U.S. patent application number 09/790576 was filed with the patent office on 2001-08-02 for video game apparatus having direction pointing marks and player object displayed on game screen.
This patent application is currently assigned to Nintendo Co., Ltd.. Invention is credited to Iwawaki, Toshio, Kihara, Tsuyoshi, Miyamoto, Shigeru, Osawa, Toru, Yamada, Yoichi.
Application Number | 20010011036 09/790576 |
Document ID | / |
Family ID | 18112859 |
Filed Date | 2001-08-02 |
United States Patent
Application |
20010011036 |
Kind Code |
A1 |
Miyamoto, Shigeru ; et
al. |
August 2, 2001 |
Video game apparatus having direction pointing marks and player
object displayed on game screen
Abstract
A video game apparatus includes a CPU. The CPU determines
straight lines respectively connecting between the player object
and a North Pole, target and marker, and determines respective
directions of a direction pointing mark, target pointing mark and
marker pointing mark to point direction parallel to the straight
lines. The player object or other objects are combined with these
pointing marks, and displayed on a display.
Inventors: |
Miyamoto, Shigeru; (Kyoto,
JP) ; Yamada, Yoichi; (Kyoto, JP) ; Iwawaki,
Toshio; (Kyoto, JP) ; Osawa, Toru; (Kyoto,
JP) ; Kihara, Tsuyoshi; (Kyoto, JP) |
Correspondence
Address: |
Nixon & Vanderhye P.C.
8th Floor
1100 N. Glebe Rd.
Arlington
VA
22201
US
|
Assignee: |
Nintendo Co., Ltd.
|
Family ID: |
18112859 |
Appl. No.: |
09/790576 |
Filed: |
February 23, 2001 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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09790576 |
Feb 23, 2001 |
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09195985 |
Nov 19, 1998 |
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6220962 |
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Current U.S.
Class: |
463/32 |
Current CPC
Class: |
A63F 13/5375 20140902;
A63F 2300/305 20130101; A63F 2300/303 20130101; A63F 2300/64
20130101; A63F 2300/807 20130101; A63F 13/10 20130101 |
Class at
Publication: |
463/32 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 20, 1997 |
JP |
9-319667 |
Claims
What is claimed is:
1. A three dimensional display video game apparatus having, in
association therewith, an operating means including a direction
instructing means to instruct a direction in movement of the player
object, wherein, when the player object is placed within a virtual
three dimensional space, image data for displaying the player
object as viewed from a certain point of sight is generated and
supplied to a display unit to thereby provide such a game scene
that the player object can be moved to a predetermined region on a
screen of said display in accordance with an indication of said
direction instructing means, said video game apparatus,
characterized in that: a direction pointing mark having a pointing
direction variable depending upon a position of the player object
is displayed at a location close to the player object on the game
screen.
2. A three dimensional display video game apparatus having, in
association therewith, an operating means including a direction
instructing means to instruct a direction in movement of the player
object, wherein, when the player object is placed within a virtual
three dimensional space, image data for displaying the player
object as viewed from a certain point of sight is generated and
supplied to a display unit, said video game apparatus comprising:
an image data generating means for generating image data to display
the player object and a direction pointing mark; a player object
coordinate data generating means for generating player object
coordinate data representative of a current position of the player
object in said virtual three dimensional space based upon an
operating state of said direction instructing means; a
pointed-subject data generating means for generating data of a
pointed-subject to be pointed by the direction pointing mark; a
pointing direction determining means for determining a pointing
direction of the direction pointing mark in said virtual three
dimensional space based on the pointed-subject data and the player
object coordinate data; a direction pointing mark data generating
means for generating a direction pointing mark data to display the
direction pointing mark at a location close to the player object
and in a direction determined by said direction determining means;
and a display data generating means for generating display data
according to the image data, the player object coordinate data and
the direction pointing mark data, in order to combine the player
object with the direction pointing mark to display a
two-dimensional combined image on said display unit.
3. A three dimensional display video game apparatus according to
claim 2, wherein said pointed-subject data generating means
generates target coordinate data representative of a coordinate
position of a target existing in a direction that the player object
is to advance, said direction determining means determining a
direction of the direction pointing mark based on the target
coordinate data and the player object coordinate data such that the
direction pointing mark points a direction in which the target is
viewed from the player object, and said direction pointing mark
data generating means generating data for a target pointing mark to
point a direction of the target.
4. A three dimensional display video game apparatus according to
claim 3, wherein said direction determining means determines a
straight line connecting between the player object and the target
based on the target coordinate data and the player object
coordinate data, and determines the pointing direction such that
the pointing direction the target pointing mark is along the
straight line.
5. A three dimensional display video game apparatus according to
claim 2, wherein said direction determining means determines a
direction of the direction pointing mark such that the direction
pointing mark indicates a direction in which the player object is
to move to a particular azimuth point in said virtual three
dimensional space based on the player object coordinate data, and
said direction pointing mark data generating means generating data
for an azimuth pointing mark to point the particular azimuth point
as viewed from the player object.
6. A three dimensional display video game apparatus according to
claim 5, wherein said direction determining means determines a
straight line connecting between the player object and the
particular azimuth point based on the particular azimuth point
coordinate data and the player object coordinate data, and
determines the pointing direction such that the pointing direction
of the azimuth pointing mark is along the straight line.
7. A three dimensional display video game apparatus according to
claim 2, wherein said pointed-subject data generating means
generates target coordinate data representative of a coordinate
point of a target existing in a direction that the player object is
to advance, said direction determining means determining a
direction of the direction pointing mark such that the direction
pointing mark indicates a direction in which the target is viewed
from the player object based on the target coordinate data and the
player object coordinate data, and determines a direction of the
direction pointing mark such that the direction pointing mark
indicates a direction in which the player object is to move to a
particular azimuth point in said virtual three dimensional space
based on the player object coordinate data, and said direction
pointing mark data generating means generating data for a target
pointing mark to indicate a direction of the target and data for an
azimuth pointing mark to indicate the particular azimuth point as
viewed from the player object.
8. A three dimensional display video game apparatus according to
claim 7, wherein said direction pointing mark data generating means
generates a direction pointing mark data to display the target
pointing mark and the azimuth pointing mark in a display form
different from each other.
9. A three dimensional display video game apparatus according to
any of claims 2 to 8, wherein said pointed-subject data generating
means generates marker data representative of a marker set on a
path that the player object has passed, said direction determining
means determining a direction of the direction pointing mark such
that the direction pointing mark indicates a direction in which the
player object is to move toward the marker in said virtual three
dimensional space based on the player object coordinate data and
coordinate data for the marker, and said direction pointing mark
data generating means generating data of a marker direction
pointing mark to indicate the marker as viewed from the player
object.
10. A three dimensional display video game apparatus according to
claim 9, wherein said direction determining means determines a
straight line connecting between the player object and the marker
based on coordinate data of the marker and the player object
coordinate data, and determines the pointing direction such that
the pointing direction of the marker direction pointing mark is
along the straight line.
11. A three dimensional display video game apparatus according to
claim 1, wherein said image data generating means generates image
data to display a direction pointing mark in such a shape that is
thinned in a direction from the player object to the
pointed-subject.
12. A memory medium used in a three dimensional display video game
apparatus having, in association therewith, an operating means
including a direction instructing means to instruct a direction in
movement of the player object, wherein, when the player object is
placed within a virtual three dimensional space, image data for
displaying the player object as viewed from a certain point of
sight is generated and supplied to a display unit, said memory
medium comprising: an image data generating area for generating
image data to display the player object and a direction pointing
mark; a player object coordinate data generating program for
generating player object coordinate data representative of a
current position of the player object in said virtual three
dimensional space based upon an operating state of said direction
instructing means; a pointed-subject data generating program for
generating data of a pointed-subject to be pointed by the direction
pointing mark; a pointing direction determining program for
determining a pointing direction of the direction pointing mark in
said virtual three dimensional space based on the pointed-subject
data and the player object coordinate data; a direction pointing
mark data generating program for generating a direction pointing
mark data to display the direction pointing mark at a location
close to the player object and in a direction determined by said
direction determining program; and a display data generating
program for generating display data according to the image data,
the player object coordinate data and the direction pointing mark
data, in order to combine the player object with the direction
pointing mark to display a two-dimensional combined image on said
display unit.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] This invention relates to a three dimensional display video
game apparatus and memory medium used therefor. More particularly,
the invention relates to a novel video game apparatus which is
adapted to show on the game screen a direction in which the player
object is to move, a particular azimuth and the like, and a memory
medium used therefor.
[0003] 2. Description of the Prior Art
[0004] In the conventional role playing or action games, a two
dimensional size-reduction map is displayed at a corner on the
screen through reducing the size of a two dimensional scene as
viewed from the above of a map for the game, thereby displaying a
position of a player object with using points or symbols on the
map. Also, some games are adapted to display a destination that a
player object is to advance, with using a symbol on a
size-reduction map.
[0005] In the conventional technique of displaying symbols or marks
on a size-reduction map, there is a necessity to create a
size-reduction map in relation to the creation of image or polygon
data or background map scenes for the game. Due to this, the
background map scene, if changed, causes a requirement to change
the size-reduction map in a corresponding manner, thereby
complicating programming.
[0006] With the conventional size-reduction map display technique,
the player has to look at both a player object and a size-reduction
map simultaneously or sequentially while playing the game. There
has been a disadvantage that the player is forced to frequently
move his line of sight, leading to fatigue in his eyes.
[0007] Furthermore, if a size-reduction map be applied to a
currently popular game utilizing three dimensional image
representation, the size-reduction map is displayed in a two
dimensional form, despite the player object or its background
scene, etc. is displayed in three dimensions. Accordingly, the
player has to ponder on the relationship between a direction or
movement of a player object existing in the three dimensional space
and its position being displayed on the size-reduction map. This
may cause confusion in game manipulation or erroneous finding about
a position of the player object in the three dimensional scene.
Thus there has been difficulty in operating a three dimensional
image displaying video game.
SUMMARY OF THE INVENTION
[0008] Therefore, it is an object of the present invention to
provide a three dimensional display video game apparatus which can
make it easy to recognize a current position of a player object in
a three-dimensional space.
[0009] It is another object of the present invention to provide a
three dimensional display video game apparatus with which a player
can readily know a position and direction in which the player
object is to move without reference to a map.
[0010] It is still another object of the present invention to
provide a three dimensional display video game apparatus which can
make it easy to show a direction in which the player object is to
move without displaying a map, and to develop a game program
therefor.
[0011] It is another object of the present invention to provide a
three dimensional display video game apparatus which can show a
destination where the player object is to advance without reference
to a map, so that game progression is assisted so that the player
can devote himself to enjoying a game.
[0012] A three dimensional display video game apparatus according
to the present invention has, in association therewith, an
operating means including a direction instructing means to instruct
a direction in movement of the player object, wherein, when the
player object is placed within a virtual three dimensional space,
image data for displaying the player object as viewed from a
certain point of sight is generated and supplied to a display unit
to thereby provide such a game scene that the player object can be
moved to a predetermined region on a screen of the display in
accordance with an indication of the direction instructing means,
the video game apparatus, characterized in that: a direction
pointing mark having a pointing direction variable depending upon a
position of the player object is displayed at a location close to
the player object on the game screen.
[0013] More specifically, a three dimensional display video game
apparatus has, in association therewith, an operating means
including a direction instructing means to instruct a direction in
movement of the player object, wherein, when the player object is
placed within a virtual three dimensional space, image data for
displaying the player object as viewed from a certain point of
sight is generated and supplied to a display unit, the video game
apparatus comprising: an image data generating means for generating
image data to display the player object and a direction pointing
mark; a player object coordinate data generating means for
generating player object coordinate data representative of a
current position of the player object in the virtual three
dimensional space based upon an operating state of the direction
instructing means; a pointed-subject data generating means for
generating data of a pointed-subject to be pointed by the direction
pointing mark; a pointing direction determining means for
determining a pointing direction of the direction pointing mark in
the virtual three dimensional space based on the pointed-subject
data and the player object coordinate data; a direction pointing
mark data generating means for generating a direction pointing mark
data to display the direction pointing mark at a location close to
the player object and in a direction determined by the direction
determining means; and a display data generating means for
generating display data according to the image data, the player
object coordinate data and the direction pointing mark data, in
order to combine the player object with the direction pointing mark
to display a two-dimensional combined image on the display
unit.
[0014] A memory medium used in such a three dimensional display
video game apparatus comprises: an image data generating area for
generating image data to display the player object and a direction
pointing mark; a player object coordinate data generating program
for generating player object coordinate data representative of a
current position of the player object in the virtual three
dimensional space based upon an operating state of the direction
instructing means; a pointed-subject data generating program for
generating data of a pointed-subject to be pointed by the direction
pointing mark; a pointing direction determining program for
determining a pointing direction of the direction pointing mark in
the virtual three dimensional space based on the pointed-subject
data and the player object coordinate data; a direction pointing
mark data generating program for generating a direction pointing
mark data to display the direction pointing mark at a location
close to the player object and in a direction determined by the
direction determining program; and a display data generating
program for generating display data according to the image data,
the player object coordinate data and the direction pointing mark
data, in order to combine the player object with the direction
pointing mark to display a two-dimensional combined image on the
display unit.
[0015] The pointing direction determining means determines a
direction of the direction pointing mark based on the player object
coordinate data from the player object coordinate data generating
means and the pointed-subject data for the pointed subject (e.g.,
destination, article, path marker, azimuth or the like) from the
pointed-subject data generating means. For example, a straight line
is determined that connects between the player object and the
target (destination or article), and a pointing direction is
determined such that it is in parallel with the straight line. The
direction pointing mark data generating means generates, for
example, two-point coordinate data of the direction pointing mark
so as to direct the direction pointing mark to that pointing
direction.
[0016] The display data generating means combines the player object
and other objects with the direction pointing mark and generates
display data to display two dimensional combined image on the
display unit, based on the player object coordinate data and the
direction pointing mark data. Accordingly, a direction pointing
mark is two-dimensionally displayed together with the player object
or other objects in a game scene on the display screen.
[0017] According to the present invention, it is possible to
readily know a position or direction in a three dimensional space
where the player object is to advance. Due to this, the player
object is easily to moved and operate therefor.
[0018] Furthermore, according to the present invention, because the
direction pointing mark indicative of an advancing direction or
azimuth is displayed at a location close to the player object, the
player is required merely to operate the direction instructing
means, e.g., analog joystick, in a manner advancing the player
object in a pointed direction, thus promoting game progression. As
a result, a game if relatively difficult is facilitated to clear.
It is thus possible for most players to have achievement or
satisfactory feelings.
[0019] The above described objects and other objects, features,
aspects and advantages of the present invention will become more
apparent from the following detailed description of the present
invention when taken in conjunction with the accompanying
drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] FIG. 1 is a schematic illustrative view showing a video game
system according to one embodiment of the present invention;
[0021] FIG. 2 is a block diagram showing in detail a video game
machine in FIG. 1;
[0022] FIG. 3 is a block diagram showing with greater detail a
controller control circuit in FIG. 2;
[0023] FIG. 4 is a block diagram showing in detail a controller and
cartridge in FIG. 1;
[0024] FIG. 5 is an illustrative view showing a memory map of an
external ROM in FIG. 2;
[0025] FIG. 6 is an illustrative view showing a memory map of a RAM
in FIG. 2;
[0026] FIG. 7 is an illustrative view showing in detail an image
data area included in the RAM of FIG. 6;
[0027] FIG. 8 is an illustrative view showing three types of
direction pointing marks to be displayed in the embodiments;
[0028] FIG. 9 is a flowchart showing overall operation of the FIG.
1 embodiment;
[0029] FIG. 10 is a flowchart showing in detail a player object
process routine for the FIG. 9 embodiment;
[0030] FIG. 11 is a flowchart showing in detail a target process
routine for the FIG. 9 embodiment;
[0031] FIG. 12 is a flowchart showing in detail a marker object
process routine for the FIG. 9 embodiment;
[0032] FIG. 13 is an illustrative view showing an icon displaying
screen to set a marker;
[0033] FIG. 14 is a flowchart showing in detail a pointing mark
object process routine for the FIG. 9 embodiment;
[0034] FIG. 15 is a flowchart showing in detail an azimuth pointing
mark process routine for the FIG. 15 embodiment;
[0035] FIG. 16 is a flowchart showing in detail a target pointing
mark process routine for the FIG. 14 embodiment;
[0036] FIG. 17 is an illustrative view showing a display example of
a target pointing mark;
[0037] FIG. 18 is a flowchart showing in detail a marker pointing
mark process routine for the FIG. 14 embodiment;
[0038] FIG. 19 is an illustrative view showing a rendering process
routine for the FIG. 9 embodiment;
[0039] FIG. 20 is an illustrative view showing one example of an
actual game scene;
[0040] and
[0041] FIG. 21 is an illustrative view showing another example of
an actual game scene.
DETAILED DESCRIPTION OF ONE PREFERRED EMBODIMENT
[0042] Referring to FIG. 1, a video game system in this embodiment
includes a video game machine 10, a ROM cartridge 20 as one example
of a memory medium, a display unit 30 connected to the video game
machine 10, and a controller 40. The controller 40 is dismountably
mounted with a cartridge 50.
[0043] The controller 40 is structured by a plurality of switches
or buttons provided on the housing 41 in a form graspable by both
or one hand. Specifically, the controller 40 includes handles 41L,
41C, 41R downwardly extending respectively from a left end, a right
end and a center of the housing 41, providing an operation area on
a top surface of the housing 41. In the operation area, there are
provided an analog-inputtable joystick (hereinafter referred to as
"analog joystick") 45 at a central lower portion thereof, a
cross-shaped digital direction switch (hereinafter called "cross
switch") 46 on the left side, and a plurality of button switches
47A, 47B, 47D, 47E and 47F on the right side.
[0044] The analog joystick 45 is used to input moving directions
and/or moving speeds or moving amounts of the player object as
determined by an amount and direction of joystick inclination. The
cross switch 46 is used to designate a moving direction of the
player object, in place of the joystick 45. The button switches 47A
and 47B are used to designate a motion of the player object. Button
switches 47C-47D are used to switch over a sight point for a
three-dimension image camera or to adjust the speed or the like of
the player object.
[0045] A start switch 47S is provided almost at a center of the
operation area. This start switch 47S is operated when starting a
game. A switch 47Z is provided at a backside of the central handle
41C. This switch 47Z is utilized, for example, as a trigger switch
in a shoot game. This switch (may be hereinafter called "Z button")
47Z is operated when the player object is to be caused to pay
attention to a non-player object. That is, this switch 47Z
functions as a second operating means. Switches 47L and 47R are
provided at upper left and right of a lateral surface of the
housing 41.
[0046] Incidentally, the above-stated button switches 47C-47F can
also be used to control the moving speed (e.g. acceleration or
deceleration) of the player object in a shoot or action game,
besides for the purpose of switching the camera visual point.
However, these switches 47A-47F, 47S, 47Z, 47L and 47R can be
arbitrarily defined in their function depending upon a game
program.
[0047] FIG. 2 is a block diagram of the video game system of the
FIG. 1 embodiment. The video game machine 10 incorporates therein a
central processing unit (hereinafter referred to as "CPU") 11 and a
coprocessor (reality coprocessor: hereinafter referred to as "RCP")
12. The RCP 12 includes a bus control circuit 121 for controlling
buses, a signal processor (reality signal processor; hereinafter
referred to as "RSP") 122 for performing polygon coordinate
transformation, shading treatment and so on, and a rendering
processor (reality display processor; hereinafter referred to as
"RDP") 46 for rasterizing polygon data into an image to be
displayed and converting the same into a data form (dot data)
memorable on a frame memory.
[0048] The RCP 12 is connected with a cartridge connector 13 for
unloadably loading a ROM cartridge 20 having an external ROM 21
incorporated therein, a disc-drive connector 197 for detachably
mounting a disc drive 29, and a RAM 14. Also, the RCP 12 is
connected with DAC (Digital/Analog Converters) 15 and 16 for
respectively outputting a sound signal and video signal to be
processed by the CPU 11. Further, the RCP 12 is connected with a
controller control circuit 17 to serially transfer operating data
on one or a plurality of controllers 40 and/or data of the
cartridge 50.
[0049] The bus control circuit 121 included in the RCP 12 performs
parallel/serial conversion on a command supplied in a parallel
signal from the CPU via a bus, to thereby supply a serial signal to
the controller control circuit 18. Also, the bus control circuit
121 converts a serial signal inputted from the controller control
circuit 17 into a parallel signal, giving an output to the CPU 11
via the bus. The data representative of an operating state
(operating signal or operating data) read out of the controller
40A-40D is processed by the CPU 11, and temporarily stored within a
RAM 14, and so on. In other words, the RAM 15 includes a storage
site for temporarily memorizing the data to be processed by the CPU
11, so that it is utilized for smoothly reading and writing data
through the bus control circuit 121.
[0050] The sound DAC 15 is connected with a connector 195 provided
at a rear face of the video game machine 10. The image DAC 16 is
connected with a connector 196 provided at the rear face of the
video game machine 10. The connector 195 is connected with a
speaker 31 of a display 30, while the connector 196 is connected
with a display 30 such as a TV receiver or CRT.
[0051] The controller control circuit 17 is connected with a
controller connector provided at the front face of the video game
machine 10. The connector 18 is disconnectably connected by a
controller 40 through a connecting jack. The connection of the
controller 40 to the connector 18 places the controller in
electrical connection to the video game machine 10, thereby
enabling transmission/reception or transfer of data
therebetween.
[0052] The controller control circuit 17 is used to transmit and
receive data in serial between the RCP 12 and the connector 18. The
controller control circuit 17 includes, as shown in FIG. 3, a data
transfer control circuit 171, a transmitting circuit 172, a
receiving circuit 173 and a RAM 174 for temporarily memorizing
transmission and reception data. The data transfer control circuit
171 includes a parallel/serial converting circuit and a
serial/parallel converting circuit in order to convert a data
format during data transfer, and further performs write/read
control on the RAM 174. The serial/parallel converting circuit
converts the serial data supplied from the RCP 12 into parallel
data, supplying it to the RAM 174 or the transmitting circuit 172.
The parallel/serial converting circuit converts the parallel data
supplied from the RAM 174 or the receiving circuit 173 into serial
data, to supply it to the RCP 12. The transmitting circuit 172
converts the command for reading signals from the controller 40 and
the writing data (parallel data) to the cartridge 50, into serial
data to be delivered to channels CH1-CH4 corresponding to the
respective controllers 40. The receiving circuit 173 receives, in
serial data, operational state data of the controllers inputted
through corresponding channels CH1-CH4 and data read from the
cartridge 50, to convert them into parallel data to be delivered to
the data transfer control circuit 171. The data transfer control
circuit 171 writes into the RAM 174 data transferred from the RCP
12, data of the controller received by the receiving circuit 183,
or data read out of the RAM cartridge 50, and reads data out of the
RAM 174 based on a command from the RCP 12 so as to transfer it to
the RCP 12.
[0053] The RAM 174, though not shown, includes memory sites for the
respective channels CH1-CH4. Each of the memory sites is stored
with a command for the channel, transmitting data and/or reception
data.
[0054] FIG. 4 is a detailed circuit diagram of the controller 40
and the cartridge 50. The housing of the controller 40 incorporates
an operating signal processing circuit 44, etc. in order to detect
an operating state of the joystick 45, switches 46, 47, etc. and
transfer the detected data to the controller control circuit 17.
The operating signal processing circuit 44 includes a receiving
circuit 441, a control circuit 442, a switch signal detecting
circuit 443, a counter circuit 444, a joyport control circuit 446,
a reset circuit 447 and a NOR gate 448. The receiving circuit 441
converts a serial signal, such as a control signal transmitted from
the controller control circuit 17 or writing data to the cartridge
50, into a parallel signal to supply it to the control circuit 442.
The control circuit 442 generates a reset signal to reset (0),
through the NOR gate 448, count values of an X-axis counter 444X
and a Y-axis counter 444Y within the counter 444, when the control
signal transmitted from the controller control circuit 17 is a
signal for resetting X, Y coordinates of the joystick 45.
[0055] The joystick 45 includes X-axis and Y-axis
photo-interrupters in order to decompose a lever inclination into
X-axis and Y-axis components, generating pulses in number
proportional to the inclination. The pulse signals are respectively
supplied to the counter 444X and the counter 444Y. The counter 444X
counts a number of pulses generated in response to an inclination
amount when the joystick 45 is inclined in the X-axis direction.
The counter 444Y counts a number of pulses generated responsive to
an inclination amount when the joystick 45 is inclined in the
Y-axis direction. Accordingly, the resultant X-axis and Y-axis
vector determined by the count values of the counters 444X and 444Y
serves to determine a moving direction and a coordinate position of
the player object or hero character or a cursor. Incidentally, the
counter 444X and the 444Y are reset, when a reset signal is
supplied from the reset signal generating circuit 447 upon turning
on the power or a reset signal is supplied from the switch signal
detecting circuit 443 by simultaneous depression of predetermined
two switches.
[0056] The switch signal detecting circuit 443 responds to a
switch-state output command supplied at an interval of a constant
period (e.g. a {fraction (1/30)} second interval as a TV frame
period) from the control circuit 442, to read a signal varying
depending upon a depression state of the cross switch 46 and the
switches 47A-47Z. The read signal is delivered to the control
circuit 442. The control circuit 442 responds to a read-out command
signal of operational state data from the controller control
circuit 17 to supply in a predetermined data format the operational
state data on the switches 47A-47Z and count values of the counters
444X and 444Y to the transmitting circuit 445. The transmitting
circuit 445 converts the parallel signal outputted from the control
circuit 442 into a serial signal, and transfer it to the controller
control circuit 17 via a converting circuit 43 and a signal line
42. The control circuit 442 is connected with a joystick control
circuit 446 via an address bus and a data bus as well as a port
connector 46. The joyport control circuit 446 performs data
input/output (or transmission/reception) control according to a
command from the CPU 11 when the cartridge 50 is connected to the
port connector 46.
[0057] The cartridge 50 is structured by connecting the RAM 51 to
the address bus and data bus and connecting the RAM 51 with a
battery 52. The RAM 51 is a RAM having a capacity (e.g. 256 k
bits), for example, of lower than a half of a maximum memory
capacity accessible through the address bus. The RAM 51 is to store
backup data in relation to a game, and saves backup data by the
application of electric power from the battery 52 even if the
cartridge 50 is withdrawn from the port connector 46.
[0058] FIG. 5 is a memory map showing a memory space of the
external ROM 21 incorporated in the ROM cartridge 20 (FIG. 1). The
external ROM 21 includes a plurality of memory areas (hereinafter
referred to merely as "area"), for example, such as a program area
22, a character code area 23, an image data area 24 and a sound
memory area 25, as shown in FIG. 5, thereby previously storing
various program in a fixed manner.
[0059] The program area 22 is stored with programs required to
process for game images, and game data and the like in accordance
with a game content. Specifically, the program area 22 includes a
plurality of memory areas to previously store operating programs
for the CPU 11 in a fixed manner. A main program area 22a is stored
with a main routine processing program, for example, for a game
shown in FIG. 8 stated later. A controller data program area 22b is
stored with a program for processing operational data on the
controller 40. A write program area 22c is stored with a write
program by which the CPU 11 causes the RCP 12 to perform writing
into a frame memory and Z buffer. For example, the write program
area 22c is stored with a program to write, into an image data area
203 (FIG. 6, FIG. 7) of the RAM 14, color data as image data based
on texture data for a plurality of movable objects or background
objects to be displayed in one background scene. A camera control
program area 22d is stored with a camera control program that
controls as to in which direction and/or position the movable
objects including player object or the background objects are to be
photographed in the three-dimension space. A player object program
area 22e is stored with a program that controls, in displaying, an
object operated by the player (player object). A target processing
program area 22f is stored with a program to process or display a
destination to which the player object is required to advance or an
article (important item) that player object has to acquire in the
course of a game (they may be hereinafter referred to as "target").
A marker object processing program area 22g is stored with a
program to display a marker object according to marker object data
for pointing a marker set on a path that the player object has
passed or at a site important for the player object. A pointing
mark object processing program area 22h is stored with a program to
display in a predetermined state a direction pointing mark object
for pointing an azimuth or direction in which the player object is
required to move. There are further provided with an other-object
processing program area 22i, sound processing program area 22k and
game-over processing program area 22k.
[0060] The character code area 23 is an area to store a plurality
of kinds of character codes, e.g. a plurality of kinds of character
dot data corresponding to the codes. The character code data
memorized in the character code area 23 is utilized to display an
instruction sentence to the player in the process of a game.
[0061] An image data area 24 is stored with image data, such as
coordinate data of a plurality of polygons for each of the
background object and/or movable objects, and texture data, and
also a display control program to display these objects stationary
at a predetermined position or in a moving state.
[0062] A sound memory area 25 is stored with sound data, such as
phrases for outputting in sound the above message, effect sounds,
game music (BGM), etc., in a manner appropriate for a scene.
[0063] Incidentally, the memory medium or external memory device
may use various kinds of memory mediums, such as CD-ROMs or
magnetic discs, in place of or in addition to the ROM cartridge 20.
In such a case, a disc drive 29 (FIG. 2) is provided in order to
read or write, if required, various data (including program data
and data for image presentation) for a game from or onto an optical
or magnetic disc memory medium such as a CD-ROM or magnetic disc.
The disc drive 29 reads data out of a magnetic disc or optical disc
magnetically or optically memorizing program data similarly to the
external ROM 21, and transfer the same data to the RAM 14.
[0064] FIG. 6 is a memory map illustrative of a memory space of the
RAM 14. The RAM 14 includes a display list area 201. When the
player object or another object (including a direction indicative
mark object) is to be displayed, its object No. or the like is
registered in the display list area 201. The RAM 14 further
includes a program area 202 and an image data area 203. The image
data area 203 includes a frame memory area 203a to temporarily
memorize 1 frame of image data, and a Z buffer area 203b to
memorize, dot by dot, depth data of the frame memory area.
[0065] The image data area 203 further includes, as shown in FIG.
7, a player object image data area 203c, a target object image data
area 203d, a marker object image data area 203e and a direction
pointing mark object image data area 203f. The areas 203c-203f
temporarily memorize therein polygon data or texture data for the
respective objects.
[0066] The program data area 202 is to temporarily memorize a
program. The program data given on each area of the ROM 21 (FIG. 5)
is temporarily memorized, as required, in the program data area
202. The CPU 11 and the RCP 12 (FIG. 2) make access to the program
area thereby putting the game forward. Similarly, the image data
area 203 (FIG. 6, FIG. 7) is to temporarily memorize, as required,
the image data stored in the ROM 21, which is directly accessible
by the CPU 11 or the RCP 12. That is, the image data area 203
memorizes coordinate data and texture data for a plurality of
polygons to constitute a stationary object and/or movable object
stored, for game image display, in the external ROM 21, to which 1
course or stages of data is transferred, prior to image processing,
from the external ROM 21.
[0067] A sound memory area 204 temporarily memorizes sound data of
BGM or effect sound given on the sound memory area 25 of the ROM
21, as shown in FIG. 5. A controller data memory area 205
temporarily memorizes operation status data indicative of an
operation status read out through the controller 40.
[0068] Also, a flag register area 206 sets a flag, or memorizes
variables or constants as required, during execution of a program
by the CPU 11.
[0069] Now explanations will be made on a target, a marker and
various direction pointing mark with reference to FIG. 8. The
"target" includes not only an "article", such as an essential item
(e.g., a treasure, weapon, etc.) that the player object is required
to obtain, but also a destination (e.g., a delivery article
destination, goal point, exit, etc.) where the player object has to
advance. The "marker" refers to a sign which is to be put at a
site, e.g., an entrance, etc., where the player object has passed
at least once, with which the player object can easily return to
the site by advancing toward the marker.
[0070] A direction pointing mark in this embodiment includes three
types, as shown in FIG. 8. A first direction pointing mark is to
point a direction of a marker stated above viewed from the player
object PO, and is in this embodiment a white-colored triangular
pyramid (tetrahedron) to point at its tip a direction in which the
marker is put on. The first direction pointing mark is referred to
as a marker pointing mark M.
[0071] A second direction pointing mark is, for example, referred
to as a target pointing mark T, which is formed, for example, by a
red-colored triangular pyramid (tetrahedron) utilized to point a
target (destination or article) position viewed from the player
object, and having a tip directed to the target. This second
direction pointing mark in the embodiment differs in color from
that of the first direction pointing mark, in order to distinguish
therebetween. Alternatively, it may be changed in shape.
[0072] A third direction pointing mark is utilized as so-called an
azimuth pointing mark D to point "North and South" in a game scene,
which in the embodiment includes two direction pointing marks
displayed back to back in order to point "North" by one and "South"
by the other. The third direction pointing mark is different in
shape, color, etc. from that of the first and second direction
pointing marks. This third direction pointing mark is displayed to
point "North" in a direction of the North Pole viewed from the
player object.
[0073] Where the first to third direction pointing marks
respectively employ triangular pyramids as shown in FIG. 8, they
are controlled to point at a sharpened tip a direction so that a
top surface thereof represents a horizontal plane and/or an angle
of elevation to a target or marker, with a ridgeline on a backside
of the triangular pyramid always positioned on a straight line
connecting between the player object and a target or marker or on a
straight line representing an azimuth thereto. Incidentally, these
first to third direction pointing marks are not limited in shape to
a triangular pyramid but may be represented by an arbitrary shape,
color or pattern, such as a planar triangle, bold arrow mark or
tip-arrowed line.
[0074] FIG. 9 is a main flowchart for the video game system in this
embodiment. When a power is turned on, the CPU 11 at a first step
S1 sets the video game machine 10 to a predetermined initial state
in order to start operation. For example, the CPU 11 transfers a
start program among the game programs stored in the program area 22
of the external ROM into the program area 202 of the RAM 14, and
sets each parameter to an initial value and executes the steps of
FIG. 9 in the order.
[0075] The operation of the main flowchart of FIG. 8 is executed,
for example, every 1 frame ({fraction (1/60)} second) or every two
or three frames, wherein steps S1-S13 are repeatedly executed
before the course is cleared. If the game becomes over without
success of course clear, a game-over process is effected at a step
S14 following the step S13. If course clear is successfully done,
the process returns from the step S13 to the step S1.
[0076] That is, at a step S1 a game course screen and/or course
opting screen is displayed. However, when the game is started after
turning on the power, a first course screen is displayed. If the
first course is cleared, a next course is set on.
[0077] At a step S2 following the step S1, a controller process is
performed. This process includes a detection on any of which the
joystick 45, cross switch 46 and switches 47A-47Z on the controller
has been operated. The operation state detection data (controller
data) is read in, and the controller data, thus read is written
into the controller data area 205 of the RAM 14.
[0078] AT a step S3 a process for displaying a player object is
performed. This process is concretely effected by a subroutine of
FIG. 10. At first step S31 in FIG. 10, the player object is moved
in response to an operating state of the player-operated joystick
45 and cross key 46 or a program transferred from the memory area
22e (FIG. 6) of the external ROM 21, the polygon data of the player
object transferred from the memory area 24, and the controller
data, i.e., an operating state of the joystick 45 and the cross key
46. That is, this step S31 determines coordinate data
representative of a current position of a player object. At a
succeeding step S32 the player object is changed in movement in
response to an operating state (controller data) of the button 47
on the controller 40, to calculate polygon data after the change.
The resulting polygons are given colors by putting texture data
thereon. At a step S33 the relevant player object is registered to
the display list area 201.
[0079] At a step S4 other objects are subjected to processing. At
this step the display positions or shapes for other objects are
calculated based on a program partly transferred from the memory
area 22i and polygon data of other objects transferred from the
memory area 24 (FIG. 5).
[0080] At a step S5 a process for displaying a target object is
performed. This step S5 is concretely effected by a subroutine
shown in FIG. 11.
[0081] That is, it is determined at a first step S51 in FIG. 11
whether there is necessity at that time to display a target or not.
If there is no necessity to display a target, the process returns.
If it is necessary, coordinate data is set for the relevant target
at a next step S52. Because the target includes not only an
"article" that the player object has to obtain but also a
destination where the player object is required to advance as
stated before. It is determined at a next step S53 whether the
target is an "article" or not. That is, if the target is an
"article", it is possible to display the target. However, if it is
not an "article", such as a destination, it is impossible to
display. Accordingly, determination is made at this step S53.
[0082] If "YES" is determined at the step S53, then it is
determined at a step S54 whether or not the "article" target is
existing within a display range of the display unit 30 (FIG. 1)
depending, for example, on a target coordinate display or the like.
At a step S55 a target object that can be displayed is registered
to the display list area 201 (FIG. 6). Incidentally, when "NO" is
determined at the step S53 or S54, the process returns as it
is.
[0083] In this manner, the display screen is given in a state that
a target be displayable in the game scene, as shown in FIG. 8.
[0084] Returning to FIG. 9, at a step S6 in FIG. 9, a program is
executed to process and display a marker object (FIG. 8) as stated
before. Specifically, at a first step S61 in FIG. 12 it is
determined whether there exists a marker or not. For example, it is
determined whether or not a marker has already been put on an
entrance or an ground at a branch. If "NO" is determined at this
step S61, it is determined at a step S62 whether an icon for
setting markers as shown in FIG. 13 is being displayed on the
display screen. Note that the icon displaying screen shown in FIG.
13 is available by operating particular one or two or more buttons
(switches) on the controller 40 (FIG. 1). That is, the operation of
particular buttons enables marker setting. At the step S62 marker
setting is possible or not is determined.
[0085] It is determined at the step S62 that marker setting is
possible, then at a next step S63 it is determined whether or not
MARKER is selected on the icon displaying screen of FIG. 13. The
MARKER icon can be selected by moving a "hand"-shaped cursor in
FIG. 13 to a position to point the MARKER icon by operating the
cross key 45 (FIG. 1). Accordingly, this step S63 determines
whether the cursor has been moved to such a position or not.
[0086] If the MARKER icon is selected at the step S63, a coordinate
for the marker is determined at a step S64 such that the marker
(FIG. 8) is put on a ground immediately under the player
object.
[0087] Where "YES" is determined at the step S61 or after executing
the step S64, it is determined at a step S65 whether or not a
marker having a ready been put or a marker newly put lies within a
display range. If "YES", the marker object is registered to the
display list area 201. Accordingly, a marker object displayable
state is established as shown in FIG. 8.
[0088] At a step S7 shown in FIG. 9, a process for setting and
displaying a direction pointing mark object is effected according
to a flowchart shown in FIG. 14. At a first step S71 in FIG. 14,
determination is made whether it is at a field beginning of raster
scanning over the display 30 (FIG. 1) or not. If it is field
beginning, a North-and-South azimuth is determined at a step S72.
Specifically, this step S72 determines, in a virtual
three-dimensional space, a North Pole coordinate and sets the
coordinate data therefor. In this manner, the azimuth is determined
at only the field beginning, and the process advances to a next
step S73. This step S73 makes processing for a third direction
pointing mark, i.e., azimuth pointing mark.
[0089] Specifically, at a first step S731 in FIG. 5, a direction is
determined in which the North Pole is viewed from the player object
PO shown in FIG. 8. That is, a straight line is determined that
connects between two coordinates based on the player object
coordinate data determined by the step S31 (FIG. 10) and the North
Pole coordinate data determined by the step S72 (FIG. 14). Then at
a step S732 an azimuth pointing mark (third direction pointing
mark) is calculated as to coordinate such that it is directed
parallel to that line. Because the direction pointing mark in this
embodiment is a triangular pyramid, the azimuth pointing mark is
determined of its two point coordinates such that a top and a
bottom surface center are positioned on the previously-determined
straight line (or a straight line parallel to that straight line).
At a step S733 the azimuth pointing mark is registered to the
display list area 201 so that the azimuth pointing mark (third
direction pointing mark) is rendered in a displayable state.
[0090] Returning to FIG. 14, at a step S74 after the step S73, it
is determined whether a target has been set or not. If a target has
been set, a step S75 is executed according to a flowchart shown in
FIG. 16. At a first step S751 in FIG. 16, a direction is determined
in which the target is viewed from the player object PO shown in
FIG. 8. That is, a straight line connecting two coordinates is
determined based on the player object coordinate data determined by
the step S31 (FIG. 10) and the target coordinate data set by the
former step S52 (FIG. 11).
[0091] At a next step S752 it is determined whether an angle of
that straight line with respect to a horizontal line is equal to or
smaller than a predetermined angle or not. This is because, if the
angle given by the straight line and the horizontal line is
excessively great as shown in FIG. 17, the direction pointing mark
rises in position and loses its direction-pointing role (the point
that the direction pointing mark points becomes obscure). Due to
this, when the angle is greater than a given degree, pointing to a
direction in which the target exists is not made. That is, the
target pointing mark (second direction pointing mark) is allowed to
indicate an actual direction to the target only when the angle
given by the straight line and the horizontal line is at a
predetermined angle or smaller.
[0092] If "YES" is determined at the step S752, that is, when the
angle given by the straight line and the horizontal line is smaller
than a predetermined angle, a coordinate for the target pointing
mark (second direction pointing mark) is calculated such that it is
directed to parallel with the straight line. That is, the target
pointing mark is determined of coordinate at two points such that a
top and a bottom surface center of the target pointing mark
triangular pyramid are positioned on the previously-determined
straight line (or on a straight line parallel with that straight
line). Accordingly, in this case the target pointing mark indicates
a direction in which the target actually exists as shown by the
target pointing mark T1 or T2 in FIG. 17.
[0093] If "NO" is determined at the step S752, that is, when the
angle between the straight line and the horizontal line exceeds a
predetermined angle, then at a step S754 another straight line is
determined with the predetermined angle taken as an upper or lower
limit to calculate a target pointing mark coordinate so that the
target pointing mark is directed in a direction parallel to this
other straight line. That is, the target pointing mark is
determined of coordinate at two points such that the top and the
bottom surface center of the direction pointing mark triangular
pyramid are positioned on the determined other straight line (or a
straight line in parallel with that other straight line). In this
case the target pointing mark indicates a direction given by the
upper-limit angle as shown by a target pointing mark T3 in FIG. 17,
in which direction no target exists.
[0094] At a step S755 the target pointing mark is registered in the
display list area 201 so that the target pointing mark (second
direction pointing mark) is rendered in a displayable state.
[0095] Returning to FIG. 14, it is determined at a step S76 after
the step S75 whether a marker has been set or not. If a marker has
been set, a step S77 is executed according to a flowchart shown in
FIG. 18.
[0096] At a first step S771 in FIG. 18, a direction is determined
in which a marker is viewed from the player object PO shown in FIG.
8. That is, a straight line connecting two coordinates is
determined based on the player object coordinate data determined by
the step S31 (FIG. 10) and the marker coordinate data set by the
step S64 (FIG. 12).
[0097] It is then determined at a step S772 whether or not an angle
given by the straight line and the horizontal line is at a
predetermined angle or smaller. This is due to the same reason as
the case stated as to the target pointing mark.
[0098] If "YES" is determined at the step S772, that is, when the
angle between the straight line and the horizontal line is at
predetermined angle or smaller, a coordinate for the maker pointing
mark (first direction pointing mark) is calculated at a step S773
such that it is directed in a direction parallel to this straight
line. That is, the marker pointing mark is determined of ordinate
at two points such that the top and bottom surface center of the
marker pointing mark triangular pyramid are positioned on the
determined straight line (or a line in parallel with that straight
line). Accordingly, in this case the marker pointing mark indicates
a direction in which the marker is actually put on.
[0099] If "NO" is determined at the step S772, that is, when the
angle between the straight line and the horizontal line exceeds a
predetermined angle, then at a step S774 another straight line is
determined with the predetermined angle taken as an upper or lower
limit to calculate a marker pointing mark coordinate such that the
marker pointing mark is directed a direction parallel to this other
straight line. In this case, the marker pointing mark points a
direction that is given by the upper-limit angle but no marker
actually exists therein.
[0100] At a step S775 the marker pointing mark is registered in the
display list area 201, to put the marker pointing mark (first
direction pointing mark) in a displayable state.
[0101] Returning to FIG. 9, a camera process is performed at a step
S8. For example, a coordinate of point of sight with respect to
each object is determined such that a line or field of sight as
viewed through a camera viewfinder assumes an angle designated
through the joystick 45 by the player. The hypothetical camera is
controlled in position (point of sight) or line direction of sight
is controlled basically by the joystick 45.
[0102] At a step S9 the RSP 122 performs a rendering process. That
is, the RCP 12 performs transformation processing (coordinate
transformation process and frame memory rendering process shown in
FIG. 19), under the control of the CPU 11, to display each object
based on the texture data for object memorized in the image data
area 203 of the RAM 14.
[0103] Specifically, each object is developed by two-dimensional
bit-map image data in consideration of a position of the
hypothetical camera (i.e., in a manner distinguishing between
visible and invisible portions), based on three-dimensional
coordinate data of a plurality of polygons for constituting the
object. The texture data is to instruct as to what color, pattern
or material feeling is put to an inside of a triangle defined by
the three-dimensional coordinate data of each polygon. The texture
data is color data as considered on one dot of a bit map image.
That is, the texture data is converted into color data. The color
data of each dot of the bit map image is written into the frame
memory 203a (FIG. 6), while the depth data thereof is written into
a Z buffer 203b (FIG. 6). By thus performing coordinate
transformation and rendering process on each polygon, the player
object or other objects (including enemy objects, stationary
objects, direction pointing marks and markers) existing in the
virtual three-dimensional space can be displayed in a
two-dimensional fashion.
[0104] At a step S10 in FIG. 9, the CPU performs a sound process
based on sound data, such as message, music, effect sound, etc.
[0105] At a step S11 the CPU 11 reads out image data memorized in
the frame memory area of the RAM 14, as a result of the rendering
process at the step S9. Accordingly, the player object or other
objects existing in the virtual three-dimensional space is
displayed in the game scene on the display 30 (FIG. 1, FIG. 2), as
shown in FIG. 20.
[0106] In FIG. 20, there are displayed, besides the player object
PO, a first direction pointing mark, i.e. marker instructing mark
M, a second direction pointing mark, i.e., target pointing mark T,
and a third direction pointing mark, i.e., azimuth pointing mark
D1, D2. Consequently, the player may operate the analog joystick 45
(FIG. 1) so that the player object PO is moved in a direction
according to these direction pointing marks. Therefore, the player
object PO is comparatively easy to control in its movement. Thus
the player object PO can be moved at a rapid speed in a desired
direction.
[0107] Incidentally, a map screen MP may be separately created, in
addition to displaying the direction pointing marks in the game
screen, as shown in FIG. 21. In this case, however, a direction
pointing mark MP1 provided within the map screen MP will indicate a
direction in which the player object PO is directed.
[0108] At a step S12 the sound data obtained as a result of the
sound processing by the RCP 12 at the step S10 is read out, to
thereby output sound, such as music, effect sound or speech.
[0109] At a step S13 the course has been cleared or not is
determined (course clear detection). If the course is not cleared,
it is determined at a step S14 whether it is game over or not. If
not game over, the process returns to the step S2 to repeat the
steps S2-S14 until a game-over condition is detected. If a
game-over condition is detected that the number of mistakes
permitted to the player reaches a predetermined number of times or
the life of the player object is consumed by a predetermined
amount, then a game-over process is performed at a succeeding step
S16 that includes selection for game continuation or backup data
memorization.
[0110] Incidentally, if a condition of clearing the course (e.g.,
defeating a course, etc.) is detected at a step S13, a course-clear
process is formed at a step S16 and then the process returns to a
step S1.
[0111] Although the present invention has been described and
illustrated in detail, it is clearly understood that the same is by
way of illustration and example only and is not to be taken by way
of limitation, the spirit and scope of the present invention being
limited only by the terms of the appended claims.
* * * * *