U.S. patent application number 10/295996 was filed with the patent office on 2003-06-26 for graphics processing device, graphics processing method, game machine, and storage medium.
This patent application is currently assigned to Kabushiki Kaisha Sega Enterprises. Invention is credited to Ohba, Noriyoshi, Ono, Kenichi.
Application Number | 20030119587 10/295996 |
Document ID | / |
Family ID | 15336445 |
Filed Date | 2003-06-26 |
United States Patent
Application |
20030119587 |
Kind Code |
A1 |
Ohba, Noriyoshi ; et
al. |
June 26, 2003 |
Graphics processing device, graphics processing method, game
machine, and storage medium
Abstract
In a simulation game machine for play on the basis of images of
three-dimensionally constituted terrain features and characters
which are represented as if viewed from a prescribed camera within
s a virtual space, allows the viewing point to be shifted in three
dimensions while looking over a stage, thereby enhancing the
interest of the game. Upon entering a topographical mapping data
check (ST1), the viewing point is shifted while panning and zooming
in movie-like fashion along a predetermined path (ST2), and
messages disposed along the path are displayed (ST4).
Inventors: |
Ohba, Noriyoshi; (Tokyo,
JP) ; Ono, Kenichi; (Tokyo, JP) |
Correspondence
Address: |
FINNEGAN, HENDERSON, FARABOW, GARRETT &
DUNNER LLP
1300 I STREET, NW
WASHINGTON
DC
20006
US
|
Assignee: |
Kabushiki Kaisha Sega
Enterprises
|
Family ID: |
15336445 |
Appl. No.: |
10/295996 |
Filed: |
November 18, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10295996 |
Nov 18, 2002 |
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09011267 |
Jan 30, 1998 |
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6500069 |
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09011267 |
Jan 30, 1998 |
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PCT/JP97/01912 |
Jun 5, 1997 |
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Current U.S.
Class: |
463/31 ;
463/33 |
Current CPC
Class: |
Y10S 345/959 20130101;
A63F 2300/6045 20130101; A63F 13/525 20140902; A63F 2300/66
20130101; A63F 2300/306 20130101; A63F 2300/6684 20130101; G06T
15/00 20130101; Y10S 345/958 20130101; A63F 13/42 20140902; A63F
2300/303 20130101; A63F 2300/305 20130101; A63F 2300/64 20130101;
Y10S 707/99943 20130101; A63F 2300/308 20130101; A63F 2300/65
20130101; A63F 2300/6661 20130101; A63F 13/10 20130101; G06T 15/20
20130101 |
Class at
Publication: |
463/31 ;
463/33 |
International
Class: |
A63F 013/00; A63F
009/24; G06F 017/00; G06F 019/00 |
Foreign Application Data
Date |
Code |
Application Number |
Jun 5, 1996 |
JP |
8-143337 |
Claims
1. A graphics processing device for generating a display wherein
segments defined three-dimensionally within a virtual space are
viewed from a viewing point located within the virtual space,
comprising: viewing point shifting means for shifting the viewing
point over the predetermined three-dimensional paths established
within the virtual space.
2. A graphics processing device according to claim 1, wherein
display locations for displaying predetermined messages are
established along a path, and the viewing point shifting means
displays messages at these display locations.
3. A graphics processing device according to claim 1 or claim 2,
wherein the path is configured such that each of the plurality of
segments can be represented from different viewing point
positions.
4. A graphics processing device according to any of claims 1
through 3, wherein the viewing point shifting means holds a
reference point for the viewing point in a predetermined location
when shifting the viewing point along a path.
5. A game machine designed with a plurality of stages, comprising:
a graphics processing device according to any of claims 1 through
4, wherein virtual terrain features are defined three-dimensionally
within virtual space for each stage and representations thereof are
displayed as viewed from the viewing point.
6. A graphics processing method for generating representations of
segments defined three-dimensionally within virtual space displayed
as viewed from the viewing point, comprising: the step of shifting
the viewing point over the predetermined three-dimensional paths
established within the virtual space.
7. A graphics processing method according to claim 6, wherein
display locations for displaying predetermined messages are
selected along a path, and the step for shifting the viewing point
displays the messages at the display locations.
8. A graphics processing device for generating representations of
segments defined three-dimensionally within virtual space displayed
as viewed from the viewing point, comprising: cursor generation
means for generating a cursor; cursor moving means for moving the
cursor through operation by the player; data generating means for
acquiring data concerning segments located peripherally around the
cursor and generating display data; and data display means for
producing data displays on the basis of the display data.
9. A graphics processing device according to claim 8, wherein the
data generating means, on the basis of conditions of motion applied
to the cursor and data concerning segments located peripherally
thereto, makes decisions as to whether cursor movement should be
enabled, computing the load required for movement where movement is
enabled, and the data display means displays a "movement not
enabled" indicator in directions in which cursor movement is not
enabled, as well as displaying a "movement enabled" indicator in
directions in which cursor movement is enabled, together with the
load required therefor.
10. A graphics processing device according to claim 8, wherein the
data generating means acquires attribute data concerning segments
located peripherally around the cursor and generates display data,
and the data display means displays the display data next to the
segment(s) in question.
11. A graphics processing device according to any of claims 8
through 10, wherein the cursor generating means changes the cursor
display with reference to the attributes of the segments.
12. A game machine designed with a plurality of stages, comprising:
a graphics processing device according to any of claims 8 through
11, wherein virtual terrain features are defined
three-dimensionally within virtual space for each stage, and a
cursor is displayed in the display of each stage.
13. A graphics processing method for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, comprising: a cursor moving step in which the cursor is
moved through player control; a data generation step in which data
pertaining to segments located peripherally around the cursor is
acquired and display data is generated; and a data display step in
which a data display is produced on the basis of the display
data.
14. A graphics processing device for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, comprising: attribute modification value generating means
which, where a segment has moved, computes an attribute
modification value for the segment on the basis of its status prior
to moving, after moving, or both; and attribute modifying means for
modifying the attributes of the segment on the basis of the
attribute modification value.
15. A graphics processing device according to claim 14, wherein the
attribute modification value generating means computes the
attribute modification value on the basis of the difference in
distance of the segment prior to and after moving.
16. A graphics processing device according to claim 14, wherein the
attribute modification value generating means computes the
attribute modification value on the basis of the status defined for
the terrain feature segment located at the current position of a
segment which has moved.
17. A game machine designed with a plurality of stages, comprising:
a graphics processing device according to any of claims 14 through
16 for defining virtual terrain features three-dimensionally within
a virtual space and modifying segment attributes for each
stage.
18. A graphics processing method for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, comprising: an attribute modification value generating step
wherein, where a segment has moved, an attribute modification value
is computed for the segment on the basis of its status prior to
moving, after moving, or both; and an attribute modifying step
wherein the attributes of the segment are modified on the basis of
the attribute modification value.
19. A graphics processing device for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, comprising: segment moving means for moving prescribed
segments through control by the player; coordinate alignment
determining means for determining if the direction in which a
designated segment in virtual space is facing is aligned with the
direction of the line of sight extending from the viewing point;
and association modifying means for modifying the association of
the control direction instructed through player control and the
direction of movement of the segment where the coordinate alignment
determining means has determined that these are not aligned.
20. A graphics processing device according to claim 19, further
comprising: control input type determining means for determining
whether a control input by the player pertains to movement of a
segment; and control direction setting means for setting the
direction instructed through control by the player to a predefined
direction in the event that it is determined by the control input
type determining means that the input does not pertain to movement
of a segment.
21. A graphics processing device according to claim 19, further
comprising: control input referent determining means for
determining whether a control input by the player is an operation
to be performed on the display screen which displays the virtual
space; and control direction setting means for setting the
direction instructed through control by the player to a predefined
direction in the event that it is determined by the control input
referent determining means that the operation is not one to be
performed on the display screen which displays the virtual
space.
22. A game machine designed with a plurality of stages, comprising:
a graphics processing device according to any of claims 19 through
21 for defining virtual terrain features three-dimensionally within
a virtual space for each stage, and for moving the segments.
23. A graphics processing method for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, comprising: a segment moving step in which a designated
segment is moved through control by the player; a coordinate
alignment determining step in which a determination is made as to
whether the direction in which the designated segment in virtual
space is facing is aligned with the direction of the line of sight
extending from the viewing point; and an association modifying step
in which the association of the control direction instructed
through player control and the direction of movement of the segment
is modified in the event that the coordinate alignment determining
means has determined that these are not aligned.
24. A graphics processing method according to claim 23, further
comprising: a control input type determining step in which a
determination is made as to whether a control input by the player
pertains to movement of a segment; and a control direction setting
step in which the direction instructed through control by the
player is set to a predefined direction in the event that it is
determined by the control input type determining means that the
input does not pertain to movement of a segment.
25. A machine-readable storage medium, provided in a computer, for
storing a program which embodies a graphics processing method for
generating a display of segments defined three-dimensionally within
a virtual space and portrayed as viewed from a viewing point
located within the virtual space, and which executes a step whereby
the viewing point is shifted over predetermined three-dimensional
paths established within the virtual space.
26. A machine-readable storage medium, provided in a computer, for
storing a program which embodies a graphics processing method for
generating a display of segments defined three-dimensionally within
a virtual space and portrayed as viewed from a viewing point
located within the virtual space, and which executes a cursor
movement step wherein the cursor is moved through control by the
player, a data generation step wherein data pertaining to segments
located peripherally around the cursor is acquired and display data
is generated, and a data display step in which a data display is
produced on the basis of the display data.
27. A machine-readable storage medium, provided in a computer, for
storing a program which embodies a graphics processing method for
generating a display of segments defined three-dimensionally within
a virtual space and portrayed as viewed from a viewing point
located within the virtual space, and which executes an attribute
modification value generating step wherein, where a segment has
moved, an attribute modification value is computed for the segment
on the basis of its status prior to moving, after moving, or both,
and an attribute modifying step wherein the attributes of the
segment are modified on the basis of the attribute modification
value.
28. A machine-readable storage medium, provided in a computer, for
storing a program which embodies a graphics processing method for
generating a display of segments defined three-dimensionally within
a virtual space and portrayed as viewed from a viewing point
located within the virtual space, and which executes a segment
moving step in which a designated segment is moved through control
by the player, a coordinate alignment determining step in which a
determination is made as to whether the direction in which the
designated segment in virtual space is facing is aligned with the
direction of the line of sight extending from the viewing point,
and an association modifying step in which the association of the
control direction instructed through player control and the
direction of movement of the segment is modified in the event that
the coordinate alignment determining means has determined that
these are not aligned.
Description
TECHNICAL FIELD
[0001] This invention relates to a graphics processing technique
for generating an image, analogous to one observed from a
prescribed viewing point, of a virtual space which is defined by
three-dimensional coordinates and which contains segments (terrain
features, human figures moving about in the virtual space, and the
like) disposed therein, and more particularly to a method for
shifting this viewing point in an effective manner.
BACKGROUND OF THE INVENTION
[0002] Recent advances in computer technology and declines in
prices have led to widespread consumer adoption of video game
machines. Various games can be played on such video game machines
by inserting the appropriate ROM cartridge or CD-ROM.
[0003] These types of games include "simulation" games. In
simulation games, the game consists of a plurality of stages. The
display image contains a designated movable segment which can be
controlled by the player, other segments which move under the
control of the program, and other segments depicting terrain
features (hereinafter, the movable human figure or other
player-controlled segment will be referred to as the
"player-controlled character," and segments which move under the
control of the program will be referred to as "enemy characters").
The player controls the player-controlled character to fight with
the enemy characters to "beat" (complete a stage) the various
stages.
[0004] Some simulation games of this type display an introductory
screen which introduces the plurality of stages upon the issuance
of a game start instruction, but these have several drawbacks.
[0005] For example, many conventional games of this type allow one
to move through a page on the screen (called "scrolling") in order
to view displays of all the stages. However, the information
displayed together with the stage displays was limited to messages
(Conventional Example 1).
[0006] Some simulation games which use a cursor to facilitate
control allow one to move the cursor to a desired location within
the display, at which point data describing the terrain feature
segment displayed at that location is presented. However, only data
for the location selected with the cursor is shown; relationships
to terrain features adjacent to cursor are not indicated
(Conventional Example 2).
[0007] Conventional simulation games also include those which use
topographical mapping data. However, this topographical mapping
data is defined two-dimensionally; none of the simulation games
employ topographical mapping data defined three-dimensionally.
Accordingly, no game processing exists which utilizes terrain
features rendered as images capable of simulating events likely to
happen in any ordinary three-dimensional terrain, for example, a
character sustaining injury by falling from a cliff. Even if such a
game exists, the orientation of an injury and the extent of an
injury would be predetermined factors, and the inability for the
nature of the injury to change in a manner dependent on the terrain
results in a lack of realism (Conventional Example 3).
[0008] Furthermore, while some conventional simulation games vary
the viewing point for creating the display, none of them allow the
viewing point to be changed arbitrarily (Conventional Example
4).
[0009] As noted above, in conventional game design, the display is
two-dimensionally defined, and the resulting display is unavoidably
lacking in realism when compared to the real world, which is
three-dimensional.
[0010] Accordingly, representation whereby the display in each
stage is rendered on the basis of three-dimensionally-defined
topographical mapping data, the position of the viewing point can
be shifted vertically and horizontally, and the player is presented
a more three-dimensional display would serve to facilitate
understanding of terrain features.
[0011] It should be noted that defining terrain feature segments in
three dimensions and allowing the viewing point to be positioned at
any location within virtual space creates several new problems.
[0012] For example, where a enemy character or the like is hidden
behind a terrain feature segment which is represented in three
dimensions, the enemy character cannot be made visible unless the
position of the viewing point is changed. This creates problems,
unless the position of the viewing point is aligned with the
player-controlled character. Specifically, directions for
player-controlled character movement are assigned to control
buttons on the input device (pad). This does not present a problem
when the direction of the line of sight extending into the virtual
space from the viewing point is aligned with the direction in which
the player-controlled character is facing. However, if the
direction of the line does is not aligned with the direction in
which the player-controlled character is facing, proper control
becomes impossible.
[0013] For example, let it be assumed that the assignment for the
UP switch on the pad is such that when it is pushed, the
player-controlled character moves FORWARD. This is not a problem
where the viewing point is such that the player-controlled
character is viewed from behind. Pushing the UP switch causes the
player-controlled character to move in the z-axis direction in the
viewing point coordinate system. With this control button
assignment, however, if the viewing point is changed so that the
player-controlled character is viewed from the side, pushing the UP
switch will cause the player-controlled character to move in the
z-axis direction, i.e., in the sideways direction with respect to
the player-controlled character. Properly speaking, FORWARD should
move the player-controlled character in the forward direction.
[0014] To summarize, where a three-dimensional simulation game is
conducted using three-dimensionally-defined polygons or the like,
the use of processing analogous to that for conventional
two-dimensional simulation games makes control difficult and may
diminish the interest of the game.
[0015] This invention was developed to address the problems noted
earlier, and is intended to provide a graphics processing device
which allows the viewing point in a three-dimensionally-defined
virtual space to be shifted arbitrarily, and to present a suitable
operating environment (Object 1).
[0016] This invention was developed to address the problems noted
earlier, and is intended to provide a graphics processing device
which allows information for the surroundings of the
cursor-selected position to be displayed, and to present a suitable
operating environment (Object 2).
[0017] This invention was developed to address the problems noted
earlier, and is intended to account for the effects of a
three-dimensionally-defin- ed terrain feature on a
player-controlled segment, and to present a suitable operating
environment (Object 3).
[0018] This invention was developed to address the problems noted
earlier, and is intended to align the orientation of a
player-controlled segment in virtual space with the direction of
the line of sight for visual field conversion, and to present a
suitable operating environment (Object 4).
[0019] The invention of claim 1 provides a graphics processing
device for generating a display wherein segments defined
three-dimensionally within a virtual space are viewed from a
viewing point located within the virtual space, comprising viewing
point shifting means for shifting the viewing point over the
predetermined three-dimensional paths established within the
virtual space.
[0020] The segments are representations of terrain features, human
figures, and the like, and are constructed from polygons, for
example. Two-dimensional representations of the polygons observed
from a viewing point in the virtual space are displayed. In
contrast to moving through two dimensions, the paths are designed
to allow movement while changing position in a third dimension
direction (such as the height direction).
[0021] The invention of claim 2 provides a graphics processing
device according to claim 1, wherein display locations for
displaying predetermined messages are established along a path, and
the viewing point shifting means displays messages at these display
locations.
[0022] Locations for message display may include, for example,
locations where enemy characters are positioned, locations of
prescribed objects, location of characteristic terrain features
such as cliffs or precipices, and other locations where information
useful to the player in proceeding through the game should be
placed. Messages maybe displayed in a prescribed message window,
for example. The message window need not be three-dimensional; a
two-dimensional display may be used.
[0023] The invention of claim 3 provides a graphics processing
device according to claim 1 or claim 2, wherein the path is
configured such that each of the plurality of segments can be
represented from different viewing point positions.
[0024] Examples of paths providing representation from different
viewing point positions are:
[0025] paths providing an elevated viewing point position for
commanding a wide view of flat terrain features;
[0026] paths providing a lowered viewing point position for
providing an unobstructed view when encountering a view obstructed
by valleys, forests, or other complex terrain features;
[0027] paths modifiable upon encountering a terrain feature that
represents an obstacle, thereby allowing one to avoid the obstacle
to view a desired terrain feature;
[0028] paths modifiable upon encountering a distinctive terrain
feature or object, allowing the area to be rendered in close-up,
for example, when looking up at an inclined surface, lowering the
viewing point and approaching the inclined surface, or, when
looking over a cliff, elevating the viewing point and approaching
the cliff; and
[0029] paths otherwise modifiable for achieving movie effects such
as pan, zoom, and the like, for example, paths set up such that the
camera can be adjusted continuously from extreme zoom-out to
close-up in order to focus on a particular point.
[0030] The invention of claim 4 provides a graphics processing
device according to any of claims 1 through 3, wherein the viewing
point shifting means holds a reference point for the viewing point
in a predetermined location when shifting the viewing point along a
path.
[0031] The reference point is established, for example, on a
designated terrain feature or character.
[0032] The invention of claim 5 provides a game machine designed
with a plurality of stages, comprising an graphics processing
device as defined any of claims 1 through 4 whereby virtual terrain
features are defined three-dimensionally within virtual space for
each stage, and representations thereof are displayed as viewed
from the viewing point.
[0033] The invention of claim 6 provides a graphics processing
method for generating representations of segments defined
three-dimensionally within virtual space displayed as viewed from
the viewing point, comprising the step of shifting the viewing
point over the predetermined three-dimensional paths established
within the virtual space.
[0034] The invention of claim 7 provides a graphics processing
method according to claim 6, wherein display locations for
displaying predetermined messages are selected along a path, and
the step for shifting the viewing point displays the messages at
the display locations.
[0035] The invention of claim 8 provides a graphics processing
device for generating representations of segments defined
three-dimensionally within virtual space displayed as viewed from
the viewing point, comprising cursor generation means for
generating a cursor, cursor moving means for moving the cursor
through operation by the player, data generating means for
acquiring data concerning segments located peripherally around the
cursor and generating display data, and data display means for
producing data displays on the basis of the display data.
[0036] The invention of claim 9 provides a graphics processing
device according to claim 8, wherein the data generating means, on
the basis of conditions of motion applied to the cursor and data
concerning segments located peripherally thereto, makes decisions
as to whether cursor movement should be enabled, computing the load
required for movement where movement is enabled, and the data
display means displays a "movement not enabled" indicator in
directions in which cursor movement is not enabled, as well as
displaying a "movement enabled" indicator in directions in which
cursor movement is enabled, together with the load required
therefor.
[0037] The invention of claim 10 provides a graphics processing
device according to claim 8, wherein the data generating means
acquires attribute data concerning segments located peripherally
around the cursor and generates display data, and the data display
means displays the display data next to the segment(s) in
question.
[0038] The invention of claim 11 provides a graphics processing
device according to any of claims 8 through 10, wherein the cursor
generating means changes the cursor display with reference to the
attributes of the segments.
[0039] The invention of claim 12 provides a game machine designed
with a plurality of stages, comprising a graphics processing device
as defined any of claims 8 through 11 whereby virtual terrain
features are defined three-dimensionally within virtual space for
each stage, and a cursor is displayed in the display of each
stage.
[0040] The invention of claim 13 provides a graphics processing
method for generating a display of segments defined
three-dimensionally within a virtual space and portrayed as viewed
from a viewing point located within the virtual space, comprising a
cursor moving step in which the cursor is moved through player
control, a data generation step in which data pertaining to
segments located peripherally around the cursor is acquired and
display data is generated, and a data display step in which a data
display is produced on the basis of the display data.
[0041] The invention of claim 14 provides a graphics processing
device for generating a display of segments defined
three-dimensionally within a virtual space and portrayed as viewed
from a viewing point located within the virtual space, comprising
attribute modification value generating means which, where a
segment has moved, computes an attribute modification value for the
segment on the basis of its status prior to moving, after moving,
or both, and attribute modifying means for modifying the attributes
of the segment on the basis of the attribute modification
value.
[0042] The invention of claim 15 provides a graphics processing
device according to claim 14, wherein the attribute modification
value generating means computes the attribute modification value on
the basis of the difference in distance of the segment prior to and
after moving.
[0043] The invention of claim 16 provides a graphics processing
device according to claim 14, wherein the attribute modification
value generating means computes the attribute modification value on
the basis of the status defined for the terrain feature segment
located at the current position of a segment which has moved.
[0044] The invention of claim 17 provides a game machine designed
with a plurality of stages, comprising a graphics processing device
according to any of claims 14 through 16 for defining virtual
terrain features three-dimensionally within a virtual space and
modifying segment attributes for each stage.
[0045] The invention of claim 18 provides a graphics processing
method for generating a display of segments defined
three-dimensionally within a virtual space and portrayed as viewed
from a viewing point located within the virtual space, comprising
an attribute modification value generating step wherein, where a
segment has moved, an attribute modification value is computed for
the segment on the basis of its status prior to moving, after
moving, or both, and an attribute modifying step wherein the
attributes of the segment are modified on the basis of the
attribute modification value.
[0046] The invention of claim 19 provides a graphics processing
device for generating a display of segments defined
three-dimensionally within a virtual space and portrayed as viewed
from a viewing point located within the virtual space, comprising
segment moving means for moving prescribed segments through control
by the player, coordinate alignment determining means for
determining if the direction in which a designated segment in
virtual space is facing is aligned with the direction of the line
of sight extending from the viewing point, and association
modifying means for modifying the association of the control
direction instructed through player control and the direction of
movement of the segment where the coordinate alignment determining
means has determined that these are not aligned.
[0047] The invention of claim 20 provides a graphics processing
device according to claim 19, further comprising control input type
determining means for determining whether a control input by the
player pertains to movement of a segment, and control direction
setting means for setting the direction instructed through control
by the player to a predefined direction in the event that it is
determined by the control input type determining means that the
input does not pertain to movement of a segment.
[0048] Cases where a determination that a particular control input
does not pertain to movement of a segment would be made include,
for example, specification of an action not directly related to
movement of a segment but rather performed on a terrain feature,
tree, rock, or other object in the virtual space, or of some
modification of attributes (equipment, weapons, tools, etc.)
including those of segments. Cases where a determination that a
control input does not pertain to the virtual space would be made
include, for example, operations performed in display screens not
directly related to virtual space coordinates (such as game
setting, segment setting, and other initial screens, setting
screens for modifying parameters during the course of the game,
message windows, and the like). "Predefined direction" refers to
some direction defined with reference to the display screen (for
example, UP, DOWN, LEFT, or RIGHT).
[0049] The invention of claim 21 provides a graphics processing
device according to claim 19, further comprising control input
referent determining means for determining whether a control input
by the player is an operation to be performed on the display screen
which displays the virtual space, and control direction setting
means for setting the direction instructed through control by the
player to a predefined direction in the event that it is determined
by the control input referent determining means that the operation
is not one to be performed on the display screen which displays the
virtual space.
[0050] The invention of claim 22 provides a game machine designed
with a plurality of stages and comprising a graphics processing
device according to any of claims 19 through 21 for defining
virtual terrain features three-dimensionally within a virtual space
for each stage, and for moving the segments.
[0051] The invention of claim 23 provides a graphics processing
method for generating a display of segments defined
three-dimensionally within a virtual space and portrayed as viewed
from a viewing point located within the virtual space, comprising a
segment moving step in which a designated segment is moved through
control by the player, a coordinate alignment determining step in
which a determination is made as to whether the direction in which
the designated segment in virtual space is facing is aligned with
the direction of the line of sight extending from the viewing
point, and an association modifying step in which the association
of the control direction instructed through player control and the
direction of movement of the segment is modified in the event that
the coordinate alignment determining means has determined that
these are not aligned.
[0052] The invention of claim 24 provides a graphics processing
method according to claim 23, further comprising a comprising a
control input type determining step in which a determination is
made as to whether a control input by the player pertains to
movement of a segment, and a control direction setting step in
which the direction instructed through control by the player is set
to a predefined direction in the event that it is determined by the
control input type determining means that the input does not
pertain to movement of a segment.
[0053] The invention of claim 25 provides in a computer a
machine-readable storage medium for storing a program which
embodies a graphics processing method for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, and which executes a step whereby the viewing point is
shifted over predetermined three-dimensional paths established
within the virtual space.
[0054] The invention of claim 26 provides in a computer a
machine-readable storage medium for storing a program which
embodies a graphics processing method for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, and which executes a cursor movement step wherein the cursor
is moved through control by the player, a data generation step
wherein data pertaining to segments located peripherally around the
cursor is acquired and display data is generated, and a data
display step in which a data display is produced on the basis of
the display data.
[0055] The invention of claim 27 provides in a computer a
machine-readable storage medium for storing a program which
embodies a graphics processing method for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, and which executes an attribute modification value
generating step wherein, where a segment has moved, an attribute
modification value is computed for the segment on the basis of its
status prior to moving, after moving, or both, and an attribute
modifying step wherein the attributes of the segment are modified
on the basis of the attribute modification value.
[0056] The invention of claim 28 provides in a computer a
machine-readable storage medium for storing a program which
embodies a graphics processing method for generating a display of
segments defined three-dimensionally within a virtual space and
portrayed as viewed from a viewing point located within the virtual
space, and which executes a segment moving step in which a
designated segment is moved through control by the player, a
coordinate alignment determining step in which a determination is
made as to whether the direction in which the designated segment in
virtual space is facing is aligned with the direction of the line
of sight extending from the viewing point, and an association
modifying step in which the association of the control direction
instructed through player control and the direction of movement of
the segment is modified in the event that the coordinate alignment
determining means has determined that these are not aligned.
[0057] Examples of storage media are floppy disks, magnetic tape,
magnetooptical disks, CD-ROM, DVD, ROM cartridges, RAM memory
cartridges equipped with battery packs, flash memory cartridges,
nonvolatile RAM cartridges, and the like. "Storage medium" refers
to a component capable of storing data (mainly digital data and
programs) by some physical means and of enabling a computer,
dedicated processor, or other processing device to perform
prescribed functions.
[0058] Wired communications media such as phone lines, wireless
communications media such as microwave circuits, and other
communications media are included as well. The Internet is also
included in this definition of communications media.
BRIEF DESCRIPTION OF THE DRAWINGS
[0059] FIG. 1 is an exterior view of a game machine employing the
graphics processing device of Embodiment 1 of this invention;
[0060] FIG. 2 is a functional block diagram of a game machine
employing the graphics processing device of Embodiment 1 of this
invention;
[0061] FIG. 3 is a flowchart illustrating the operation of the
graphics processing device of Embodiment 1 of this invention;
[0062] FIG. 4 is a plan view of a stage illustrative of the
operation of Embodiment 1 of this invention;
[0063] FIG. 5 is a sectional view of a stage illustrative of the
operation of Embodiment 1 of this invention;
[0064] FIG. 6 is a diagram showing a camera shift path illustrative
of the operation of Embodiment 1 of this invention;
[0065] FIG. 7 is a diagram showing a camera shift path illustrative
of the operation of Embodiment 1 of this invention;
[0066] FIG. 8 is an example of a display screen illustrative of the
operation of Embodiment 1 of this invention;
[0067] FIG. 9 is an example of another display screen illustrative
of the operation of Embodiment 1 of this invention;
[0068] FIG. 10 is a diagram showing a camera shift path and the
orientation thereof illustrative of the operation of Embodiment 1
of this invention;
[0069] FIG. 11 is a flow chart depicting the operation of the
graphics processing device of Embodiment 2 of this invention;
[0070] FIG. 12 is a plan view of a cursor and icons displayed by
the graphics processing device of Embodiment 2 of this
invention;
[0071] FIG. 13 is a plan view of another cursor and icons displayed
by the graphics processing device of Embodiment 2 of this
invention;
[0072] FIG. 14 is a perspective view of the cursor, icons, and grid
in stage illustrative of the operation of Embodiment 2 of this
invention;
[0073] FIG. 15 is a plan view of the cursor, icons, and grid in
stage illustrative of another operation of Embodiment 2 of this
invention;
[0074] FIG. 16 is a flow chart depicting the operation of the
graphics processing device of Embodiment 3 of this invention;
[0075] FIG. 17 is a flow chart depicting the operation of the
graphics processing device of Embodiment 4 of this invention;
[0076] FIG. 18 shows an example of a display screen illustrative of
the operation of Embodiment 4 of this invention; and
[0077] FIG. 19 shows an example of another display screen
illustrative of the operation of Embodiment 1 of this
invention.
BEST MODE FOR CARRYING OUT THE INVENTION
[0078] Preferred embodiments for carrying out the present invention
are discussed below, referring to the appended drawings.
[0079] Embodiment 1
[0080] FIG. 1 is an exterior view of a video game machine employing
the graphics processing device which pertains to Embodiment 1 of
this invention. In the drawing, the video game console 1 has a
shape approximating a box, and houses the boards for game
processing and the like. Two connectors 2a are provided on the
front panel of the video game console 1; the pads which serve as
the input devices for game control (pads) 2b are connected to these
connectors 2a through cables 2c. For two-player play, two pads 2b
are used.
[0081] On the top of the video game console 1 are provided a
cartridge I/F 1a for connecting a ROM cartridge and a CD-ROM drive
1b for reading CD-ROMs. While not shown, the back panel of the
video game console 1 is provided with a video output terminal and
an audio output terminal. The video output terminal is hooked up to
the video input terminal of a television receiver 5 via a cable 4a.
The audio output terminal is hooked up to the audio input terminal
of a television receiver 5 via a cable 4b. With this type of video
game machine, a player operates the pad 2b to play the game while
viewing the screen shown on the television receiver 5.
[0082] FIG. 2 is a block diagram showing the scheme of the TV game
machine which pertains to Embodiment 1 of the invention. This
graphics processing device comprises a CPU block 10 for controlling
the entire device, a video block 11 for controlling game screen
displays, a sound block 12 for generating effect sounds, and a
sub-system 13 for reading CD-ROMs and the like.
[0083] The CPU block 10 comprises an SCU (system control unit) 100,
a main CPU 101, RAM 102, ROM 103, a cartridge I/F 1a, a sub-CPU
104, a CPU bus 105, and so on.
[0084] The CPU block 10comprises an SCU (system control unit) 100,
a main CPU 101, RAM 102, ROM 103, a cartridge I/F 1a, a sub-CPU
104, a CPU bus 105, and so on.
[0085] The main CPU 101 is designed to control the entire device.
This main CPU 101 incorporates a processing function (not shown)
similar to a DSP (digital signal processor) and is designed for
rapid execution of application software.
[0086] The RAM 102 is configured to serve as the work area for the
main CPU 101. An initialization program for the initialization
process and so on are written to the ROM 103, making it possible
for the device to boot up. The SCU 100 controls the buses 105, 106,
and 107 to enable data exchange among the main CPU 101, the VDPs
120 and 130, the DSP 140, the CPU 141, and other components.
[0087] The SCU 100 is provided internally with a DMA controller,
and is designed such that during the game, image data for the
display elements which make up the segments (polygon data and the
like) can be transferred to the VRAM in the video block 11.
[0088] The cartridge I/F 1a is designed to transfer program data
and image data from the storage medium (provided in the form of a
ROM cartridge) to the CPU block.
[0089] The sub-CPU 104 is called an SMPC (system manager &
peripheral controller), and is designed to acquire control data
from the peripheral devices 2b via the connector 2a shown in FIG. 1
in response to requests from the main CPU 101.
[0090] On the basis of control signals received from the sub-CPU
104, the main CPU 101 performs, for example, display control
(changing character rotation, changing perspective, and other
elements) on the game screen. The connectors 2a are designed to
allow connections to any peripheral device such as a pad, joystick,
keyboard, or the like. The sub-CPU 104 has the function of
automatically recognizing the type of peripheral device plugged
into the connectors 2a (console terminals) and acquiring control
signals and the like in accordance with a particular communication
mode corresponding to the type of peripheral device.
[0091] The video block 11 comprises a first VDP (video display
processor) 120, VRAM (DRAM) 121, frame buffers 122 and 123, a
second VDP 130, VRAM 131, and a frame memory 132.
[0092] The first VDP 120 houses a system register and is connected
to VRAM (DRAM) 121 and to the frame buffers 122 and 123, and is
designed to enable generation of segments (characters) consisting
of polygons for the TV game. The second VDP 130 houses a register
and color RAM, is connected to the VRAM 131 and the frame memory
132, and is designed to enable various processes such as rendering
background images, priority (display priority)-based segment image
data/background image data image synthesis, clipping, display color
designation, and the like.
[0093] The VRAM 121 is designed to store polygon data (collections
of apex point coordinates) for TV game character representation
transferred from the main CPU 101 and to store conversion matrix
data for shifting the visual field.
[0094] The frame buffers 122 and 123 are designed to hold the image
data (generated in 16 or 8 bits per pixel format, for example)
generated by the first VDP 120 on the basis of polygon data,
etc.
[0095] The VRAM 131 is designed to store background image data
supplied by the main CPU 101 through the SCU 100.
[0096] The memory 132 is designed to store final display data
generated by the second VDP 130 through synthesis of texture-mapped
polygon image data sent from the VDP 120 and background image data
while applying display priority (priority).
[0097] The encoder 160 is designed to generate video signals by
attaching sync frames and so on to the display data, and to output
these to the TV receiver.
[0098] The sound block 12 comprises a DSP 140 for synthesizing
sounds by the PCM format or FM format, and a CPU 141 for
controlling this DSP 140. The DSP 140 is designed to convert audio
signals to 2-channel signals through a D/A converter 170 and to
output these to the two speakers 5a.
[0099] The sub-system 13 comprises a CD-ROM drive 1b, a CD I/F 180,
MPEG AUDIO 182, MPEG VIDEO 183, and so on. This sub-system 13 has
the function of reading application software provided in CD-ROM
format, reproducing video, and so on. The CD-ROM drive 1b reads
data from the CD-ROM. The CPU 181 is designed to control the CD-ROM
drive 1b and to perform error correction on read data and other
such processes. Data read out from a CD-ROM is delivered to the
main CPU 101 through the CD I/F 180, bus 106, and SCU 100 and is
used as the application software. The MPEG AUDIO 182 and MPEG VIDEO
183 are devices for restoring data which has been compressed in
accordance with MPEG standards (Motion Picture Expert Group). By
using the MPEG AUDIO 182 and MPEG VIDEO 183 to restore
MPEG-compressed data written on a CD-ROM it is possible to
reproduce the video images.
[0100] FIG. 4 is a drawing illustrating processing operations of
the device of Embodiment 1 of this invention. FIG. 5 is a cross
section of plane A-A in FIG. 4, viewed in the direction indicated
by the arrows.
[0101] FIG. 4 is a plan view of a stage in the game containing
terrain feature segments which have been generated within virtual
space on the basis of three-dimensionally defined topographical
data; the virtual space is viewed from above the horizontal plane
in which these terrain features lie. In the drawing, 50 indicates
the path over which the viewing point shifts (to facilitate
understanding, the viewing point is discussed below in terms of a
camera), 51 indicates a player-controlled character controlled by
the player, 52 indicates a enemy character, 53 represents an
obstacle (stone monolith) located on the course, 54 and 55 indicate
sloped surfaces (cliffs), and 56 and 57 indicate plateaus. As may
be discerned from the drawing, the game process flow in one in
which the character 51 drives away enemy characters 52 blocking a
path that is surrounded by sloped surfaces 54 and 55 to reach the
exit located at the right in the drawing. Exiting through the exit
leads the player to the next stage.
[0102] In this game machine, a stage is introduced by moving the
camera along the shifting path 50 to show all the terrain features
in the stage. During this process, prescribed messages are
displayed in association with display images at points P1 through
P4. For example, at point P1, the camera points up at the sloped
surface 55 from below to allow the player to make a visual
estimation of the steepness of the sloped surface, and a message
such as "climbing up this sloped surface is tough" or "if you slip
down this sloped surface you will get hurt" is displayed. A
description of the enemy characters is provided at point P2 and a
description of the obstacle 53 is provided at point P3. At point
P4, in contrast to point P1, the camera points down the sloped
surface, allowing the player to make a visual estimation of the
steepness of the sloped surface. Points P1 through P4 are preset.
Alternatively, arbitrary position setting through player control
could be enabled.
[0103] The operation of the device of Embodiment 1 will be
described with reference to the flow chart in FIG. 3. In Embodiment
1, a viewing point shifting method is provided during introduction
of the simulation game; specifically, varying camera angles are
employed to describe important features of the terrain. Most
processing is done by the CPU 101.
[0104] During description of the terrain, the camera can move not
only through the horizontal plane but also in the vertical
direction to provide three-dimensional motion, thereby providing an
impression of three-dimensional terrain, even for two-dimensional
coordinate visual field-converted images. Demonstrations of
"objects" actually encountered by the player-controlled character
are also presented for the stage. The way in the camera moves may
be set arbitrarily by the designer at the programming stage. The
designated sites for message display may be set as well. When a
message is displayed, camera motion temporarily stops. This is to
allow the player to read the message. Camera motion resumes upon
some control input from the player. The game of stage in question
then starts in the terrain that has just been described.
[0105] Step ST1
[0106] The system goes into topographical mapping data check mode.
Topographical mapping data check mode refers to a mode in which the
entire stage can be observed to provide an understanding of
conditions in each stage prior to play. Upon entering this mode, a
predetermined camera path 50 is readied and the camera begins to
move along this path. "Battles" between the player-controlled
character and enemy characters do not occur in this mode.
[0107] Step ST2
[0108] The camera position begins to move. As depicted in FIG. 6
and FIG. 7, the camera starts to move from the left side in the
drawings and proceeds until reaching the obstacle 53 located on the
right side. It then turns around, passing over the plateau 57 and
returning to the starting position. During this time the line of
sight of the camera faces downward and towards the front. This
camera direction has been preset, but can be freely modified or
rendered selectable by the player.
[0109] As may be discerned from FIG. 6 and FIG. 7, the camera
height can be changed during motion. For example, it can be raised
immediately in front of the obstacle 53 and subsequent dropped down
rapidly to close-up on the obstacle 53. When starting to move in
the opposite direction, it can be raised to allow the entire
terrain of the stage to be viewed; when looking down on a sloped
surface 55, it can be dropped to closely approach the sloped
surface. The scenes displayed through these various movements are
full of variation and afford effective scenes that are very
interesting. In this way, movie-like effects such as pan, zoom, and
close-up can be produced by freely moving the camera within the
virtual space.
[0110] Step ST3
[0111] Determinations as to whether to display messages are made as
the camera is moving. Where a display is not indicated (NO), the
system returns to step ST2 and the camera continues to move. On the
other hand, where there is a message to be displayed (YES), the
system proceeds to step ST4 and the message is displayed.
[0112] As described in the context of FIG. 4, points P1 through P4
for message display have been preset. Accordingly, in this example,
four messages are displayed.
[0113] Step ST4
[0114] The message is displayed. For example, as the camera
gradually approaches point P3, the camera pulls up rapidly to give
a bird's-eye view like that depicted in FIG. 8. From this camera
position, the overall size and shape of the obstacle 53 may be
discerned. As the camera reaches point P3, a message is displayed
through the determination made in step ST3. The camera position at
this time is in proximity to the obstacle 53. As the obstacle 53 is
shown in close-up, a message window 60 appears on the screen, and a
sub-window 61 showing the face of the character appears therein.
Various messages can be displayed in the message window 60, for
example, "(character name) there seems to be some kind of trap
here," or some similar message.
[0115] The window can be made transparent so as to avoid hiding the
background scenery. Alternatively, multiple windows can be opened
to enable a simulated conversation among a plurality of
characters.
[0116] The camera does not move during the time that the message is
being displayed. This allows the player time to discern the content
of the message. When the player enters a prescribed command, the
camera is released from the suspended state and resumes movement
along the path 50. Alternatively, the message can be designed to
display for a predetermined period of time without waiting for a
command from the player.
[0117] Step ST5
[0118] A determination is made as to whether to terminate. A
determination is made as to whether the finish point on the path 50
has been reached, that is, whether the player has returned to the
starting point. If not finished (NO), the system returns to ST2. If
finished (YES), the topographical mapping data check mode is
terminated.
[0119] As noted above, the device of Embodiment 1 of this invention
allows the player of a simulation game with a display of terrain
segments represented three-dimensionally to move a camera in
three-dimensional fashion in order to view the entire terrain,
rather than simply scrolling through a display, thereby allowing
the player to experience a sense of realism from the
three-dimensionally constructed terrain. Additionally, the player
can view terrain features from a multitude of camera positions
during topographical mapping data check mode. Scene displays from
camera positions that are not commonly employed (for example, an
overall view from a very high position, looking upward from the
ground, getting really close to a cliff) are also possible,
producing a display that has impact and that stimulates the
interest of the player. Additionally, the possibility of battles in
three-dimensional space can be suggested by indicating the action
space for the three-dimensionally constructed player-controlled
character.
[0120] In the foregoing description, the direction in which the
camera faces (line of sight) was assumed to be fixed; however, the
device of Embodiment 1 of this invention is not limited to this
configuration. For example, as depicted in FIG. 10, it is possible
to have the camera line of sight follow a designated target (shown
as a triangle in the drawing) as the camera travels along the path
50. Where the target is a vehicle, for example, it is possible to
produce a movie-like scene whereby the camera pans around to follow
the motion of a vehicle approaching from in front as it passes by.
Camera movement is not limited to the horizontal plane and may take
place in a vertical plane.
[0121] Embodiment 2
[0122] The device of Embodiment 2 of this invention will now be
described.
[0123] FIG. 11 is a simple flow chart showing the operation of this
device. FIGS. 12 through 15 are diagrams illustrating the operation
of this device.
[0124] FIG. 12 shows the cursor 63 and the icons 64 displayed
around its perimeter. The cursor 63 is shown on the basic screen
display and on the movement select screen display. Displayed icon
shapes comprise arrows and X's, and each of these has a particular
meaning. An X icon 64a display indicates that the character cannot
advance in the direction in which the X is located (upward in the
drawing). A single arrow icon 64b display indicates that the
character can move in the direction indicated by the arrow
(downward in the drawing) and that the cost entailed in doing so
(this refers to a parameter such as the point score required to
continue game play) is equivalent to one arrow's worth. Similarly,
a double arrow icon 64c or triple arrow icon 64d display
respectively indicate that the associated movement costs two times
and three times that of a single arrow.
[0125] FIG. 13 is an example of another cursor 63 and icon 64
display format. In this drawing, shading 63s and 64s is depicted
low the cursor 63 and the icons 64. This display is used when the
character associated with the cursor has the ability to fly.
Applying shading give the impression that the cursor is flying
through the air, thereby calling attention to the functional
characteristics with which the character is endowed. The cursor
display can also be changed to reflect character function. For
example, the cursor color could be blue or red depending on whether
the sex of the player-controlled character is male or female.
Another possibility would be to have a fat cursor for a powerful
character and a thin cursor for a weak character.
[0126] Regarding the way in which shading is rendered, shadows may
simulate light rays coming from some position in the virtual sky,
or may be portrayed as conforming to the shapes of terrain
features. Alternatively, shadows may be produced by simply adopting
a double display for the cursor 63 and the icons 64.
[0127] FIG. 14 shows an example screen in which the cursor 63 is
displayed. The cursor 63 moves over a grid 65 which reflects the
shape of a terrain feature. As may be understood from the drawing,
the icon display surrounding the cursor 63 changes depending on
whether the ground over which the cursor 63 is positioned is flat
ground, the sloped surface 54, or the plateau 56.
[0128] The operation will now be described referring to the flow
chart in FIG. 11.
[0129] The device of Embodiment 2 of this invention relates to a
cursor which is used in the context of a simulation game for
controlling characters and the like, for determining the shape,
qualities, and so on of a terrain feature at any location, and for
displaying attribute information concerning enemy characters. It
also brings up displays of data for terrain features located
adjacently to the cursor. Specifically, the cursor provides
information not only for a selected terrain feature but also for
terrain features located adjacently to the terrain feature in
question, thereby affording a display which facilitates
understanding of relationships among continuous terrain
features.
[0130] Step ST10
[0131] Data for the grid 65 adjacent to the cursor 63 is acquired.
Terrain feature data for the position of the cursor 63 and data for
surrounding terrain features is acquired, and a decision as to
whether a certain movement is possible is made on the basis
thereof. Where a movement is possible, the extent of the cost
required is also computed. As shown in FIG. 14, the cursor 63 can
be moved to various positions along the grid 65. When the cursor 63
is located over flat ground, conditions at the cursor and its
surroundings are not significantly different. On the other hand,
when the cursor 63 is located over the sloped surface 54,
conditions change significantly in the direction of the slope,
while conditions in the direction orthogonal to the direction of
the slope do not change significantly. This affords information
regarding surrounding terrain features, which change in various
ways depending on the position of the cursor 63.
[0132] Step ST11
[0133] Grid direction conditions are computed. The cost entailed in
moving is determined by the slope between the two points traversed.
Slope can be expressed as the difference in height between the
cursor 63 and height of an adjacent grid. The height of each grid
is predetermined; a quantitative index thereof is created on the
basis of a fixed reference value.
[0134] The relationship between the steepness of a slope and its
height index can be classified as follows.
1 Steepness of slope Height index (low) 0-2 (moderate) 3-4 (high)
5-6 (extreme) 7-9 (maximum) 10 or above
[0135] Climbing ability type is classified as follows with
reference to the action capabilities with which a character is
endowed. Numerical values represent action capabilities. "Extreme",
"strong", "normal", and "weak" represent action settings for a
player-controlled character; "strong", "normal", and "weak"
represent walking strength.
2 Steepness of slope (low) (medium) (high) (extreme) (maximum)
extreme: 1 1 1 2 x strong: 1 1 2 x x normal: 1 2 4 x x weak: 1 3 6
x x An "x" indicates that movement is impossible. Arrows 64 are
displayed with reference to these values.
[0136] Step ST12
[0137] Determination is made as to whether all grids have been
completed. Where the cursor 64 has a square shape, as in this
embodiment, a four-fold processing iteration is required.
[0138] Step ST13
[0139] On the basis of the conditions computed in Step ST11, the
conditions are indicated by displaying icons around the cursor. For
example, if the value in the previous example is "x", an "X" icon
64a is displayed, if "1", a single arrow icon 64b is displayed, if
"2", a double arrow icon 64b is displayed, and if "3" or more, a
triple arrow icon 64b is displayed. Icons comprising four or more
arrows may be used as well.
[0140] In the foregoing description, the icons 64 for display
around the cursor 63 are selected on the basis of the height
difference (slope) with respect to the surrounding area; however,
the invention is not limited thereto, and terrain conditions around
the cursor may be represented, for example, through selection on
the basis of the conditions of the ground in the surrounding area
(rough terrain, grassy terrain, pavement, and so on). Selection may
be made on the basis of both this type of condition and the height
differential.
[0141] As noted above, Embodiment 2 of the present invention is
designed such that information pertaining to the height
differential between a location selected through the cursor and the
adjacent terrain is designated and the results thereof are
displayed around the cursor, affording a display which facilitates
understanding of relationships with adjacent terrain features.
[0142] In addition, it may be readily determined whether movement
from one terrain feature to another terrain feature is possible.
Three-dimensional terrain relationships are easily discerned. An
additional advantage is that the structure of the three-dimensional
space around the cursor may be discerned to a certain extent as
well.
[0143] Naturally, the cursor can be positioned arbitrarily by the
player, and analogous correspondence when the terrain changes is
possible.
[0144] Likewise, various modifications of cursor form besides that
illustrated are possible. Any form indicating to the player the
climbing power required for movement would be acceptable. For
example, any form capable of displaying the required climbing power
would be acceptable.
[0145] With regard to acquiring information regarding the area
surrounding the cursor 63, a display like that depicted in FIG. 15
would also be possible. In the drawing, the human powers (HP) and
magical powers (MP) possessed by a character 51 present in the area
surrounding the cursor are displayed as numerical values (in the
drawing, the actual numerical values are not shown). Information
for characters present in the eight frames around the cursor 63 can
be displayed there. Information for characters located further away
(for example, the character 52 represented by the "X") is not
displayed. Thus, the player can acquire information about
characters in the surrounding area by moving the cursor to any
desired position.
[0146] Embodiment 3
[0147] The device of Embodiment 3 of this invention will now be
described.
[0148] The device of Embodiment 3 of this invention is used in
simulation games in which terrain feature segments are constituted
three-dimensionally; where a character or the like falls (refers to
movement in a direction opposite the height up a particular terrain
feature) during the game, it can vary the effects (damage) on a
character and the direction of movement in accordance with this
height differential. Specifically, the height differential between
the starting point and adjacent terrain features is determined to
select the direction of fall, and the amount of damage is varied in
accordance with the height differential between the fall endpoint
and the starting point.
[0149] The operation of this device will be described referring to
the simple flow chart in FIG. 16.
[0150] Step ST20
[0151] A determination is made as to whether the character should
fall or not. For example, if a non-flying character (incapable of
flight) is located on an extremely steep cliff (one with a steep
slope), the character will fall off the cliff. The character will
continue to fall (slide) until terrain with a more moderate incline
is reached. Alternatively, if the terrain is defined as one with
bad footing, such as a sloped surface, a determination that a fall
has occurred will be made where movement to another location has
occurred in opposition to control input by the player. The
direction of the fall is selected on the basis of the conditions of
the slope, the movement of the character just prior to the fall,
and so on.
[0152] If a fall has occurred (YES), the system proceeds to Step
ST21. The damage inflicted is proportional to the height of the
fall.
[0153] Step ST21
[0154] The height of the fall and terrain conditions at the fall
destination are computed. The difference (H2-H1) between the height
of the character prior to the fall H2 and the height H1 after the
fall is computed. An index S indicating conditions at the fall
destination is also computed. This index S has been predefined in
the topographical data. The index S will differ with rough terrain,
grassy terrain, concrete, and so on. In general, the index S is
greater (greater damage) the harder the ground and the more rugged
it is.
[0155] Step ST22
[0156] The amount of damage is computed. The amount of damage is
computed using the following equation, for example.
(amount of damage)=(height of fall*4)
[0157] This condition is occurs when a flying character lands, or
has been bounced into the air by a enemy.
[0158] Alternative, conditions at the fall destination may be taken
into account through computation using the following equation, for
example.
(amount of damage)=k(H2-H1)+S.
[0159] Here, k is a proportional coefficient, which may be constant
or which may vary for individual stages or individual
characters.
[0160] Step ST23
[0161] Character attributes are modified. The attributes of the
character are modified to reflect the amount of damage computed in
Step ST22. This involves reducing the human power HP of the
character; where the damage is significant, the character may die
(at which point further game play is disabled). For example, if a
character should stand in a location where an indicator indicating
the danger of falling is displayed, the character will fall and die
unless the character is flying. There is no effect if the character
is flying.
[0162] As described above, in accordance with Embodiment 3 of this
invention, in the event that a character or the like should fall
during the game, the height differential between the position prior
to the fall and the position after the fall is computed, and the
damage inflicted to the player and the direction of movement are
changed. Accordingly, unexpected accidents occurring during the
game are presented in various ways, making the game more
interesting. The player-controlled character can thus be damaged by
elements other than attacks by enemy characters. Since the extent
of damage can be increased or reduced through modification to
topographical mapping data, the game designer is provided with
increased latitude in terms of designing an interesting game. Since
the player must take into consideration damage caused by falls in
addition to attacks by enemy characters during play, the interest
of the game is enhanced. Gravity and acceleration may be simulated
in the representation of the fall, thereby enhancing the realism in
the game.
[0163] Embodiment 4
[0164] The device of Embodiment 4 of this invention will now be
described. In this embodiment, the direction of travel of the
player-controlled character and the movement function assignments
assigned to the pad are coordinated when the camera position
changes.
[0165] FIG. 18 depicts the same game stage shown FIG. 3. In this
display screen example, the camera is located towards the top of
the entrance, and the camera direction is inclined downward toward
the exit. FIG. 19 shows a display screen example of the same stage
in which the camera is located above the plateau 57 in the sideways
direction, with the camera direction facing the plateau 56 on the
opposite side. In these drawings, a message window 60 is displayed
together with the screen display. The player can selected any of a
plurality of messages (in the drawing, there are two types, "1" and
"2"). In the drawings, a triangle symbol represents message
selection.
[0166] The arrows shown to the right in the drawings are provided
to facilitate the description. Each arrow corresponds to a
direction button on the pad 2b. The labels UP, DOWN, RIGHT, and
LEFT indicate the directions assigned to the direction buttons on
the pad 2b. The labels in parentheses, (FORWARD), (BACK), (LEFT),
and (RIGHT), indicate the directions in which the character will
move on the screen (i.e., within the virtual space of this stage)
when direction buttons are pressed. The arrows in FIG. 18 indicate
that the character will move FORWARD, BACK, LEFT, and RIGHT (as
viewed from the direction in which the character is facing) within
the virtual space when the UP, DOWN, RIGHT, and LEFT buttons are
pressed respectively. Since moving the character FORWARD in the
drawing causes it to advance upward on the screen, the associations
are intuitive. The arrows in FIG. 19 indicate that the character
will move RIGHT, LEFT, FORWARD, and BACK (as viewed from the
direction in which the character is facing) within the virtual
space when the UP, DOWN, RIGHT, and LEFT buttons are pressed
respectively. Pushing the RIGHT button causes the character to
advance toward the right of the screen, so the associations are
intuitive.
[0167] The associations for the arrows in FIG. 19 are created only
when the process depicted in flow chart of FIG. 17 is performed. If
this process is not performed, pushing the UP, DOWN, RIGHT, and
LEFT direction buttons will result, for example, in the character
advancing RIGHT, LEFT, DOWN, and UP within the virtual space as
viewed from the direction in which the character is facing; these
associations are not intuitive.
[0168] Simply aligning the direction buttons with the directions in
which the character moves presents problems during message
selection. The message window 60 display is the same in both FIG.
18 and FIG. 19, so when direction button assignments are different,
intuitive interface is lost. The flow chart shown in FIG. 17 takes
this into consideration.
[0169] Next, the operation of the device of Embodiment 4 of this
invention will be described referring to the flow chart in FIG.
17.
[0170] Step ST30
[0171] The type of control input is determined. This determination
is made since key assignments differ between message inputs and
character control inputs. If the input is a character control
input, the system proceeds to Step ST31; if it is a message input,
it proceeds to the Step ST35.
[0172] Step ST31
[0173] A determination is made as to whether coordinates are
aligned. Specifically, a determination is made as to whether the
direction in which the character is facing in the virtual space
through which the character travels is aligned with or different
than the direction of the line of sight from the viewing point. If
the two are not aligned (NO), the system proceeds to Step ST32;
they are aligned (YES), it proceeds to the Step ST34.
[0174] Step ST32
[0175] If the directions are not aligned, the angle formed by the
direction in which the character is facing and the direction of the
line of sight is computed. For example, in the case depicted in
FIG. 18, it would be determined that the two directions are
aligned, while in the case depicted in FIG. 19, it would be
determined that the direction of the line of sight is rotated
90.degree. to the left with respect to the direction in which the
character is facing. Specifically, the direction of the line of
sight reflects counter-clockwise rotation of the viewing point
coordinate system around the axis representing height in the
virtual space (the z axis), with the angle of rotation equal to
90.degree..
[0176] Step ST33
[0177] Key assignments are modified with reference to the angle of
rotation. For example, the following modifications could be
made.
3 Direction button UP DOWN RIGHT LEFT 90.degree. left right forward
back 180.degree. back forward left right 270.degree. right left
back forward 0.degree. (reference) forward back right left
[0178] When the angle of rotation is some intermediate value,
associations are made on the basis of which of the aforementioned
classifications assigned in 90.degree. units is closest.
[0179] Step ST34
[0180] On the other hand, when the z axis is aligned, key
assignments are set to default settings. For example, settings for
a rotation angle of 0.degree. are used.
[0181] Step ST35
[0182] When there is a message input, key assignments are set to
default settings, since the message window 60 display is the same
regardless of the angle of rotation. For example, settings for a
rotation angle of 0.degree. are used.
[0183] FIG. 17 depicts one example of a flow chart. Key assignment
may be accomplished by other processes as long as message window
operations are distinguished from character control when making the
respective key assignments for the modes. For example, if there is
no need to modify existing key assignments, it is not necessary to
perform Steps ST33 and ST34. The order of Steps ST30 and ST31 may
be reversed.
[0184] In this way, Embodiment 4 of this invention allows direction
button assignments to be made on the basis of the angle formed by
the direction the character is facing and the direction of the line
of sight when the camera position changes, thereby allowing
assignments to be modified to suit the player control perspective
when the viewing point position has changed. Accordingly, intuitive
operation can be continued without affecting the modified viewing
point position.
[0185] In particular, in three-dimensionally-defined simulation
games, the character is readily seen or difficult to see depending
on camera position, so the ability to modify camera position is
important. The present invention creates key assignment settings
that offer intuitive control, so play can continue without any
unnatural feel. The player can modify the camera position to a
position allowing the entire terrain to be readily discerned, and
this modification of the camera position has no adverse effect on
ease of control.
[0186] A distinction between "character control inputs" and
"message inputs" was made in control input determinations, but the
invention is not limited thereto. For example, determinations could
be made regarding whether a control input relates to character
movement or to the virtual space.
[0187] Where is it determined that a control input does not relate
to character movement, operations not directly related to character
movement, such as operations on terrain features, trees, rocks, and
other display segments, or modification of attributes (equipment,
weapons, tools, etc.) including those of segments, could be
enabled.
[0188] Where is it determined that a control input does not relate
to the virtual space, a display screen not directly related to
virtual space coordinates (such as game setting, segment setting,
and other initial setting screens, setting screens for modifying
parameters during the course of the game, message windows, and the
like) could be displayed.
Industrial Applicability
[0189] As noted above, this invention allows the viewing point
within a virtual space defined in three dimensions to be shifted
arbitrarily, and affords a favorable game environment.
[0190] This invention further provides displays of information
regarding the area surrounding the cursor-selected position,
affording a favorable game environment.
[0191] This invention still further takes into account the effects
of three-dimensionally-defined terrain features on
player-controlled segments, affording a favorable game
environment.
[0192] This invention still further coordinates the orientation of
a player-controlled segment in virtual space with the direction of
the line of sight for modifying the visual field, affording a
favorable game environment.
[0193] In short, it provides ease of operation and an appealing
display screen, contributing significantly to the interest of the
game.
* * * * *