related to vibration.
If it is related to vibration, the control proceeds to step S509, where the table generating device 242 stores the code related to the vibration, the user number, and the control attribute according to the calculation result in the i-th record of the event processing table 208.
If it is not related to vibration in step S508, the control proceeds to step S510, where the table generating device 242 stores a type code, which depends on the requirement and the calculation result in the i-th record of the event processing table 208.
After step S509 or step S510, control proceeds to step S511, where the value of the index register i is increased by +1. Thereafter, the processing completion determining device 244 determines whether the value of the index register i is greater than the number N of users, to determine whether the current control actions or decision results of all users registered in the relevant user information table 204 have been registered in Event processing table 208.
If the value of the index register i is not greater than the number N of users, it indicates that the processing has not been completed, and the control returns to step S502, and step S502 and the subsequent steps are repeated. If the current control actions or decision results of all registered users have been registered in the event processing table 208, the event processing procedure is completed.
In the vibration setting procedure, an initial value "1" is stored in the index register i, which is used to search for records in the event processing table 208 in step S601 shown in FIG. 23.
Then, in step S602, the record reading device 246 reads the details of the i-th record in the event processing table 208, that is, the control details or decision details of the user corresponding to the user number i.
In step S603, the vibration determining device 248 determines whether a code of the vibration is recorded in the details of the i-th record to determine the control action or determine whether the details are related to the vibration.
If the control action or decision is specifically related to vibration, the control proceeds to step S604, where the table generating device 250 reads the user number registered in the i-th record, and stores the user number in the index register j , To search for records in the vibration output table 212.
In step S605, the table generating device 250 reads the control attribute registered in the i-th record, and the drive signal table 268 determines the vibration pattern corresponding to the control attribute.
In step S607, the table generating device 250 registers the determined vibration pattern in the jth record of the vibration output table 212. At this time, the type of vibration to be applied to the user has been registered.
After step S607, or if the control action or decision details in step S603 are not related to vibration, the control proceeds to step S608, where the value of the index register i is increased by +1. Thereafter, in step S609, the processing completion determining device 252 determines whether the value of the index register i is greater than the number N of the user to determine whether all the information related to vibration of the information registered in the event processing table 208 has been registered in the vibration Output table 212.
If the value of the index register i is not greater than the number N of users, it indicates that the processing has not been completed, and the control returns to step S602, and step S602 and subsequent steps are repeated. If the current information about the vibration has been registered in the vibration output table 212, the vibration setting process is completed.
In the vibration output program, an initial value "1" is stored in an index register i, which is used to search for records in the vibration output table 212 in step S701 shown in FIG. 24.
Then, in step S702, the first record reading device 254 reads the details of the i-th record in the user information table 204, that is, a port number corresponding to the user number i, or indicates the number of virtual users One code.
In step S703, the second record reading device 256 reads the details of the i-th record in the vibration output table 212, that is, it wants to teach a port slogan corresponding to the user number i, or instruct virtual use One of the codes.
In step S704, an initial value "1" is stored in the index register j, which is used to search for the vibration pattern. Thereafter, in step S705, the j-th vibration pattern is read from the j-th record in the vibration output table 212.
In step S706, it is determined whether the read vibration type is an invalid FFH to determine whether the read vibration type is valid.
If the vibration type is not FFH but is valid, the control proceeds to step S707, where the user determining device 258 determines whether the details registered in the i-th record of the user information table 204 are representative of a virtual user A code to determine whether the user applied by the vibration is a real user.
If the details registered in the i-th record of the user information table 204 are not codes indicating a virtual user, but indicating a real user, the vibration instruction data generating device 260 generates vibration instruction data in step S708 Dv, contains a port number registered in the i-th record of the user information table 204, and information about the current vibration pattern. The information about the current vibration pattern includes a control signal for controlling the excitation voltage and current of the motor 156, depending on the vibration pattern and the time of excitation of the motor 156.
In step S709, the vibration instruction data output device 262 outputs the generated vibration instruction data Dv. The external interface 202 and the communication control device 110 constantly monitor the output vibration instruction data Dv, and forward the vibration instruction data Dv to the manual controller 12 connected to the port corresponding to the port number registered in the vibration instruction data Dv .
The manual controller 12 that has received the vibration instruction data Dv from the entertainment device 14 excites the motor 156 according to the information about the vibration pattern stored in the vibration instruction data Dv. Depending on the vibration pattern, it applies vibration to the operation manual controller 12 The real user.
In step S707, if the user who wants to apply vibration is a virtual user, the control proceeds to step S710, where the parameter changing device 264 changes the value of the parameter according to the vibration pattern of the physical parameter referenced by the game program . For example, changing the parameter value related to the operating speed or status determination capability on the display screen.
After step S709 or step S710, control proceeds to step S711, where the value of the index register j is increased by +1. The control then returns to step S705, where the next vibration pattern is read from the jth record of the vibration output table 212, and processing depending on the vibration pattern is executed.
In step S706, if the vibration pattern is invalid, the control proceeds to step S712, where the value of the index register i is increased by +1. In step S713, the processing completion determining means 266 determines whether the value of the index register i is greater than the number N of the user, to determine whether all processing related to the vibration pattern registered in the vibration output table 212 has been completed.
If the value of the index register i is not greater than the number N of users, it indicates that the processing has not been completed, and the control returns to step S703. Read information about the next user and the type of vibration to be applied to the user, and apply the vibration depending on the type of vibration to the real user, or change the physical parameter value of the virtual user. When all the processing related to the vibration type registered in the vibration output table 212 has been completed, the vibration output procedure is completed.
In the entertainment system 10 of the present invention, the manual controller 12 operated by a selected one of a plurality of users is equipped with an effect application instruction device 200 for outputting instructions according to another user's request to produce physical effects (Vibration, etc.). Therefore, when the selected user is controlled by the manual controller 12 while watching the screen of the television receiver, a physical effect can be applied to the selected user according to a request from another user.
At this time, due to the sudden application of physical effects, the selected user may input an incorrect control action, or need to interrupt a control action, or encounter an unexpected situation.
As a result, in addition to reflecting the physical effects of the user's control actions, while the competition is in progress, physical effects can be applied to the user according to a request from another user. This physical effect can make the game develop into unexpected situations, which makes the competition game highly realistic.
In the illustrated embodiment, if the selected user is a real user, that is, a human, the reaction device 150 in the manual controller 12 operated by the real user is instructed to apply vibration to the real user . Therefore, during the period when the competition is played by multiple users, the manual controller 12 operated by one of the users can be deliberately vibrated by the other user, thus actually interfering with the user's control actions, thereby making the use It is difficult for the person to input the control action and cause the wrong control action.
As a result, users can play more realistic competition games than before. Because each user does not know when his control action will be interfered by others, the user will feel exciting in the game being played, and the game may develop unexpectedly.
Moreover, if the selected user is a virtual user, that is, a computer, the physical parameters of the virtual user are affected. Since the virtual user is a virtual identity (person), he does not actually use the manual controller 12. Therefore, the parameter value related to the operating speed on the display screen or the virtual user's state determining ability is affected. Therefore, games that the computer is used as an opponent can be developed to a realistic state.
Moreover, a user setting device 206 is installed to detect the number of the manual controller 12 connected to the entertainment device 14, and to detect the identification data (the number of port numbers) of the manual controller 12, and check the detected data. Depending on the number of manual controllers 12, user information is created. Therefore, the user (real user or virtual user) who issued the request to apply the physical effect to the selected user can be accurately identified. In this way, the physical effect can be reliably applied to the selected user.
If the request from the user is a command to apply a physical effect to the selected user, that is, a command to apply vibration to the selected user, it depends on the details of the request (control attributes, etc.), create The type of physical effect (vibration type, etc.) to be applied to the selected user. If vibration is applied to the selected user as a physical effect, a physical effect that depends on the type of vibration can be applied. For example, high-frequency vibration, moderate vibration, or low-frequency vibration can be applied, if it is to be applied to the selected user, so that the game has a more compelling development.
Although some preferred embodiments of the present invention have been shown and described in detail, it should be understood that various changes and modifications can be made therein without departing from the scope of the attached patent application.
<p>10 Entertainment system</p><p>12 Manual controller</p><p>14 Entertainment device</p><p>62 Connection terminal</p><p>110 Communication control device</p><p>114 Serial/Interface (SIO)</p><p>150 Reaction device</p><p>156 motor</p><p>200 Effect application instruction device</p><p>202 External interface</p><p>204 User Information Sheet</p><p>206 User setting device</p><p>208 Event handler</p><p>210 Event processing device</p><p>212 Vibration output table</p><p>214 Vibration setting device</p><p>216 Vibration output device</p><p>260 Vibration indicating data generating device</p><p>262 Vibration indicating data output device</p><p>264 Parameter change device</p>
Figure 1 is a plan view of the entertainment system of the present invention;
Figure 2 is a front view of the entertainment device, showing its slot;
Figure 3 is a perspective view of the entertainment device;
Figure 4 is a block diagram of the specific arrangement of the main components of the entertainment device;
Figure 5 is an exploded perspective view of the manual controller, with the lower shell separated;
Figure 6 is a perspective view of the reaction device, including a motor and an eccentric connecting rotor installed in the manual controller;
Figure 7 is a right side view, showing that the manual controller is vibrating;
Figure 8 is a plan view of the manual controller, showing the location of the reaction device;
Figure 9 shows that the manual controller is connected to the entertainment device, and the entertainment device is connected to the display monitor to display the game;
Figure 10 is a block diagram of the components used to implement two-way communication between the manual controller and the entertainment device;
Figure 11 is a flow chart for the microcomputer to process manual control data and vibration instruction data between the manual controller and the entertainment device;
Figure 12 is a block diagram showing an example of a manual controller connected to an entertainment device;
Figure 13 is a functional block diagram of an effect application indicating device;
Figure 14 shows the user information table in detail;
Figure 15 shows the event handling table in detail;
Figure 16 shows the vibration output table in detail;
Figure 17 shows the driving signal table in detail;
Figure 18 is a flowchart of the processing sequence of the effect application instruction device operated by the game program of the competition game;
Figure 19 is a flowchart of the processing sequence of the game program;
Figure 20 is a flow chart of the processing sequence of the effect application indicating device;
Figure 21 is a flowchart of the processing sequence of the user setting device;
Figure 22 is a flowchart of the processing sequence of the event processing device;
Figure 23 is a flowchart of the processing sequence of the vibration setting device; and
Figure 24 is a flowchart of the processing sequence of the vibration output device;
23 members in 15 offices
Priority claims5
| Document | Office | Kind | Date |
|---|---|---|---|
| 10353037 | Japan | – | |
| 35303798 | Japan | A | |
| 35303798 | Japan | A | |
| 19980353037 | – | – | – |
| JP19980353037 | – | – | – |
Members23
| Document | Office | Kind | |
|---|---|---|---|
| JP2000167243A | Japan | A | |
| CA2318269A1 | Canada | A1 | |
| WO0036494A1 | World Intellectual Property Organization (WIPO) | A1 | |
| AU1681800A | Australia | A | |
| BR9907663A | Brazil | A | |
| EP1053521A1 | European Patent Office (EPO) | A1 | |
| CN1290361A | China | A | |
| KR20010040864A | Republic of Korea | A | |
| TW449986BThis record | Taiwan Province of China | B | |
| US2002072415A1 | United States of America | A1 | |
| RU2000120173A | Russian Federation | A | |
| JP3420953B2 | Japan | B2 | |
| US6599196B2 | United States of America | B2 | |
| US2003211891A1 | United States of America | A1 | |
| CN1139021C | China | C | |
| EP1053521B1 | European Patent Office (EPO) | B1 | |
| AT274203T | Austria | T | |
| ATE274203T1 | Austria | T1 | |
| DE69919513D1 | Germany | D1 | |
| DK1053521T3 | Denmark | T3 | |
| ES2222751T3 | Spain | T3 | |
| DE69919513T2 | Germany | T2 | |
| US7052397B2 | United States of America | B2 |
2 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Annulment or lapse of patent due to non-payment of feesLapsedMM4A | MM4A | |
| Issue of patent certificate for granted invention patentGrantedGD4A | GD4A |
Numbers
- Publication
- 449986
- Publication, DOCDB
- 449986
- Publication, EPODOC
- TW449986B
- Application
- 88121415
- Application, DOCDB
- 88121415
- Application, EPODOC
- TW199988121415
Titles5
- Chinese
- 娛樂系統,記錄媒體以及娛樂裝置
- English
- Entertainment system, recording medium and entertainment apparatus
- English
- Entertainment systems, recording media and entertainment devices
- Unlabeled
- 娛樂系統,記錄媒體以及娛樂裝置
- Unlabeled
- Entertainment systems, recording media and entertainment devices
Classification
- CPC, 2
- G06F3/016
- G06F2203/013
- IPC, 7
- A63F13 25
- A63F13 285
- A63F13 45
- A63F13 58
- A63F13 843
- G06F3 00
- G06F3 01