Information processor, information storage medium, program, and operating device for game machine
Abstract
An information processor includes a controller (1) and a game machine (2) connected to the controller (1). The controller (1) has switches at least one of which produces a digital or analog output depending on the operated state of the switch. The CPU of the game machine (2) executes a first processing of game information in response to the analog output and a second processing concerning the first processing in response to the digital output.

Term
No projected expiry on record.
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34 claims: 34 independent, 0 dependent
- 1請求の範囲 1 . 操作手段、 操作手段からの操作情報に基づいて処理を行う処理手段、 およ び処理手段によって作成された画像データを画像信号として表示手段に出力する. 画像信号出力手段を備える情報処理装置であって、 前記操作手段は、 アナログ操作手段、 およびナログ操作手段の操作に関連して オンとなるように配置されるディジタルスィッチを含み、 前記処理手段は、 前記アナログ操作手段の操作情報に基づく第 1の処理を行う 第 1の処理手段、 および前記ディジ夕ルスィツチのオンオフ情報に基づいて前記 第 1の処理に関連した第 2の処理を行うための第 2の処理手段を含む。
- 2クレーム 1に従属する情報処理装置であって、前記ディジタルスィッチは、 前記アナ口グ操作手段の操作量が略最大となったときにオンとなるように配置さ れる。
- 3クレーム 1に従属する情報処理装置であって、 前記処理手段はゲーム処理 を行う。
- 4クレーム 1に従属する情報処理装置てあって、前記ディジタルスィツチは、 オン状態になったときにクリック感を発生するクリック感発生手段を含む。
- 5クレーム 1ないし 4のいずれかに従属する情報処理装置であって、 前記第 1の処理手段は、 前記アナログ操作手段の操作量に応じた処理を行い、 前記第 2の処理手段は、 前記アナログ操作手段の操作量が最大であるときの前 記第 1の処理手段の処理に対応した処理を行う。
- 6クレーム 1ないし 4のいずれかに従属する情報処理装置であって、 前記処理手段は、 , 前記第 2の処理の候補を記憶する候補記憶手段、 前記候補記憶手段から 1つの処理を選択する選択手段、 および 前記選択手段によって選択された処理を第 2の処理として設定する第 2の処 理設定手段をさらに含む。
- 7クレ一ム 1ないし 4のいずれかに従属する情報処理装置であって、 前記第 1の処理手段は、 前記アナログ操作手段の操作量を累積的に計量する計 量手段を含み、 前記第 2の処理手段は、 前記計量手段によって計量された量に応じて処理の大 きさを変化させる。
- 88 - クレーム 1ないし 4のいずれかに従属する情報処理装置であって、 前記第 1の処理手段は、 前記アナログ操作手段の操作速度を算出する操作速度 算出手段を含み、 前記第 2の処理手段は、 前記ディジタルスィツチのオン操作前における前記操 作速度算出手段によって算出された操作速度に応じて処理の大きさを変化させる。
- 9クレーム 1ないし 4のいずれかに従属する情報処理装置であって、 ' 前記第 1の処理手段は、 前記ディジタルスィッチのオン操作前の前記アナログ 操作手段の操作位置を記憶する処理を行い、 前記第 2の処理手段は、 前記第 1の処理手段が記憶した前記アナログ操作手段 の操作位置に応じて処理の内容を変化させる。
- 101 0 . クレーム 1ないし 4のいずれかに従属する情報処理装置であって、 前記第 1の処理手段は、 キャラクタの所定の動作を連続的に表示する処理を行 うものであり、 前記第 2の処理手段は、 前記所定の動作に連係する次動作を前記キヤラクタに 行わせる処理をする。
- 111 1 . クレーム 1 0に従属する情報処理装置であって、前記第 1の処理手段は、 前記アナログ操作手段の操作量に応じて、 前記所定の動作を連続的に表示する。
- 121 2 . クレーム 1 0または 1 1に従属する情報処理装置であって、 前記操作手段は、 前記キャラクタの^動を指示するための移動用操作手段をさ らに含み、 前記処理手段は、 前記移動用操作手段の操作情報に基づいて前記キャラクタの 移動を制御する移動制御手段をさらに含み、 前記移動制御手段は、 前記第 1の処理手段が前記所定の動作の途中状態の表示 を行っているときは、 前記キャラクタの移動量を抑制する。
- 131 3 . クレーム 1 0に従属する情報処理装置であって、 前記処理手段は、 プレイヤによつて操作されないノンプレイヤキャラクタを制 御するノンプレイヤキャラクタ制御手段をさらに含み、 前記第 2の処理手段による前記次動作は、 前記ノンプレイヤキャラクタに影響 を与える動作であり、 前記ノンプレイヤキャラクタ制御手段は、 前記第 1の処理手段による前記所定 の動作の途中状態の表示に対応して前記ノンプレイヤキャラクタを表示させる。
- 141 4. 操作手段、 操作手段からの操作情報に基づいて処理を行う処理手段、 お よび処理手段によって作成された画像デ一夕を画像信号として表示手段に出力す る画像信号出力手段を備える情報処理装置であって, 前記操作手段は、 アナログ操作手段、 およびアナログ操作手段の操作量が最大 となったときにオンとなるように配置されるディジ夕ルスィッチを含み、 前記処理手段は、 前記ディジタルスィッチがオンである第 1の状態、 前記アナ ログ操作手段の操作量が 0である第 2の状態、 または、 前記ディジタルスィッチ がオフでありかつ前記アナログ操作手段の操作量が 0でない第 3の状態のいずれ かを検出する状態検出手段を含み、 状態検出手段の出力に応じて異なった処理を 行う。 '
- 151 5 . クレーム 1 4に従属する情報処理装置であって、 前記処理手段は、 前記 状態検出手段の検出出力の履歴が所定のパターンになったときに、 所定の処理を 実行する。
- 161 6 . アナログ操作手段およびアナログ操作手段の操作に関連してオンとなる ように配置されるディジタルスィッチを含む操作手段、 操作手段からの操作情報 に基づいて処理を行う処理手段、 および処理手段によって作成された画像データ を画像信号として表示手段に出力する画像信号出力手段を備える情報処理装置に 用いられる情報記憶媒体であって、 前記アナログ操作手段の操作情報に基づく第 1の処理を行うための第 1のプロ グラム、 および 前記ディジ夕ルスィツチのオンオフ情報に基づいて前記第 1の処理に関連した 第 2の処理を行うための第 2のプログラムを備える。
- 171 7 . アナログ操作手段およびアナログ操作手段の操作に関連してオンとなる ように配置されるディジタルスィツチを含む操作手段、 操作手段からの操作情報 に基づいて処理を行う処理手段、 および処理手段によって作成された画像データ を画像信号として表示手段に出力する画像信号出力手段を備える情報処理装置に よって実行されるプログラムであって、 前記アナログ操作手段の操作情報に基づく第 1の処理を行うための第 1のプロ グラム、 および 前記ディジタルスィツチのオンオフ情報に基づいて前記第 1の処理に関連した 第 2の処理を行うための第, 2のプログラムを備える。
- 181 8 . クレーム 1 7に従属する情報処理装置であって、 前記第 1のプログラムは、 前記アナログ操作手段の操作量に応じた処理を行う プログラムを含み、 前記第 2のプログラムは, 前記アナ口グ操作手段の操作量が最大であるときの 前記第 1のプログラムによってなされた処理に対応した処理を行うプログラムを 含む。 .
- 191 9 . クレーム 1 7に従属するプ口グラムであって、 前記第 1のプログラムは、 前記アナログ操作手段の操作量を累積的に計量する 計量プログラムを含み、 前記第 2のプログラムは、 前記計量プログラムによって計量された量に応じた て処理の大きさを変化させる第 1の変化プログラムを含む。
- 202 0 . クレーム 1 7に従属するプログラムであって、 前記第 1のプログラムは、 前記アナログ操作手段の操作速度を算出する操作速 度算出プログラムを含み、 前記第 2のプログラムは、 前記ディジ夕ルスィツチのオン操作前における前記 操作速度算出プログラムによって算出された操作速度に応じて処理の大きさを変 化させる第 2の変化プログラムを含む。
- 212 1 . クレーム 1 7に従属するプログラムであって、 前記第 1のプログラムは、 前記ディジ夕ルスィツチのオン操作前の前記アナ口 グ操作手段の操作位置を記憶する操作位置記憶プログラムを含み、 前記第 2のプログラムは、 前記操作位置記愴プログラムによつて記憶した前記 アナ口グ操作手段の操作位置に応じて処理の内容を変化させる第 3の変化ブログ ラム。
- 22クレーム 1 7ないし 2 1のいずれかに従属するプログラムであって、 前記第 1のプログラムは、 キャラクタの所定の動作を連続的に表示する処理を 行うプログラムを含み、 前記第 2のプログラムは, 前記所定の動作に連係する次動作を前記キヤラクタ に行わせるプログラムを含む。 2参. アナログ操作手段およびアナログ操作手段の操作量が最大となったとき にオンとなるように配置されるディジ夕ルスィツチを含む操作手段、 操作手段か らの操作情報に基づいて処理を行う処理手段, および処理手段によって作成され た画像データを画像信号として表示手段に出力する画像信号出力手段を備える情 報処理装置によって実行されるプログラムであって、 前記ディジタルスィツチがオンである第 1の状態、 前記アナログ操作手段の操 作量が 0である第 2の状態、 または、 前記ディジタルスィッチがオフでありかつ 前記アナログ操作手段の操作量が 0でない第 3の状態のいずれかを検出する状態 検出プログラムを備え、 前記処理手段は状態検出プログラムによって検出した状 態に応じて異なった処理を行う。
- 232 4. ゲームに登場するキャラクタの動作を指示するためのゲーム機用操作装 置であって、 八ウジング、 前記ハウジングの一方主面上における一方側面近傍であつて、 ハウジングを把 持する一方の手の親指の近傍位置に配置されるメインスィッチ、 および、 前記メインスィツチの下部領域を除きかつ親指の移動可能な範囲の領域に、 メ ィンスィツチの周囲に分散して複数個配置されるサブスィツチを備え、 前記複数のサブスィツチは、 前記メインスィツチの上部領域に配置される第 1 のサブスィツチと、 メインスィツチの左側領域に配置される第 2のサブスィツチ と、 メインスィツチの右側領域に配置される第 3のサブスィツチを含んで構成さ れ、それぞれがメインスィッチの形状よりも小さな形状とすることを特徴とする、 ゲーム機用操作装置。
- 242 5 . クレーム 2 4に従属するゲーム機用操作装置であって、 ' 前記メインスィッチは、 形状が円形に形成され, 前記サブスィッチは、前記メインスィツチを中心として同心円上に配置される。 '
- 252 6. クレーム 2 4または 2 5に従属するゲーム機用操作装置であって、 前記 第 1のサブスィツチは、 前記メインスィツチの中心を通る前記ハウジングの縦方 向の軸をハウジングの中心方向に所定角度だけ傾けた第 1の軸上に配置される。
- 262 7 . クレーム 2 6に従属するゲーム機用操作装置であって、 前記第 2のサブ スィッチと前記第 3のサブ ィッチは、 前記第 1の軸に対して対称な位置に配置 される。
- 272 8 . ゲームに登場するキャラクタの動作を指示するためのゲーム機用操作装 置であって、 ハウジング、 前記ハウジングの一方主面上における一方側面近傍であつて、 ハウジングを把 持する一方の手の親指の近傍位置に配置されるメインスィツチ、 および、 前記メインスィツチの上部領域であり、 かつ前^メインスィツチの中心を通る 前記ハウジングの縦方向の軸をハウジングの中心方向に傾けた第 1の軸上に配置 される、 メインスィツチの形状よりも小さな形状をした第 1のサブスィツチを備 える。
- 282 9 . クレーム 2 6ないし 2 8のいずれかに従属するゲーム機用操作装置であ つて、 前記ハウジングは、 前記メインスィッチの下部領域から前記第 1の軸に略 平行な方向に突出し、 かつプレイャの一方の手のひらで握り締められる形状をし たグリップをさらに備える。
- 293 0 . クレーム 2 4ないし 2. 8のいずれかに従属するゲーム機用操作装置であ つて、 前記第 1のサブスィッチは、 そのキートップが前記メインスィッチのキー トップよりも高く形成される。
- 303 1 . クレーム 2 4ないし 2 7のいずかに従属するゲーム機用操作装置であつ て、 前記第 2のサブスィッチまたは前記第 3のサブスィッチのうち前記メインス ィツチより前記ハウジングの中心側に配置されるサブスィツチは、 そのキートッ プが前記メインスィツチのキートップよりも低く形成される。
- 313 2 . クレーム 2 4ないし 3 1のいずれかに従属するゲーム機用操作装置であ つて、 前記サブスィッチは、 前記メインスィッチの形状の外周に沿って延伸した 形状である。
- 323 3 . クレーム 2 4ないし 3 2のいずれかに従属するゲーム機用操作装置であ つて、 前記ハウジングの一方主面上における他方側面近傍であって、 ハウジング を把持する他方の手の親指の位置の近傍に配置され、 かつゲームに登場するキヤ ラク夕の移動方向を指示する方向指示操作部をさらに備える。
- 333 4 . ゲームに登場するキャラクタの動作を指示するためのゲーム機用操作装 置であって、 横長形状をしたハウジング、 前記ハウジングの一方主面上における一方側面近傍であって、 ハウジングを把 持する一方の手の親指の近傍位置に配置されるメインスィッチ、 および、 前記メインスィツチの下部領域を除きかつ親指の移動可能な範囲の領域に、 メ ィンスィツチの周囲に分散して複数個配置されるサブスィツチを備え、 前記複数のサブスィツチは、 前記メインスィツチの上部領域に配置される第 1 のサブスィツチと、 メインスィッチの左側領域に配置される第 2のサブスィッチ と、 メインスィッチの右側領域に配置される第 3のサブスィツチを含んで構成さ れ、 かつ、 それぞれがメインスィッチの形状よりも小さな形状に選ばれ、 前記第 1のサブスィツチは、 前記メインスィツチの中心を通る前記ハウジング の縦方向の軸をハウジングの中心方向に所定角度だけ傾けた第 1の軸上に配置さ れる。
- 343 5 . クレーム 3 3に従属するゲ一ム機用操作装置であって、 前記メインスィッチは、 形状が円形に形成され、 前記複数のサブスィツチは、 前記メインスィツチを中心として同心円上に配置 され、 かつ同心円の円周方向にに延伸した形状である。
Independent claims34
230 paragraphs, as filed
0001Specification An information processor, an information storage medium, a program, and operation device for game machines Technical field
0002it is related with this invention and an information processor -- especially -- for example, Suzu operated in analog using the operation machine with which Chi and the switch operated in digital one were united -- game etc. The information processor which processes information, the information storage medium used for it, and A program It is related with Beam.
0003this invention -- it is further related with the operation device for game machines -- it is a play especially about a video game Gaea used in order to direct operation of an object or a character, when carrying out It is related with the operation device for Beam machines. Conventional technology
0004With a conventional information processor, especially Video 1 Beam machine, A player is analog Joyce. By operating a Choice tick and digital Potan with a separate finger, a player object is moved or it is non play Yaob to a player object. JECT was made to attack.
0005Swi who formed the analog switch * digital switch in one conventionally Although Tsuchi existed, even in this case, an analog switch or Digital switch is only used alternatively -- an analog switch and the Dizzy evening Rusy Different information processing from the case where Tsuchi is operated individually, respectively (game processing) Are carrying out. There was nothing. ,
0006Therefore, the conventional game is separate in an analog switch and the Dizzy evening Rusuit. Intermediary There was which does not have fresh Body in the operation technique since it is only a game which operates and plays. The conventional operation device for game machines (it is called "operation device" for short below) It is a figure about appearance.
00074 It is shown in 7. a figure -- 4 7 (a) grasps a housing directly in the palm of the right and left of a player. the operation device of shape is shown -- Provisional-Publication-No. 91 [ for example, ] -- 1 6 7 5 4 It is indicated by No. 4 (U S P 5, 2 0 7, 4 2 6). Drawing 4 7 (b) is Grits to the side lower part of a housing. A 7 6 and 7 The operation device with which 7 was formed is shown.
0008On the other hand in these operation devices, a housing is the principal surface. (surface) Direction finger for showing the character of a video game, or the move direction of Object near the left and right laterals Show switch 6 5 or 7 5, Movement directive A for directing operation of a character etc. Switch is formed. a movement directive switch and four operation switches 6 1 -- 6 4 or 7 11 -- 7 seeing from the plane of a housing including 4 -- crossbar of a lengthwise direction and a transverse direction It is arranged. Each operation switch 61 -- 6 4 or 7 1--7 4, comparatively small circle Type (round shape) The key-top of the same size is included. being concrete and each operation switch 6 1 - 6 4 or 7 1 -- 7 a 4 and cross type -- the up-and-down *xi right from the central point at the time of arrangement It was -- 1 only a constant distance separates and is arranged -- or there is no master-slave relation among them -- distinction of a master-slave relation It was not clear. The height of the key-top of each operation switch was the same. There were the conventional operation device and the following problem. Namely, each operation switch and a cross It separates from the center of arrangement only at a constant distance vertically and horizontally. For a To reason, it is operated by the following method. let the center of the cross arrangement in the 1st operation method be a reference position of the thumb -- operation A which should be operated The thumb can be shifted little by little vertically and horizontally, and it is operated so that it may correspond to Switch. The positions of the thumb which according to the operation method of this The 1 grasped the housing and was placed automatically are 10 spacing of letters. It is near the center of Place. (figure 4 7 refer to (a) or figure 4 7 (b)) From things, about a standard there is no unreasonableness in the position of the thumb in Place -- case where which operation switch is operated again It can be operated by movement at equal intervals. however -- usually -- a plurality of operation switches although there are what has large frequency in use, and a small thing in inside -- operation that frequency in use is large also when operating a switch, it is necessary to move the thumb, therefore operativity is bad -- it is easy to produce the tiredness of the thumb.
0009On the other hand, let operation switch (for example, lower switch 6 1 which carried out cross arrangement or 7 1) specific in the 2nd operation method be a reference position of the thumb, If it is a case where right operation switch (6 2 Also is 7 2) is operated, from a reference position, the thumb can be shifted at the upper right and will be pressed, if it is a case where a left operation switch (6 3 or 7 3) is operated -- the thumb from a reference position Case where can shift at the upper left, press and upper operation switch (6 4 or 7 4) is operated it is -- if -- from a reference position, the thumb can be shifted upwards and pressed. when operating Tsuchi to the operation method of this The 2, the movement magnitude of the thumb is large -- movement magnitude is not constant again although there is no necessity for movement of the thumb about Leave and a specific operation switch -- other operation Swi (being an example of upper Description) Operation Swi of movement magnitude when operating the upper operation switch, the left, or the right It is Fatigue of the thumb that it is easier to produce an operation mistake than movement magnitude when operating Tsuchi for a large reason. It is easy to produce Re. The reference position of the thumb grasps a housing and it is Place automatically. Since it differs from the position of Thumb, it is easy to produce tiredness.
0010It is simultaneous aggressiveness with any above-mentioned operation method. (it is simultaneously about a plurality of operation switches when depressing) Continuation aggressiveness (place Synthesis which operates a plurality of operation switches . continuously in order) When carrying out, the tiredness of the thumb is caused and it is [ that it is easy to produce an operation mistake ] cheap. Being concrete and operation switch 6 1 and operation switch 6 4 (operation switch 7 1 and operation Switch 7 4) Simultaneous aggressiveness, Operation switch 6 2 and operation switch 6 Simultaneous aggressiveness of 3 (operation switch 7 2 and operation switch 7 3), operation switch 6 3 and operation Switch 6 since it is necessary to avoid other operation switches when carrying out the simultaneous aggressiveness of 4 (operation switch 7 3 and operation switch 7 4), power with the thumb impossible for will be applied -- operativity is bad. Operation switch 6 1 and operation switch 6 Simultaneous aggressiveness of 4 (operation switch 7 1 and operation switch 7 4), Operation switch 6 2 and operation Switch 6 3 (operation switch 7 2 and operation switch 7 3) Each [ simultaneous aggressiveness and ] operation Swi Since the distance between Tsuchis is large, it is difficult. Operation switch 6 From 1 to operation Swi Tsuchi 6 Continuation aggressiveness to 4 (from operation switch 7 1 to operation switch 7 4), operation Switch 6 2 to operation switch 6 3 (from operation switch 7 2 to operation switch 7 3) the migration length of continuation aggressiveness and the thumb is large -- other operation switches are contacted during movement again it is possible -- operativity is bad.
0011Arrangement relation of the operation switch of the upper bottom (operation switch 6 1 and arrangement relation of operation Switch 6 4) Or operation switch 7 1 and operation switch 7 Four arrangement Seki Charge, It is an axis about the direction which extended the thumb when the player grasped the housing automatically. Since it is not considered as a direction, it is the thumb to the simultaneous aggressiveness and continuation aggressiveness of the operation switch of the upper bottom. Movement becomes unnatural and tends to cause the tiredness of the thumb.
0012The shape and the size of a key-top of each operation switch are the same, and distinction It may be operated, without hurting and noticing the wrong operation switch. the same as that of other operation switches also about an operation switch with much frequency in use -- size comes Since it is To, operativity is bad.
0013Operation Swi who is on the upper part of a housing since the height of each operation switch is the same When operating Tsuchi, the thumb needed to be lengthened by force. The outline of an invention
0014So, the main object of this invention is to provide the information processor using the new operation technique, the information storage medium used for it, and a program.
0015Information processing equipment which can perform a plurality of control with other objects of this invention, and one finger It is providing the information storage medium and program which are used for Place and it. It is Possession about change to control when the object of further others of this investigation and a certain switch are pushed. A To information processor, the information storage medium used for it, and a program are provided. They are things.
0016trying to push a switch with the object of further others of this invention, and a user it detects -- being used for the information processor which can express it on a screen, and it It is providing Information storage medium and a program.
0017having carried out the maximum operation of the object of further others of this invention, and the analog switch -- U 1 -- the -- Enable it to recognize clearly. the maximum operation of an analog switch is received To -- the information processor which can perform special processing, and information storage medium used for it And it is providing a program.
0018other objects of this invention still more and operativity are good -- operating it correctly and simply It is providing the made operation device for game machines.
0019Other objects of this invention, the tiredness of a hand, and Operation for game machines that especially the tiredness of the thumb does not produce easily It is providing Working device.
0020the thing of this invention for which the other objects, and simultaneous aggressiveness and Press are performed further simply comes out Operation device for game machines which it comes and can realize the operation method of various games simply It is providing.
0021. Information processor according to this invention (2 : a portion corresponding in the below-mentioned example Reference number shown.) It is the same as that of the following. It is Based on from a control means to control means (1) and operation information. A processing means to perform Processing (2 1) And one picture De evening created by the processing means They are a preparation and an operation hand about image signal output means (22) which is made into an image signal and outputted to a displaying means. Stage, Analog control means (1091*; L 096; 1033, 1036), It reaches. Digital Si arranged so that it may be set to ON in relation to operation of an announcer mouth A control means Tsuchi (1098; 1034, 1035 a, 1035 b) is included, A processing means of The 1 processing * By which The 1 based on the operation information on a Anyalog control means performs a processing means (S 180 7; S 2504, S 2505; S 2903; S 3702; S 3902*S 390)
00226), And it is based on the ON/OFF information on a digital switch, and is The. Processing means of The 2 for processing The 2 in relation to processing of 1 (S 1803, S 1805; S 250 2, S 2409, S 2410; S 2902; S 3704*S 3708:S 390)
00237) including.
0024According to this invention, they are an analog switch and Digital Si by one switch. Since Tsuchi is operated, processing about an analog switch and processing of a digital switch can be performed in one operation of a player. analog switch since the related processing and the processing about a digital switch have relation -- the former The various operation techniques which can realize operation etc. of the player object which is not boiled The used information processing is realizable. There are the following effects.
0025(1) It is fi about a plurality of control with one finger.<sup>1</sup>obtaining and providing the information processor in which things are possible It is possible.
0026(2) Respond to operation of an analog switch and it is inside of the processing at the time of operation of a digital switch. It is possible to give change to Capacity.
0027(3) a user is trying to push a digital switch -- analog Switch detects -- it is possible to express it on a screen.
0028(4) a user recognizes clearly having carried out the maximum operation of the analog switch Since it can do, it is possible to perform special processing to the maximum operation of an analog switch. it is .
0029It is arranged so that it may be set to ON, when digital switch (1098) and the amount of operations of analog control means (1 091*1096) become the approximately maximum in a certain example. To.
0030In the desirable example, it responded to the amount of operations of the 1st processing means and an analog control means. It processes (S 1807; S 2903), and is the 2nd processing means, Analog control means Processing corresponding to processing of the processing means of The 1 in case the amount of operations is the maximum (S 180 3; S 2902) is performed. .
0031And the candidate memory measure a processing means remembers the candidate of the 2nd processing to be, The selection hand which chooses one processing from the candidate memory hand stage (S 1601> and selecting means [ Processing setting means of The 2 which sets up the selected processing as the 2nd processing (S 1603, S 1605) is further included. ])
0032The size of processing is changed according to measurement which measures cumulatively the amount of operations of the 1st processing means and an analog control means. Quantity measured by the 2nd processing means and the measuring means including means (S 3905) (S 3907>.)
0033a certain example -- the -- the operating speed of 1 processing means and an analog control means is computed including operating speed calculating means (S 3705) -- 2nd processing means, The size of digital Switzerland processing is changed (S 3707>.). It responds to the operating speed computed by the operating speed calculating means before ON operation of Chi.
0034other examples -- announcer before the 1st processing means and ON operation of a digital switch performing processing (S 2401) which memorizes the operation position of a log control means -- 2nd processing means Is It is fit for the operation position of the analog control means which the processing means of The 1 memorized, and they are the contents of processing. to change (S 2409, S 2410).
0035In another example, the 1st processing means and predetermined operation of a character are displayed continuously. Processing (S 2903) to carry out is performed and it is Communicating to the 2nd processing means and predetermined operation. Processing (S 2902) which the following operation which acts as charge is made to perform in a character is carried out.
0036in this case, it responds to the amount of operations of the 1st processing means and an analog control means -- predetermined Motion (S 2903) which displays Work continuously. ,
0037it sets in the example -- Operation for movement for directing movement of a control means and a character the Tsukude stage (1 12) is further included -- processing means (2), operation information on the control means for movement movement control means [ (S 2904) ] which is based and controls movement of a character -- further -- Including it sees -- the movement control means shows the state, as the processing means of The * is predetermined operation (S 3404) which controls the movement magnitude of a character the time of To.
0038Above-mentioned processing means, Non player character which is not operated by a player Non player character control means to control (S 35* 1, S 3502) Further It contains, The The following operation by a processing means of 2, A non player character is affected. It is operation. Predetermined [ according / a non player character control means / to the 1st processing means ]. Corresponding to a display of a state, a non player character is displayed in the middle of operation. (S 35 04).
0039' of this invention -- an certain aspect of affairs -- information processor (2), control means (1) and control means from -- processing means (21) which processes based on operation information, For and a processing means They are a preparation and a control means about the image signal output means (22) outputted to a displaying means by making into an image signal the image data by which Created was carried out, the time of the amount of operations of analog control means (1091* 1096; 103 3, 1036) and an analog control means becoming the maximum -- ON and To -- digital switch arranged like (1098; 1034, 1035 a, 1)
0040035 State of The 1 whose Implication, Processing Means, and Digital Switch are ON about B, and State of The 2 whose Amount of Operations of Analog Control Means is 0, or 'Digital switch Either of the states of The 3 which is OFF and out of which the amount of operations of an announcer * A control means does not come zero Include the state detecting means (S 2401; S 2701) to detect. Output of a state detecting means It responds and performs different processing (S 2408*S 2410, S 2710).
0041in this case, a pattern predetermined in the history of the detection output of a processing means and a state detecting means -- be alike At the time of Ivy, predetermined processing (S 2708, S 2709) is performed.
0042The information storage medium according to this invention, and analog control means (1091*1096;)
0043it is set to ON in relation to operation of 1033, 1036, and an analog control means -- as -- Control means including digital switch (1098 : 1034, 1035 a, 1035 b) arranged, A processing means to process based on the operation information from a control means (2 1), And the picture day evening created by the processing means is made into an image signal, and it is a displaying means. Account of information used for an information processor provided with image signal output means (22) to output It is A medium (4), Processing of The 1 based on the operation information on an analog control means It was to perform Because -- ON/OFF of program [ of The 1 ] (S 1807; S 2504, S 2505,; S 2903; S 3702; S 3902~S 3906)., and a digital switch Processing of The 2 relevant to processing of The 1 based on information A program of The 2 for carrying out
0044(S 1803, S 1805; S 2502, S 2409, S 2410; S2902; S 3704*S 3708; S 3907) It memorizes.
0045A program according to this invention, analog control means (1091* 1096; 1 033, 1036) and it is set to ON in relation to operation of an analog control means -- as -- Control means including a digital switch (1098; 1034, 1035 a, 1035 b) arranged, A processing means (21) to process based on operation information from a control means, It outputs to a displaying means by making into an image signal picture De 1 Tha which reached and was created by processing means. Image signal output means to carry out (22) A performed by an information processor which it has It is D gram. The based on the operation information on an analog control means The 1st program for processing 1 (S 1807; S 2504, S 2505,; S 2903; S 370 2; S 3902*S 3906) And it is a basis to ON/OFF information on a digital switch. About. The relevant to processing of 1 The for processing 2 Two programs (S 18 03, S 1805; S 2502, S 2409, S 2410; S2902; S 37 04*S 3708; S 3907) It contains.
0046character which appears in operation device for game machines (1) according to this invention, and a game it is used in order to direct operation -- it has housing (100), main switch (1 03), and subswitch (104, 105, 106). Maine Swi One side-on the other hand side on the principal surface of housing (100) Tsuchi (103) and near it is -- while grasps a housing and it is arranged in the neighborhood position of the thumb of a hand. Subs Lower field of Izzi (104, 105, 106) and main switch (103) It removes, and it distributes around a main switch to the field of the range which can move the thumb, and is plurality. Arrangement is carried out. Subswitch (104, 105, 106) Maine Swi Subswitch of The 1 arranged to the top field of Tsuchi (103) (106) May Subswitch of The 2 arranged to the left-hand side field of Switch (104), and Maine it is constituted including the subswitch (105) of The 3 arranged in the right area of Switch -- each is made into shape smaller than the shape of a main switch.
0047it sets to explanation of the present invention -- "shape" of an operation switch -- operation switch Shape when a key-top is seen from the upper part is meant.
0048time of a player grasping a housing according to the above-mentioned operation device for game machines Comparatively big operation switch in the position of the thumb of one hand (main switch) arrangement -- By that of To be, the player can operate the switch of impossible Lycium chinense correctly. A plurality of subswitches are arranged at circumference ffl of a main switch. subSwitch is chosen as shape smaller than a main switch -- a main switch and subswitch Since distance of a between can be made small, perform continuation aggressiveness and simultaneous aggressiveness simply. It can do. It is not arranged under a subswitch and the main switch. When a player pushes a main switch, that a subswitch becomes obstructive A feeling of operation of a main switch can be further raised from To.
0049In a desirable example, above-mentioned main switch (1 0 3) and shape form circularly. It is carried out and is arranged on a concentric circle centering on subswitch (1 0 4, 1 0 5, 1 0 6) and main switch (1 0 3). according to this example -- a player -- Maine It comes out to lessen an operation mistake that it is easy to grasp the arrangement relation between Izzi and a subswitch. To include.
00501st subswitch (1 0 6) it is desirable -- it is arranged on axis of The 1 (5 2) in which only the predetermined angle put axis (5 1) of the lengthwise direction of housing (1 0 0) passing through the center of main switch (1 0 3) in the direction of a center of housing (1 0 0).
0051Usually, the state (state where the forearm of both arms becomes the shape of a character of 8) where, as for the player, the forearm turned to the inner side The housing of the operation device for game machines is grasped. This time, it is an operation device for game machines. The thumb which grasps a housing as well as a forearm has turned to the inner side. In an above-mentioned example Leave and axis in which only the predetermined angle put the axis of the lengthwise direction of a housing in the direction of a center of a housing A main switch and a subswitch are arranged upwards, Main Switzerland which is a standard position Since a The 1 subswitch is arranged in the direction which extended the thumb automatically from the position of Chi, it is easy to do the continuation aggressiveness and simultaneous aggressiveness between a main switch and a subswitch.
0052When a main switch is arranged near the right direction side of 8 Uzing, as for the subswitch of The 1, only the predetermined angle put the axis of the lengthwise direction of a housing counterclockwise Case where it is arranged on an axis and a main switch is arranged near the left side of A and In Udging -- being arranged on the axis in which only the predetermined angle put the axis of the lengthwise direction of a housing clockwise To.
0053In an above-mentioned example, it is arranged to axis of The 1 (5 2) in a symmetrical position as 2nd subswitch (1 0 4) and the subswitch of The 3 (1 05), and an example. At this example, a player is the arrangement relation between the subswitch of The 2, and the subswitch of The 3. It is easy to grasp and can lessen an operation mistake.
0054Other operation devices for game machines according to this invention, and housing (100) Main It has switch (103) and subswitch of The 1 (106). Maine it is Izzi (103) and near the one side-on the other hand side on the principal surface of a housing -- while grasps a housing and it is arranged in the neighborhood position of the thumb of a hand. The 1st Subsie They are Tsuchi (106) and a top field of main switch (103), and axis of The 1 put in the direction of a Maine center the axis (51) of the lengthwise direction of the housing passing through Izzi's (103) center -- housing (52> -- it is arranged upwards -- shape [ ] of a main switch -- small shape is carried out.)
00551 when a player grasps a housing according to this operation device for game machines Comparatively big operation switch in the position of the thumb of the hand of a way (main switch) It is arranged. By that of To, the player can operate the switch of impossible Lycium chinense correctly. moreover -- since a The 1 subswitch is arranged in the direction which extended the thumb automatically from the position of the main switch which is a position of * Semi -- the continuation aggressiveness between a main switch and a subswitch -- said -- the time -- aggressiveness power and Ri -- I am easy .
0056it projects in the direction almost parallel to axis [ of The 1 ] (52) from housing (100) and the lower field of main switch (103) -- and -- grasping in one palm of a player It further has the grip (101) which carried out shape fastened. They are a main switch and a subswitch about the angle at which a player grasps a housing according to this example. Arrangement of the operation switch described in the top since it was made to side with arrangement relations and nature The effect by a relation is easy to be demonstrated.
0057At subswitch of above-mentioned The 1 (106), and a desirable example, it is the . The 1 top is formed more highly than the key-top of main switch (103). according to this desirable example -- the 1 top of the 1st The' Busty -- high -- a design -- That of To be, The thumb is lengthened from the position of the main switch which is a standard position, and it is The of The 1. When Busty is operated, an intermediary with little quantity which lengthens the thumb -- it is operated simply things are made -- again The inside of the thumb is carried on a main switch and it is The of The 1 about the point of the thumb. When it is made to carry on Bus Izzi, a feeling of operation is good, and also it is the 1st subSuzu. Chi When operating it, a main switch is not pushed accidentally. SubSuzu arranged from main switch (1 0 3) at the center side of 8 Uzing among 2nd subswitch (1 0 4) or the subswitch (1 0 5) of The 3 Chi, The 1 top is formed lower than the 1 top of main switch (1 0 3). however, case where a main switch is arranged near the right direction side of a housing To the 1 top of the 2nd subswitch -- the key-top of a main switch -- low -- the case where it is formed and a main switch is arranged near the left side of a housing -- the key-top of the subswitch of The 3 -- the key-top of a main switch -- low -- formation -- To be.
0058the time of operating a main switch according to this example -- the 2nd or The 3 a subswitch does not become obstructive -- the 2nd or the subswitch of The 3 is operated again The time, the time of moving the thumb to a horizontal direction from a main switch -- natural -- The 2 -- again -- The operation feeling in which the thumb appears is got by the 1 top of the subswitch of The 3. Distinguishing the subswitch of a main switch, The 2, or The 3 with the feeling of a fingertip Since it can do, an operation mistake is avoidable.
0059It may form in the shape extended along with the perimeter of the shape of subswitch (1 0 4, 1 0 5, 1 0 6) and main switch (1 0 3). in this case, Subsie surface area of the key-top of Tsuchi can be enlarged -- and a main switch and The Bus Izzi's interval can be made small.
0060On the above-mentioned operation device for game machines, and a concrete target, housing [ (1 0 0) ] -- on the other hand -- the principal surface it is near [ upper ] the other side side -- position of the thumb of the hand of another side which grasps a housing it is arranged in the neighborhood -- and direction which shows the move direction of the character which appears in a game It further has a directions final controlling element. According to this example, it operates with the contents of the character of operation. Since a direction can be shown independently, diversity is given to operation of a character. Interest 14 of a game can be raised.
0061it is carried out in relation to the other objects, the features and advantages of this invention, and an accompanying drawing -- with -- Lower example I will become still clearer from thin explanation. Brief explanation of the drawings It is an outline view in which Drawing 1 shows the game machine system of one example of this invention. ; It is a 6th page figure in which Drawing 2 shows the controller of this example. ;
0062Drawing 3 is an illustration figure showing the position of the subswitch arranged around a main switch. It is. ;
0063Drawing 4 extends the shape of a subswitch along with the perimeter of the plane shape of a main switch. It is an illustration figure showing the effect in the case of using Shape. ;
0064Drawing 5 is an illustration figure showing an example of the operating condition of a controller. ;
0065Drawing 6 is an illustration figure showing other examples of the operating condition of Control 1 La. ;
0066Drawing 7 is an illustration figure showing the example of further others of the operating condition of conte mouth 1 La. ; It is an illustration figure in which Drawing 8 shows the modification of a main switch and a subswitch. ; It is a figure showing that a main switch and a subswitch are arranged on the axis in which Drawing 9 inclined. It is a solution figure. ;
0067Drawing 1 Illustration which 0 shows difference in height of the 1 top of main switch and subswitch It is a figure;
0068Drawing 1 1 is an illustration figure showing inclination of the Y button. ;
0069Drawing 1 2 is an illustration in which the modification of this invention is shown. ;
0070Drawing 1 3 is an illustration figure showing the structure of R switch. ;
0071Drawing 1 4 -- operating condition of R switch (opening) To It is a shown sectional view solution figure; Drawing 1 5 is an operating condition of R switch. (half press) It is a shown sectional view solution figure. ; Drawing 1 6 is an operating condition of R switch. (full press) It is a shown sectional view solution figure. ; Drawing 1 7 is an illustration figure showing the shift state of operation of R switch. ;
0072Drawing 1 8 is an illustration figure showing the digital switch of R switch. ;
0073Drawing 1 9 is an illustration figure showing the A button. ;
0074Drawing 2 0 is a game machine system of Drawing 1 example. it is a shown block diagram ; Drawing 2 1 is an illustration figure showing Fo 1 Matto of the operation data of a controller. : Drawing 2 Floating which shows the operation in the racing game whose 2 is one example of this invention A 1 A (Mainle 1 Ching) It is. : ' Drawing 2 3 is a flow chart which shows operation of the digital button definition processing in a racing game, and is; figure 2. 4 is Off mouth 1 Chia 1 A which shows operation of the Star 1 A processing in Lace G 1 Beam, and is Ah. Ri;
0075Drawing 2 5 is Flo 1 Chia 1 A which shows operation of the speed change processing in a racing game, and is Ah*. ;
0076Drawing 2 6 is a flow chart which shows operation of the collision processing in a racing game. ; Drawing 2 7 is a flow chart which shows operation of the Attack * processing in a racing game. ; Drawing 2 8 is a flow chart which shows operation of the turbo processing in a racing game, and is Ah*. ;
0077Drawing 2 Flow chart which shows operation of brake processing [ in / in 9 / this racing game ] It is. :
0078Floating figure 3* indicates operation of the Poking game which are other examples of this invention to be Yert (main routine) It is. ;
0079Drawing 3 1 -- me -- the flow chart which shows operation of the attack processing in Singge 1 Beam -- With;
0080Drawing 3 Flo who shows operation of R switch state detection processing [ in / in 2 / a boxing game ] It is one chart. :
0081Drawing 3 Frochia 1 A (main routine) 3 indicates operation of the fighting game which are other examples of this invention to be It is. ;
0082Drawing 3 4 is a flow chart which shows operation of the work processing in Storage 1 Beam ; Drawing 3 5 is an illustration figure showing the work pattern table used for a fighting game. ; Drawing 3 Frochia 1 A (main routine) which shows operation of the gun game whose 6 is other examples of this invention It is. ;
0083Drawing 3 7 is Frochia 1 A which shows operation of the gun firing processing in a gun game. ; Drawing 3 8 is a flow chart which shows operation of the gun style processing in a gun game. ; Drawing 3 9 is an illustration figure showing the example of a picture in a gun game. ;
0084Drawing 4 0 is an illustration figure showing other examples of a picture in a gun game. ;
0085Drawing 4 Operation of move processing [ in / in 1 / a gun game ] it is a shown flow chart ; Drawing 4 2 is Frochia 1 A which shows operation of the enemy processing in a gun game. ; Drawing 4 Frochia 1 which shows operation of the golf game whose 3 is other examples of this invention ♪ (main routine) It is. ;
0086Drawing 4 4 is a flow chart which shows operation of the ball processing in a golf game, and is Ah*. ; '
0087Drawing 4 5 shows operation of the shooting game which is an example of others of this invention Flow chart (Mainle 1 Ching) It is. ;
0088Drawing 4 flow chart which shows operation of attack processing [ in / in 6 / a shooting game ] It is. ; And
0089Drawing 4 7 is an illustration figure showing the conventional operation device for game machines. The best form for inventing
0090It is an outline view of the game machine system of one example of an invention of figure 1 A cow. Controller 1 which are a Beam [ Age of this invention - ] machine system, and an operation device for game machines, and information processor Main part 2 of a game machine, television receiver 3., and game disk 4 which are examples It contains. controller 1, main part 2 of a game machine and a cable, or Wireless it is combined by As (an electric wave, infrared rays, etc.) -- between controller 1 and main parts 2 of a game machine -- phase Transmission and reception of data are possible to Mutually. a game program is run based on main part 2 of a game machine, and the operation data from controller 1 -- a video signal and Ode It is a video game machine which outputs a Io signal. Television receiver 3 and game machine It is based on the video signal and audio signal which are outputted from main part 2, and they are a picture and sound. Voice is generated. Game disk 4 is an information storage medium, This game Disk 4, Pro . gram data containing an above-mentioned game program Image data And one voice De evening is memorized beforehand. For example, D V D, C D. -- They are R OM, a magnetic disk, etc. '
0091Although the controller is shown one also in Drawing 1, they are a plurality of plays. It is a game machine about like and a plurality of controllers which can carry out Bray of the one game by A. Connecting with main part 2 is also possible. It is if this invention is only a video game machine. It cannot be overemphasized that it can apply to To and a handheld game machine.
0092Drawing 2 is a 6th page figure of controller 1. Drawing 2 (a) -- a top view and a figure -- 2 (b) -- the left -- A side view and Drawing 2 (c) -- a front view and Drawing 2 (d) -- a right side view and Drawing 2' (e) -- a bottom view and That carrying out -- Drawing 2 (f) is a rear elevation. Controller 1 is Knowing 1. 0 0 is included. A and Uzing 1 0 the lower part of the right and left of zero -- Dalip 1 0 1 and Dalip 1 0 2 -- formation -- To be. A * A 1 0 1 and grip 1 0 2 -- respectively -- the right hand of a player -- or -- It grasps, and as crowded with the left middle fingers, third fingers, and little fingers, it is grasped with them.
0093Housing 1 0 On the other hand, 0 is the principal surface. (figure 2 field shown by (c)) Near the right lateral, it is the alpha button 1. 0 3, B Potain gamma 0 4 and the X button 1 0 5 and Y Potain 1 0 6 allocates. It is carried out. the A button 1 0 3 functions as a main switch -- B Potain 1 0 4 and X Potain 1 0 5 and Y Potain 1 0 6 functions as a subswitch. These operation Swi It is operated with the right-hand thumb and Tsuchi is mainly a character of a game. (hero etc.) Operation is directed. It is used in order to carry out.
0094Housing 1 0 On the other hand, 0 is the principal surface. (figure 2 field shown by (c)) Near the left lateral, it is main analog joystick 1. 1 2 is allocated. this operation switch -- left hand it is operated with the thumb -- mainly -- character of a game (hero etc.) The direction of operation and the move direction It is used in order to direct.
0095Operation switch group 1 for directing operation 0 3 and 1 0 4 and 1 0 5 and 1 0 Operation switch 1 of slight which shows 6 and the direction of operation 1 The locating position of 2 is made into a right-and-left contrary. It is good.
0096Grip 1 0 The left of 1 (diagonal below of switch 1 0 3) Right projection part 1 0 7 forms. It is carried out. Right projection part 1 0 It is the A button 1 about 7 and the right-hand thumb. 0 It was made to slide to the left from 3. Subanalog joystick 1 formed in a position 0 It has 8. Grip 1 0 The 2 rights (main analog joystick 1 1 2 diagonal below) Left projection part 1 1 3 is formed. Left projection part 11 They are main analog joy states about 3 and the left-hand thumb. The gamma 1 Cross button 1 provided in the position made to slide to the right from 2 1 It has 4. Cross button 1 1 4, for example, a top, and the bottom enable directions of the four directions of the right and the left. Four Digital corresponding to each of four directions in the key-top of a cross shape, and each It has Switch. Subanalog joystick 1 0 8 and cross Potain 1 1 4, character which is mainly games (hero etc.) In order to show operation thru/or the move direction It is used.
0097Operation switch group 1 for directing operation 0 3 and 1 0 4 and 1 0 5 and 1 0 6 Housing 1 located in the upper part 0 In the side of 0, it is R switch 1. 0 9 is allocated. This R switch 1 0 It is operated by 9 and the right-hand index finger of a player, and is Ah. Although it changes with contents of Ri and the game program An "accelerator" or a "punch" is used in order to mainly direct operations other than directions of the move direction of a character., R switch 1 0 It is the Z button 1 near 9. 1 1 is allocated.
0098Main analog joystick 1 1 Housing 1 located in the upper part of 2 0 In the side of 0, it is L switch 1. 1 5 is formed. this -- , L switch 1 1 5 are operated by the left-hand index finger of a player. Above-mentioned. R switch They are 1 0 9 and a switch of the same kind.
0099Controller 1, i.e., housing 1, 0 0 is the central part mostly. (intermediate part of A button 1 0 3 and Me in analog joystick 1 1 2) The right thumb and the left thumb To the position where either is operational, it is start switch 1. 1 6 is formed. Start Switch 1 1 6 is a digital switch. .
0100next, it is one feature of this invention -- operation switch group 1 for directing operation 0 3 and 1 0 4 and 1 0 5 and 1 0 6 is explained in full detail below. The A button 1 0 It is allocated in the approximately center of 3 and the operation switch group of these, and size is designed greatly. A Potain and an average player are grips 1. 0 Right-hand parents when 1 is grasped with the right hand Allocating in the neighborhood position of a finger is preferred. The A button 1 0 As for 3, it is preferred that operation is assigned as frequently-used Po evening A by that of Shabby.
0101the A button 1 0 the left of 3 -- B Potain 1 0 4 and the right -- the X button 1 0 5 -- and -- the upper part -- Y Potain 1 0 6 is allocated. Thus, subswitch 1 0 4 -- 1 0 6 and A Potain 1 that is main switches 0 Since it is dispersedly allocated in the circumference of 3 and can be operated only by shifting a few from a main switch to right and left or the upper part, it is Operation. Creativity is high.
0102the right-hand thumb -- the A button 1 0 as [ become / when pushing 3 / obstructive ] -- A Botha A 1 lower part of 03 (the direction portion of the root of A button 1 0 3 to the thumb) -- subSwitch is not provided. A Potain 1 who uses it frequently by this 0 3 is operated. It can prevent sometimes making a mistake and pushing other switches.
0103it is desirable -- subswitch A Potain (B button 1 0 4, X Potain 1 0 5, and Y button 1 0 6) 1 0 (figure 3 (a)) provided on the concentric circle centering on 3. Thereby, it is each subswitch 1. 0 4 -- 1 0 In 6 and a distance equal from a main switch Since it is allocated, a player tends to grasp the position of a subswitch sensuously. in addition -- even if it makes it an outside * part located on a concentric circle as for each subswitch . -- good -- it carries out -- center It may be made for a part to be located on a concentric circle.
0104Case 3, for example, a figure, where the sizes of each subswitch differ Be shown in (b), A certain subswitch (for example, B button 1 0 4) Other subswitches (even if The) the X button 1 0 5 and the Y button 1 0 case size is large compared with 6 -- the subswitch (B button 1 0 4) -- main switch 1 0 it separates from 3 -- as -- It may arrange. doing in this way -- Subsie of comparatively big size the distance between Tsuchi and a main switch is secured -- an operation mistake can be prevented. It is Desirable which is considered as shape flat in a subswitch and the direction of a circle (it is To follow to the perimeter of A Potain's shape the shape which carried out Stretching, for example, a green-peas form like this example). It is by carrying out and is .. It was which can do distance of a main switch and each subswitch short by this Because -- there are few operation mistakes that it is easy to do simultaneous aggressiveness and continuation aggressiveness. It is the reason below. It states.
0105Drawing 4 is an illustration figure which compared the subswitch of extension shape with the circular subswitch, and is Ah. To. subswitch 1 of the extension shape shown as a solid line here 0 center of 6 (center of gravity) is set to C 1 -- the corner point near a main switch is set to T 1. circular substitute who shows according to a two-dot chain line Switch 1 0 the center [ (pile ') ] of 6 b -- 0 it is referred to as 2 -- main switch 1 0 Corner point near 3 It is referred to as tau 2. main switch 1 0 the center of 3 is set to C 3 -- subswitch Near corner point It is referred to as tau 3. Subswitch 1 of extension shape 0 6 and circular Substitut 1 0 The surface area of 6 b presupposes that it is equivalent.
0106In order to make simultaneous aggressiveness and continuation aggressiveness easy to do, it is the distance between each operation switch. (exact distance between the centers of each operation switch) It is easy to do the nearer one. Drawing 4 It is 3 about (a). When it illuminated and corner point T 1 and T 2 are made into the same position, Subswitch 1 of extension shape 0 Six center C 1 and main switches 1 0 Distance L 1 between center C 3 of 3, It is circular. Suspitch 1 0 Center C 2 and main switch 1 of 6 b 0 Distance between center C 3 of 3 It compares with Separation L 2 and is short (L 1 <L 2). Namely, shape which extended the subswitch By carrying out, they are an intermediary with a small distance between centers with a main switch, and Maine Swi. The simultaneous Push continuation aggressiveness of Tsuchi and a subswitch becomes easy.
0107-- the case where a way and each operation switch are depressed independently -- distance (right Sure distance between the rims of each operation switch) between each operation switch a certain one distant [ grade ] -- an operation mistake -- few -- There is nothing. a figure -- 4 refer to the (b) -- case where center C 1 and C 2 are made into the same position, Extension Between corner point T 3 of corner point T 1 and main switch 103 of subswitch 106 of shape Compared with distance L 3 between distance L 4 and corner point T 3 of corner point T 2 and main switch 103 of circular subswitch 106 b, it is long (L3<L4). namely, Subsie By considering it as the shape which extended Tsuchi, the distance between rims with a main switch separates. To -- an intermediary and an operation mistake decrease.
0108the case where the A button 103 is depressed with the right-hand thumb -- a figure -- 5 It is shown in (a). the case where A Potain 103 and X Potain 105 are depressed simultaneously -- a figure -- 5 It is shown in (b). being the same and the case where A Potain 103 and B Potain 104 are depressed simultaneously -- a figure -- 5 it is shown in (c) -- the case where the A button 103 and the Y button 106 are depressed simultaneously -- a figure -- 5 It is shown in (d). A Potain 103, X Potain 105, and the Y button 1 the case where three 06 is depressed simultaneously -- a figure -- 6 It is shown in (a). the A button 103 and B Vo the case where tongue 104 and the three Y buttons 106 are depressed simultaneously -- a figure -- 6 (b) -- Show -- To be. Like and the A button 103 which these show are the A buttons 1 that it is easy to do operation. with easy simultaneous aggressiveness of 03 and each subswitch (continuation aggressiveness is also the same).
0109Drawing 7 (a) operates main switch 103 with the right hand, and is Maine with the left hand. The case where Narr joy stick 112 is operated is shown, Drawing 7 (b) is a substitute with the right hand. Analog joystick 108 is operated and cross key 114 is operated with the left hand. A case is shown, Drawing 7 (c) operates subanalog joystick 108 with the right hand and the case where main analog joystick 112 is operated with the left hand is shown -- That(ing) The figure 7 the case where (d) operates main switch 103 with the right hand, and cross key 114 is operated with the left hand -- To.
0110Drawing 8 As shown in (a), he is merit to the circumference of square-shaped main switch 103 a. Even if it arranges rectangle-like subswitch 10.4 a, 105 a, and 106 a It is and is .. A subswitch is not the shape extended along with the perimeter of the shape of the A button. Drawing 8 As shown in (b), it is mere circular shape 1. 0 It may be 4 b. . merely -- it carries out -- in this case -- a figure -- an effect which was explained with reference to 4 is not expectable.
0111Drawing 9 -- referring to it -- it explains leaning the arrangement relation of each operation switch. Y Potain 1 0 6 is the A button 1. 0 Power A button 1 allocated above 3 0 Three centers The 1 in which only the predetermined angle put counterclockwise lengthwise direction axis of the housing along which it passes (axis 5 1) Axis (axis 5 2) It is arranged upwards. lengthwise direction axis [ (axis 5 1) ] of a housing -- oblong it sets in the housing of shape -- the time of setting transverse direction axis (axis 5 4) as a longitudinal direction -- this It is an axis of the direction which intersects perpendicularly.
0112Here, as for 1st axis (axis 5 2), a player is housing 1. 0 When grasping 0 It is desirable to choose in the direction which the thumb turns to automatically. A player is housing 1. 0 0 is grasped. If it carries out, the thumb will turn to the direction of an inner side. Then, the 1st axis (axis 5 2) Lengthwise direction axis (axis 5 1) It is considered as the axis which only the predetermined angle put counterclockwise. It is the 1st axis when provided in for directing operation. Operation switch group 1 03 and 1 0 4 and 1 0 5 and 1 0 6 is housing 1. 0 Zero left-hand side fields (axis 5 2> is clockwise about lengthwise direction axis (axis 5 1) [ It is considered as the put axis. ]) ,
0113the position which lengthened the thumb automatically by this -- Y Potain 1 0 6 is allocated. when becoming and operating Y Potain, power with the thumb impossible for stops applying -- operating it easy -- it becomes.
0114The B button 1 0 4 and X Potain 1 0 5 and A Potain 1 0 It passes along the center of 3 and is The 1. Axis (axis 5 2) Axis which intersects perpendicularly (axis 5 3) It is arranged upwards. B Potain 1 0 4 -- calling -- the X button 1 0 Axis in which the axis of The 1 and 5 cross at right angles (axis 5 3) The upper part or lower part the case where it arranges below although it may arrange -- the A button 1 0 evil of the thumb which operates 3 It is considered as the position which does not become an evil spirit. The B button 1 0 4 and the X button 1 0 As for 5, it is desirable to arrange in a symmetrical position to 1st axis (axis 5 2).
0115Direction which the thumb turns to automatically [ when a player grasps a housing ] by this He is B Potain 1 by considering it as a standard and moving the thumb the left or rightward. 0 4 and the X button 1 0 Since 5 can be operated, operativity is good.
0116grip 1 0 1 and 1 0 2 -- axis 5 of The 1 projecting in the direction almost parallel to 2 -- good -- better -- There. carrying out like this -- the thumb of a player -- natural -- the direction of an axis of The 1 -- turning -- To be. However, grip 1 0 1 and 1 0 2 is axis 5 of The 1. It is Rush to a direction almost parallel to 2. When take out and there is nothing, even if it is (for example, when Rush(ing) coming out and carrying out in direction almost parallel to lengthwise direction axis 5 1 of housing 1 0 0)', It is axis 5 of The 1 automatically about the direction of the thumb. It turns in the one direction. Since things should just be made, it is grip 1. 0 1 and 1 0 The projection direction of 2 is axis 5 of The 1. It is not necessary to be a direction almost parallel to 2. ,
0117Drawing 1 0 is an operation field on the right of controller 1. (figure 2 A field in (e)) Expansion He is Ozu. The A button 1 0 Y Potain 1 stationed from 3 at the upper part of a housing 0 The key-top of 6, and the A button 1 0 It is designed more highly than the 1 top of 3. That is, it is To highly about the key-top of operation switch 'in a position distant from the thumb (Y button 1 0 6). By To, the distance from the thumb to a key-top becomes short, and operativity is good. this -- the time -- Y Potain 1 0 The upper part to [ the key-top of 6, and / of a housing ] housing (figure 2 the figure which is an enlarged drawing of B field in (d) 1 1 reference) which may be made into shape which applies for lower ^ and becomes low gradually.
0118The A button 1 0 The B button 1 arranged at the left part of 3 0 The 1 top of 4 is the A button 10. It is designed lower than the 1 top of 3. By carrying out like this, it is the B button 1 automatically [ when rotating the thumb leftward from the A button ]. 0 They are parents to the 1 top of 4. The operation feeling in which a finger appears is obtained.
0119the 1 arrangement and structure in an above-mentioned example -- Drawing 1 2 Grip shown in (a) it is applicable also to the controller which is not -- further -- a figure -- 1 2 Portable game Wear shown in (b) It is applicable also to Place.
0120A Potain 1 who explained in the top 0 3 and the B button 1 0 4 and digital switch It has a function to carry out and a function as an analog switch. analog switch The depth pushed in by principles, such as a variable resistor or a variable capacitor, with a function ( is power again) it is proportional -- 0*2 [ for example, ] 5 8-bit digital one denoted by the numerical value of 5 It is a function which outputs one De evening. the function of a digital switch -- switch ON or OFF is detected -- thing of the function which outputs one Digital de evening of 1 Bit it is . In the following explanation, it is the A button 1. 0 The digital output of 3 is described to be "- A Potain 1 0 3" (digital), the A button 1 0 analog output [ ] of 3 -- "-- (the same may be said of B Potain) described to be eight point evening A 1 0 3" (analog). in addition -- The A button 1 0 3 and the B button 1 0 the detecting mechanism of 4 -- a figure -- with reference to 19, it mentions below. The X button 1 0 5 and Y Potain 1 0 6 and the Z button 1 1 is Digital Si. It is Tsuchi, R switch 1 0 9 and L switch 1 1 5 and the A button 1 03 -- Facial expression B button 1 0 It has a function as that it is the same as that of 4, and a digital switch, and a function as an analog switch. However, R switch 1 0 9 and L switch 1 1 The detecting mechanism of 5, and the A button 1 0 It differs from the detecting mechanism of 3 and B button 1 Facial 4. R switch 1 09 and L switch 1 1 the detecting mechanism of 5 -- Drawing 1 3 to a figure -- 1 8 -- 3 It illuminates and mentions below. it sets to the following explanation -- R switch 1 0 Digital appearance of 9 Describe power to be "R switch 1 0 9" (digital). R switch 1 0 Nine announcer mouths which describes a A output to be "R switch 1 0 9" (analog) (it is the same even if it One is in L switch 1 1 5).
0121Drawing 2 Like and housing 1 of controller 1 which are shown by a dotted line in (c) 0 In the inside of 0, it is one oscillating A evening 1. 1 7 and rocking sensor 1 1 8 is built in. Oscillating Moh evening 11 7, It is the Moh evening when weight which carried out eccentricity was attached. Main part of a game machine. It rotates according to a command from 2, and generates vibration, Controller A which grasps 1 Vibration is impressed in a layer.
0122rocking sensor 1 1 a Collision * sensor which is used with 8 and a pedometer is used -- a contest -- fatty tuna -- when a shock more than fixed is given to 1 La 1, "1" is outputted -- place which is not so "0" is outputted to Synthesis. Rocking sensor 1 1 Game using the output of 8 If it carries out, It may be Age-Beam which uses the shock which the player gave intentionally to controller 1 ( etc. in which the object in a game shakes by shaking a controller), Shock (when he is surprised at game screen and a controller is moved the case where a controller is moved violently just because it is absorbed in It was , For example, and a game etc.) given to controller 1 without a player's meaning It is Buddy in a game which is used. The is also good.
0123next, Drawing 1 3 -- Drawing 1 refer to 8 -- R switch 1 0 (L A Izzi 1 1 5 are the same mechanism) explaining the mechanism of 9. a figure -- 1 3 -- R switch 1 0 it is an outline view of 9 -- a figure -- 1 4 1 figure 16 is a sectional view. Drawing 1 Refer to 3 and it is 'R switch 1. 0 9, Operation Part 1 0 9 1 and spring 1 0 9 2 and final controlling element stand 1 0 9 3 and connecting part 1 0 9 4, slide stick 1 It is constituted by 095, guide 1096, stopper 1097, digital switch 1098, digital switch stand 1099, and pedestal 1100, Conte mouth 1 It adheres to substrate 1101 of La 1.
0124It is final controlling element 10 by final controlling element 1091, spring 1092, and final controlling element stand 1093. The mechanism which 91 moves up and down is realized. Final controlling element 1091, A finger of a player is Contact. They are the parts which carry out Touch. Figure. As shown in 14, it is a cylinder part to an inside. It has 1091 a. Operation Like and the inside which show part stand 1093 in Drawing 14 are constituted by cylinder part 1093 a and pedestal section 1093 b of a cave. cylinder part 1091 a of final controlling element 1091, and final controlling element it is inserted in the hollow part of cylinder part 1093 a of stand 1093 -- along with a hollow part, it can move up and down. In the circumference of cylinder part 1093 a of final controlling element stand 1093, spring 1092 is Arrangement. Place is carried out. although spring 1092 supports final controlling element 1091 -- a player -- final controlling element 10 depression of 91 will compress spring 1092 -- Danger according [ final controlling element 1091 ] to * Sexual power It moves below, having Anti.
0125The variable resistor mechanism changed by connecting part 1094, slide stick 1095, and guide 1096 according to the position of final controlling element 1091 is realized. connecting part 1094 on the other hand, a tip adheres to the side of final controlling element 1091 -- movement of final controlling element 1091 is interlocked with It moves. Slide stick 1095 adheres at the tip of another side of connecting part 1094. it is inserted in guide 1096 which adheres to slide stick 1095 and substrate 1101, and guide 1094 is met -- movement of connecting part 1094 is interlocked with and it moves. the resistance of a variable resistor changes with movements of slide stick 1095 -- slide stick; Position of 1095 The analog value to which it responded is outputted.
0126Digital switch 1098 is arranged under final controlling element stand 1093. In order to restrict movement to down [ of final controlling element 1091 ] to the side of final controlling element stand 1093 Stopper 1097 adheres. Digital switch 1*98 is the Dizzy evening Rusy. It adheres to Tsuchi stand 1099. Final controlling element stand 1093, stopper 1097, and Di It adheres to Di evening Le Switch stand 1099 and pedestal 1100. Pedestal 1100 adheres to substrate 1101.
0127R switch 109 will be in the maximum depression state -- final controlling element 1091 moves to the maximum lower part a It was case -- tip 1091 b of cylinder part 1091 a of final controlling element 1091 -- Digital Si although Tsuchi 1098 is turned ON -- this -- Drawing 14 to a figure -- referring to 16 -- detailed -- explanation It carries out. Drawing 14 to figure It is a sectional view of 16 and R switch 109. Drawing 14 -- it is an illustration figure showing the state where R switch 109 is not operated by a player. it sets in this state -- it is supported with final controlling element 1091 and spring 1092 -- the upper part It is located. It is located in the intermediate part of the cave in tip 1091 b of cylinder part 1091 a of final controlling element 1091, and cylinder part 1093 a of final controlling element stand 1093.
0128Drawing 15, A player is an illustration figure showing the state where R switch 109 was pushed. Final controlling element 1091 and spring 1092 are made to push in and compress. Circle of final controlling element 1091 Although tip 1091 b of cylinder part 1091 a is located below from the state which shows in Drawing 14, it has not resulted until it contacts digital switch 1098. Final controlling element 10 An opening is between tip 1091 c of the lateral part of 91, and stopper 1097.
0129Drawing 16, Illustration figure showing the state where the player pushed in R switch 109 completely It is. final controlling element 1091 and spring 1092 are further pushed in, and are made to compress -- the bottom of the maximum It is located in a way. this time -- tip 1091 c of the lateral part of final controlling element 1091, and Stompa 1097 is contacted -- final controlling element 1091 does not move below any more -- as -- restriction -- To be. tip part 1091 b of cylinder part 1091 a of final controlling element 1091 and a daisy it contacts and pushes on Tarsitch 1098 -- digital switch 1098 -- letter of ON It becomes purposely.
0130thus, R switch 109 -- it functions as an analog switch first. being concrete and when R switch 109 is operated, final controlling element 1091 moves -- operation The analog value according to the position of part 1091 is outputted. and -- when R switch 109 is pushed in completely, Dizzy evening Russian 1098 is linkage ---like -- ON state it becomes -- a digital value is outputted.
0131Drawing 17 -- it is an illustration figure showing the shift state of operation of R switch 109. Drawing 17 Figure showing state where (a) and R switch 119 are not operated by player It is a solution figure. Slide stick 1095 of a variable resistor mechanism is located most up. Drawing 17 (b) and a player are the illustration figures showing the state where R switch 119 was pushed. Slide stick 1095 is located in an intermediate part. Drawing 17 As for (c), a player is R Swi. It is an illustration figure showing the state where further depressed Tsuchi 109 and it pushed it in completely. Schley Do stick 1095 is located most below.
0132Drawing 18, It is an illustration figure showing digital switch 1098. Drawing 18 (a) It is a sectional view. It is constituted by digital switch 1098, elastic member 1098 a, electric conduction rubber 1098 b, electrodes 1098c and 1098d, and substrate 1098 e. To. Space is formed between elastic member 1098 a and substrate 1098 e. Space part Electric conduction rubber 1098 b adheres to the internal upper surface by the side of elastic member 1098 a. Space In the substrate 1098 e top of a part, and the position which counters electric conduction rubber 1098 b, it is electrode 1. 098c and 1098d adhere. Figure 18 (b) is the figure seen from the upper part. circular electric conduction rubber 1098 b adheres to circular * member 1098 a -- the lower part Electrodes 1098c and 1098d are arranged.
0133As mentioned above, when R switch 109 is pushed completely, it is a circle of final controlling element 1091. Tip 1* 91 b of cylinder part 1091 a is elastic member 1 of digital switch 1098. 098 a is depressed. electric conduction rubber 1098 Squid depression To be which transformed elastic member 1098 a, were depressed below, and adhered to * member 1098 a. electric conduction rubber 1098 b and electrodes 1098c and 1098d are contacted simultaneously, and electrodes 1098c and 1098d are short-circuited with them -- a digital output is set to ON. it sets in this example -- modification of raw member 1098 a -- a player -- a feeling of a click -- To Although obtained, it may be made to take out a feeling of a click using a baton switch etc. next, a figure -- refer to 19 -- (B Potain 104 is also the same mechanism) explaining the mechanism of the A button 103. A Potain 103 -- final controlling element 1031, elastic member 1032, analog primary detecting element 1033, electric conduction rubber 1034, electrode 1035a, 1035 b, and 1 it is constituted by 036 -- it adheres to substrate 11Q1 of controller 1. * Form space between sex member 1032 and substrate 1101. elastic member 103 of a space part the inside top of 2 sides -- analog primary detecting element 1033 and electric conduction rubber 1034 -- adherence -- To be. Electrodes 1035a and 1035b adhere to the position which counters substrate 1101 top of a space part, and electric conduction rubber 1034, and it is To oppose to analog primary detecting element 1033. Electrode 1036 adheres to Position. analog primary detecting element 1033 and electrode 103 6 forms a variable capacitor -- area which each counters or overlaps It responds and changes electric capacity. First, the A button 1 0 The mechanism as a digital switch of 3 is explained. play A -- final controlling element 1 0 3 interlocking, if 1 is depressed -- elastic member 1 0 3 2 depresses below. , -- To be . this time -- electric conduction rubber 1 0 3 4 is depressed below -- soon -- electrode 1 0 3 5a and 1 0 3 5 b is contacted simultaneously -- electrode 1 0 3 5a and 1 0 3 It is a short circuit about 5 b. it carries out -- a digital output is set to ON.
0134. state from which the digital output was set to ON (electric conduction rubber 1 0 3 4 electrode 1 0 3 5 a state which contacted Facial expression 1 0 3 5 b, and was short-circuited with it) from -- further -- A Potain 1 0 3 is depressed.
0135(Power is applied) Electric conduction rubber 1*3 4 is crushed, and it changes and is . analog primary detecting element 1. 0 33 parts and electrodes 1 0 3 6 overlaps. from this state -- further -- A Potain (power is applied) to depress and electric conduction rubber 1 0 3 4 further changes -- analog detection Part 1 0 3 3 and electrode 1 0 3 The area which 6 overlaps becomes large. Thus, he is A Potain 1 further from the state where the digital output was set to ON. 0 3 is depressed. (power it adds) Things, analog primary detecting element 1 0 3 3 and electrode 1 0 3 Countering The area of 6 as for It was, overlap area becomes gradually large -- it -- intermediary electric capacity changes The analog value according to A Potain's amount of operations is outputted.
0136an R switch 1 like the above-mentioned explanation 0 9 (5 [ L switch 1 1 ] is the same) and A Botha A 1 0 3 (4 [ The B button 1 0 ] is the same) -- Together -- opportunity as a digital switch Although it has ability and a function as an analog switch Mechanisms differ mutually. R switch 1 0 9 (5 [ L switch 1 1 ] is the same) -- first -- as an analog switch -- function It carries out and functions as a digital switch at the time of the maximum depression. on the other hand -- A Potain 1 0 3 (4 [ B Potain 1 0 ] is the same) -- it functions as a digital switch first -- it is [ as if ] alike and pushes To (power is applied) It functions as an analog switch by things. The A button 1 0 As the utilizing method of the game of 3 (4 [ The B button 1 0 ] is the same), Function as Dizzy evening Le Switch (setting for example, in one Satsu power game) pushing a button it adds for shooting at the time of It was -- power of pushing a button by detecting the power which depresses the digital Potan with an analog switch (namely, the degree of excitement of a player) it detects -- it can consider that you make it reflected in a game.
0137Drawing 2 It is a block diagram of 0 and the game machine system of this example. Controller
01381, an above-mentioned passage, A Potain 1 0 3 and the B button 1 0 4 and X Potain 1 0 5, Y Botha A 106, subanalog joystick 108, R switch 109, the Z button 111, main analog joystick 112, cross button 114, and L Suzu it has Chi 115 and start button 116 -- further -- inside, Controller time It has way 120, vibrating motor 117, and rocking sensor 118. The A button 103, B Vo' tongue 104, R switch 109, and L switch 115 are digital outputs. It has an analog output.
0139the command from controller circuit 120 and main part 2 of a game machine is followed -- all -- the output of an input means and rocking sensor 118 to a figure -- operation day mentioned below with reference to 21 the evening is generated -- an ON signal and a brake signal are outputted to a vibrating motor again. responding to the command outputted to vibrating motor 117 from main part 2 of a game machine -- Cong fatty tuna -- an ON signal and a brake signal are given from 1 La circuit 120. While an ON signal is inputted from one oscillating A evening 117 and controller circuit 120, it rotates continuously, and rotation will be stopped if a Onion signal is no longer outputted. Vibration [ in / here / this example ] Since Moh evening 117 and small weight are attached to the inside of a motor, an ON signal Even after no longer being outputted, it rotates according to inertia for a while. (vibration) It continues. On the other hand, since a motor is suspended compulsorily the time of a brake signal being outputted from Control 1 La circuit 120, it rotates immediately. (vibration) It stops. Thus, vibrating motor 117 in this example, the stop without a brake, and the stop with a brake are used properly. This . which acquires the more suitable oscillating effect in Age 1 Beam by To is made. Cape for transmitting and receiving data between controller 1 and main part 2 of a game machine It has cable connector 130 which connects Le.
0140It is Provision about main part 2 of a game machine, and centralized processing unit (it is called "CPU" for short below) 21. It obtains. Coprocessor 22 is connected to CPU21. Coprocessor 22 and path Image-processing circuit 22 b for generating control circuit 22 a and image data, and sound data Sound processing circuit 22c for generating and controller control circuit 22 d are included. Bus system Circuit 22 a gives data between CPU 21 and peripheral circuits (main memory 24, image-processing circuit 22 b, sound processing circuit 22 c, conte mouth 1 La control circuit 22 d, etc.). A bus is controlled in order to take and carry out. Image-processing circuit 22 b and coordinate conversion of a polygon Light source processing etc. are rasterized to the picture which should display a deed and polygon data, and main Memory 2 It changes into a data format memorizable to the frame memory in four. conte low La control circuit 2 Serial in one or more controllers to 2 and operation data it receives -- and a command is transmitted to a controller.
0141Coprocessor 2 In 2, it is C P U 2. Besides 1, it is disk drive 2. 3, main memo Li 2 4 and starting R OM 2 5 and AV encoding circuit 2 6 and controller connector 2 8 is connected. AV encoding circuit 2 In 6, it is AV connector 2. 7 connects. It is carried out.
0142Disk drive 2 3, for example, D V D, C D - R OM, or magnetic Di It is a device which reads the data in acceptance and a medium for media, such as A screen. it was read One De evening and bus control circuit 2 2 a is passed -- main memory 2 It is transmitted to 4. It may have composition which uses the car smallness ridge which uses semiconductor memory. In this case A cartridge connector is provided instead of disk drive 23.
0143main memory 2 for 4 and image display -- a display -- a list -- image data etc. are memorized Image data storage area of a sake, The sound data storage area for memorizing sound data, and Age 1 The program store field and image-processing circuit 2 for memorizing a Muro gram It changes into the display image data for displaying on a screen the image data which 2 b created, and is To memorize. The frame buffer area of a To sake is included. Disk drive 2 It was read from 3. To data, an image data storage area, a sound data storage area, or a program store field It memorizes and is C P U 2. It is read by 1 and predetermined processing is performed. Starting R OM 2 When the electric power switch of main part 2 of a game machine is pushed on 5, it is C P U 2. 1 is the beginning. The boot program to run is memorized.
0144AV encoding circuit 2 6 and image-processing circuit 2 Image data and Sound processing from 2 b It is Convert about one sound De evening from Logic circuit 22 c to the signal in which an output is possible to television receiver 3. It is Circuit. AV connector 2 7, A V Kay linked to television receiver 3 It is a connector for connecting a bull. Controller connector 2 It is a connector for connecting the cable linked to 7 and a conte mouth - La.
0145Next, rough operation of the game machine system of this example is explained. First, pre It is disk drive 2 about Jyaka game disk 4. It sets to 3. And power supply A Izzi (not shown) When pushed, it is C P U 2. 1 and ROM 2 for starting 5 memorizes. A ing boot program is run. When it states concretely, they are CPU21 and a starting pro. A starting screen is displayed according to a gram. And bus control circuit 2 of coprocessor 22 It comes out of the reading command of game disk 4 to disk drive 23 via 2 a. Power is carried out. Disk drive 23 and a command are followed and it is De 1 from game disk 4. The evening is outputted to reading and bus control circuit 22 a. Bus control circuit 22 a, reading appearance The data carried out is written in the predetermined field of main memory 24. if -- game Disk 4 is not inserted -- disk drive 23 -- data of game disk 4 the data in starting ROM is used the case where it cannot read -- for example, the character of "please carry out * ON of the Deisk" is displayed.
0146It is read from CPU21 and game disk 4, writes to main memory 24, and is Included. One The de evening (one plog Ramde evening, poly Gonde 1 Tha, texture data, etc.) Based It comes and starts game processing. it sets to game processing -- CPU21 and necessity are accepted -- a command is outputted to conte mouth 1 La circuit 120 of controller 1. Command, Two or more kinds are prepared. for example, operation data request command, oscillating ON -- commun It is a Vibration brake command. Cong of these commands and coprocessor 22 Troller control circuit 22 d, controller connector 28, a cable, and cape It is outputted to controller circuit 120 via Connector 130.
0147CPU21, conte □ -- When the operation data of La 1 is required, it is an operation data request. A command is outputted. controller circuit 120 and an one operation De evening demand command -- Acceptance being based on the output from Keep it., an input means, and rocking sensor 118 -- a figure -- referring to 21 The operation data mentioned below is generated and it outputs to cable connector 130. CPU21, a cable, controller connector 28, and bus control circuit 22 a are passed -- operation De 1 Tha is received and a program is run.
0148coming out of an oscillating on-command, when CPU 21 and vibrating motor 117 want to vibrate power is carried out -- an oscillating brake command is outputted to suspend vibration compulsorily. controller circuit 120 and the command of these are received -- it is ON to vibrating motor 117 A signal or a brake signal is outputted.
0149Picture creation to which CPU 21 outputs image-processing circuit 22 b based on a program A game picture is created in response to a command. Sound processing circuit 22 c, sound creation Co Game sound is created in response to Mende. these one game picture De evenings and game sound data and AV encoding circuit 26 -- a video signal and audio signal it is changed -- it is outputted to television receiver 3 via AV connector 27. in addition -- the concrete contents of a game -- a figure -- with reference to Drawing 46, it mentions below from 22.
0150Drawing 21, Former of the operation data generated by conte mouth 1 La circuit 120 It is Tut. Drawing 21 -- setting "START", "upsilon", "chi", "beta", "alpha" "; Lj, "R", and "Z", Respectively, they are start button 116, Y Potain 106, X Potain 105, and the B button 104 (digital), The A button 103 (digital), L switch 115 (digital), R switch 109 (digital), and Z Potain's 111 digital output (it is a data area of 0 or 1 power .) ". SHOCKj is a data area of the output (the shock more than fixed is "time of Oh "1", and when there is nothing 0J) of rocking sensor 118. "Ma i n An a l og X" and "Ma i n An a l og Y" -- the direction of X of main analog joystick 112, and the direction of Y It is a data area of an analog output. "Sub An a l og X" and "S u b Ana l og Y" -- the direction of X of subanalog joystick 108 -- It is a data area of the analog output of the direction of Facial expression Y. "-- L An a -- one -- o gj -- "-- R An a -- one -- o g -- " -- "-- A An a -- one -- Facial -- g -- " -- and -- -- "-- B Ana l og --] Respectively, they are L switch 115 (analog), R switch 109 (analog), and the A button 103 (Anyalog). And B Potain 104 (analog) It is a data area of an analog output value, and is Ah. To.
0151Operation data is three kinds of formers by setup, although it is always data of 8 motorcycle ♪. Tut (figure 21 (a) (b) (c)) It is selectable. They are main analog joystick 112 and a substitute as controller 1 of this example, and an analog switch. Analog joystick 108, the A button 103, the B button 104, and R Suzu Although it has Chi 109 and L switch 115, It is not among three kinds of formats. Is Re chosen? It is quantity to which switch among the analog switches of these. It is changed whether it is and sets up resolution.
0152Drawing 21 In the format shown in (a), 8 bits of the direction of X and the direction of Y are each assigned to main analog joystick 112 and subanalog joystick 108. A Potain 103, the B button 104, and R switch 109 -- It calls and 4 bits is assigned to L switch 115. Main analog Joiste It is necessity about resolution high to Itsuku 112 and subanalog joystick 108. It is the format chosen when carrying out.
0153Drawing 21 By the format shown in (b), it is main analog joystick 11. Two the directions of X, the directions of Y, L switches 115, and (analog) R switches 109 (Anyalog) 8 bits is assigned, respectively. Subanalog joystick 1 08 A direction, the direction of Y, and the A button 103 (analog) And 4 bits is assigned to the B button 104 (Anyalog). Main analog joystick 112 and L switch 115 (analog) And R switch 109 (analog) High decomposition It is the format chosen when you need ability.
0154Drawing 21 By the format shown in (c), it is main analog joystick 11. The direction of X of 2, the direction of Y, and the A button 103 (analog) And the B button 104 (announcer log) 8 bits is assigned, respectively. Subanalog joystick 10 4 bits is assigned to the direction of X, the direction of Y, L switch 115, and (analog) R switch 109 (Anyalog) of 8. Main analog joystick 112 and the A button 103 (analog) And the B button 104 (analog) High resolution It is the format chosen when you need.
0155Drawing 21 (a) and Drawing 21 (b) and a figure -- 21 Formats of one either of the (c) Toka It is chosen according to the contents of a game. every main part 2 of a game machine, and format -- different -- An one operation De evening demand command is outputted. controller circuit 120 and operation day the kind of evening demand command is embraced -- Drawing 21 (a) and Drawing 21 (b) and a figure -- 21 Operation data is created in format [ which ] among (c).
0156Drawing 22 to a figure -- refer to 29 -- it is explanation about the racing game which is one example of this invention It carries out. If it sets to Lace G 1 Beam of this example, a player is May of controller 1. Nana log joy stick 112 is operated and the direction of a self-opportunity machine is controlled, R switch 109 (analog) is operated and acceleration control of a self-opportunity machine (accelerator control) is carried out -- the time of R switch 109 (digital) being set to ON It is bigger than usual. Acceleration (turbo) which is what controls or carries out brake control (turbo control or brake control has an arbitrarily selectable player). A Potain 103 (digital) When set to ON, turn to the enemy machine which a computer operates. discharge control of a machine gun is carried out -- time of the B button 104 (digital) being set to ON To -- discharge control of a pistol is carried out.
0157Drawing 22 to a figure -- account Moth is carried out at 29 and game disk 4 -- disk drive 23 therefore, it is read -- it is a flow chart of the program run by CPU. Drawing 22, It is Mainle 1 Ching's Flo 1 chart. A game is started. (game disk 4 is inserted in Disc live 23, and the power supply of main part 2 of a game machine is switched on) Digital button which will be first mentioned below with reference to Drawing 23 in step S 1501 if it carries out A definition processing sable 1 Ching is performed. Step S The start processing subroutine mentioned below with reference to Drawing 24 in step S 1502 after 1501 performs. It is carried out. Step S After 1502, it is a self-opportunity machine in step S 1503. Initialization processing of coordinates, speed, a direction of movement, etc. is performed.
0158it sets to the step S 1503 back and step S 1504 -- Operation of controller 1 Work data is read. Format specifically mentioned above with reference to Drawing 21 Data is created by controller circuit 120, cable connector 130, Ke 1 pull 5, controller connector 28, and coprocessor 22 are passed, and it is CPU 2. It is read by 1. In this example, Four pines of (b) in Drawing 21 is used.
0159After referring to Drawing 25 in the step S 1504 back and step S 1505 The speed change processing subroutine which carries out Description is performed. Step S The 1505 back and Step In A S 1506, processing which determines the direction of movement of a self-opportunity machine is performed. Based on operation information on concrete and main analog joystick 112 (figure it can set to 21 value of "Ma i n Ana l og X" and "Ma i n Ana l o Yj), change processing of the direction of movement of a self-opportunity machine is performed.
0160it sets to the step S 1506 back and step S 1507 -- seat * change processing -- To be done. Being concrete, and step S 1505, self-opportunity Ma determined in S 1506 It is based on Singh's speed, direction of movement, and last coordinates, and is change processing of the coordinates of a self-opportunity machine. It is carried out. Step S After 1507 and in step S 1508, it is about Drawing 26. It is referred to and collision processing mentioned below is performed. Step S 1 5 0 8 back and step S 1 5 0 In 9, it is Drawing 2. Attack processing mentioned below with reference to 7 is performed. step S 1 5 0 9 back and step S 1 5 it sets to 1.0 -- other processings are performed. concrete To -- move processing of an enemy machine, Attack * processing, image processing, speech processing, etc. are performed. step S 1 5 1 0 back and step S 1 5 1 it sets to 1 -- did it become game Over? it is judged whether it is no -- in being game Over, it ends a game. With game Over When it is judged that there is nothing, it is step S 1. 5 0 It returns to 4 and repeats game processing. Drawing 2 3 is Drawing 2. Step S 1 of the main routine of 2 5 0 The Dizzy evening Le in 1 It is a flow chart of the Potain definition processing. when this Dizzy evening report tongue definition processing smell is set to ON, it defines the processing performed to when "Rj of 1 becomes "1" a figure -- 2. The and R switch 1 0 9 (digital) it sets in this example -- evening 1 Vo there are two choices, processing and brake processing, -- a player -- either -- arbitrary -- Selection (it may be made to choose from the choice more than 3 and One) in which Selection is possible. Evening 1 Vo processing and brake processing is also R switch 10. 9 (analog) Accelerator system defined Please (figure 2 5 steps S 1 8 0 6 and S 1 8 07 and S 1 8 0 8) By the related processing Since it is, R switch 1 0 It becomes possible to perform a plurality of operations related only by operation of 9 (accelerator , a turbo or an accelerator, and a brake) with one switch. R switch 1 0 9 (digital) This which gives a definition so that a setup of a player is possible It can be operated easily or interest can be increased.
0161step S 1 [ first, ] 6 0 it sets to 1 -- a player -- turbo processing or Bree processing or the input process which chooses either is performed. step S 1 6 0 1 back and Step S1 6 0 2 and S 1 6 0 it sets to 4 -- a player chooses turbo processing It was -- or -- choosing brake processing -- being mere -- it is judged. Step S 1 6 0 It smells two. When it is judged that The and evening 1 Vo processing were chosen, it is step S 1. 6 0 In 3, R switch 1 0 9 (digital) a definition field -- the program of evening 1 Vo processing -- memory -- The digital Potan definition processing after the Was done address was memorized is ended. step S 1 6 0 it sets to 4 -- if it is judged that brake processing was chosen -- step S 1 6 0 In 5 R switch 1 0 9 (digital) Digital button after Address with which blurred to the definition field and the program of - processing was remembered to be was memorized Definition processing is ended.
0162Start place [ in / in Drawing 24 / step S 1502 of the main routine of Drawing 22 ] It is a flow chart of Reason. If it sets to this A evening 1 A processing, it is the A evening about a racing game. -- Production processing at the time of carrying out A is performed. first, it sets to step S 1701 -- Startbo or not [ that tongue 116 was pushed ] (figure "START" of 21 do "1". or not?) Judgment It is carried out. While A evening 1 ♪ Potain 116 is not pushed, it is Repeat about processing of step S 1701. To return. If it is judged that start button 116 was pushed, progress and engine ignition display processing will be performed to step S 1702. Specifically, it is an engine of a self-opportunity machine. Processing which displays the picture to light is performed. Step S After 1702, step
0163it sets to 51703 -- signal which turns on vibrating motor 117 (with no brake) Generating It is carried out. brake [ signal / of vibrating motor 117 / ON ] in step S 1703 vibration when an engine starts by considering it as the signal of To -- more -- realistic -- re--- It is possible to carry out present. Step S The 1703 back and start processing are ended. Speed change place [ in / in Drawing 25 / step S 1505 of Mainle 1 Ching of Drawing 22 ] It is Off mouth 1 Chia 1 ♪ of Reason. If it sets to this speed change processing, it is R switch 109. Processing which changes the speed of a self-opportunity machine based on operation information is performed. first, it sets to step S 1801 -- R switch 109 (digital) -- ON or not (figure "R" of 21 "1") It is judged. When it is judged that it is ON, it is Step S1. In 802 and S 1804, R switch 109 (digital) Definition field the memory content should be referred to -- the case where turbo processing is set up -- step S 18 in 03 -- a figure -- step after evening 1 Vo processing mentioned below with reference to 28 was performed
0164It progresses to 51809. When blur 1 processing is set up, after brake processing mentioned below with reference to Drawing 29 is performed, it progresses to step S 1809 in step S 1805.
0165it sets to step S 1801 -- R switch 109 (digital) ON -- Then. If judged as There it progresses to step S 1806 -- R switch 109 (analog) or not [ that there is an output ] (is "R Ana 1 og" of Drawing 21 one or more?) judgment -- To be. if it is judged that there is an output, it will set to step S 1807 -- R switch 1 09 (analog) Output value (figure 21 values of "R Anal og") constant a -- credit Step S 1 after the beam value was set up as acceleration 8 It progresses to 09. Constant a is suitably set up in consideration of the balance of a game. step S 1 8 0 it sets to 6 -- R switch 1 0 9 (analog) if it is judged that there is no output -- step S 1 8 0 it sets to 8 -- step S 1 after acceleration was set as 0 8 0 It progresses to 9. Step
01665 1 8 0 it sets to 9 -- being based on the acceleration and the last speed which were set up -- self-opportunity machine Speed is computed.
0167Drawing 2 6 is Drawing 2. Step S 1 of Mainle 1 Ching of 2 5 0 Collision processing in 8 It is a flow chart. If it sets to this collision processing, self-opportunity machines are an enemy machine and an obstacle. When it is judged whether it collided with the thing and it collides, production processing of a collision is performed. step S 1 [ first, ] 9 0 it sets to 1 -- the self-opportunity machine collided with the enemy machine or the obstacle or not -- it is judged. The coordinates of being concrete and a self-opportunity machine, and seat of an enemy machine or an obstacle It is carried out by comparing the mark. Collision processing is ended when it is judged that it has not collided. When having collided is judged, it is step S 1. 9 0 In 2 The picture which shows the situation of a collision is displayed. Step S 1 9 0 2 back and step S 1 9 0 It is judged in 3 whether it is a large collision. By the speed in which a large collision is high here The thing at the time of colliding from the front is said the case where it collides with an enemy machine or an obstacle. large Collision if it is judged that it is Rush -- step S 1 9 0 it sets to 4 -- ON of a vibrating motor Signal (with no brake) It is generated. Step S 1 9 0 Trust which occurs in 4 This which makes an item a signal without a brake Vibration when the energy of a collision is large Motion is reproduced with reality. Step S 1 9 0 4 back and collision processing are ended. Step S 1 9 0 When it is judged that it is not a large collision in 3, it is step S 1. 9
01680 it sets to 5 -- ON signal of a vibrating motor (those with a brake) It is generated. Step
01695 1 9 0 By making into a signal with a brake the signal which occurs in 5, vibration when the energy of a collision is small is reproduced with reality. Step S 1 9 0 The signal which occurs in 5 is step S 1. It is a signal which occurs in 9*4. Vibration mode evening 1 1 It may be made a signal whose amount of vibration of 7 decreases. Step S
01701 9 0 5 back and collision processing are ended.
0171Drawing 2 7 is Drawing 2. Step S 1 of the main routine of 2 5 0 Attack * processing in 9 It is a flow chart. Also in this attack processing, it faces to an enemy machine, and he is Masinga. Processing which discharges Bistole is performed. step S 2 3 [ first, ] -- or not [ power (digital) S having been pushed ] 0 0 it sets to 1 -- the A button 1 0 (a figure -- "1" and un- power are judged for "A" of 2 1.) A Potain 1 0 3 (digital) if it is judged that it was pushed -- step S 2 0 0 Zen statue which shows signs that a machine gun is fired, in 2 -- a display -- To be. step S 2 0 0 After 2 and step S 2 0 0 it sets to 3 -- Wow of a vibrating motor A signal (with no brake) It is generated. Step S 2 0 0 It is generated in 3. Collision when a machine gun is fired by making a signal into a signal without a brake Shock is reproduced with reality. Step S 2 0 0 After 3 and step S 2 0 0 It progresses to 7. step S 2 0 0 it sets to 1 -- A Potain 1 0 3 (digital) should be pushed. if it is and things are judged -- step S 2 In 0*4 The B button 1 0 4 (daisy Tal) or not [ having Stamping(ed) ] (figure 2 "B" of 1 "1") It is judged. B points Tongue 1 0 4 (digital) Judgment of not being pushed will end attack processing. B Potain 1 0 4 (digital) if having been pushed is judged -- Step S2 0 0 it sets to 5 -- the picture which shows signs that a pistol is fired is displayed. Step S 20 0 After 5 and step S 2 0 0 In 6, it is an ON signal (those with a The rake) of the oscillating Moh evening. It is generated. Step S 2 0 0 By blurring and making into a signal with - the signal which occurs in 6, a shock when Bistol is discharged is with reality. It reappears. step S 2 0 0 the signal which occurs in 6 -- step S 2 0 0 the signal which occurs in 3 -- one oscillating A evening 1 1 the amount of vibration of 7 decreases -- as -- being It may be made a signal. Step S 2 0 0 6 back and step S 2 0 0 It progresses to 7. step S 2 0 0 it sets to 7 -- a machine gun or a pistol hits an enemy machine A power judgment of whether it is It was is made. When it is judged that the mark is not hit, it is To finish about attack processing. To. It is step S 2 the case where it is judged that the mark was hit. 0 0 In 8, it is hit processing. (processing which inflicts a damage on enemy Ma Singh) The Attack * processing after being carried out is ended.
0172figure .2 8 -- a figure -- 2 Step S 1 of *g change processing of 5 8 0 Evening 1 Vo processing in 3 It is a flow chart. Step S 2 1 0 In 1, it is 3. 0 0 X a is acceleration. It is set up by carrying out and evening 1 Vo processing is ended. R switch 1 0 9 (analog) The maximum appearance A power value is 2. 5 Since it is 5, it is R switch 1. 0 9 (analog) Bigger acceleration than the case (2 5 5) where the maximum quantity depression is carried out will be set up. Step S 2 1 In 01, 255 x a is set up as acceleration : R switch 109 (daisy Tal) It is R switch when set to ON. (analog) Addition equivalent to a maximum output value Speed may be made to be set up. By carrying out like this, it is an analog switch. When an output has an error, the output to the maximum operation can be made into a steady value. Brake processing [ in / in Drawing 29 / step S 1805 of speed change processing of Drawing 25 ] It is a flow chart. in step S 2201 -- 1 50Xa -- acceleration As -- it is set up -- brake processing is ended.
0173next, Drawing 30 to a figure -- refer to 32 -- boxing which is other examples of this invention A game is explained. the boxing game of this example and a player operate main analog joystick 112 of controller 1 -- player Poxa (boxer which play A operates) move control is carried out -- operating R switch 109 and coming out of the right punch To. R switch 109 (analog) before it issues the right punch when R switch 109 (digital) is set to ON, but R switch 109 (digital) is set to ON a state is embraced -- (jab -- or straight) to which the kind of punch is changed. Switch 115 (digital) It is the left punch as well as [ also when set to ON ] the right punch. Processing to issue is carried out.
0174Drawing 30 to figure With 32 and Flo 1 chart of the program run by CFU21 It is. Drawing 30 is a flow chart of a main routine. if a game is started, it will set to step S 2301 first -- initialization processing is performed. For example, processing of setting 1 to variable n is performed. After variable n refers to Drawing 31 by This; It is a variable used in the attack processing which carries out Description. the step S 2301 back and Step it sets to A S 2302 -- the operation data of controller 1 is read. concrete To -- the same processing as step S 1504 of the above-mentioned example is performed. in addition -- this -- In an example, the format of (b) in Drawing 21 is used.
0175it sets to the step S 2302 back and step S 2303 -- a player boxer's Movement processing is performed. operation of concrete and main analog joystick 112 Information (a figure -- the value of "Ma i n Ana l og X" and "Ma i n An a l og Y" in 21) It is based and move processing of player Poxa is performed. Even if It is if the value of The and Ma i n Ana l og X is plus, It responds to the value and is pre Iyapo. It is if Kusa is moved rightward and the value of Ma i n Ana l o X is minus, It is if player Poxa is moved leftward according to the value and the value of Ma i n Ana l o g Y is plus, according to the value, player Poxa is moved forward, and the value of Ma i n Ana l og Y is minus -- responding to the value -- a player boxer -- back -- It is made to move to a direction.
0176in Step S'2303 back and step S 2304 -- Drawing 31 and a figure -- attack processing mentioned below with reference to 32 is performed. it sets to the step S 2304 back and step S 2305 -- other processings are performed. Being concrete and move place of enemy Pokza, Attack * processing, . and image processing, speech processing, etc. are performed.
0177it sets to the step S 2305 back and step S 2306 -- game Over and Summer it is judged whether it is It was -- in being game Over, it ends a game. game Over it is not -- returning to step S 2302 and winding game processing, when judged It returns.
0178Pre Iyapo [ in / in Drawing 31 / step S 2304 of the main routine of Drawing 30 ] It is a flow chart of attack processing of Kusa. it sets to this attack processing -- processing which changes the kind of On the basis of punch into operation data of R switch 1 09 (a figure -- "R" shown in 21 and "R An a 1 o gj) is performed. Attack processing It sets, Variable n, R Switch 109 (digital) Variable incremented for every frame during the OFF It is. Operating condition of 109 in every frame R switch (a full-press state and a half-press state) or an opened condition -- P. It is an index variable for memorizing to (n). (it synchronizes with a frame of television in an example of the example of this real Application, and others -- data of Cong Troller 1 is received for every frame.) However, receiving Timing of controller data Tongue and a programmer may set up arbitrarily. In that case, whenever one De evening of a controller is received, the increment of the variable n is carried out.
0179It is Indices in order to investigate the operating condition of variable t and past R switch 109. It is a variable for reducing a A variable. Constant T, Predetermined period (for example, more than ten Off Rehm period) It is a natural number to express. taking game balance into consideration -- a suitable value -- a setup -- . It takes.
0180first, it sets to step S 2401 -- the state of R switch 109 is detected -- memory Processing to carry out is performed. It explains concretely using Drawing 32. first, step 250 it sets to 1 -- R switch 109 (digital) It is judged whether it is ON (R switch 109, all the Push it carries out namely, state which pushed in R switch 109 completely). R switch 109 (digital) if it is ON, it will set to step S 2502 -- variable P (n) is set to 0 -- it progresses to step S 2402. It smells step S 2501. The and switch 109 (digital) If it is OFF, it will progress to step S 2503. it sets to step S 2503 -- R switch 109 (analog) (specifically, 0 or un- is judged for the value of "R Ana 1 og" shown in Drawing 21) it is judged to be whether an output value is 0. R switch 109 (analog) an output value is not 0 -- if it (R A Izzi 109 half-presses) becomes, it will set to step S 2504 -- variable P (n) is set to 1 -- it progresses to step S 2402. it sets to step S 2503 -- R switch 109 (analog) if an output value becomes zero (R switch 109 opens), it will set to step S 2505 -- ? variable (n) is set to 2 -- it progresses to step S 2402.
0181it sets to step S 2402 -- variable P (n) it is judged whether it is =0 (R switch 109 presses fully) -- variable P (n) if it becomes -0, it will progress to step S 2403 -- variable t is set to 0. Step S It is judged in the 2403 back and step S 2404 whether n_t is smaller than one, and it is n. -- If it is not t < 1, it is step S 24. It progresses to 05. Step S In 2405, it is judged whether it is P = (n- t) 2.
0182If it is not (that is, it is judged only the t frame from the present whether the operating condition of pre- R switch 109 is letter of opening voice), and P (n- t) = 2, it will progress to Step 2406. in step S 2406 -- t =T (predetermined period) or not -- it is judged -- Steps if it is not t=T, after progressing to Step 2407 and incrementing t It returns to A 2404.
0183in step S 2404 -- n -- if it becomes t <1, it will progress to step S 2408 -- suppose that a punch is not struck -- it progresses to step S 2411. It is bread this processing and last time. A period after striking Chi until R switch 109 is pressed fully this time is fewer than T. The time of cutting, it is carried out in order to prevent being unable to perform exact punch operation. this operation although the example was prevented from striking a punch for a predetermined period . punch operation -- anime 1 Shot table the case where it carries out, the following punch cannot be struck until an animation display finishes -- as -- It may carry out.
0184step S 2 4 0 if it becomes P (n - t) = 2 in 5 -- Step 2 4 0 9 -- Advance seeing -- C PU 2 1, it is creation about the image data to which a player boxer strikes a straight punch the command to carry out -- coprocessor 2 it outputs to 2 -- step S 2 4 1 It progresses to 1. Are concrete. When it explains, a player is R switch 1. 0 Before pressing 9 fully, the period when R switch was opened wide is within T frame period. namely, R switch 1 0 9 -- letter of opening it changed into the full-press state from voice -- if it becomes, player Poxa will strike a straight punch. step S 2 4 0 if it t =T comes to set to 6 -- Step 2 4 1 progressing to 0 -- C P U 2 the command which creates picture De 1 Tha to which 1 and a player boxer strike jab -- coprocessor Sesa 2 it outputs to 2 -- Step 2 4 1 It progresses to 1. When it explains concretely, a player is R switch 1. 0 Before pressing 9 fully, R switch is opened wide within T frame period. There is no period which was, That is, it is R switch 1 during the T frame. 0 9 was changed into the half-press state. ( namely, R switch 1 0 9 changed into the full-press state from the half-press state) Sometimes, player Poxa strikes jab. step S 2 4 1 it sets to 1 -- 0 and variable n are reset for variable t to 1 -- Step 2 3 0 It progresses to 5.
0185step S 2 4 0 it sets to 2 -- ? variable (n) = if it is not 0 (R switch 1 0 9 press fully), it is step S 2. 4 1 It progresses to 2. step S 2 4 1 it sets to 2 -- variable n is incremented one time -- step S 2 3 0 It progresses to 5. Therefore, R switch 1 0 It is R switch 1 until 9 is pressed fully. 0 Nine operating conditions (are they full press, half press, or opening?) Memorizing data is continued.
0186as mentioned above, Drawing 3 0* figure 3 if the game shown in 2 is performed -- for example a player -- R switch 1 0 it presses fully, after half-pressing 9 for a while -- after that and R switch to finger it removes and opens R switch wide -- quick -- R switch 1 0 When 9 is pressed fully, it becomes Attack * processing in which a straight is struck, after It was which strikes jab. according to this example -- one it is based on operation of switch (R switch 1 0 9) -- carrying out a plurality of control Since it is possible, complicated control can be carried out by simple operation.
0187a left attack and L switch 1 1 5 is used -- control is possible like right Attack * It is ability.
0188next, Drawing 3 3 to a figure -- 3 refer to 5 -- the fighting game of other examples of this invention -- opinion Ming is carried out. Grapple Age 1 of this example If it sets, a player is May of controller 1. Nana log joy stick 1 1 2 is operated and it is a grapple house character. (it abbreviates to "play Character" below) Movement is controlled, R switch 1 0 Control which operates 9 (analog) and takes out work is carried out. enemy grapple house C which a computer controls in the work which took out when it hits Lacta, a damage is done to an enemy grapple house character -- enemy grapple house the appearance of the Charak evening -- the case where work hits a player character in the bottom -- player character A damage is done to Cuthah. And the direction which the damage beyond a steady value accumulated is defeat. It is a game [ like ].
0189Drawing 3 It is a flow chart of 3 and a main routine. if Age 1 M is started -- first -- step S 2 6 0 it sets to 1 -- initialization processing is performed. Being concrete and processing which sets variable t to 0 and sets variable n to 1 are performed. here -- variable t and variable n -- a figure -- 3 It is a variable used in the work processing mentioned below with reference to 4. step S 2 6 0 1 back and step S 2 6 0 it sets to 2 -- the operation data of a controller reads -- Processing is performed. Step S 2 6 0 2 back and step S 2 6 0 In 3, it is Drawing 3. Work processing mentioned below with reference to 4 is performed.
0190Step S 2 6 0 Processing of 3 back and others is performed. being concrete and enemy grapple house the work which the Charak evening takes out is determined -- the appearance of an enemy grapple house character -- the bottom -- work -- player Character the case where it was judged whether it hit in the evening and it hits -- Da of a player character A mage is calculated. Image processing, speech processing, etc. are performed. step S 2 6 0 4 back and Step S2 6 0 it sets to 5 -- it is judged whether it is game Over -- Gaea A game is ended when it is judged that it is Muover. If it is not game Over When judged, it is Step S2. 6 0 Return and game processing are repeated to 2.
0191Drawing 3 4 is Drawing 3. Step S 2 of Mainle 1 Ching of 3 6 0 Off of the work processing in 3 It is mouth 1 chart. it sets to this work processing -- R switch 1 0 Operating condition of 9 (all the aggressiveness states, a half-press state, or an opened condition) it detects -- the history of an operating condition is memorized -- processing which determines work according to a history is performed. it sets to work processing -- variable t and R switch 1 0 It is a variable for measuring (the state of the period which the state of full press continues, and half press period which the state of the period to continue or opening continues) during the period when the state of 9 does not change. Variable n and R switch 1 0 It is P about the history of the operating condition of 9. In order to memorize to (n) It is an index variable. Constant T is a predetermined period (for example, about ten-frame period). It is the number of front liking Natural. A suitable value is set up in consideration of Age 1 Balance.
0192step S 2 [ first, ] 7 0 it sets to 1 -- the figure in the above-mentioned example -- 3 The same R switch state detection processing as 2 is performed. By this processing, it is R switch 1. 0 Nine operations A state is detected. Step S 2 7 0 1 back and step S 2 7 0 In 2, it is P. (n) = it is judged whether it is P (n -- 1). Namely, the present operating condition of R switch 1 9 0 The operating condition (P (n)) of 9, and the last R switch 1 0 (it is judged whether P (n-1) is the same.) if it is judged that it is not the same -- step S 2 7 0 3 -- Advance it sees -- variable t is reset by 0. step S 2 7 0 3 back and step S 2 7 0 it sets to 4 -- processing which increments variable n is carried out. Step S 2 7 0 4 back and step S 2 7 0 It progresses to 8.
0193operating condition of step S 2 9 7 0 it sets to 2 -- the present R switch 1 0 Operating condition of 9 (P (n)), and the last R switch 1 0 ( by which P (gamma* -- 1) is judged to be the same) Step S 2 7 0 Progress and processing which increments t are carried out to 5. In Steps 6, it is t >T ( power S judgment of whether it is predetermined period > is done.). A S 2 7 0 After 5 and step S 2 7 0 Namely, definite period of time (tau) R switch 1 in between 0 To 9 operating conditions It is judged whether it is changeless. t> When it is judged that it is not T, it is step S 2. 7 0 It progresses to 8. t >T When it is judged that it is, it is step S 2. 7 0 Reset of progress and the variable n is carried out 1 7. That is, Reset of the index of an operation history is carried out 1. Step S 2 7 0 7 back and Step S.2 7 0 It progresses to 8.
0194Step S 2 7 0 In 8, it is Drawing 3. A work pattern table as shown in 5 It is referred to. In a work pattern table, they are a work number, an operation history pattern, offensive strength, and work. The data of a picture is memorized. They are a work number and a number given to the kind of work. Operation R switch 1 for a history pattern to take out work 0 The operation history of 9 is defined. for example, the turn of "full press" to "half press" -- R switch 1 0 If 9 is operated, work 1 will come out. the turn [ similarly ] "half press" to "full press" -- R switch 1 0 If 9 is operated, work 2 will come out. Being above and R switch 1 0 Nine states Variable n is reset when there is no fixed time (T) change. (an operation history is Li it is set) It is necessary to carry out the next operation between fixed time' (T) by that. which can also define three or four histories like work 3 or work 4 (it is also possible to define five or more histories ). a figure -- 3 Only four kinds of work are defined as 5. It is possible to define much work.
0195step S 2 7 0 it sets to 8 -- P which is the history which the player actually operated (1) *P The operation history pattern of a work pattern table is compared for (n). Step S 2 7 0 After 8 and step S 2 7 0 In 9, it is P. (1) *P (n) is a work pattern. It is judged whether it was in agreement with the operation history pattern of one work among tables. When it is judged that it is in agreement with neither of the operation history patterns of the work, it is The end about work processing. It completes. When it is judged that it was in agreement with the operation history pattern of one of work, it is step S 2. 7 1 It progresses, and it Skill to 0 and processing is performed to it. Being concrete and work image display (based on the work image data defined as the work pattern table) Taken-out hit seal of work A law and also damage processing (it is defined as a work pattern table it is based on the offensive strength data carried out) of an enemy grapple house character It is carried out. Step S2 7 1 0 back and step S 2 7 1 in 1, t is reset to 0 -- variable n is reset to 1. Step S 2 7 1 1 back and work processing are ended.
0196R switch 1 of this invention 0 The function and announcer mouth as 9 and a digital switch It has a function as Gussic. a digital switch -- a feeling of a click -- Accompany it is that which is obtained, and when it changes into a full-press state, a feeling of a click is felt -- a player -- letter of full press Voice can be recognized clearly. Namely, a player, an opened condition, a half-press state, and full press Distinguishing clearly can make 3 of a state state easy. In the conventional switch, the player was in 2 in being clearly distinguishable, an opened condition, or the state where it is pushing state. as opposed to it -- R switch 1 of this invention 0 since three states are clearly distinguishable in the game using 9, an operating condition has diversity -- it -- Depending on -- the various game effects can be given. this example -- like -- Operation when it seems that processing is changed according to a history, diversity arises about the combination of an operation history -- the interest of a game can be increased.
0197next, Drawing 3 6 to a figure -- 4 refer to 2 -- it is explanation about the gun game of other examples of this invention It carries out. it sets to gun Age 1 Beam of this example -- a player -- Maine of controller 1 Narr joy stick 1 1 Transfer of the player character which operates 2 and possesses a gun Motion is controlled -- R switch 1 0 Control which operates 9 and fires a gun is carried out. Here, it is R switch 1. 0 9 (digital) When set to ON (full-press state) Firing of a gun It processes. R switch 1 09 (digital) it is before being set to ON -- R switch 1 0 9 (analog) Case where it is operated (half-press state) it sets -- a gun is discharge Although not carried out, the display of operation which holds a gun at ready is performed. Enemy Care which a computer controls in a bullet When it hits Lacta, a damage is done to enemy characters.
0198Drawing 3 They are 6 and Frochia 1 A of a main routine. if a game is started -- first -- step S 2 9 0 it sets to 1 -- reading processing of the operation data of a controller It is carried out. Step S 2 9 0 1 back and step S 2 9 0 In 2, it is Drawing 3. It is 3 about 7. It illuminates and gun firing processing mentioned below is performed. Step S 2 9 0 2 back and step S 2 9 0 In 3, it is Drawing 3. It is 3 about 8. It carries out and gun style processing mentioned below is performed. step S 2 9 0 3 back and step S 29 0 in 4 -- a figure -- 4 Move place mentioned below with reference to 1 Reason is performed. step S 2 9 04 back and step S 2 9 0 in 5 -- a figure -- 4 Enemy processing mentioned below with reference to 2 is performed. step S 2 9 0 5 back and Step 2 9 0 it sets to 6 -- other processings are performed. Being concrete, image processing, speech processing, etc. are lines. It is divided. step S 2 9 0 6 back and step S 29 0 it sets to 7 -- game Whether it is over or not -- it is judged. A game is ended when it is judged that it is game Over. It carries out. When it is judged that it is not game Over, it is step S 2. 9 0 Return and game processing are repeated to 1.
0199Drawing 3 7 is Drawing 3. Step S 2 of Mainle 1 Ching who shows 6 9 0 Two gun firing processings It is a flow chart. first, step 3 0 0 it sets to 1 -- R switch 1 0 9 (digital) (specifically, it is judged whether "R" of the operation data shown in figure 2 1 is "1") it is judged to be whether it is ON. It is gun firing the case where it is judged that it is OFF. Processing is ended. It is step S 3 the case where it is judged that it is ON. The picture which shows progress and firing of a gun is displayed on 0D2. step S 3 0 0 2 back and step S 3 0 0 it sets to 3 -- it is judged whether the bullet hit the enemy. It is judged that the mark is not hit. To and gun firing processing are ended. When it is judged that the mark was hit, it is step S 3. 0 0 After progress and processing which disappears an enemy are performed to 4, gun firing processing is ended.
0200Drawing 3 8 is Drawing 3. Step S 2 of Mainle 1 Ching who shows 6 9 0 Three gun style processings It is Flo 1 chart. step S 3 [ first, ] 1 0 it sets to 1 -- R switch (announcer log) (specifically, it is judged whether the value of ": A n a 1o g" of operation data shown in figure 2 1 is 0) it is judged to be whether an output value is 0. It is judged that it is 0. Step S 3 1 It progresses to 02 and is Drawing 3. Processing which displays picture A shown in 9 is carried out. namely : Switch 1 Table which does not raise a gun at all when 09 is an opened condition Show is carried out. step S 3 1 0 it sets to 1 -- R switch 1 0 9 (analog) Appearance if a power value is judged not to be 0 -- step S 3 1 0 progressing to 3 -- 1*6 3 or not It is judged. 1*6 It is step S 3 that it is judged that it is 3. 1 0 It progresses to 4 and is Drawing 3. Processing which displays picture B shown in 9 is carried out. Namely, R switch 1 0 It is Push about a little 9. In a few [ gun ] when it is in state (the value of "R A n a 1 o g" is 1* 6 3) carried out A wooden-clogs state is indicated (figure 3 picture B shown in 9). step S 3 1 0 it sets to 3 -- R switch 1 0 9 (analog) an output value -- 1*6 if it is judged that it is not 3 -- step S 3 1 0 progressing to 5 -- 6 4*1 2 It is judged whether it is 7. 6 4*1 2 When it is judged that it is 7, it is step S 3. 1 0 It progresses to 6 and is Drawing 3. Processing which displays picture C shown in 9 is carried out. Namely, R switch 1 0 The state where the gun was further raised when it was in the state which further pushed in 9 ("R' A n a 1 o g" is 64* 1 2 7) Display (figure 3 picture C shown in 9) It is carried out.
0201it is made the same -- step S 3 1 0 7 and S 3 1 0 In 8 R switch 1 0 Indication (figure 3 picture D shown in 9) in the state where the gun was further raised to the case in the state (the value of "R A n a 1 o g" is 1 2 8 to 1 9 1) where 9 was further pushed in is given. Step S 3 1 0 In 9, it is; switch. (analog) An output value is 1. 9 2*2 5 It is Ah at 5. If judged as To, Indication in the state where the gun was held at ready completely (figure 3 picture E shown in 9) is given. Power R switch 1 0 A gun is not fired unless 9 (digital) is set to ON. After picture A, B, and C, and D or E is displayed, gun style processing is ended.
0202R switch 1 0 9 (analog) it responds to an output -- player character that [ (figure 3 picture A* picture E shown in 9) ] which gives an indication of operation which holds a gun at ready -- in addition, Drawing 4 An indication of operation which pulls the trigger of a gun may be given so that 0 may be shown. In this case, R switch 1 0 9 (analog) Picture F is displayed also in an opened condition. R switch 1 0 9 (analog) it sets in the state where approximately the half pushed -- picture G is displayed -- R Swi Tsuchi 109 (analog) it sets in the state where it pushed deeply -- picture H is displayed. Although the picture beforehand prepared in this example is used "a new picture may be created according to the value of R Ana l ogj. for example, R switch 109 -- Push -- It is creating the picture which increased the quantity which pulls the trigger of a gun in proportion to the amount of Being done etc. Move place in step S 2904 of the main routine which shows Drawing 41 in Drawing 36 It is a flow chart of Reason. If it sets to this move processing, she is main analog Joyce. Tick 1 and processing which indicates the player character by move based on operation of 12 are carried out. To. first, it sets to Step 3401 -- it is judged whether there is any output value of main analog joystick 112 (concrete -- a figure -- it is judged whether "M a i n Ana l og X" of operation data or Which one of the values [ of "M, a i n An a l og Y" ] and others shown in 21, or one side is 0). When it is judged that there is no output value Move processing is ended. When it is judged that there is an output value, it is step S 34. In 02, It responds to the output value ("Ma i nA n a 1 o g X" value of "Ma i n Ana l og Y") of main analog joystick 112, and they are movement magnitude and Transfer. Direction of movement is determined.
0203Step S They are progress and R switch 109 (Anyalog) to the 3402 back and step S 3403. or not [ that there is an output ] (isn't the value of "R A n a 1 og" of one operation De evening shown in Drawing 21 specifically 0 or not?) It is judged. It is judged that there is no 'output. It progresses to a case step S 3405. the case where it is judged that there is an output -- Step it sets to A S 3404 -- the movement magnitude determined in step S 3402 -- 1 Processing set to 2 is carried out. This and R switch 109 (analog) If there is an output Since indication of operation (figure picture B* picture E shown in 39) in which a player character holds a gun at ready is given as for Come and go, In that case, movement is not easy. (movement magnitude is small to the amount of operations) Processing [ like ] is carried out. Step S It progresses to the 3404 back and step S 3405. it sets to step S 3405 -- the determined movement magnitude and method of movement Processing which responds to Toward and indicates the player character by move is carried out.
0204Enemy processing in step S 2905 of the main routine which shows Drawing 42 to . figure 36 It is a flow chart. it sets to this enemy processing -- move processing of enemy characters -- line obtaining -- . first, it sets to step S 3501 -- the movement magnitude of enemy characters, and the move direction Processing for which it opts is carried out. For example, it is based on a random number and they are movement magnitude and Transfer at random. Direction of movement is determined. step S 3 5 0 1 back and step S 3 5 0 it sets to 2 -- it is carried out move display processing power S. Being concrete and step S 3 5 0 It was determined in 1. Processing which indicates by move according to movement magnitude and the move direction is carried out. Step 3 5 0 2 back and step S 3 5 0 In 3, R switch 1 0 9 (analog) There is an output. or not -- (concrete -- a figure -- isn't the value of "R A ri a 1 o g" of the operation data shown in 2 1 0 or not?) It is judged. When it is judged that there is no output, it is The end about enemy processing. It completes. the case where it is judged that there is an output -- step S 3 5 it sets to 04 -- enemy (hold up a hand toward It was , For example, and a player character, or it bows) made a display which expresses the feeling [ state / of Character / display ] "without it shoots." This and R switch 1 0 9 (analog) When there is an output, the player Character evening is that [ (figure 3 picture B* picture E shown in 9) ] to which an indication of operation which a gun establishes is given, the spot an indication that enemy characters react to gun style operation is given to Synthesis -- interest of a game It increases.
0205R switch 1 of this example 0 9 is provided with the function as a digital switch, and the function as an analog switch. Operations of an analog switch are the maximum and Summer. Since it is the structure which a digital switch interlocks at the time of It was, and is set to ON, it is analog Operation. Extension of Work has digital operation. Then, Digital like this example When assigning predetermined operation to Switch, it responds to the amount of operations of an analog switch, and it is De. The display of operation before the operation assigned to the Digital switch is performed, It can express on a screen that the player is thronging the digital switch. To. having a flag of red and white in the hand of the right and left as a modification of this example, and uniting with a signal it sets in the starting-a-new-business game to lift -- R switch 1 0 9 (digital) It was set to ON. Although processing which sometimes hoists a flag is carried out R switch 1 0 9 (analog) It is Response to the amount of operations. What gives an indication which is hoisting Do and a flag can be considered. as other modifications, it sets in a boxing game -- R switch 1 0 9 (digital) Were set to ON. Although processing which issues Come and go and a punch is carried out R switch 1 0 9 (analog) That to which operation gives an indication of operation which takes out a feint to a Oh case can be considered. In this case, an enemy boxer reacts according to feint operation. (it escapes) To a game program [ like ] It may carry out. it hangs as other modifications and sets in a game -- R switch 1 0 although processing which carries out the cast of the pole is carried out the time of 9 (digital) being set to ON -- R Swi . Tsuchi 1 0 What gives an indication to which a pole is moved forward and backward according to operation of 9 (analog) thinks. , -- To be .
0206next, Drawing 4 3 and a figure -- 4 refer to 4 -- Golf game which are other examples of this invention -- Beam -- To explain*. the golf game of this example, and player golfer (golfer character which player operates) from the state which flung up the golf club -- pre -- A -- R switch 1 0 9 (digital) If it pushes a golf club is swung down -- it is a game which strikes a pole. A ball and R switch 1 9 (it is proportional to the speed which pushes in analog > [ It jumps out at the initial velocity carried out. ]) 0 9 (digital) ON R switch 1 operated before becoming 0
0207Drawing 4 3 and a figure -- 4 4 -- C P U 2 Frochia 1 A of the program run by 1 it is . Drawing 4 It is a flow chart of 3 and a main routine. a game is started first -- step S 3 6 0 it sets to 1 -- initialization processing is performed. (For example, it is setting variable n to 1 etc.) Variable n is Drawing 4. Pole processing mentioned below with reference to 4 It is the queerness and number which are set and used. step S 3 6 0 1 back and step S 3 6 0 it sets to 2 -- the operation data of controller 1 is read. this example -- if it is -- a figure -- 2 The format of (b) in 1 is used.
0208Step S 3 6 0 2 back and step S 3 6 0 In 3, it is Drawing 4. After referring to 4 Ball processing which carries out Description is performed. Step S 3 6 0 3 back and step S 3 6 0 Other processings are performed in 4. Being concrete and a player golfer's move processing Image processing, speech processing, etc. are performed. step S 3 6 0 4 back and step S 3 6 0 it is judged in 5 whether it became game Over -- case where it is game Over -- a game is ended. When it is judged that it is not game Over, it is step S 3. 6 0 It returns to 2 and repeats game processing.
0209Drawing 4 4 is Drawing 4. Step S 3 of Mainle 1 Ching of 3 6 0 Pole processing in 3 It is a flow chart. it sets to this pole processing -- player golfer 1 -- Hit Move processing of a One ball is performed. being concrete and R switch 1 0 Operation data (a figure -- the value of "R" and "R A n a 1 o g" in 2 1) of 9 being based -- movement of a ball Processing is performed. Spin to which a pole flies especially based on the value of "R Ana l og" -- Processing which determines Do is performed. It sets to pole processing, Variable It is [ n and ] Í for every frame. It is a variable which carries out Count. Every frame. R switch 109 (announcer p A) output values A It is an index variable for memorizing to (n). Variable Cr is R Swi's output value (figure "R An a 1 o gj shown in 21). Tsuchi 109 (analog) Variable S is a variable for which the operation speed of R switch 109 (analog) is substituted. first, it sets to step S 3701 -- R switch 109 (digital) It is judged whether it is ON (R switch 109 presses fully). R switch 109 (Digital) If it is not ON, it will progress to step S 3702. It smells step S 3702 and is C r (output value (specifically figure it is shown in 21 value of "R Ana 1 og")> of R switch (analog) is substituted.) to (n). The and variable A ,
0210it sets to the step S 3702 back and step S 3703 -- variable n -- 1 Increment (n+1 is substituted for variable n) it carries out -- it progresses to Step 3604.
0211it sets to step S 3701 -- R switch 109 (digital) If it is judged that it is ON (R A Izzi 109 presses fully), it will progress to step S 3704. it sets to Step 3704 -- it is judged whether variable n is smaller than three. if variable n is not smaller than three, it progresses to step S 3705 -- variable n -- 3 -- 'Ri -- if small, it will progress to step S 3703 -- variable n -- in Climber (if it becomes three or more) (if it becomes less than three) It progresses to step S 3604 after carrying out Tent. this processing and variable n -- three or more -- it can kick The and speed calculation in step S 3705 cannot be performed -- it is carrying out for accumulating.
0212it sets to Step 3705 -- variable S -- A -- 1 (n-1)A (n -- 2) is substituted. variable S -- R switch 109 (analog) it is a variable showing the speed to push -- front Off The numerical value which subtracted analog value of R switch 109 of a beforehand frame (A (n-2)) from analog value of Rehm's R switch 109 (A) (n-1) is substituted. Present The reason for not using the analog value of R switch 109 of a frame, and structure of a product It is because the Dizzy evening Russian of R switch 109 is not necessarily turned on by the variation in manufacture accuracy before an analog value grows into the maximum. Although the operation speed of R switch 109 between a beforehand frame and a front frame was detected in this example, which may detect the speed of R switch 109 to other timing (for example, operation speed between in front of three frames and a beforehand frame or operation speed between three-frame before and front Off Rehm).
0213Step S 3 7 0 5 back and step S 3 7 0 In 6, it is judged whether S is 0. It carries out. If S is not 0, it is step S 3. 7 0 If it progresses to 7 and S becomes zero, it will be step S 3. 7 0 Step S 3 after progressing to 3 and incrementing variable n 6 0 It progresses to 4. This processing is S power 0 1, i.e., R switch. 0 The beforehand frame of 9, and front inter-frame Fast When a degree is 0 (Pre A [ At the time / For example, R switch 1 0 continue pushing 9. ], irregularly R switch 1 0 when 9 is operated etc.) once again -- a player -- Goll the swing of Off is carried out -- it is carrying out for accumulating.
0214step S 3 7 0 it sets to 7 -- it is based on S -- the initial velocity of a ball is determined. For example, it may ask by the formula of S b (initial velocity of ball) = S X B (value B was decided to be based on the Seki charge of the value of S, and the initial velocity of a ball) etc. For example, S is 5. If it is 0, the initial velocity of a pole is 30. It sets up so that it may be set to 0 kmZh. step S 3 7 0 7 back and step S 3 7 0 it sets to 8 -- drawing for displaying the pole according to initial velocity Image De 1 Tha is created. step S 3 7 08 back and step S 3 7 0 it sets to 9 -- variable n is set to 1 -- step S 3 6 0 It progresses to 4.
0215As mentioned above, Drawing 4 3* figure 4 When the game shown in 4 is performed, a player is R switch 1. 0 It is quickly about 9 at the Full press time, the ball of early speed is hammered out -- a player -- R switch 1 Hammer out the pole of late speed for 09 slowly the time of Full press. it is -- while adjusting the strength to which a player hits a ball -- a golf club -- swing To do has been made. Therefore, it is realization about the golf game which was rich in presence or change. It cuts.
0216The swing of a golf club and R switch 1 0 It operates synchronizing with a motion of 9. It may carry out and is R switch 1. 0 9 (digital) It may carry out after ON.
0217next, Drawing 4 5 and a figure -- 4 refer to 6 -- To 1 Te which are other examples of this invention A Ing game is explained. The shooting game of this example and a player are Cos. Main analog joystick 1 of Introduction 1 La 1 1 2 is operated and it is a player battle. Move control of the machine (fighter plane which a player operates) is carried out, A player is R switch 1. 0 It is Age 1 Beam which discharges a laser beam when 9 (digital) is turned on, and attacks an enemy. A laser beam and R switch 109 (digital) R switch 109 (analog) before being turned on Power differs according to the amount of operations. At this example, it is fighter plane Age. -- If it is a game which attacks an enemy although Beam is shown, it can apply to any games, and it is Ah. To.
0218Drawing 45 and figure 46, Frochia 1 A of the program run by CPU21 It is. Figure It is a flow chart of 45 and a main routine. a game is started it sets to step S 3801 first -- initialization processing is performed. For example, processing of setting variable n to 1 or setting variable PW to zero is performed. It explains to variable n and variable PW, and degree [ back ] details. it sets to the step S 3801 back and step S 3802 -- the operation information on controller 1 is read. This example smell The format [ in / in The / Drawing 21 ] of (b) is used. '
0219it sets to the step S 3802 back and step S 3803 -- Transfer of a player fighter Dynamic processing is performed. operation of concrete and main analog joystick 112 Information (a figure -- the value of "Ma i n Ana l o X" and "Ma i n An a l og Y" in 21) It is based and move processing of a player fighter is performed. Even if It is if the value of The and Ma i n Ana l og X is plus, It responds to the value and is a player game. It is if a Battle machine is moved rightward and the value of Ma i n An a l og X is minus, It is if a player fighter is moved leftward according to the value and the value of Ma i n Ana l og Y is plus, according to the value, a player fighter is moved upward, and the value of Ma i n Ana l og Y is minus -- responding to the value -- a player fighter -- lower -- It is made to move to a direction.
0220After referring to Drawing 46 in the step S 3803 back and step S 3804 Attack processing which carries out Description is performed. the step S 3804 back and step S 3805 it sets -- other processings are performed. Being concrete and move Processing of an enemy object Sound processing of image processing of the object of a layer fighter and others, B GM, etc., etc. are lines. It is divided.
0221it sets to the step S 3805 back and step S 3806 -- game Over and Summer it is judged whether it is It was -- in being game Over, it ends a game. game Over it is not -- returning to step S 3602 and winding game processing, when judged It returns.
0222Player game [ in / in Drawing 46 / step S 3804 of Mainle 1 Ching of Drawing 45 ] It is a flow chart of attack processing of a Battle machine. it sets to this attack processing -- R switch 1 09 (digital) Processing which discharges a laser beam according to ON is performed. that of This it comes -- R switch 109 (analog) being based on operation data -- power of a laser beam It determines. In attack processing, they are variable eta- and R switch. 109 (digital) is during OFF and a variable incremented for every frame. every frame. R switch 109 (analog) Output value A (n) an index for memorizing -- strange It is a number. C r is an output value ("R A n a 1 o gj shown in Drawing 21) of R switch 109 (analog). In variable S, it is R switch 109 (analog). Change of operation Quantity is substituted. Variable P W is a variable showing the power of a laser beam.
0223first, it sets to step S 3901 -- R switch 109 (digital) It is judged whether it is ON (R switch 109 presses fully). R switch 109 (daisy Tal) If it is not ON, it will progress to step S 3902. step S 3902 -- it is -- variable A Cr is substituted for (n).
0224it sets to step S 3703 -- it is judged whether variable n is smaller than two. If variable n is not smaller than two, and progress and variable n are smaller than two to step S 3804, it will progress to step S 3906 (if it becomes less than two). (if it becomes two or more) In this processing and the following step S 3904, it is n. -- In ON Tattoi, 1 is [ a numerical value ] processing for preventing there being nothing in variable A (n -- 1) zero or less.
0225it sets to step S 3904 -- variable S -- A (n) -- A (n-1) is substituted. Variable S, Front deflection 1 M R switch Frame of the present [ value / of 109 / analog ] R switch It is the numerical value which subtracted an analog value of 109. R switch. 109 1 hurrah It was pushed in into Beam. (or put back) Quantity is expressed. it sets to the step S 3904 back and step S 3905 -- variable PW -- PW+ABS (S) is substituted. Les 1 A player is R Swi after variable PW showing the power of The beam and a player fighter attack last time before [ (R switch 109 (digital) is from ON and intermediary) present ]. Tsuchi 109 (analog) It increases by pushing or returning. ABS
0226(S) Express the absolute value of Is and variable S. step S 3 9 0 5 back and step S 3 9 0 it sets to 6 -- variable n -- 1 Increment (n+1 is substituted for variable n) it carries out -- step S 3 8 It progresses to 05.
0227step S 3 9 0 it sets to 1 -- R switch 1 0 9 (digital) if it is ON -- step S 3 9 0 It progresses to 7. step S 3 9 0 it sets to 7 -- responding to the value of variable PW Attack * processing is performed. In for example, the game which fighter planes strike with a laser beam mutually It is, A life point and offensive strength are set to each fighter, it responds to the offensive strength of attacked fighter plane -- life Poyn ♪ of attacked fighter plane decreases -- when life A point turns to 0, fighter plane is exploded, and exploded fighter plane loses -- there is a game that exploded fighter plane wins. variable P W of this A request, and this game it is used in order to determine the offensive strength of a laser beam -- if variable P W is large, Attack * power will be improved -- an enemy can be beaten early, and if variable PW is small, offensive strength will fall -- an enemy cannot be beaten easily. however -- for enlarging variable PW -- R Swi Tsuchi 1 0 9 -- a long period and R switch 1 0 9 (digital) as [ turn ] -- it must push in, or put back and move. (It must be made to move up and down with Kachachiya by an index finger) Since it may be attacked by an enemy's fighter in the meantime, how many variables PW are enlarged, and it is .R switch 1. 0 Whether 9 (daisy Tal) should be turned on will divide the victory or defeat of a game.
0228step S 3 9 0 7 back and step S 3 9 0 it sets to 8 -- variable n is set to 1 and strange several -- PW is set to zero -- step S 3 8 It progresses to 0 delta.
0229as mentioned above, Drawing 4 5 and a figure -- 4 Game shown in 6, A player is R switch 1. 0 9 The number of times of making it moving up and down with power Chia power Chia by an index finger (and pushed-in quantity) Unprecedented operation method of changing the offensive strength which attacks The and an enemy' fighter It is realizable. This A request, Energy (PW) is accumulated. Since Operation (R switch 1 0 9 (analog) are operated with power Chia power Chia) and operation (R switch 1 0 9 (digital) are turned ON) to discharge are realizable with the same switch, it is A to operativity. It is possible to provide a Was done game.
0230although this invention was explained in detail and illustrated -- it -- as a mere illustration and an example it uses -- it is clear that it should not be understood as it being limitation, and the soul and the scope of this invention are limited by only wording of the attached claim.
46 sheets
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Every citation, both ways
| Document | Relation | Office | Category | Cited during |
|---|---|---|---|---|
| US9364755B1 | Cited by | United States of America | – | Applicant |
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44 members in 13 offices
Priority claims1
| Document | Office | Kind | Date |
|---|---|---|---|
| 2000253067 | Japan | A |
Members44
| Document | Office | Kind | |
|---|---|---|---|
| CA2388701A1 | Canada | A1 | |
| WO0217054A1This record | World Intellectual Property Organization (WIPO) | A1 | |
| AU8011901A | Australia | A | |
| KR20020044557A | Republic of Korea | A | |
| US2002155868A1 | United States of America | A1 | |
| MXPA02004005A | Mexico | A | |
| CN1394305A | China | A | |
| EP1320024A1 | European Patent Office (EPO) | A1 | |
| HK1052238A1 | Hong Kong, China | A1 | |
| BR0107128A | Brazil | A | |
| AU777184B2 | Australia | B2 | |
| CN1626264A | China | A | |
| US2005153777A1 | United States of America | A1 | |
| EP1320024A4 | European Patent Office (EPO) | A4 | |
| AU2005222526A1 | Australia | A1 | |
| US7040986B2 | United States of America | B2 | |
| EP1703365A1 | European Patent Office (EPO) | A1 | |
| EP1320024B1 | European Patent Office (EPO) | B1 | |
| AT352808T | Austria | T | |
| ATE352808T1 | Austria | T1 | |
| DE60126296D1 | Germany | D1 | |
| DE60126296T2 | Germany | T2 | |
| CN1315031C | China | C | |
| KR20070086108A | Republic of Korea | A | |
| HK1052238B | Hong Kong, China | B | |
| KR100771751B1 | Republic of Korea | B1 | |
| EP1852770A2 | European Patent Office (EPO) | A2 | |
| KR100827131B1 | Republic of Korea | B1 | |
| EP1852770A3 | European Patent Office (EPO) | A3 | |
| EP1703365B1 | European Patent Office (EPO) | B1 | |
| AT416414T | Austria | T | |
| ATE416414T1 | Austria | T1 | |
| DE60136871D1 | Germany | D1 | |
| US7568975B2 | United States of America | B2 | |
| US2009325702A1 | United States of America | A1 | |
| EP1852770B1 | European Patent Office (EPO) | B1 | |
| AT472132T | Austria | T | |
| ATE472132T1 | Austria | T1 | |
| DE60142455D1 | Germany | D1 | |
| US7905781B2 | United States of America | B2 | |
| JP2012011220A | Japan | A | |
| JP5059276B2 | Japan | B2 | |
| CA2388701C | Canada | C | |
| JP5200145B2 | Japan | B2 |
17 legal events, as 3 offices reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | Office | |
|---|---|---|---|
| Wipo information: grant in national officeWWG | WWG | WO | |
| Wipo information: grant in national officeWWG | WWG | WO | |
| Procedure relating to pct application: ceased to have effect for deCeased8642 | 8642 | DE | |
| Wipo information: published in national officeWWP | WWP | WO | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
| Wipo information: published in national officeWWP | WWP | WO | |
| Ep: the epo has been informed by wipo that ep was designated in this application121 | 121 | WO | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
| Entry into the national phaseENP | ENP | JP | |
| Designated statesAK | AK | WO | |
| Designated countries for regional patentsAL | AL | WO |
Numbers
- Publication
- 02/17054
- Application
- 107210
Titles2
- English
- INFORMATION PROCESSOR, INFORMATION STORAGE MEDIUM, PROGRAM, AND OPERATING DEVICE FOR GAME MACHINE
- French
- PROCESSEUR D'INFORMATIONS, SUPPORT DE STOCKAGE D'INFORMATIONS, PROGRAMME ET DISPOSITIF DE COMMANDE POUR APPAREIL DE JEU
Classification
- CPC, 15
- A63F13/06
- A63F13/42
- A63F13/24
- A63F2300/1043
- A63F2300/6045
- A63F2300/8017
- A63F2300/8076
- A63F13/837
- A63F13/355
- A63F13/803
- A63F2300/538
- A63F13/20
- A63F13/55
- A63F13/285
- A63F2300/1037
- IPC, 5
- A63F13 20
- A63F13 24
- A63F13 42
- A63F13 52
- G06F3 0338
Designated states4
- Regional, 4
- Zimbabwe
- Turkmenistan
- Türkiye
- Togo