U.S. patent application number 10/829165 was filed with the patent office on 2005-01-06 for image processor and game device with image processor.
Invention is credited to Kanno, Kenji, Serizawa, Narito.
Application Number | 20050003891 10/829165 |
Document ID | / |
Family ID | 14612939 |
Filed Date | 2005-01-06 |
United States Patent
Application |
20050003891 |
Kind Code |
A1 |
Serizawa, Narito ; et
al. |
January 6, 2005 |
Image processor and game device with image processor
Abstract
An image processor for achieving an effective image processing
when realizing a play simulating a reality such as a fighting game.
A data processor comprises a display 3a, a control panel 4a, a
speaker 11a and a speaker 11a and a game processing board 10a.
Fighters C1 and C2 are displayed on the display 3a. When the joy
sticks 41am and 41ah of the control panel 4a are operated, the
operating data is input to the game processing board 10a. The game
processing board 10a performs an image processing of the fighters
C1 and C2 based on the operating signal, forms video signals based
on the image processed result and displays them on the display 3a
as the fighters C1 and C2. The game processing board 10a realizes a
polygon forming means so that the head of the fighter C2 is
constituted of a minimum number of polygons, and increases the
number of polygons of the head when the part of a display member
composed of a minimum number of polygons is transformed and
displayed.
Inventors: |
Serizawa, Narito; (Tokyo,
JP) ; Kanno, Kenji; (Tokyo, JP) |
Correspondence
Address: |
MORRISON & FOERSTER LLP
1650 TYSONS BOULEVARD
SUITE 300
MCLEAN
VA
22102
US
|
Family ID: |
14612939 |
Appl. No.: |
10/829165 |
Filed: |
April 22, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10829165 |
Apr 22, 2004 |
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08765863 |
Jan 7, 2002 |
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08765863 |
Jan 7, 2002 |
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PCT/JP96/01248 |
May 10, 1996 |
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Current U.S.
Class: |
463/31 |
Current CPC
Class: |
G06T 15/005 20130101;
A63F 2300/65 20130101; A63F 13/42 20140902; A63F 13/58 20140902;
A63F 13/52 20140902; G06T 2210/21 20130101; G06T 17/20 20130101;
A63F 2300/8029 20130101; A63F 2300/203 20130101; A63F 2300/303
20130101; A63F 2300/66 20130101; A63F 13/005 20130101 |
Class at
Publication: |
463/031 |
International
Class: |
A63F 013/00 |
Foreign Application Data
Date |
Code |
Application Number |
May 11, 1995 |
JP |
7-113465 |
Claims
1-31. (Cancelled)
32. An image processing device comprising: operating means (4a) for
outputting an operating signal which operates a display member (C1)
displayed on display means; image processing means (20a) for
carrying out an image processing for displaying said display member
on said display means based on said operating signal; and imaging
means (21a) for generating an imaging signal based on the result of
said image processing from said image processing means and
outputting said imaging signal onto display means, characterised in
that said image processing means (20a) comprises polygon forming
means for forming said display member with a number of polygons
image forming means for forming an image of said display member as
viewed from a predetermined viewpoint, and perspective processing
means for perspectively processing so as to render transparent a
part of the display member, which is operated by a player, on the
front side of said viewpoint.
33. An image processing device according to claim 1, wherein said
perspective processing means applies a mesh processing to a
relevant polygon.
34. An image processing method using an image processing device
comprising: carrying out an image processing for displaying a
display member on display means based on an operating signal from
operating means which outputs said operating signal for operating
said display member displayed on said display means; generating an
imaging signal based on the result of said image processing; and
outputting said imaging signal to said display means, characterised
in that said image processing forms said display member with a
number of polygons and forms an image of said display member as
viewed from a predetermined viewpoint, and includes perspective
processing so as to render transparent a part of the display
member, which is operated by a player, on the front side of said
viewpoint.
35. An image processing method according to claim 3, wherein said
image processing is performed so as to form said display member as
a character existing in virtual space, and to move and display said
character based on said operating signal input from operating
means, the method including: displaying said character operated by
a player and an opponent character on the display means; and making
a judgment as to whether said character and said opponent character
are in a fightable state; and wherein said perspective processing
is carried out when said character and opponent character are
judged to be in said fightable state.
36. An image processing method according to claim 4, wherein said
viewpoint is changed within said virtual space and said character
and opponent character are judged to be in said fightable state
when said viewpoint reaches a predetermined position.
37. An image processing device comprising: operating means (4a) for
outputting an operating signal which operates a display member
displayed on display means; image processing means (20a) for
carrying out an image processing for displaying said display member
on said display means based on said operating signal; and imaging
means (21a) for generating an imaging signal based on the result of
said image processing from said image processing means and
outputting said imaging signal onto said display means,
characterised in that said image processing means is arranged to
increase the number of polygons forming said display member when
said display member is deformed and displayed.
38. An image processing device according to claim 6, wherein said
image processing means (20a) comprises: polygon forming means for
forming at least one part of said display member with a minimum
number of polygons; polygon number increasing means for increasing
a number of polygons forming the one part when the one part of the
display member constituted of the minimum number of polygons is
deformed and displayed; and deformation processing means for
carrying out an image processing for displaying the deformation of
the one part of said display member formed by the minimum number of
polygons based on the increased number of polygons.
39. An image processing device according to claim 7, wherein said
polygon forming means comprises first means for forming the one
part of said display member with a polyhedron, each face of which
is constituted of one polygon, and wherein said polygon number
increasing means comprises second means for increasing the number
of polygons in each face into a plural number of polygons.
40. An image processing device according to claim 7, wherein said
image processing means comprises collision deciding means for
forming said display member so as to comprise a first character and
a second character, each of which simulates a body, and for
deciding a collision between said first character and said second
character, and wherein said polygon forming means forms a head of
said first character with a hexahedron, each face of which is
constituted of one polygon, said polygon number increasing means
increases the number of polygons in each face of said hexahedron
when the decision of collision by said collision deciding means is
affirmed and said deformation processing means carries out an image
processing for deforming said head based on the increased number of
polygons.
41. A image processing device according to claim 9, wherein each
face of said head is formed in a rectangular shape.
42. An image processing device according to claim 1, wherein said
perspective processing means is arranged to perspectively process a
said part of said display member (C1) which overlaps with another
display member (C2).
43. An image processing device according to claim 11, wherein said
perspective processing means is arranged to apply a mesh processing
to a relevant polygon corresponding to said part of said display
member.
44. An image processing method according to claim 3, wherein said
perspective processing is applied to a part of the display member
(C1) which overlaps with another display member (C2).
45. An image processing device according to claim 6, wherein said
image processing means comprises collision deciding means for
deciding a collision between first and second characters forming
the display member, a transforming signal output means for
outputting a transforming signal for transforming at least one said
character by deformation thereof when a collision is decided, and a
polgon increasing means for increasing the number of polygons
forming the character to be transformed, based on the transforming
signal.
46. A game machine having a display means and an image processing
device according to any of claims 1, 2, 6 to 12 and 14.
47. A recording medium which stores a program for executing the
respective means according to any of claims 1, 2, 6 to 12 and 14 by
a computer.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to an image processor and a
game device provided with this image processor, and more
particularly to an image processor for carrying out an image
processing for a game such as a fighting game and a game device for
carrying out this game.
BACKGROUND ART
[0002] With the development of recent computer graphic technique,
image processors such as game devices or simulation devices have
been commonly and widely popularized. For example, the game devices
include peripherals (peripheral equipments) such as a joy stick (an
operating rod), a button, a monitor, etc., and a game device main
body for executing a data communication with the peripherals, an
image processing, an acoustic processing and the like. Since the
image processing plays an extremely important role to improve the
value of goods, a technique for reproducing animated images also
has been recently improved to obtain a high definition.
[0003] As an example of the game devices, "Title Fight (trade mark)
produced by Sega Enterprises Co. Ltd." has been known. In this game
device, a character (fighter) is constituted of a sprite (a
picture) and a background or the like is constituted of a scroll
image plane.
[0004] However, in the case of the above mentioned example, the
image plane of a character or the like cannot be represented by
changing a viewpoint. Thus, recently, a three-dimensional form has
been composed of a plurality of polygons and a texture (pattern)
has been mapped on the polygons so that the character can be
displayed even when it is viewed from a predetermined
viewpoint.
[0005] As an example of the devices as mentioned above, there has
been known a TV game device (For example, a fighting game of
"Virtual Fighter (TM)" produced by Sega Enterprises Co., Ltd.) in
which a picture is drawn using polygon data obtained by applying a
texture mapping process to a three-dimensional character, a special
background part which requires a movement meeting the movement of
the character or the change of a viewpoint is also drawn using
polygon data with a texture and a background except the above
described background is drawn by a scroll image plane. In this
case, the coordinate transformation and perspective transformation
of the polygon data with texture which forms the character and a
special part of its background are carried out depending on the
movement of the character or the change of a viewpoint and a
picture is drawn for every frame.
[0006] Thus, the character (for example, the above described
fighter) and a special part of the image plane of the background
(for example, a ring for the above described fighter) closely
connected with the movement of the character can be more
three-dimensionally represented when viewed from a predetermined
viewpoint than a case in which the character is constituted of a
sprite or a scroll image plane.
[0007] In the image processor such as the above mentioned
conventional TV game device, the coordinate transformation for
every frame following the movement of the character or the change
of a point of view and the throughput of texture mapped data have
been enormously increased. Accordingly, the computing load of the
CPU of a data processor main body such as a TV game device main
body has been extremely increased. In order to cope with the
increase of the computing load, a CPU having a high computing
capacity has been required, which has caused a production cost to
be raised.
[0008] Thus, when a CPU having a tolerable processing capability is
used and image data is to be processed at rather high speed, for
example the number of characters or the amount of processing of
texture mapping needs to be limited. Therefore, the degree of
freedom of manufacturing software is suppressed and it becomes
difficult to improve an image quality.
[0009] Further, since the degree of freedom in manufacturing has
been suppressed, the amusement of a game has been inconveniently
and insufficiently expressed.
[0010] As a result, in the conventional game device using a
polygon, it has been attempted to limit the number of polygons
which can be used when an image processing program is created,
while using a CPU having a tolerable capacity in order to solve the
above mentioned problems. In the conventional example, it has been
taken into consideration that more polygons are allocated to a part
of a display member composed of polygons, for example, a desired
part such as an entire character or the head of the character and
the number of polygons of other parts is limited so as to
effectively employ the number of polygons. However, according to
the conventional technique, since the number of polygons of a part
to which more polygons are allocated has been maintained as they
are in all image processes, it has been impossible to always
effectively employ the number of polygons.
[0011] Further, according to the conventional game device, since an
operating mechanism is actuated so that the movement of a fighter
is controlled, it is sometimes decided that a high score is
obtained relative to a rival fighter only by frequently and
indiscriminately operating the operating mechanism. Consequently, a
state different from a real situation has occurred, and therefore a
game environment full of a realistic feeling has been hardly
provided. On the other hand, if the operation of the operating
mechanism is effective, a high score will have to be obtained.
However, according to the conventional game device, it has been
difficult to discriminate the movement of the operating mechanism
to be effective in continuing a game or to be disorderly and
indiscriminate.
[0012] Still further, in the conventional game device, a plurality
of characters are respectively composed of polygons. When the
plurality of characters are superimposed together with respect to a
viewpoint, a higher priority has been given to a polygon in the
front side of the viewpoint so that the polygon in the front side
of the viewpoint has been displayed with higher priority than other
polygons. As a result, in the case of a fighting game in which a
plurality of fighters appear, the back part of a fighter situated
in the front side on an image plane has been displayed and other
following fighters have not been inconveniently displayed. When the
fighter who is a character in the front side is an object to be
operated by a player, if the image of an opponent fighter is not
displayed, the object to be operated will not be possibly
effectively controlled. In this case, although a higher display
priority may be given to the polygons of the opponent character, no
display of the fighter in the front side who is an object to be
operated by the player would make the operation of the fighter
difficult.
[0013] Additionally, according to the conventional game device, the
lifetime of the fighter who is a display member has been displayed
on a part of a display as a life counter (lifetime measuring means)
and presented to the player. Thus, when the life counter indicates
a predetermined value or lower, the game in the game device has
finished. For example, in the case of the above described Virtual
Fighter (TM), when one fighting scene is finished and a new
fighting scene is opened, a life count value having the same amount
(length) as that of a former scene has been prepared. That is, when
the fighters actually fight together, damage given to the fighters
are directly accumulated even when the fighting scene is updated.
Therefore, there has been a defect that the state of the actual
fighting is not accurately reflected on the game device.
[0014] In other words, the image processor such as the above
mentioned conventional game device has a problem that an effective
image processing cannot be achieved when an actuality simulated
play, for example, a fighting, is conducted.
[0015] Accordingly, the present invention was made to solve the
problem. It is a first object of the present invention to provide
an image processor capable of effectively using the limited number
of polygons.
[0016] It is a second object of the present invention to provide an
image processor in which a realistic feeling is more expressed by
considering a fact that, for example, damage or fatigue applied to
a fighter is actually accumulated.
[0017] It is a third object of the present invention to provide an
image processor in which even if a plurality of display members are
superimposed together with respect to a viewpoint, when the display
members such as a plurality of characters are related together and
subjected to an image processing, the display members can be
effectively controlled by simultaneously displaying the plurality
of display members.
[0018] It is a fourth object of the present invention to provide to
an image processor in which a discrimination between the
indiscriminate and frequent operation of an operating mechanism and
the effective operation of an operating mechanism are effectively
made, so that a high evaluation based on the disordered operation
of the operating mechanism is prevented from being given.
[0019] It is also a fifth object of the present invention to
provide a game device provided with the image processor attaining
these objects.
DISCLOSURE OF INVENTION
[0020] In order to attain the first object, an image processor
according to the present invention described in claim 1 comprising
a data processor including operating means for outputting an
operating signal for operating display member displayed on a
display means, an image processing means for carrying out an image
processing for displaying the display member on the display means
based on the operating signal and a video means for forming a video
signal based on the image processed result from the image
processing means and outputting it to the display means is
characterized in that the image processing means increases the
number of polygons forming the display member when the display
member is transformed and displayed.
[0021] The invention according to claim 2 is characterized in that
the image processing means comprises a polygon forming means for
forming at least one of the display member of a minimum number of
polygons and a polygon number increasing means for increasing the
number of polygons forming the part of the display member when the
part of the display member composed of the minimum number of
polygons is transformed and displayed and a transformation
processing means for performing an image processing for displaying
the transformation of the one part of the display member composed
of the minimum number of polygons based on the increased number of
polygons.
[0022] The invention according to claim 3 is characterized in that
the polygon forming means comprises a first means for forming a
part of the display member in the shape of a polyhedron each face
of which is formed with one polygon, and the polygon number
increasing means comprises a second means for increasing each face
of the polyhedron so as to be formed with a plurality of polygons
when a part of the display member is transformed and displayed.
[0023] The invention according to claim 4 is characterized in that
the image processing means includes a first character and a second
character respectively simulating the display member and comprises
a collision deciding means for deciding the collision of the head
of the first character and the second character, the polygon
forming means forms the head of the first character in the shape of
a hexahedron each face of which is composed of one polygon, the
polygon number increasing means increases the number of polygons of
each face of the hexahedron when the decision of collision by the
collision deciding means is affirmed and the transformation or
deformation processing means carries out an image processing for
transforming the head based on the increased number of
polygons.
[0024] The invention according to claim 5 is characterized in that
each face of the head is formed in a rectangular shape which can be
composed of one polygon.
[0025] In order to achieve the second object, an image processor
according to the present invention described in claim 6 comprising
a data processor including an operating means for outputting an
operating signal for operating a display member displayed on a
display means, an image processing means for carrying out an image
processing for displaying the display member on the display means
based on the operating signal, a video means for forming a video
signal based on the image processed result from the image
processing means and outputting it to the display means and an
image processed surplus power display means for displaying a
surplus power in an image processing which is given to the display
member as a video image, is characterized in that the image
processed surplus power display means comprises a whole surplus
power display means for displaying a whole surplus power, a display
means for a remaining surplus power relative to the whole surplus
power and a whole surplus power changing means for gradually
changing the whole surplus power as the image processing
progresses.
[0026] The invention according to claim 7 further comprises a
storing means for storing gradually decreased values of the whole
surplus power and is characterized in that the whole surplus power
changing means sequentially reads whole surplus powers
corresponding to values from the storing means in accordance with
an image processed state so that the whole surplus power is
decreased.
[0027] The invention according to claim 8 is characterized in that
the whole surplus power in the image processing indicates a life
count value given to a character as the display member.
[0028] In order to attain the third object, an image processor
according to the present invention described in claim 9 comprising
a data processor including an operating means for outputting an
operating signal for operating a plurality of display members on a
display means, an image processing means for carrying out an image
processing for displaying the display members on the display means
based on the operating signal, and a video means for forming a
video signal based on the image processed result from the image
processing means and outputting it to the display means,
characterized in that the image processing means comprises a
polygon forming means for forming the display members with
polygons, an image forming means for forming the images of the
display members viewed from a predetermined viewpoint and a
perspectively processing means for perspectively processing a part
of the polygons of the display member located in the front side of
the viewpoint.
[0029] The invention according to claim 10 is characterized in that
the perspectively processing means applies a mesh processing to a
relevant polygon.
[0030] In order to achieve the fourth object, an image processor
according to the present invention described in claim 11 comprising
a data processor including an operating means for outputting an
operating signal for operating a display member displayed on a
display means, an image processing means for carrying out an image
processing for displaying the display member on the display means
based on the operating signal and a video means for forming a video
signal based on the image processed result from the image
processing means and outputting it to the display means, is
characterized in that the image processing means comprises a
deciding means for deciding whether an operation meeting a
predetermined regulation is input to the operating means or not and
a suppressing means for suppressing the degree of image processing
applied to the display member when the result of decision by the
deciding means is that the operation meeting the regulation is not
input to the operating means.
[0031] In order to attain the fifth object, a game machine
according to the present invention described in claim 12 comprises
a display means and an image processor according to any one of
claims 1 to 10.
[0032] In the image processor according to claim 1, when the
display member is transformed or deformed and displayed by the
image processing means, the number of polygons for forming the
display member is increased. Therefore, as in the image processor
according to claim 2, when the polygon forming means forms at least
a part of the display member with a minimum number of polygons and
the part of the display member formed with the minimum number of
polygons does not need to be transformed nor displayed, the number
of polygons is maintained. On the other hand, when the part of the
display member needs to be transformed or deformed, the number of
polygons of the part is increased by the polygon number increasing
means. Accordingly, when the part does not need to be transformed,
an extra number of polygons can be applied to be other display
members, so that the number of polygons can be effectively
employed.
[0033] Further, the number of polygons is increased so that the
display member can be transformed and displayed, or the transformed
display member can be more specifically displayed. When this part
has to be transformed, the number of polygons of the part is
increased, and therefore, the number of polygons of other display
members is limited. However, the attention of audience is paid to
the transformed part, an inconvenience due to the limitation may be
reduced.
[0034] In the device according to claim 3, the polygon forming
means forms a part of the display member in the shape of a
polyhedron each face of which is composed of one polygon and the
polygon number increasing means increases the number of polygons of
each face of the polyhedron to have a plural number, when a part of
the display member is transformed and displayed. In such a way, the
number of polygons can be reduced as much as possible by using the
polyhedron, and when the polyhedron needs to be transformed and
displayed, the number of polygons of each face is increased.
[0035] In the, device according to claim 4, the image processing
means forms the display member comprising the first and second
characters respectively simulating the body and decides the
collision of the head of the first character with the second
character so that it assuredly grasps a case where the head needs
to be transformed. The polygon forming means forms the head of the
first character in the shape of a hexahedron each face of which is
composed of one polygon. Further, when the decision of collision is
affirmed, the polygon number increasing means increases the number
of polygons of each face of the hexahedron so that the
transformation of the head can be displayed.
[0036] In the invention according to claim 5, each face of the head
of the character is formed in a rectangular shape which can be
composed of one polygon, so that when the head has not to be
transformed, the number of polygons of each face of the head is
minimized.
[0037] In the device according to claim 6, the image processed
surplus power display means gradually changes a whole surplus power
as an image processing advances so that the image processed result
influences a surplus power in an image processing. Herein, the
whole surplus power is sequentially decreased, so that a damage
actually stored in that a display member can be accurately
reproduced, for example, in an image processing in a fighting
game.
[0038] In the invention according to claim 7, the storing means
stores the gradually decreased values of the whole surplus power.
The whole surplus power changing means gradually reads the whole
surplus powers corresponding to values from the storing means in
accordance with image processed states and outputs them to the
display means. Therefore, the whole surplus power can be assuredly
changed in accordance with the image processed state.
[0039] In the device according to claim 8, the whole surplus power
in an image processing is supplied to the character as the display
member as a life count value and an audience can previously know
the remaining lifetime of the character whom he can control.
[0040] In the invention according to claim 9, the display member is
composed of polygons and, when the image of the display member
viewed from a predetermined viewpoint is formed, a part of the
polygons of the display member located in the front side of the
viewpoint is subjected to a perspective processing. Then, even when
a plurality of display members are superimposed together with
respect to the viewpoint on a three-dimensional coordinate, a part
of the polygons located in the front side of the viewpoint is
perspectively processed, so that the remaining display members can
be displayed on the display means while the existence of the
polygons in the front side can be maintained. Accordingly, since
the audience can recognize the display members composed of a
plurality of polygons superimposed together with respect to the
viewpoint, while a plurality of display members can be freely
displayed on the display means by viewing them from a desired
viewpoint, he can surely operate the operating means. This
perspective processing is realized by a mesh processing described
in claim 10.
[0041] According to the device described in claim 11, whether an
operation meeting a predetermined regulation, like a rule in the
case of a fighting game, is input to the operating means or not is
decided and when the result of decision is that the operation
meeting the regulation is not input to the operating means, the
degree of image processing applied to the display member is
suppressed. As a result of this suppression, a part or all of the
image processing is nullified, or a processing such as the decrease
of the above mentioned remaining image processed surplus power
applied to the display member to be operated is realized. Thus, a
high evaluation due to the disordered operation of the operating
mechanism is prevented from being given.
[0042] In the invention according to claim 12, a display means and
the above described image processor are provided so that a game
play in which an effective image processing can be done is provided
in achieving a play simulating a reality such as a fighting
game.
[0043] The invention according to claim 13 concerns a storing
medium in which procedures for executing the above mentioned means
by a computer are stored. The storing means includes, for example,
a floppy disk, a magnetic tape, a magnet-optical disk, a CD-ROM, a
DVD, a ROM-cartridge, a RAM-cartridge, a RAM cartridge with battery
backup, a non-volatile RAM-cartridge, etc. The storing medium means
a medium in which information (mainly, digital data, program) is
stored by any physical means, and which enables a processor such as
computer, a private processor or the like to carry out a
predetermined function.
BRIEF DESCRIPTION OF DRAWINGS
[0044] FIG. 1 is an entire perspective view of an embodiment of a
game device to which a data processor according to the present
invention is applied.
[0045] FIG. 2 is a perspective view specifically showing a control
panel part of the above described embodiment.
[0046] FIG. 3 is a block diagram showing a processing system of the
above mentioned embodiment.
[0047] FIG. 4 is a flowchart showing all processing steps of the
above described embodiment.
[0048] FIG. 5 is a flowchart showing the specific operation of a
display processing of the above described embodiment.
[0049] FIG. 6 shows views for explaining an operation displayed in
a fighting state rotated from a state in which two fighters
fighting with each other in the above mentioned embodiment
face.
[0050] FIG. 7 is a flowchart for explaining the operation of an
invalid operation degree processing means of the above described
embodiment.
[0051] FIG. 8 is a graph illustrating the states of invalid
operation degrees in the above mentioned embodiment.
[0052] FIG. 9 is a flowchart for explaining the operations of a
polygon forming means and a polygon number increasing means of the
above described embodiment.
[0053] FIG. 10 is an explanatory view of the operation of the
polygon forming means of the above described embodiment.
[0054] FIG. 11 is an explanatory view of the operation of the
polygon number increasing means of the above mentioned
embodiment.
[0055] FIG. 12 is an explanatory view of the operation of the
polygon number increasing means of the above mentioned
embodiment.
[0056] FIG. 13 is a view illustrating an image plane displayed in
accordance with the operations of the polygon forming means and the
polygon number increasing means of the above described embodiment.
FIG. 14 is a flowchart for explaining the operation of an image
processed surplus power display means of the above mentioned
embodiment.
[0057] FIG. 15 is an explanatory view showing display examples of a
life counter obtained by the image processed surplus power display
means of the above described embodiment.
[0058] FIG. 16 is an explanatory view showing display examples of a
life counter obtained by the image processed surplus power display
means of the above mentioned embodiment.
[0059] FIG. 17 is an explanatory view showing display examples of a
life counter obtained by the image processed surplus power display
means of the above mentioned embodiment.
[0060] FIG. 18 is an explanatory view for explaining the operation
of a mesh processing of the above mentioned embodiment.
BEST MODE FOR CARRYING OUT THE INVENTION
[0061] Referring to FIGS. 1 to 9, an embodiment of the present
invention will be described. In this embodiment, a case in which an
image processor of the present invention is applied to a boxing
type fighting game device as a kind of fighting games will be
described. This game device is provided with a computer for
realizing the respective means of the present invention.
[0062] FIG. 1 shows an appearance of the game device. In this game
device, a reference numeral 1 designates a game device main body.
The game device main body 1 is box-shaped and casters 2a, 2b, 2c
and 2d are provided on the lower part thereof. On the two faces of
the game device main body 1, displays 3a and 3b respectively
serving as display means are provided. Control panels 4a and 4b are
provided on the front surfaces of the lower parts of these displays
3a and 3b. Coin insert ports 5a and 5b and coin take-out ports 6a
and 6b are formed on a surface between the respective control
panels 4a and 4b of the game device main body 1.
[0063] Between these control panels 4a and 4b, a round bar 7 for
connecting both the panels together, for example, in terms of its
strength, is provided. Speaker attaching holes 8a and 8b are
provided above the respective displays 3a and 3b, and speakers (not
shown) are provided in these holes 8a and 8b. Opening and closing
plates 9a and 9b are provided in the lower parts of the respective
control panels 4a and 4b so that inner mechanisms can be
exposed.
[0064] Respective game processing boards 10a and 10b are provided
in the inner part of the game device main body 1. The operating
mechanisms of the respective displays 3a and 3b and the control
panels 4a and 4b and the speakers, which are not shown, are
connected to the game processing boards 10a and 10b. In the game
device main body 1, a game can be enjoyed in a communication
fighting form by using a single display 3a or 3b, or simultaneously
using both the displays 3a and 3b.
[0065] FIG. 2 is a perspective view showing the control panel used
in the above described game device main body. Since the control
panels 4a and 4b have completely the same structure, one of them
will be explained and the explanation of the other will be
omitted.
[0066] The control panel 4a comprises two joy sticks 41am and 41ah
and two push buttons 42am and 42ah. These joy sticks 41am and 41ah
are arranged with a constant space therebetween on the control
panels 4a and 4b. A player can control the movement of his or her
character (boxer) by operating these joy sticks and the push
buttons. The push buttons 42am and 42ah are arranged with a
predetermined space therebetween in the front parts of the
respective joy sticks 41am and 41ah. On the joy sticks 41am and
41h, guidances 43am and 43ah, are displayed, including a guidance
for giving punches to an opponent fighter, a guidance for
preventing attacks of the opponent fighter, or a guidance for
advancing or retracting a character. The guidances include kinds of
punches, for example, straight, upper, hook or the like, the
movements of a fighter such as advancement, retraction,
provocation, etc. and other necessary things in carrying out a
game.
[0067] FIG. 3 is a block diagram showing a game device to which a
data processor of the above mentioned embodiment is applied. This
game device is provided with game processing boards 10a and 10b and
speakers 11a and 11b as well as the above stated displays 3a and 3b
and control panels 4a and 4b. This game device functions, when it
is individually used, as a processing system 12a comprising the
display 3a, the control panel 4a, the game processing board 10a and
the speaker 11a.
[0068] Similarly, the other processing system 12b comprising the
display 3b, the control panel 4b, the game processing board 10b and
the speaker 11b can be also used. Both the processing systems 12a
and 12b can be individually used simultaneously. In this case, the
opponent fighter to the fighter of a player side is a boxer set by
the game device.
[0069] On the other hand, the processing systems 12a and 12b are
linked together in this game device so that a game can be enjoyed
in a communication fighting form. In this case, the opponent
fighter to the fighter of a player side is a fighter operated by
each player operating each control panel 4a or 4b.
[0070] Since the processing systems 12a and 12b have the completely
same structures, the processing system 12a will be only described
and the explanation of the other processing system 12b will be
omitted.
[0071] The processing system 12a comprises a CPU block 20a for
controlling a whole device, a video block 21a for controlling the
display of a game image plane and a sound block 22a for producing a
effective sound or the like. The respective blocks are explained by
affixing an alphabet "a" to reference numerals, however, respective
elements forming the blocks are explained without affixing an
alphabet "a" after the reference numerals.
[0072] The CPU block 20a comprises a SCU (System Control Unit) 200,
a main CPU 201, a RAM 202, a ROM 203, a sub CPU 204, and CPU bus
205 or the like.
[0073] The main CPU 201 controls the whole device. This main CPU
201 is provided with a computing function similar to that of a DSP
(Digital Signal Processor) therein so that an application software
can be executed at high speed.
[0074] The RAM 202 is used as a work area of the main CPU 201.
Further, the RAM 202 is provided with storing areas 202C1 and
202C2. These storing areas 202C1 and 202C2 are used for storing
values obtained by gradually decreasing the whole surplus power of
respective characters, for example, in the case of a boxing game in
which two characters fight with each other.
[0075] An initial program for an initializing processing and
contents (program) of a whole game are written in the ROM 203. The
SCU 200 controls buses 205, 206 and 207 so that the input and
output of data are smoothly carried out between the main CPU 201, a
VDP (Video Display processor) 220, VDPs 220 and 230, a DSP 240, a
CPU 241, and the like.
[0076] Further, the SCU 200 is provided with a DMA controller
therein so that-character data (polygon data) during a game can be
transferred to a VRAM in the video block 21a. Thus, an application
software of a game or the like can be executed at high speed. The
sub CPU 204 is referred to as a SMPC (System Manager &
Peripheral Control), collects through an input port 208 operating
data from the joy sticks 41am and 41ah, and the push buttons 42am
and 42ah of the control panel 4a in accordance with a request from
the main CPU 201 and is provided with a function for carrying out a
decision processing of the contents of operation such as kinds of
punches or the like. The main CPU 201 carries out an image control
such as the rotational transformation or the perspective
transformation of, for example, a character on a game image plane,
based on the operating data received from the sub CPU 204.
[0077] The video block 21a is provided with a first VDP (Video
Display Processor) 220 for displaying a polygon image plane
overwritten on a character and a background image composed of
polygon data and a second VDP 230 for carrying out the display of a
scroll background image plane, the image synthesis of polygon image
data and scroll image data based on a priority (display priority),
a clipping or the like.
[0078] The first VDP 220 includes a system register 220a therein
and is connected to a VRAM (DRAM) 221 and two face frame buffers
222 and 223. Polygon picture display or drawing data displaying a
character in a game is sent to the first VDP 220 through the SCU
200 from the main CPU 201 and written in the VRAM 221. The picture
display or drawing data written in the VRAM 221 is drawn in the
frame buffer 222 (or 223) for drawing a picture in the format of
for example, 16 or 8 bits/pixel. The data of the frame buffer 222
(or 223) in which the picture is drawn is sent to the second VDP
230 during a display mode. As mentioned above, the two face buffers
222 and 223 are used for a frame buffer so that a double buffer
structure, is formed, in which the picture drawing and display are
switched for every frame. Further, information for controlling a
picture drawing processing is set to the system register 220a of
the first VDP 220 through the SCU from the main CPU 201. The first
VDP 220 controls the picture drawing and display processing in
accordance with an instruction set to the system register 220a.
[0079] In the meantime, the second VDP 230 includes a register 230a
and a color RAM 230b therein and is connected to a VRAM 231.
Further, the second VDP 230 is connected to the first VDP 220 and
the SCU 200 through a bus 206 and connected to the display 3a
through an encoder 260.
[0080] For the second VDP 230, scroll image data is defined in the
VRAM 231 and the color RAM 230b through the SCU 200 from the main
CPU 201. Information for controlling the display of an image is
also similarly set to the register 230a of the second VDP 230. Data
defined in the VRAM 231 is read based on the contents set to the
register 230a by the second VDP 230 and becomes the image data of
respective scroll image planes displaying a background relative to
a character. The display priority (priority) of the image data of
the respective scroll image planes and the image data of texture
mapped polygon data which is supplied from the first DVP 220 is
determined in accordance with the setting in the resister 230a and
final display image data is synthesized.
[0081] When this display image data is in a form of pallet, the
color data defined in the color RAM 230b is read based on the value
by the second VDP 230 form, and display color data is generated.
When the display image data is in the form of RGB, the display
image data directly becomes display color data. The display color
data is stored in a memory 232, and then, output to a D/A converter
260. The D/A converter 260 generates a video signal by applying a
synchronizing signal or the like to the image data and outputs the
video signal to the display 3a. Thus, a game image plane is
displayed on the display 3a. A video means is constituted of the
video block 21a.
[0082] The sound block 22a is provided with a DSP 240 for carrying
out a sound synthesis in accordance with a PCM mode or an FM mode
and a CPU 241 for carrying out the control or the like of the DSP
240. Sound data generated by the DSP 240 is converted into a sound
signal by a D/A converter 270 and then, the sound signal is output
to the speaker 11a.
[0083] The contents of a game processed in the game device of the
present embodiment, like the above stated "Virtual Fighter (TM)
realize the fighting (boxing) of a plurality of fighters on a
stage. An opponent fighter is explained as a boxer controlled by
the device side.
[0084] Next, there will be explained a processing for synchronizing
display control, which is executed by the main CPU, for an image
plane (referred to as a polygon image plane, hereinafter) of
characters (fighters) C1 and C2 represented by three-dimensional
data composed of polygons, a rope or the like, and a scroll image
plane of other background or the like such as a ring on which
boxers stand, the life count values of the boxers and an audience.
The ring among them is formed with a rotating scroll. All
operations will be initially explained by using main processing
flowcharts shown in FIGS. 4 and 5. Then, the detailed operations
of, for example, a polygon forming means, a polygon number
increasing means, a transforming or deforming means and an image
processed surplus power display means or the like will be described
using figures after FIG. 6.
[0085] The main CPU 201 displays, when there is no insertion of
coins, for example, the digest of the contents of a game and a
guidance image plane for coin insertion and outputs a sound
together with the displays (step (S)301, step 302; NO in FIG. 5).
When there is the insertion of coins (step 302; YES), the main CPU
201 displays a guidance image plane for urging, for example, the
push button 42am to be pressed as a start button (S 303, S304; NO).
When the start button is pressed (S304; YES), a player sets his or
her capacity (S305). In this connection, since the capacities of,
for example, several characters are set to the processing system
12a and these characters are displayed on the display 3a, a desired
character is suitably selected among them. Thus, the capacity of
the character such as the power of a punch, the speed of a punch,
the resistance to a damage, stamina, etc. is set. The structure of
a character will be shown in FIG. 6.
[0086] Then, since the main CPU 201 displays a display for setting
the characters of rival fighters on the display 3a, a player
suitably selects a rival fighter among them (S306). Thus, the
capacity of the character as the rival fighter is also set.
[0087] Herein, the main CPU 201 also carries out a viewpoint
changing processing for display data in step 307 and, finally, a
perspective processing for a part of the character C1 (for example,
a head, a main part, an upper part of arm, etc.). Specifically, the
main CPU 201 first reads display data from a predetermined address
of the ROM 203, and converts it into viewpoint changed display
data. Thus, on the display 3a, the facing characters (fighters) C1
and C2 are initially displayed in a formation seen just from a
side, as illustrated in FIG. 6(a). In FIG. 6, C1 and C2 designate
characters (fighters), RP a rope, RG a ring, LCa and LCb life
counters, and BH other background. Further, in the present
embodiment, the fighters C1 and C2 and the rope RP are displayed by
polygon data, the ring RG by rotating scroll data and the
background BH such as an audience by scroll data.
[0088] Then, the main CPU 201 decides whether the characters C1 and
C2 are brought to a state in which they can fight with each other
or not (S308). Herein, a state in which the characters fight with
each other means a state in which a personal character (fighter) C1
is displayed in the front side of an image plane on the display 3a,
a part of the fighter C1, for example, the head, the waist, the
upper part of arm or the like is subjected to a transparent
processing and an opponent character (fighter) C2 faces the front
face of the image plane.
[0089] At this time, since the characters C1 and C2 have not yet
fought with each other (step 308; NO), the address of the ROM 203
is changed (step 309), and further, a display processing of
viewpoint change is carried out (step 307). These processings are
repeated, so that a viewpoint rotates from a state in which the
fighters C1 and C2 are seen just from a side as shown in FIG. 6(a)
to a state in which the fighter C1 is displayed in the front part
as shown in FIG. 6(c). Displaying the middle part of the display
state rotated as mentioned above, a state, is seen, in which the
facing fighters C1 and C2 are slantingly displayed, as illustrated
in, for example, FIG. 6(b).
[0090] An image processing accompanied by the change of a viewpoint
for displaying the characters on the image plane, which includes
the movement of FIG. 6(a) to FIG. 6(c), is carried out in
accordance with, for example, a flowchart shown in FIG. 5. That is,
the main CPU 201, in step S401 of FIG. 5, first calculates the
moving coordinate of the viewpoint based on data read from the ROM
203 and the moving coordinates of display members composed of
polygons such as the characters C1 and C2 and the rope RP, etc.
represented by polygon data with texture. The calculation of the
moving coordinates is carried out by using affine transformation
capable of effecting a parallel displacement, a rotational
transformation and extension (reduction) relative to each axis by
one operation. The affine transformation has been conventionally
well known.
[0091] Then, in step S402, position data (screen coordinate) in a
screen (image plane) on which three-dimensional polygon data
subjected to a coordinate transformation by a perspective
transformation (fighter C2, fighter C1 a part of which undergoes a
perspective processing, rope RP) is displayed is calculated and
sent to the first VDP 220.
[0092] Then, the main CPU 201 proceeds to step S403 and calculates
parameters required for the rotation or collapse of the rotating
scroll image plane. Herein, the "rotation" of the rotating scroll
image plane means a rotation in a scroll coordinate system and the
rotation of an entire coordinate system about any one of three
axes. The "collapse" means the rotation of a screen image plane
itself, and specifically means that the ring RG part in a remote
part viewed from the side of a player is displayed in reduction,
the ring part RG in the side of a player is displayed in extension
or both processings are simultaneously carried out.
[0093] Next, the main CPU 201 stands-by while deciding whether it
is a predetermined timing for drawing the above described polygon
data or not in step S404. Then, for example, at the time of a
predetermined timing, the parameters required for the processings
of rotation and collapse of the rotating scroll image plane which
have been stored in a memory, that is, rotation matrix parameters,
the amount of movement (the amount of movement of X and Y of the
scroll image plane owing to the movement of a viewpoint) and
magnification are transferred to the second VDP 230 in step S405.
Then, in step S206, the main CPU 201 executes the commands of
display or picture drawing.
[0094] The main CPU 201 periodically repeats the above stated
processings of step S401 to S406. The polygon data calculated in
the main CPU 201 is written in the VRAM 121 connected to the first
VDP 220 and a display and a picture drawing are repeated by the two
picture drawing frame buffer 222 (or 223) and display frame buffer
223 (or 222) of a double buffer structure. In other words, while
the picture of texture mapped polygon data is drawn in the picture
drawing frame buffer 222 (or 223) is drawn, the polygon data of the
display frame buffer 223 (or 222) is sent to the second VDP 230 and
displayed. In the second VDP 230, the three-axes rotation of the
rotating scroll image plane and the rotation of the screen image
plane (collapse) are calculated by using the parameters and data
transferred from the main CPU 201.
[0095] The display image plane of the rotating scroll image plane
is formed by carrying out the rotational transformation (including
parallel displacement) of a viewpoint and a screen image plane (TV
screen) based on a center point and collecting points at which a
line of sight passing the transformed screen image plane from the
transformed viewpoint intersects a scroll map.
[0096] When the flowchart of FIG. 5 is executed in such a manner,
the image planes are displayed on the display 3a in accordance with
the order of FIG. 6(a), FIG. 6(b) and FIG. 6(c). That is, the
viewpoint sequentially moves so that the fighter C1 is displayed in
the front side and the fighter C2 is displayed in the rear side
from a state in which the facing fighters C1 and C2 are seen just
from a side as shown in FIG. 6(a). Processings accompanied by the
movement of the viewpoint in other scene are also performed in
accordance with the flowchart of FIG. 5. During movement of the
viewpoint, as shown in FIG. 6(b), the fighters C1 and C2 are
displayed under a condition in which they are slantingly seen.
Finally, as shown in FIG. 6(c), the fighter C1 of a player side is
displayed in the front side of the image plane and in a
perspectively processed state on the display 3a, and the rival
fighter C2 is displayed in a state where it faces the front face of
the image plane.
[0097] As described above, when the personal fighter C1 is
displayed in a perspectively processed state in the front side of
the image plane and the rival fighter C2 is displayed under a state
he faces the front face of the image plane, they fight with each
other (step S308; YES), and then, the process proceeds to the
flowchart showing a fighting state.
[0098] Then, when the process proceeds to the flowchart of a
fighting state (step 310) and that following it, the main CPU 201
first reads the data of a fighting state from the ROM 203. Further,
the main CPU 201 fetches operating data from the sub CPU 204 in
step 311, and carries out a processing of data of invalid operating
degree in step 312. Herein, the invalid operating degree is
included in a suppressing means described in the claims.
[0099] The invalid operating degree in the step 312 is generated,
for example, when the operating data is not input from the joy
sticks 41am and 41ah or the like in accordance with the rule of a
boxing. Factors for increasing the invalid operating degree reside
in that, for example, the joy sticks 41am and 41ah are operated a
predetermined number of times or more per unit time, or the joy
sticks 41am and 41ah are continuously input to a protective command
position for a predetermined time. Further, factors of decreasing
the invalid operating degree reside in that, for example, a
protective command is input from the joy sticks 41am and 41ah or
the moving command of a character is input.
[0100] Still further, when the invalid operating degree is stored
in, for example, the RAM202 or the like, and an image processing
for forming next fighting display data is carried out, the degree
of the image processing is suppressed depending on the invalid
operating degree. For example, as described below, the invalid
operating degree may influence the a display of the amount of
surplus power by an image processed surplus power display means, or
an image processing for cancelling or decreasing a damage to be
applied to an opponent fighter may be carried out even when a punch
is given to him.
[0101] Then, the main CPU 201 carries out a processing for forming
fighting display data based on the fetched fighting data and
operating data as mentioned above (step 313).
[0102] The fighting display data formed in the step 313 is display
data for protectively moving the fighter C1 by protectively
operating the joy sticks 41am and 41ah or the like of the control
panel 4a, for example, when the rival fighter C2 supplies an
uppercut, or for giving a punch to the rival fighter C2 by
extensively operating the joy sticks 41am and 41ah or the like of
the control panel 4a. Thus, the rival fighter C2 changes, when the
punch strikes him, the deformed direction of the face (head) of the
fighter C2 depending on the kind of the punch (straight, jab, hook,
uppercut), and the amount of deformation or transformation of the
face (head) of the fighter C2 depending on the strength of the
punch.
[0103] Further, when the punch supplied from the rival fighter C2
strikes the fighter C1, a movement processing of the fighter C1 is
also carried out. Still further, in the step 313, the back side of
the fighter C1 is also displayed and a part of the fighter C1 (for
example, the head, the breast, the waist, the upper part of arm,
etc.) is perspectively processed and displayed.
[0104] Then, the main CPU 201 performs processings related to a
remaining surplus power display means in step 314. That is, in the
step 314, the processings for displaying the surplus power of the
fighters C1 and C2 are carried out. In this case, firstly, the
invalid operating degree obtained in the step 312 influences a
processing for decreasing the surplus power (life count value).
Secondly, the damage of the fighters (the opponent side C2 and the
private side (player side) C1) is computed and the invalid
operating degree influences a processing for decreasing it in the
surplus power.
[0105] In addition, when the damage exceeds a predetermined value,
the main CPU 201 performs a processing for knocking the fighter
down. The processing is carried out in such a way, so that a whole
surplus power display means for displaying the whole surplus powers
of the fighters C1 and C2 and a remaining surplus power display
means for displaying remaining surplus powers relative to the whole
surplus powers of the fighters C1 and C2 are realized. Further, a
storing means for storing a plurality of surplus powers is provided
in an area of the RAM 202 and all surplus powers stored in the
storing means are read as required, so that all the surplus powers
can be sequentially reduced. Then, these image processings are
carried out, so that damages applied to the respective fighters C1
and C2 can be displayed on the display 3a as life counters and the
damages are accumulated for every round.
[0106] The fighting display data obtained in the step 313 and the
data concerning the life counters obtained in the step 314 are
delivered to a display data forming processing (step 315). In the
step 315, the main CPU 201 carries out, for example, the flowchart
shown in FIG. 5 by using the fighting display data formed in the
step 313 and the data related to the life counter formed in the
step 314. Thus, the fighting state of the fighters C1 and C2 is
displayed on the display 3a.
[0107] Then, the main CPU 201 carries out a processing of game out
in step 316. In this case, the damages of the fighters C1 and C2
are computed and when the damage exceeds a predetermined value, as
in the case where one fighter is knocked down three times, a
command of down or the like is carried out.
[0108] The main CPU 201 decides whether a game in which there is a
down or the like is finished or not in step 317. When the game is
not finished, the main CPU 201 shifts again the processing to the
step 310.
[0109] The above mentioned processings of the steps 310 to 317 are
repeated, so that the fighters C1 and C2 composed of polygons are
displayed in a superimposed state on the ring RG constituted of the
scroll image plane. The elongated rope RP composed of polygon data
is overwritten along the edge of the upper side in the end part of
the ring RG.
[0110] Then, when the fighters C1 and C2 or the viewpoint move, as
the game progress, the movement of the fighters C1 and C2, the
scroll image plane and the rope PR composed of polygon data which
is overwritten on the end part of the image plane are synchronously
displayed, and therefore, both movements can be recognized as an
accurately coinciding movement set to an input from the joy sticks
41am and 41h or the like. Thus, an entire scene accompanied by the
movement of the fighters C1 and C2 or the change of a viewpoint
becomes extremely natural, so that a feeling like being actually
present there can be produced.
[0111] Additionally, the main CPU 201 decides a detection result in
the step 317 and carries out a display processing of the end of a
game in step 318, at the time of an end.
[0112] In the next place, the detailed operations of predetermined
steps in the above described flowchart will be described, referring
to the drawings after FIG. 7.
[0113] (On Processing for Obtaining Invalid Operating Degree)
[0114] With reference to FIGS. 7 and 8, a processing for obtaining
an invalid operating degree will be described. FIG. 7 is a
flowchart for obtaining the invalid operating degree. FIG. 8 shows
a graph of an invalid operating degree, an x-axis indicates time
and a y-axis indicates an invalid operating degree.
[0115] This invalid operating degree represents a degree generated
when there is no operating input of the joy sticks 41am and 41ah or
the like. The invalid operating degree is obtained when the number
of inputs of continuous punch commands per unit time is a
predetermined value or more. Further, when the pattern of input of
a command is constant, the invalid operating degree is
increased.
[0116] When there is no operating input from the joy sticks 41am
and 41ah or the like in accordance with the rule of a boxing, a
processing will be first described. This processing is carried out
by shifting the process to the processing of step 312 in FIG. 4.
That is, the main CPU 201 decides whether operating data is
obtained from the sub CPU 204 or not in step 451. In this case,
when the operating data is obtained (step 451; YES), the main CPU
201 decides whether this operating data is a protective command or
not in step 452. Herein, when it is decided that the operating data
is not the protective command (step 452; NO), the main CPU 201
decides whether this operating data is the moving command of the
fighter C1 or not in step 453. The reason why such a decision is
made is that the joy sticks 41am and 41ah are continuously operated
so as to decide whether the punch command is continuously input or
not.
[0117] When the operating data is not the protective command of the
fighter C1 (step 453; NO), it is decided that the data does not
designate an effective punch meeting the rule of a boxing and
designates a simply swung punch. The main CPU 201 adds the number
of times of operating data one by one to a register K3 in step 454.
This register K3 may be provided in, for example, a predetermined
area of the RAM 202. Further, the register K3 accumulates punch
commands owing to the continuous operation of the control panels 4a
and 4b.
[0118] Then, the main CPU 201 decides whether a constant time x
(seconds) passes or not (step 455). This decision is made in order
to decide what number of punch commands are input per unit time (x
(second)). When the constant time x (seconds) does not pass (step
455; NO), the main CPU 201 can pass this processing routine.
[0119] On the other hand, when the constant time x(seconds) passes
(step 455; YES), the main CPU 201 reads the data of the register K3
in step 456. The read data designates the number of punches y per
unit time (x(seconds)).
[0120] Further, the CPU 201 decides, when the data of the register
K3 represents 1y or more (step 457; NO), that an operation
according to the rule of a boxing and, stores a one added invalid
operating degree in an invalid operating degree storing area
provided in the predetermined area of the RAM 202 (step 312). The
value of the invalid operating degree stored in the storing area
designates a value obtained by adding one to the invalid operating
degree (time x1), as shown in FIG. 8. Then, the main CPU 201 resets
registers K 1 to 3 in step 459 so that the previous contents do not
influence a next processing and can pass this processing.
[0121] When the CPU 201 similarly carried out the processings of
the steps 451 to 455 and performs the processings of the steps 456
to 457 to obtain the number of 2y, a storing processing is
performed so that two is further accumulated to the previous value
in the invalid operating degree storing area (step 458). The value
of the storing area represents a value obtained by further adding
two to the invalid operating degree (time x2) as shown in FIG. 8.
Then, the main CPU 201 resets the register K 3 for a next
processing in the step 459 and can pass the processing.
[0122] Further, similarly when the CPU performs the processings of
the steps 451 to 455 and carries out the processings of the steps
456 to 457 at time x3 so that the number of 1y is obtained, a value
obtained by further adding two to the previous value is stored in
the invalid operating degree storing area (step 458). The value of
this storing area indicates the invalid operating degree further
added by one (time x3), as shown in FIG. 8. Then, the main CPU 201
resets the register K3 in step 459 and can pass the processing.
[0123] Similarly, when the main CPU carries out the processings of
the steps 451 to 455 and performs the processings of the steps 456
to 457 at time x4 so that the number of 1y is obtained, a value
obtained by further adding two to the previous value is stored in
the invalid operating degree storing area (step 458). The value of
the storing area indicates the invalid operating degree further
added by one (time x4), as shown in FIG. 8. Then, the main CPU 201
resets the register K3 for a next processing in step 459 and can
pass the processing.
[0124] As described above, when the joy sticks 41am and 14ah are
not operated in accordance with the rule of the boxing, the invalid
operating degree becomes higher values.
[0125] Now, a case in which the invalid operating degree is lowered
will be described. When a command is input (step 451; YES), the
main CPU 201 decides whether it is a protective command or not in
step 452. When the command is the protective command (step 452;
YES), the main CPU 201 decides whether the protective command is
changed to other command or the like (or neutral position) in a
short time or not in step 460. This processing is carried out in
order to decide whether it is an operation according to the rule of
the boxing or not.
[0126] When the protective command is changed to other command or
the like (step 460; YES), the main CPU 201 subtracts one from the
invalid operating degree of the invalid operating degree storing
area step (461). The value of the storing areas is the invalid
operating degree decreased by one (time x5), as illustrated in FIG.
8. After passing the processing, the main CPU 201 resets the
registers K1 to K3 for a next processing in step 462.
[0127] Then, the operation of a case in which a command is not
input will be described. When the command is not input (step 451;
NO), the main CPU 201 carries out a processing for the increment of
a value of, for example, the register K1 in step 471 (K1=K1+1).
This processing is an addition executed in order to detect no input
of a command for a predetermined time. Further, for the register
K1, for example, one provided in the predetermined area of the RAM
202 may be used.
[0128] Then, the main CPU 301 decides whether a constant time a
(seconds) passes or not (step 472). The decision of time is made in
order to detect no input of a command continuously for a
predetermined period. When a constant time a (seconds) does not
pass (step 472; NO), the main CPU 201 passes this processing.
[0129] On the contrary, when a constant time a (seconds) passes
(step 472; YES), the main CPU 201 reads the value of the register
K1 in the step 473. The value of the register K1 indicates no input
of command for a predetermined time. Accordingly, if this value is
larger than a predetermined value (step 474; YES), it can be deemed
that a command is not input for a constant time, so that the main
CPU 201 subtracts one from the invalid operating degree in the
invalid operating degree storing area in step 475. Thus, the value
of the storing area is a value obtained by subtracting one from the
invalid operating degree (time x7) as shown in FIG. 8. Then, the
main CPU 201 resets the respective registers K1 to K3 for a next
processing When the value of the register K1 is smaller than the
predetermined value (step 474; NO), the main CPU 201 resets the
respective registers K1 to K3 in step 476 and passes this
processing.
[0130] Further, the operation of a case in which the protective
command is continuously input will be described. In this case, the
main CPU 201 passes the steps 451, 452 and 460 and carries out the
increment of, for example, the register K2 in step 481 (K2=K2+k1).
This register K2 is assigned to a predetermined storing area of,
for example, the RAM 202. The register K2 serves to measure the
continuous input of the protective command.
[0131] Then, the main CPU 201 decides whether a constant time
passes or not (step 482). The decision of time is carried out in
order to decide whether the protective command is continuously
input for a constant time or not. When a constant time does not
pass (step 482; NO), the main CPU 201 passes this processing.
[0132] On the other hand, when the constant time passes (step 482;
YES), the main CPU 201 reads the value of the register K 2 in step
483. In this case, when the value of the register K2 is larger than
a predetermined value (step 484; YES), the main CPU 201 decides
that the protective command is continuously input. Then, the CPU
201 adds one to the invalid operating degree of the invalid
operating degree storing area (step 485). The value of the storing
area is a value obtained by adding one to the invalid operating
degree (time x9), as seen in FIG. 8. After this processing is
finished, the registers K1 to K3 are finished for post-processings
in step 486. The continuous input of the protective command in such
a way causes the invalid operating degree to be increased.
[0133] The operation of other cases in which the invalid operating
degree is lowered will be described. This is an operation when the
moving command of the fighter C1 is input. That is, when the moving
command of the fighter C1 is input (step 453; YES), the main CPU
201 subtracts one from the invalid operating degree of the invalid
operating degree storing area in step 441. Thereafter, the main CPU
201 resets the registers K1 to K3 for post-processings in step
442.
[0134] As described above, in the respective steps 451 to 492,
whether the operation according to the rule of the boxing is input
from the joy sticks 41am and 41ah or the like or not is decided.
The invalid operating degree stored in the invalid operating degree
storing area is used to suppress the degree of an image processing
in post-processings. For example, it can influence a processing for
decreasing the value of a life counter, or it can be used for
decreasing the effectiveness of a punch or the like, or denying the
effectiveness, even when the punch or the like strikes the opponent
fighter C2.
[0135] In such a manner, a player can be urged to assuredly operate
the joy stick 41am and 41ah, and the actual movement in, for
example, a boxing, is given to the player so that the player can
operate the joy sticks 41am and 41ah or the like similarly to the
movement.
[0136] (Operation of Polygon Forming Means and Polygon Increasing
Means)
[0137] Next, referring to FIGS. 9 to 11, there will be described an
image processing for forming the face (the head) of the fighter C2
with the minimum number of polygons in an ordinary display state,
increasing the number of polygons for forming the face (the head)
and then deforming the face (the head) based on the increased
number of polygons when the face (the head) is deformed and the
deformed face is displayed.
[0138] Initially, the main CPU 201 decides whether a flag FLG is 0
or not in step 500. This decision is made in order to decide
whether a reading processing of table data for a deforming
processing is carried out or not. When the table data is read, a
special processing flowchart is performed. When the table data is
not read, an ordinary deciding processing is carried out.
[0139] Herein, since the flag FLG is first set to 0, the main CPU
201 carries out an image processing for forming the face (the head)
of the fighter C2 with the minimum number of polygons in step 501.
In this image processing, for example, each face of the face (the
head) of the fighter C2 is composed of a polygon of a square. Thus,
for example, as shown, in FIG. 10(a), the face (the head) C2f of
the fighter C2 is formed in the shape of a cube (hexahedron)
composed of six polygons. Specifically stated, one polygon is
arranged by specifying four vertexes in a three-dimensional
coordinate and each face has commonly the two vertexes of the four
vertexes, so that the face (the head) C2f of the fighter C2 is
represented by the set of polygons forming the hexahedron.
[0140] The respective patterns (texture) of a front part, a back
part, right and left side face parts, a plane part and a bottom
face part which form the respective expressions of an actual
fighter are previously recorded by a video camera or the like, or
separately formed, and they are stored in the ROM 203.
[0141] Thus, in step 502, the textures of the expressions, or the
textures of the respective right side face and left side face
parts, the back face part, the top part of the head or the like are
mapped on the polygons of relevant addresses. Further, in this
step, it is also decided whether the mapping of the textures on all
the polygons, on the six faces in this case, is finished or not.
Thus, the head of the fighter C2 whose expression is exhibited is
formed, as illustrated in FIG. 10(b). Herein, in order to simplify
the representation of the drawings, an example, is shown, in which
the texture (the pattern of the face) is affixed only to the
polygon of the front face of the head and the textures on other
faces are not shown.
[0142] Then, the main CPU 201 fetches operating data from the sub
CPU 204 and decides whether the operating data exists or not (step
503). When the operating data exists (step 503; YES), the main CPU
201 specifies the direction, strength, speed or the like of the
operating data, contents of a punch command (including a protective
command), etc. in step 504. Then, when it is decided (step 505;
YES) that an attack command is input based on the result of the
processing (step 504), the main CPU 201 reads the coordinate of the
punch of the fighter C1 in step 506. Subsequently, the main CPU 201
reads the coordinate of the head of the fighter C2 who is a rival
in step 507. Whether these coordinates coincide with each other or
not is decided (step 508). This decision corresponds to the
decision of collision of the fighters C1 and C2.
[0143] When these coordinates coincide with each other (step 508;
YES), the decision of collision of the fighters C1 and C2 is
affirmed, so that it is decided that the punch of the fighter C1
(character in the player side) strikes the face of the fighter C2
(character in the rival side). Thus, in order to proceed to a
deforming processing, "1" is set to the flag FLG (step 509).
[0144] The main CPU 201 judges a first punch and a second punch in
step 509. In the present embodiment, in order to simplify an
explanation, only two kinds of punches will be explained. Further,
in the present embodiment, the invalid operating degree gives an
influence to a processing for decreasing the effect of the punch.
It is to be noted that the value of the life counter may be lowered
without decreasing the effect of the punch in such a way.
[0145] Firstly, when the first punch strikes the fighter (step
510;1P), a processing of a step 511 is carried out. In step 511,
when the value of the invalid operating degree storing area is not
more than a predetermined value, the main CPU 201 decides that the
joy sticks 41am and 41ah hardly make an movement which is not based
on the rule of the boxing. Then, the main CPU 201 carries out
processings after step 512.
[0146] In step 512, the main CPU 201 increases the number of
polygons forming each face of the face (the head) C2f of the
fighter C2 composed of the minimum number of polygons. Thus, as
shown in FIG. 11(a), each face of the face (head) C2f composed of
six polygons to which rectangular shapes (rectangles) are
respectively assigned is not composed of one polygon but composed
of a plurality of polygons arranged in 8 (column).times.8
(row).
[0147] Still further, the respective addresses of the plurality of
polygons of each face are specified and these addresses and the
deforming data of the polygons are tabulated for every punch (the
direction of a punch, the kind of a punch, the intensity of a
punch). Many tables are stored in the ROM 203. Further, after step
512, which table the deforming data is fetched from is designated
depending on the kind of a punch, the direction and intensity of a
punch, the kind of the fighter, etc.
[0148] Next, the main CPU 201 fetches the deforming data of the
polygon from a deforming table, for each address of each polygon
forming a part of the face (the head) C2f. Then, the main CPU 201
deforms or transforms the texture of the expression of the face in
the part corresponding to the address and maps the texture on the
polygon corresponding to the address (step 513). The deformation of
the polygon is enabled by setting the four vertexes of the polygon.
In this case, such deforming data with many polygons, which are
merely provided with four vertexes, arranged on each face of a
hexahedron is obtained.
[0149] Then, the main CPU 201 decides whether a mapping is finished
on all the polygons of the face (the head) C2f based on the
deforming data or not (step 514). When the mapping processing of
texture is not finished on all the polygons (step 514; NO), the
mapping processing is continued (step 513, 514). When the mapping
of texture is finished on all the polygons (step 514; YES), an
ordinary face is displayed on a part of the hexahedron, as
illustrated in FIG. 11(b). Then, the main CPU 201 decreases a
predetermined value from the data of the life counter for the
fighter C2 in step 515, then, updates the read address of the ROM
203 or the read address of the table in step 516 and passes this
processing.
[0150] When the main CPU 201 enters again this routine, the main
CPU 201 reads deforming data from the predetermined address of a
predetermined deforming table in step 520, since the flag FLG is
set to "1". This deforming data is obtained, as shown in FIG.
12(a), as the respective addresses P11, P12, P21, P22 . . . , P81,
P82, P91, P92 . . . , P18, P19, P28, P29 . . . , P88, P89, P98, P99
of respective polygons of minimum units.
[0151] Thus, the main CPU 201 selects the textures of the
expression caused by the punch and deforms or transforms them. The
main CPU 201 maps the respectively deformed textures on the
respectively relevant addresses P11, P12, P21, P22, . . . , P81,
P82, P91, P92, . . . , P18, P19, P28, P29, . . . , P88, P89, P98,
P99. Thus, as illustrated in FIG. 11(b), the hexahedron composed of
many polygons is distorted and deformed.
[0152] Next, the main CPU 201 decides whether all the textures are
completely mapped on the respective addresses or not (step 522).
When the mapping of all the textures is finished (step 522; YES),
whether all the data of corresponding deforming tables is read or
not is decided (step 522). When it is not read (step 523; NO), the
read addresses of the ROM 203 and the deforming tables are updated
(step 516).
[0153] Every time this routine is passed, the data of the deforming
table in an address updated state (steps 500, S520, S521, S522),
and the deforming data is obtained one by one. As a result, the
distorted face (the head) C2f is displayed. Thus, as shown in FIG.
12(b), the head and expression in a distorted state are displayed.
When the deforming data of the deforming table is completely read
(step 523; YES), the deformation or transformation of the face (the
head) is finished so that the face is returned to an original
state. Therefore, the main CPU 201 sets the flag FLG to "0" and
proceeds to step 516.
[0154] In the meantime, when the punch is a first punch (step
510;1P) and the invalid operating degree is large (step 511; YES),
the main CPU 201 carries out a processing for reading the data of a
second deforming table the amount of deformation of which is small
(step 525).
[0155] In step 525, the main CPU 201 increases the number of
polygons forming the face (the head) C2f of the fighter C2 composed
of the minimum number of polygons. As illustrated in FIG. 11(a),
each face of the polygons forming the hexahedron is represented by
many polygons. Then, in step 526, the textures of expression are
mapped on the deforming data of the respective polygons. Then, the
main CPU 201 decides whether the mapping is finished on all the
polygons or not (step 527). Thus, as shown in FIG. 11(b), an
ordinary face is displayed on a part of the hexahedron.
[0156] Then, the main CPU 201 decreases an ordinary value from the
data of the life counter for the fighter Cf, updates the read
address of the ROM 203 and the read address of the second deforming
table in step 516, and then passes this processing.
[0157] Even when the punch is the first punch, as described above,
which can usually give a great damage to the fighter C2, it is
regarded as an ordinary punch, if the invalid operating degree is
large.
[0158] When the punch is a second punch (step 510; 2P), and the
invalid operating degree is small (step 529; YES), the main CPU 201
performs the processings of step 525 to step 528, step 500, step
520 to step 534). Thus, as shown in FIG. 11(a), each face of
polygons forming the hexahedron is changed to many polygons
(divided), and then, an ordinary face is displayed on a part of the
hexahedron, as illustrated in FIG. 11(b). The face (the head) C2f
of the hexahedron composed of many polygons is distorted and the
expression caused by the distortion is displayed at the same time.
In this case, since the second deforming table is used, the degree
of deformation is smaller than shown in FIG. 12.
[0159] Although, in the above stated processing, the processing for
the fighter C2 is only explained, the head and breast part of the
fighter C1 is perspectively processed and the arm or the like of
the fighter C1 is displayed in an ordinary polygon processing on
the display 3a, as illustrated in FIG. 13. It is to be understood
that, when the arm or the like is overlapped on the fighter C2, the
arm may be subjected to a perspective processing. A mesh processing
is one method included in the perspective processing. In this mesh
processing, when a polygon 90 having, for example, four vertexes,
is composed of, for example, 9 dots on an X-axis and a Y-axis,
respectively, as illustrated in FIG. 18, pixels which have values
of even numbers obtained from the expression: the coordinate value
of the X-axis+the coordinate value of the Y-axis=S are only
represented and the representation of pixels having values of odd
numbers as S is skipped (not written). In such a way, the mesh
processed polygons are obtained.
[0160] Since the respective fighters C1 and C2 or the like are
displayed in the forefront part of the display 3a in accordance
with the decided result of the priority of the polygons. Since the
priority of the polygons of the fighter C2 is located in the second
place, the fighter C2 is displayed in a position behind the fighter
C1 and ahead of the rope RP. Further, since the head and breast
part of the fighter C1 undergo a mesh processing, even when the
fighter C1 is displayed in the front side of an image plane, the
shape and look of the fighter C2 can be both seen. Further, since
the polygons of the rope RP have a third priority, the rope RP is
displayed in the rearmost side. Still further, the ring RG is
displayed by using a rotating scroll processing. Still further,
since the life counters LCa and LCb are displayed by employing
scroll images, they are always displayed in the right and left
parts of the display 3a. An audience or the like, which is not
shown, is displayed as a background BH.
[0161] Then, when the punch is a second punch (step 509; 2P), and
the invalid operating degree is large (step 529; NO), the main CPU
201 updates the read address of the ROM 203 (step 516) and then,
passes this processing. Specifically stated, when the invalid
operating degree is large, it is decided that an operation based on
the rule of the boxing is not input. Therefore, even if an
effective punch strikes an opponent, the main CPU 201 will consider
it invalid or decrease its power.
[0162] On the contrary, when the coordinate of the punch of the
fighter C1 does not coincide with the coordinate of the head of the
fighter C2 (step 508; NO), the main CPU201 reads other coordinate
of the opponent fighter C2 to be fought with in step 531. Then, the
main CPU 201 compares the coordinate of the fighter C2 with the
coordinate of the punch of the fighter C1 (step 532). When both the
coordinates coincide with each other, it may be decided that the
punch of the fighter C1 strikes the body of the opponent fighter C2
to be fought with (step 532; YES), the deforming processing of the
fighter C2 is not carried out and a processing for applying damage
to the opponent fighter C2 is simply carried out. Then, the main
CPU 201 decreases an ordinary value from the data of the life
counter for the fighter C2 in step. 533, updates the read address
of the ROM 203 (step 516) and passes this processing.
[0163] Further, in the case of protection (step 505; protection),
the main CPU 201 reads the coordinate of the punch of the opponent
fighter C2 to fight with (step 541). Further, the main CPU 201
reads the coordinate of the hand of the fighter C1 in step 542.
Then, when they coincide with each other (step 543; YES), a
processing is carried out by deciding that the fighter succeeds in
protection (step 544).
[0164] On the other hand, when both the coordinates do not coincide
with each other, in protection, (step 543; NO), the main CPU 201
reads the coordinate of other part of the fighter C1 step 545).
When the coordinate of the punch of the opponent fighter C2
coincides with the coordinate of other part of the fighter C1, it
is decided that the punch of the opponent fighter C2 to be fought
with strikes the fighter C1. In this case, the main CPU 201 carries
out, for example, a processing for knocking the fighter C1 down
depending on the strength of the punch of the opponent fighter
(step 547).
[0165] Then, the main CPU 201 decreases the value of the life
counter of the fighter C1 depending on the effectiveness of the
punch of the opponent fighter to be fought with (step 548), updates
the read address of the ROM 203, and passes this processing.
[0166] When there is no operating data (step 503; NO), if the
opponent fighter C2 extends a punch (step 550; YES), processings of
step 541 to step 548 are carried out.
[0167] Further, when there is no operating data (step 503; NO) and
there is no supply of punch from the opponent fighter C2 (step 550;
YES), the main CPU 201 carries out no processing, updates the read
address of the ROM 203 (step 518), and passes this processing.
[0168] The above mentioned respective processing steps are carried
out, so that a processing load can be lowered by usually performing
a display with the small number of polygons. When the fighter C2
receives the punch of the fighter C1, polygons forming the
hexahedron which constitutes the face or the like are divided into
many polygons, so that the expression of the face or the like can
be changed. Thus, an amusing game atmosphere can be provided.
Further, when an ordinary face or the like which is not deformed is
displayed, the face (the head) C2f is composed of a hexahedron, and
thus, the face which the punch does not strike can be constituted
of the minimum number of polygons.
[0169] In the above described embodiment, although the addresses of
the respective polygons are specified, and these addresses and the
deforming data of the polygons are tabulated, from which the
deforming data is obtained depending on the kind of punch, so that
the deforming data of the head or the like of the fighter C2 is
obtained, it is to be noted that the deforming data may be obtained
by calculation.
[0170] (Operation of Image processed Surplus Power Display
Means)
[0171] In the next place, referring to FIGS. 14 to 17, a display
processing of the life counters LCa and LCb (see FIG. 13) of the
fighters C1 and C 2 and a data processing required for the display
processing will be described. FIG. 14 is a flowchart for an image
processed surplus power display processing. FIGS. 15 to 17 are
explanatory views showing examples of the display states of the
life counters LCa and LCb. Although, in FIGS. 15 to 17, the life
counter LCa is only displayed, it is to be understood that the life
counter LCb may be similarly displayed. For simplifying the
explanation, the life counter-LCa is only displayed and explained
in FIGS. 15 to 17. In FIGS. 15 to 17, the life counter LCa
comprises a meter M for indicating a whole surplus power, a face F
as a means for displaying a remaining surplus power relative to the
whole surplus power, numerals ((1), (2), (3)) designating rounds
and a display member flashed or lighted above these numerals.
[0172] Initially, when a game is started, since the whole surplus
power for the fighter C1 is stored in the storing area 202C1, the
main CPU201 reads data from the storing area 202C1 (step 601).
[0173] Then, when the fighter C1 receives a punch (as an image
processing progresses) and the data concerning the life counter is
lowered, in accordance with the processing of the above mentioned
step 313, the main CPU 201 decreases the remaining surplus power
based on the value (step 602).
[0174] In step 603, display data is formed from the data of the
meter M in the previous step and the data of remaining surplus
power. Thus, the data for indicating the meter M is produced and
the data of the remaining surplus power relative to the whole
surplus power is formed. Since the data of the meter M is first
equal to the data of the remaining surplus power, the life counter
LCa has the meter M and the face F which are displayed on the same
position (game start (time 1)).
[0175] Then, in step 604, the main CPU 201 decides the relation of
the face F (existing surplus power) relative to the meter M (whole
surplus power) (step 604).
[0176] When the face F (existing surplus power) does not reach the
bottom of the meter M (whole surplus power) (step 604; NO), the
main CPU 201 passes this processing. Accordingly, a display is made
in such a manner that the remaining surplus power is simply
reduced. That is, when the processings of steps 601 to 604 are
repeated, only the face F is lowered (time t1, t2 in FIG. 15).
[0177] When the face F (existing surplus power) reaches the bottom
of the meter M (whole surplus power)(step 604; YES), whether it
means a third down or not is decided in step 605. When it is not a
third down (step 605; NO), the part of the numeral "1" of the life
counter LCa is flashed (step 606). Thus, the fighter C1 makes a
first down. Further, the life counter LCa indicates the first down,
so that the upper part of the numeral "1" is displayed in a flashed
state and the face F is displayed in the lowermost position, as
shown in (t3) of FIG. 15.
[0178] Before a referee begins to count, the main CPU 201 decreases
a constant value from the value of the storing area 202C1 in step
607. Further, in this step, the value of the storing area 202C1 is
read, the data of a knock out avoiding point (KO) is formed or
corresponding data is read from a memory and data displayed under a
state in which the position of the face F is spoken from the meter
M is formed. This data is displayed, so that the face F is
displayed in a position separated from the meter M, as illustrated
in FIG. 15 (t4). Further, as shown in the same figure, an A point
is displayed in the meter M and a B point is displayed as shown by
an arrow Y. This B point is shortened more than that at the time t1
(the meter M is displayed in a short form). Then, a C point is set
or determined in terms of software, so that the knock-out avoiding
point (KO) is displayed.
[0179] Further, the physical strength of the fighter C1 is
recovered in accordance with a predetermined recovery condition. A
condition for finishing the count is that the face F reaches the A
point within the count "ten". The C point is a forced motion
generating point. Thus, as the physical strength recovers, the
remaining surplus power is recovered (step 608). Further, a display
is made so as to raise the face F (step 608). Thus, as shown in
FIG. 15(t5), the face F of the life counter LCa is raised as shown
by an arrow Y. Then, when the face F enters the area of the B point
or A to B points in the count of nine (step 609), the main CPU 201
inputs a command for entering again a processing for a next round
(step 610). When the face does not enter the area of the B point or
the A to B points in the count nine (step 609; No), the main CPU
201 carries out, for example, a processing of game-over (step
611).
[0180] When entering a second round, the data of the meter M is
read in step 601. In step 602, the remaining surplus power is
reduced. When these data are displayed in step 603, the face F is
displayed in a state where the face is lowered in the direction
shown by an arrow Y, as illustrated in FIG. 16(6).
[0181] Then, when the steps 604 and 605 are passed and there is no
remaining surplus power, the life counter LCa indicates a second
down, the upper part of the numeral "2" is displayed in a flashed
state and the face F is displayed in the lowermost position (step
606), as illustrated in FIG. 16(t7).
[0182] Before the referee begins to count, the whole amount of the
life counter LCa is decreased, the knock-out avoiding point (KO) is
output and the position of the face F is changed. Thus, as shown in
FIG. 16(t8), the face F is displayed in a separate position.
[0183] Further, the physical strength of the fighter C1 recovers,
the main CPU 201 carries out a displaying processing for raising
the face F (step 608). Thus, as shown in FIG. 16(t9), the face F of
the life counter LCa is raised as shown by an arrow Y. Then, when
the physical strength of the fighter C1 recovers (step 609), the
main CPU 201 carries out a command for entering again a next round
(step 610).
[0184] When entering the third round, the main CPU carries out
again the processings of the steps 601 to 604. Thus, the face F is
displayed on the display 3a in a state in which the face is lowered
in the direction shown by an arrow Y, as shown in FIG. 17
(t10).
[0185] Then, when there is no remaining amount (step 604), the life
counter LCa indicates a third down, the upper part of the numeral
"3" is displayed in a flashed state and the face F is displayed in
the lowermost position, as shown in FIG. 17(t11). In step 612, a
game-over is displayed. When there is the remaining surplus power,
the main CPU 201 carries out no processing and passes this
processing.
[0186] The processings of the image processed surplus power display
means are carried out by executing the above described processing
steps. The processings include a display processing for the whole
surplus power by a whole surplus power display means, a display
processing for the remaining surplus power relative to the whole
surplus power by a remaining surplus power display means and a
processing for gradually decreasing the whole surplus power by a
whole surplus power changing means as an image processing
progresses.
[0187] Since the display processings of the life counters LCa are
those described above, the game development which has an actual
feeling in view of the damage or the like of the fighters C1 and C2
can be enjoyed.
[0188] In the explanation of the present embodiment, the polygon
data refers to groups of data of the relative or absolute
coordinates of the respective vertexes of a polygon (polygon:
mainly, rectangle or triangle) composed of a set of a plurality of
vertexes.
[0189] Although, in the present embodiment, as a device to which
the data processor of the present invention is applied, a game
device is exemplified, the data processor of the present invention
is not necessarily limited thereto, the data processor may be
individually embodied, may be installed integrally in a simulation
system or the like and can provide an image full of a feeling like
being present at any place with a smaller amount of
computation.
[0190] The above described ROM 203 is equivalent to the above
mentioned recording medium. The ROM 203 is not only installed on
the game device main body, but it may be, of course, newly
connected and applied to the game device from outside.
[0191] Although, in the above description, an explanation was made
for a three-dimensional image processing, it is to be understood
that the present invention may be applied to a display processing
of sprite.
INDUSTRIAL APPLICABILITY
[0192] As mentioned above, according to the present invention, the
number of polygons forming a display member is increased, when the
display member is deformed or transformed and the deformed display
member is displayed. Therefore, as the invention according to claim
2, at least a part of the display member is constituted of the
minimum number of polygons, and when the part of the display member
does not need to be deformed nor displayed, the number of polygons
is maintained, and when it needs to be deformed, the number of
polygons is increased. Accordingly, when the part does not to be
deformed, the extra number of polygons can be applied to the
display of other display members. Therefore, the limited number of
polygons can be effectively used.
[0193] Further, the number of polygons is increased, and thus, such
a deformation can be displayed or a more specifically deformed
image can be formed. Still further, when the display member does
not need to be deformed, an image processing load can be decreased,
and the display member can be constituted of many polygons as
required and various displaying manner can be realized.
[0194] Further, according to the present invention, a part of the
display member is formed in the shape of a polyhedron each face of
which is composed of one polygon, and each face of the polyhedron
is increased to be composed of a plurality of polygons, when a part
of the display member is deformed and the deformed display member
is displayed. Therefore, the number of polygons can be reduced as
many as possible by forming a simply polyhedron, and when the
polyhedron needs to be deformed and displayed, the number of
polygons of each face is increased and various displays can be
achieved.
[0195] Still further, according to the present invention, the
display member comprises first and second characters respectively
simulating the body, the collision of the head of the first
character with the second character is decided, so that a case in
which the head needs to be deformed is assuredly grasped, the head
of the first character is formed in the shape of a hexahedron each
face of which is composed of one polygon, and further, when the
decision of collision is affirmed, the number of polygons of each
face of the hexahedron is increased so that the deformation of the
head can be displayed. Therefore, the display can be
diversified.
[0196] Still further, according to the present invention, each face
of the head of the character is formed in a rectangular shape which
can be composed of one polygon, so that the number of polygons of
each face of the head can be minimized, when the deformation of the
head is not needed.
[0197] Still further, according to the present invention, a whole
surplus power is gradually decreased as the image processing
progresses so that the result of the image processing influences a
surplus power for the image processing. The whole surplus power is
gradually decreased, so that a damage actually accumulated on the
display member can be accurately reproduced upon image processing
in, for example, a fighting game, and the image processing filled
with a realistic sense can be provided.
[0198] Further, according to the present invention, since values
obtained by gradually decreasing the whole surplus power are stored
in a storing means, and the whole surplus powers corresponding to
the values are gradually read from the storing means in accordance
with an image processing state, the whole surplus power can be
assuredly changed depending on the image processing state and a
game atmosphere full of, for example, a sense of reality can be
provided.
[0199] Still further, according to the present invention, the whole
surplus power for the image processing is supplied as a life count
value to the character as the display member and an audience can
previously know the residual life of the character which can be
controlled by himself or herself, for example, a game atmosphere
full of a sense of reality can be enjoyed.
[0200] Still further., according to the present invention, since
the display member is constituted of polygons, and a part of the
polygons of the display member located in the front side of a
viewpoint is perspectively or transparently processed, when the
image of the display member viewed from a predetermined viewpoint
is formed, the display member in the front side can be
perspectively or transparently seen by an operator. Thus, even when
the display member is formed in a three-dimensional coordinate
system, an ensured operation and an image processing atmosphere
full of a sense of reality can be realized, while the display
member of an opponent side and the display member of an operator or
player side are simultaneously recognized.
[0201] Still further, according to the present invention, the above
mentioned perspective or transparent display is effectively
realized by a mesh processing. Further, since whether an operation
according to a predetermined rule like a rule in the case of a
fighting game is input to an operating means or not is decided and
the degree of an image processing which is applied to the display
member is suppressed, the operation of the operating means which
does not meet the predetermined rule can be prevented and an image
processing atmosphere like a game atmosphere full of a sense of
reality can be provided.
[0202] Additionally, according to the present invention, a display
means and the above mentioned image processor are provided, so that
a game and play in which an effective image processing can be done
can be provided, when a play simulating a reality such as a
fighting game is achieved.
* * * * *