![]() A video game control method, video game system, and a storage medium
专利摘要:
PURPOSE: To impart an unexpectedness to the game development by receiving the IR signals transmitted from a remote controller of household electrification products, processing the signal according to the conversion rules set within video game devices to obtain internal code signals and adding items according to the internal code signals. CONSTITUTION: Respective players which compete with each other alternately present cards to the prescribed places of display means 205 of the respective portable type video game devices 200 and develop the games so as to decrease the life points(LPs) of opponents by the superiority or inferiority of the cards. The reception of the remote control signals from the remote controllers of televisions, etc., is made possible by IR communication means disposed in such game devices 200. The cords are formed by encoding the received remote control signals and the players are made to add the cards into bags in accordance with these codes. These additional cards are made usable in the card game. The additional cards generated by the reception of the remote controllers are limited to one sheet alone for every card kind. 公开号:KR20010029996A 申请号:KR1020000042422 申请日:2000-07-24 公开日:2001-04-16 发明作者:시모무라사또시;와따나베쯔또무 申请人:고즈끼 가게히꼬;고나미 가부시끼가이샤; IPC主号:
专利说明:
VIDEO GAME CONTROL METHOD, VIDEO GAME SYSTEM, AND A STORAGE MEDIUM The present invention relates to a method of controlling a videogame based on a signal of an infrared remote controller (hereinafter simply referred to as a "remote controller"), in particular based on the content of a signal received from a remote controller of a household electrical device such as a television set. , A video system, a control method, and a storage medium capable of controlling selection of a new card used in a video game. Currently, video game devices are rapidly spreading to many homes. In addition, various games exist, such as role-playing games, simulation games, combat games, and puzzle games. Thus, a number of media can be purchased in the store, each containing a software program capable of executing one of these games. Such video games are played with home video game devices that display game images on home television monitors. Recently, however, a portable video game device including a display device and a controller is commercially available. Portable video games can be classified into two types. One type is a portable device capable of downloading a program and data from a video game device (i.e., a basic video game device) connected to the portable device, and receiving a content of a game executed on the basic video game and playing the game. Another type is a completely independent portable device. Programs and data used in such independent portable devices are supplied in the form of cassettes integrated in each game device. There may also be a dedicated dedicated gaming device produced by fixed hardware and software for playing a particular game. Hereinafter, the former portable video game device is referred to as "dependent portable video game device", and the latter portable video game device is referred to as "independent portable video game device". Also, "portable videogame device" means both types of portable video. Such a portable video device can be easily taken outdoors and thus has a function utilizing the feature. For example, most of today's portable video game devices can communicate using an infrared communication function. Therefore, the plurality of portable video game apparatuses can exchange game characters having a predetermined ability or play a real-time battle game. The portable video game device disclosed in Japanese Laid-Open Patent Publication (JP-A) 07-323154 (i.e., 323154/1995) receives a signal from an infrared remote controller of an electrical device such as a home television set, a video tape recorder, and an air conditioner. A battle game is played by determining strength information (of a game character) and comparing the determined strength information with other strength information sent from another site. In the portable video game apparatus, the infrared waveform pattern from the remote controller is stored in advance in each home electric appliance, and then the signal from the remote controller is encoded based on the corresponding pattern. However, since the portable video game apparatus disclosed in Japanese Patent Application Laid-open No. Hei 07-323154 simply determines the intensity information and stores it, substantially adding an item to be used in the video game when receiving a signal from a remote controller, You can't remember which item to use. Therefore, the device uses the previously stored waveform pattern to determine the received signal, so that the new waveform pattern signal cannot be correctly encoded. Accordingly, an object of the present invention is to provide a portable video game apparatus capable of receiving an infrared signal from a remote controller of a home electric appliance and changing the story or element of the game based on the signal. It is also an object of the present invention to provide a portable video game apparatus that can change the story or element of the game by using invisible information such as an infrared signal. According to a first aspect of the invention, there is provided a method for receiving an infrared signal comprising information used to control an electrical device transmitted from a remote controller of the electrical device, the code being generated by converting the received signal according to a pre-made rule. And adding an item to the videogame based on the code thereof. According to a second aspect of the present invention, there is provided a video game system for playing a predetermined video game. The video game system is a receiving unit for receiving an infrared signal containing information used to control an electrical device transmitted from a remote controller of the electrical device, and generating a code by converting the received signal according to a pre-made rule. Unit, and an additional unit that adds an item to the videogame based on the code. According to a third aspect of the present invention, there is provided a computer-readable recording medium that substantially implements a program for controlling a video game using a communication function. The program receives an infrared signal including information used to control an electrical device transmitted from a remote controller of the electrical device, converts the received signal according to a pre-made rule to generate a code, and Adding an item to the videogame based on the result. 1 is a block diagram of a basic video game device; 2 is a block diagram of a portable video game device. 3 is a block diagram of another portable videogame device. 4 shows a waveform pattern of an infrared signal transmitted from a remote controller. 5 shows a repeating pattern of an infrared signal transmitted from a remote controller. 6 is a flowchart illustrating steps from receiving an infrared signal transmitted from a remote controller to encoding a signal. 7 shows a list of generated cards used in a card game in accordance with an embodiment of the invention. 8 illustrates an image of a card game displayed on a monitor in accordance with an embodiment of the present invention. 9 is a flowchart illustrating a process of selecting a card used in a game using a code determined based on an infrared signal from a remote controller. ※ Explanation of codes for main parts of drawing 100: basic video game device 110: video game device main body 111, 201, 301: CPU 112: Bus 113: Graphic Data Generation Processor 114: Peripheral Device Controller 115: main memory 116: ROM 117: stretch circuit 118: graphics processor 119: frame buffer 120: sound processor 121: sound buffer 122: buffer 123: Decoder 124: Storage Media Drive 125: interface circuit 130: television monitor 140, 206, 305: Speaker 150: Storage medium 160: memory card 170: controller 200, 300: Portable video game device 202, 302: input unit 203, 303: program memory 205 and 304 display unit 204 nonvolatile memory 207, 306: infrared communication unit 307: external memory interface 308: external cassette 208: connector First, a video game device operating as a basic video game device will be described with reference to FIG. 1. As mentioned above, various types of videogames exist. Thus, the video game apparatus shown in FIG. 1 is merely an example and may be replaced with any other game machine or apparatus. The device shown in FIG. 1 is a basic device connected to a dependent portable video game device. The video game apparatus shown in FIG. 1 includes a video game apparatus main body 110, a television monitor 130, a speaker 140, a storage medium 150, a memory card 160, and a controller 170. In addition, the elements 130 to 170 are connected to the main body 110. The video game apparatus main body 110 includes a CPU 111, a bus 112 connected to the CPU, and predetermined elements connected to the bus 112. The bus 112 includes an address bus, a data bus, and a control bus. Graphics data generation processor 113, peripheral controller 114, main memory 115, ROM 116, expansion circuit 117, graphics processor 118, frame buffer 119, sound processor 120, The sound buffer 121, the decoder 123, the buffer 122, the storage medium drive 124, and the interface circuit 125 are connected to the bus 112. The television monitor 130 (hereinafter referred to as "monitor") is connected to the graphics processor 118. In addition, the speaker 140 is connected to the sound processor 120, and the memory card 160 and the controller 170 are connected to the interface circuit 125. As described above, the video game shown in Fig. 1 is an example suitable for home use. In this case, it is common to use the monitor of the home television as the monitor 130 and the speaker of the home television as the speaker 140. When the method according to the present invention is applied to an arcade game apparatus, the above-described elements shown in FIG. 1 may be integrated. In addition, even when the method of the present invention is used in a personal computer of a workstation, a CRT display connected to the personal computer may be used as the monitor 130 and an input device such as a keyboard or a mouse may be used as the controller 170. Can also be used. Next, the game device main body 110 will be described in more detail. The CPU 111 is, for example, a 32-bit reduced instruction set computer (RISC), which executes an operating system program stored in the ROM 116 described later to control all the elements of the game device. The graphic data generation processor 113 functions as a co-processor of the CPU 111. In other words, this processor 113 processes the coordinate transformation and calculation for the light source, such as floating point or vector operations in parallel, and displays a pseudo three-dimensional image. Peripheral controller 114 performs control operations for interruption, time, memory, and direct memory access (DMA) transfers. ROM 116 stores an operating system program that controls the operation of the component elements in the game device, as described above. The decompression circuit 117 decodes the still or moving image data read out from the storage medium 150 and stored in the main memory 115, and then decodes the main memory 115 under the control of the CPU 111 described above. The image data is stored again. In particular, the decompression circuit 117 is capable of high speed execution of inverse discrete cosine transform (inverse DCT) operations, and can also be used in accordance with still color image compression standards (known as JPEA) or mobile image encoding standards (known as MPEG) (150). Compressed data read from The graphics processor 118 generates a polycon image in response to a command from the CPU 111 and stores it in the frame buffer 119. The frame buffer 119 includes a display area and a non-display area. The display area is an area for storing an image corresponding to the display area on the monitor 130. The non-display area is an area for storing an animation image used to generate a 2D image and a shape used to produce a pseudo 3D image in the display area. In some cases, frame buffer 119 includes a color lookup table (CLUT) that maps the color of a pixel to a number. In addition, the data in the display area of the frame buffer 119 is transferred at high speed to the monitor 130. The frame buffer 119 is composed of so-called dual port RAM, and at the same time receives an image from the graphic data generating circuit 113 (CPU 111) or transmits data from the main memory 115, the data is monitored 130 It is possible to read the data so that it can be displayed. The sound processor 120 reproduces the ADPCM data in the storage medium 150 or the voice data stored in the sound buffer 121, or modulates and reproduces the voice data to output music or sound effects through the speaker. The decoder 123 decodes a program or data added with an error correction code (ECC) stored in the storage medium 150, and provides the program or data to the main memory 115 or the sound processor 120. . The buffer 122 temporarily stores a program and data reproduced from the storage medium 150. This buffer 122 has a memory capacity of, for example, 32 kilobytes. The storage medium drive 124 can be a DVD-ROM drive, a CD-ROM drive, an optical disc drive, or the like. This storage medium drive 124 reads programs and other data from the storage medium 150 and provides them to the decoder 123. The interface circuit 125 transmits an operation signal received from the controller 170 to the CPU 111. In addition, the interface circuit 125 reads the contents of the memory card 160, supplies the contents to the main memory 115, and stores data in the memory card 160 in response to a command of the CPU 111. . The storage medium 150 stores program and image data necessary for playing a game. This program and video data are read from the storage medium 150 to the video game apparatus via the storage medium drive 124. This storage medium itself is, for example, a DVD-ROM, a CD-ROM or an optical disk. For example, the memory card 160 stores various variable values in order to maintain the state at the end of the game. Here, although the card type memory is used as the memory card in the illustrated example, various memory types may be used. In order to store the value, the memory card 160 is inserted into the slot of the interface circuit 125. Further, as will be described later, the dependent portable video game device is inserted into the slot of the interface circuit 125, and programs and data in the video game main body 110 are transmitted to the portable video game device. The controller 170 is manipulated to play a game by the user. Controller 170 is a plurality of directional buttons to move the character up, down, left, and right on the monitor, and to indicate one of certain functions, for example, to start a game or select an item. It includes four function buttons. Next, the dependent portable video game device will be described with reference to FIG. This system is the same system as that disclosed in "Memory Card Device, Video Game System" of Japanese Patent Laid-Open No. 11-7504 (i.e., 7504/1999), and the input device and display necessary for playing a game on the memory card 160 described above. It is a system with an added device. The dependent portable video game device 200 includes a CPU 210, an input device 202, a program memory 203, a nonvolatile memory 204, a display device 205, a speaker 206, an infrared communication device 207. , And connector 208. The CPU 201 controls reception of data between the respective constituent elements, executes a game program, and acquires infrared communication in accordance with a program command loaded into the program memory 203 to be described later. The input device 202 includes a plurality of buttons as well as cross keys, and the user presses these buttons to play a game when necessary. The program memory 203 has a storage capacity of, for example, about 128 kilobytes, in which the game program and the required data temporarily stored in the nonvolatile memory are loaded to execute the game. The nonvolatile memory 204 uses a semiconductor memory device, such as a flash memory, which has a capacity of, for example, 2 kilobytes and maintains a stored state even when the power supply is cut off. In addition, since the video game apparatus 200 includes a battery (not shown), it is also possible to use a static memory (SRAM) as the nonvolatile memory. This memory is the same as the main components of the memory card 160 described above. Programs and data received via either the connector 208 or the infrared communication device 207 are stored in the nonvolatile memory 204. The above-described data may, for example, represent a processor of the game or may indicate an attribute or ability of a character appearing in the game. The display device 205 uses, for example, a liquid crystal display device (LCD) as a display device for displaying a video of a game. The speaker 206 outputs sound in accordance with the game or the operation of the dependent portable video game device. The infrared communication device 207 is, for example, a device for transmitting data by infrared communication with another portable video game device. Programs and data received by this communication device using a predefined protocol are provided to the program memory 203 stored in the nonvolatile memory 204. In contrast, when data is transmitted by the infrared communication device 207, a program in the program memory 203 patches the data from the program memory 203 or the nonvolatile memory 204, and the data is defined in advance. Control to be sent using the protocol. In the present invention, the communication method is not limited to infrared communication as long as it is sufficient to receive a signal from a remote controller and can receive the signal. The idea after the dependent portable video game apparatus 200 described above was that the program and necessary data could be patched from the video game apparatus main body 110 described above in order to be able to play the game anywhere. By adding an infrared communication function to the video game apparatus for the purpose of fully utilizing portability, the present invention can implement adding the infrared communication function to the video game apparatus main body 110 used at home. Next, a second embodiment of a video game apparatus implemented by the present invention will be described with reference to FIG. This is the same as the stand-alone portable video game apparatus described above, and by inserting a cassette, which is specially prepared, the apparatus can play the game independently by itself. This apparatus is also configured in the same manner as the system disclosed in "Copy protection system for external memory unit" in Japanese Patent Laid-Open No. 02-210562 (ie, 210562/1990). The independent portable video game device 300 includes a CPU 301, an input device 302, a program memory 303, a display device 304, a speaker 305, an infrared communication device 306, an external memory interface 307. , And an external cassette 308. The CPU 301 controls the reception of data between each component, executes a game program, and achieves infrared communication in accordance with a program command loaded in the program memory 303 to be described below. The input device 302 includes a plurality of keys as well as cross keys, and the user presses a button when necessary to play a game. The game program and the necessary data are loaded into the program memory 303 for playing the game, and the game program and the data are stored in the external cassette 308. The display device 304 uses a liquid crystal display device (LCD) as a display device for displaying an image of a game. The speaker 305 outputs sound in accordance with the game or the operation of the independent portable video game device. For example, the infrared communication device 306 is a device that transmits and receives data by infrared communication with another portable video game device. Data received by this apparatus using a predefined protocol is processed by a program loaded in the program memory 303. Conversely, when data is transmitted via the infrared communication device 306, this program fetches the data from the program memory 303 or another area, and controls to transmit the transmitted data using a predefined protocol. The external memory interface 307 always operates to access programs and data in the external cassette 308. The dependent portable video game apparatus described above cannot play a game until all of the programs and necessary data are downloaded from the video game apparatus main body, but the independent portable video game apparatus 300, when the external cassette 308 is mounted, plays a game. This cassette is accessed at any time during the process, and the cassette is treated as part of the video game apparatus. Game programs and data used in the game are stored in an external cassette 308. This cassette is usually sold for each game, and it is possible to change to a game that is easily performed in the video game apparatus 300 by exchanging the cassette for another game. In addition, data received through the infrared communication device 306 or data generated by the program can also be stored in the cassette 308. The data described above may, for example, indicate the progress of the game or may indicate the attributes or abilities of the character in the game. Next, for example, using the infrared communication device of any one of the above-described dependent or standalone portable video game devices, a process for receiving an infrared signal transmitted from a remote controller of a home television, video or air conditioner is established. It will be described in detail. 4 shows an example of a signal waveform pattern transmitted from a television remote controller. As shown in the figure, the waveform pattern transmitted from the remote controller is largely divided into a control information section indicating the start and end of a signal, and a data section indicating the type of television to which a command is to be transmitted and the contents of the command. The control information unit described above is further divided into a reader unit located at the beginning of the signal and a trailer unit indicating the end of the signal. The data portion is represented by the PPM mode (pulse position modulation mode), which modulates according to the interval at which the next pulse is output after the pulse is output. The data portion is encoded with a "1" or "0" code according to the interval of each pulse. While the remote control button is pressed, the sequence of such signals is usually transmitted repeatedly by certain rules. In addition, the configuration and modulation modes described above are not standardized among manufacturers, and some manufacturers produce remote controllers that transmit signals that do not have a reader, for example. In Figure 4, each pulse is assigned a number encircled by a circle, indicating the number of pulses transmitted after the start of remote control signal transmission. 5 shows three repetition patterns of the above-described remote control signal. In practice, most manufacturers use one of these patterns. Here, L denotes a reader portion, D denotes a data portion, T denotes a trailer portion, and the same reference numerals indicate that they have the same waveform pattern. For the pattern 1, when any button of the remote controller is pressed, the first reader part L 1 is transmitted, and then the data part D 1 and the trailer part T 1 are sent. Thereafter, these three groups L 1 , D 1 , T 1 are repeatedly transmitted while the remote control device is pressed. For the pattern 2, when any button of the remote controller is pressed, the first reader portion L 2 is transmitted, after which the data portion D 2 and the trailer portion T 2 are transmitted. Thereafter, the reader section L 2 , the data section D ′ 2 omitting a part of the contents of the data section D 2 , and the trailer section T 2 are transmitted, and then the reader section L 2 , data part D 2 and trailer part T 2 are transmitted again. Thereafter, three groups (L 2 , D 2 , T 2 ) and three groups (L 2 , D ' 2 , T 2 ) are alternately transmitted while the remote control button is pressed. For the pattern 3, when any button of the remote controller is pressed, the first reader portion L 3 is transmitted, after which the data portion D 3 and the trailer portion T 3 are transmitted. Thereafter, following, the leader portion (L 3), is transmitted to the data portion (D 3) a data portion (D'3), include some of the contents of, and the trailer portion (T 3) repeatedly thereto, and thereafter 3 groups (L 3 , D ' 3 and T 3 ) are transmitted repeatedly while the remote control button is pressed. Next, referring back to FIG. 4 again, an example of remote control signal encoding will be described. In the case of the example of FIG. 4, when setting the interval between the scales on the horizontal axis in one time unit, when the output period of 16 unit time is followed by the non-output period of 8 unit time, this represents the reader unit, which is 1 unit time. A non-output period of one unit time (corresponding to code "0") following the output period of the pulse of, or a ratio of two unit time (corresponding to code "1") following the output period of the pulse of one unit time. If the output period follows, these represent the data portion, and if the non-output period of 6 unit time follows the output period of the pulse of one unit time, this represents the trailer portion. According to the encoding rule as described above, it is apparent that the data portion of FIG. 4 is transmitted as the data of the sequence "11010". The actual sequence is long enough to exceed 32 bits, but for simplicity, only the 5-bit length of the above-described data will be described here. In most cases half of the data section constitutes the identification code and product type of the manufacturer's classification, and according to this information, the television remote controller of a particular manufacturer may not operate another manufacturer's product or another manufacturer's video or the like. To control. In addition, if the remote controller on the transmitting side and the television on the receiving side adhere to the same encoding rule, such signal transmission is possible, but this encoding rule is not standardized among all manufacturers of household appliances. Thus, a signal encoded as "1001" according to manufacturer A's rule is encoded as "110001" for company B's rule or cannot be encoded at all because the rules are incompatible. On the other hand, given that new characters or essential elements are reproduced in the videogame based on newly developed or obtained code in this way (hereinafter, the videogame application examples will be described in detail), if iteration is required, that is, the same In the case where the same channel is pressed by the same manufacturer using a remote control of a model television, there are cases where the same effect should always be given to the videogame. For example, in doing so, if any channel is pressed by any manufacturer using a remote control of any model television, a particular card is added to the card game, and on other televisions or other channels, this card is imposed. Are not copied or copied, and each card imposed on the card game is closely related to any television channel (of course, if there are fewer types of cards than changes in the remote control signal, the same type of cards are added to other channels. has exist). As a result, if the user wants to add any particular card, the user can go to a friend's house and receive a remote control signal, or "This kind of card is added to any channel of any television". By spreading rumors, this card game can provide a variety of fun. Therefore, in order to reflect the signal transmitted from the remote controller to the content of the video game, it is necessary to repeatedly encode the content of this signal. Therefore, it is necessary to memorize in advance the waveform pattern and the encoding rules of all manufacturers' remote control signals for each manufacturer. However, in the future, if a new encoding rule is adopted or other rules are standardized, the signal of the remote control may not be encoded repeatedly. Accordingly, in the present invention, the encoding of the remote control signal is performed by paying attention to one characteristic of the remote control signal that all manufacturers have in common, without storing in advance the information related to the waveform pattern and the encoding rule of each manufacturer. . This characteristic is that the specific power cycle of the data portion is longer than that of the trailer portion. Here, since it is sufficient to repeatedly encode the remote control signal to obtain a value consisting of two types of codes, it is necessary that each manufacturer pattern set to "1" and the pattern of each manufacturer set to "0" need to be substantially the same. none. Therefore, in the present invention, when the range of the data portion is determined, there is information to be repeated as shown in FIG. 5, and this repeatability is compared to check the validity of the data, and from the interval between each pulse in the data portion. Two patterns are extracted, using fixed rules, "0" on one side and "1" on the other side. In this way, the last generated sequence consisting of "0" and "1" is output as an encoded remote control signal. Next, the above-described remote control signal encoding process will be described through the flow chart shown in FIG. This encoding processor is implemented by a program stored in the program memory of the portable video game device, and controls the infrared communication device. In addition, it demonstrates based on the pulse output pattern which has the reader part shown in FIG. First, in step S 10, the above-described infrared communication device waits for the first pulse of the remote control signal. As shown in FIG. 4, this first pulse is generally a pulse constituting the reader unit. When the first pulse is received (step S 10 (YES)), in step S 12 the infrared communication device continues to wait for the second pulse sent from the remote controller. Here, if the interval between the first pulse and the second pulse shown in Fig. 4 is larger than the interval between the data portion pulses, but the second pulse cannot be received within a predefined period that is larger than the interval (step S 14 (YES)), the processing skips to step S 24, and a "reception error" message is displayed on the display device of the portable video game device, and the processing ends. If the second pulse is received (step S 12 (YES)), determination of the pulse interval is made in step S 16. If this interval is not within the predefined range (either the first range (one unit time ± error value shown in FIG. 4) or the second range (two unit time ± error value shown in FIG. 4)) Step S16 (No)), the processing skips to Step S20 to determine whether the trailer portion has been received. When the second pulse shown in Fig. 4 is received, it is determined in step S 22 whether the reader portion has been received, and the processing returns to step S 12 in which the infrared communication apparatus waits for the next pulse. When the interval is within the predefined range (step S 16 (YES)), since the interval with the immediately preceding pulse is composed of one unit time or two unit time, it is clear that data loading is performed, and processing proceeds to step S 18. The waveform pattern consisting of the immediately preceding pulse and the above-described intervals is stored. Since this storage is cumulative, at the end of the data portion, the data portion waveform pattern itself is stored. If this data portion is repeatedly transmitted, the waveform pattern is separately stored during each iteration. The processing then returns to step S 12 for receiving the next pulse. By repeating these processes, all waveform patterns of data are stored until the trailer section shown in FIG. 4 is received. In step S 20, if reception of the trailer portion is confirmed, processing skips to step S 28. In addition, since the remote control signal is repeatedly output as shown in Fig. 5, the above-described processing is repeated only a predetermined number of repetitions, and the second and third waveform patterns are stored (step S 28). The flow chart shown in FIG. 6 assumes the case where a signal having the same data portion as the pattern (1) of FIG. 5 is repeated. However, whatever the repeating pattern, it can be handled using a flow chart. In step S 28, when it is determined that repeating the predefined number of repetitions (eg, three times) is completed (in step 30), the first to third waveform patterns generated from the repetition Are compared with each other. The fact that all these waveform patterns are identical means that the contents of the repeatedly transmitted data portion are all received correctly. In step S 30, these waveform patterns are checked to determine whether they are the same, and if the waveform patterns are all the same, processing proceeds to step S 34, otherwise, "receive error" is displayed ( Step S 24). Accordingly, when a part of the data portion is received, a reception error is made, and eventually, the reliability of remote control signal reception is improved, and encoding repetition is guaranteed. However, such received content check processing may be omitted due to the nature of the videogame, or for other reasons, comparing the repeatedly transmitted remote control signals. That is, the reception may end at the time when the trailer unit is first received. In step S 32, one of the above-described waveform patterns is analyzed to extract two different patterns. That is, the pattern in which the pulse of the output period of one unit time is followed by the non-output period of one unit time and the pattern of the non-output period of two unit times following the pulse of the output period of one unit time are extracted, respectively. The former pattern is assigned "0" and the latter pattern is assigned "1". In this way, a code sequence corresponding to the normally received data portion (here "11010") is used to later determine a new character in the videogame. Next, we will briefly describe a typical example of a video game that can utilize these codes. This game is a competitive card game played in a portable video game device, such as disclosed in Japanese Patent Laid-Open No. 10-157744. About 350 kinds of cards are provided for this card game. The data associated with these cards is stored in the nonvolatile memory via the connector 208 of FIG. 2 in the dependent portable video game apparatus, and stored in the external cassette 308 of FIG. 3 in the independent portable game apparatus, where card games are played. If necessary, these data are loaded into each program memory 203, 303 as necessary. These card sets are placed one after the other in the game in a game called "bag". In the above-described dependent portable video game device, a game can be played in any of the games described above by exchanging a program and necessary data with the video game device main body. Here, the procedure for playing the game in the above-mentioned aspect is briefly described. The storage medium 150 whose initial state stores the card game program described above is connected to the video game apparatus main body 110 shown in FIG. 1, and the dependent portable video game apparatus 200 described above is the memory card 160. Assume that it is mounted as In this state, the connector 208 of the dependent portable video game apparatus 200 is connected to the interface 125 of the video game apparatus main body 110. Then, in the state where the card game is being played in the video game apparatus main body 110, it is determined whether or not the dependent video game apparatus 200 is connected. When the video game apparatus 200 is not connected, the card game continues, but when the video game apparatus 200 is connected, the CPU 201 of the video game apparatus main body 110 is connected to the video game apparatus 200. Sends a program download request command to the CPU 201, and performs a polling operation to receive a response from the CPU 201. In the CPU 201 of the video game apparatus 200, when the above-described program download request command is received, a state in which program download is possible is set, and when this state is achieved, the program download approval state Video game apparatus main body 110 ) Is sent to the CPU 111. When the video game apparatus main body 110 receives the approval status, the card game program for the video game apparatus 200 is read from the storage medium 150 and the program is transmitted to the video game apparatus 200. Thereafter, the CPU 111 enters the standby state by polling for a response from the video game apparatus 200. If necessary, for example, data required by the program can be read from the main memory 115, and transmitted to the video game apparatus 200 simultaneously with this transmission. In addition, the above-mentioned data includes the contents of the bag including the card used for the game. The program read from the storage medium 150 is recorded in the program memory 203 of the video game device 200. Thereafter, the video game apparatus 200 enters a state in which this program can be executed, and transmits a state indicating this state to the video game main body 110. The above-described data is also stored in the nonvolatile memory 204. When the video game main body 110 receives the above-mentioned state, it transmits a program start command to the video game apparatus 200. As soon as the program start command is received, the video game apparatus 200 waits for the player's command and starts the program. When the program is executed, the video game device 200 is usually separated from the video game main body 110 and becomes a portable video game device for playing a card game. By doing so, the program and data are transmitted from the video game main body 110 to the portable video game apparatus 200, but gamers can instruct these transmissions separately through the controller 170 of the video game main body 110. By playing a card game with the portable video game device 200 described above, the competition state and the state of the card in the game in the bag change. The result of this change is stored in the nonvolatile memory 204. When the gamer plays the card game with the video game main body 110 again, the storage medium 150 for storing the above-mentioned card game program is connected to the video game apparatus main body 110, and the above-mentioned dependent portable video game apparatus 200 is mounted as a memory card 160. Accordingly, the card game program is loaded from the storage medium 150 into the main memory 115, and the above-described data is loaded from the portable video game apparatus 200 into the main memory 115 as needed, so that the game can be performed. Done. The loading operation described above can be started automatically or at the gamer's command. In this card game, each player alternately shows a card at a prescribed position (i.e., space on the screen) of the display device 205,304 of the portable video game device, and the opponent's live point (LP) by the card advantage. Play the game by reducing One of the features of this card game is that each gamer can specify the attack and defense for each card in the space on the screen, and with respect to each card in the space on the screen, one card versus multiple cards is attacked. Since the defense can be designated, various competitions such as one card to multiple card competitions are possible. Among the cards described above, another feature of this card game provides many card types that change the battle game field, ie the competitive environment, that is set in the game. In particular, for example, when a card representing a forest and a card representing a wasteland are provided, it is possible to change from a general field (normal field) to the above-described field during a card game. Thus, gamers can enjoy card games by taking into account the attack and defense index of their cards in each field. In addition, cards other than field cards fall into the categories of creation cards containing their respective abilities and attributes, and rear support cards that make good use of pre-specified features in certain situations. do. There are more than 300 kinds of produce cards. 7 shows a portion of a generation card list. As described above, the generating card has an index of attack and defense for each field, and in the card game, the result of the battle is determined by comparing the indexes between the cards. Here, there are three fields: normal, woodland, and wasteland, and attack and defense indexes are defined for each field. Further, in practice, a card name is assigned to each card shown in Fig. 7, taking into account the attribute of the product shown on the card, but for simplicity of explanation, each card is named as a reference number, such as A00, A01, etc. do. Next, how to proceed with this game. This game can be played against a program loaded in the program memory of a portable video game device (ie a computer), or a game that competes with another gamer capable of communicating via an infrared communication device or communication cable. Will be. As shown in Fig. 7, a card owned by each gamer corresponds to each card. These cards are held in the storage portion called the bag described above. In this example, 300 cards are provided in the bag, and, depending on the result of competing with other gamers through competition with a computer or network communication, cards in the white eye may be increased or decreased, and these cards may be used by other gamers. Assume that it can be exchanged using and network communication. According to the present invention, a portable video game device receives a remote control signal, encodes the signal to generate a code, and, based on the code, adds a card to the bag. Because the code is repeatable, i.e., when the same button of the same remote control is pressed, the same card is imposed, the same kind of card can be infinitely increased. This means that once a person finds a remote control button that creates a strong card, he can obtain this strong card multiple times. However, this ultimately reduces interest in the game, so in this game, only one card can be added to each kind of card by receiving a remote control signal. This determination is also made by a program that determines the flags generated for each type of card. The processing of adding a card based on the generated code is described below. When the game starts, the player carrying the portable videogame device chooses to compete against the computer or against other gamers. Hereinafter, the other computer or other gamers will be referred to simply as the other party, and gamers who operate the portable video game device and gamers who play games will be called gamers. First, the player selects his accord 40 card from the cards in the back, and creates a set of cards, a deck. However, at the start of the game, cards cannot be added from the bag to the deck. Also, when the deck is created, it is impossible to select a card from all the above-described generation cards. There is a hidden card that gamers cannot access. Next, Fig. 8 shows a competition state in which the cards of the gamer and the opponent are arranged in a specific area. In this figure, the gamer's life point LP and the gamer's five cards are arranged at the bottom, and the opponent's life point LP and the five cards are arranged at the top. That is, five cards are arranged in a specific area at the top and the bottom, respectively. In this state, all the cards are face down, and the cards of the gamer and the opponent are displayed in a small rectangular shape. However, although the player can turn over the cards face down and check his cards at the same time, the opponent participating in the game through the separate portable video game device, of course, cannot see the player's card. In the screen shown in the figure, the gamer and the opponent each show a card, and the gamer places the card selected in the space. In this state, either the gamer or the opponent chooses between "attack" or "defense". Thereafter, victory and defeat cards are determined according to a predefined algorithm, whereby the life points of the gamer and the opponent are increased or decreased. Eventually, the game ends when the player's life point reaches zero or the deck of cards falls. Although a more detailed description of this game is omitted, in accordance with the present invention, gamers and opponents receive remote control signals and receive additional cards for competition. This additional card is selected from the generation cards already registered, according to the content of the remote control signal. In addition, this includes a new card that can only be obtained by receiving a remote control signal, in addition to a card that gamers and opponents can select. When a card is added, the portable video game display device displays the added card. In this display, reference numbers such as reference numbers A00 and A01 of the generation card described above can be used. Accordingly, the gamer can know which card was added. Since the card is charged according to the contents of the remote control signal which cannot be seen normally, it is possible to impose a surprising element on the game. In addition, since the cards are added according to the remote control channel, the manufacturer and the product, the enjoyment of adding a strong card by trying various remote controls is also provided. Hereinafter, although described in detail using the flow chart of FIG. 9, the addition of a card here means not adding a physically as a new card, but rather means adding a card prepared in advance to the system as a controllable item by the gamer, It cannot be obtained by the gamer by normal operation. Next, referring to Fig. 9, the processing for determining a new card and adding it to the bag will be described in detail. In the above description of Fig. 6, for example, a generated 5-bit code is used, but this is to simplify the description. Since each code must have repeatability and correspond to a different card respectively, in practice, each code is required to have a number of bits that can be represented more than the kind of generating card that has in advance. If the code obtained from the above-described remote control signal data portion is 32 bits or more, the code can be made to correspond one-to-one based on the maximum value of 2 32 cards. Here, it is assumed that a code having a bit number of 32 bits or more is obtained from a remote control signal, and 310 generation cards are registered in advance. It is a card that cannot be received, i.e., a card that can only be obtained by receiving a remote control signal). First, in step S50 of FIG. 9, an encode code is obtained from a remote control signal by the processing described with reference to FIG. As described above, this code is assumed to be 32-bit or more code. Next, in step S 52, the first 32 bits are extracted from the code. Since the length of the data portion of the remote control signal is different for each manufacturer and each product, the code for determining the card here is made up of 32 uniform bits. Next, in step S54, the 32-bit code extracted in step S52 is divided by the number of types of generation cards (here, our purpose is 310) to obtain the remainder. In this case, the remainder is any number from 0 to 390. 310 kinds of generation cards are generated so as to correspond in advance to any number from 0 to 390, wherein a generation card corresponding to the determined rest is selected as a card to be added to the bag. Finally, in step S 58, the selected generation card is added to the bag. The above-mentioned gamers or opponents can use the cards imposed in the competition, which sometimes significantly affects the result. In this way, the code determined from the remote control signal can be used as a criterion for selecting a predefined card, and it is possible to create a card of completely new attributes and capabilities. In addition, in a role-playing game, it is possible to control the rules or the story of the game or to generate a new character based on this code. In addition, in the description of the present invention, the card obtained based on the signal transmitted from the specific button of the specific remote controller is the same (having repeatability) regardless of the portable video game apparatus receiving it. However, it is also possible to obtain a card by combining the above-mentioned remote control signal and the identification code characteristically owned by the above-mentioned portable video game apparatus. In this case, for example, each video game device generates a different card when one portable video game device A and another portable video game device B receive the same remote control signal. The identification code is a code characteristically assigned to the above-mentioned portable video game device, and is represented, for example, as a 5-bit decimal string. This code is not only a number, but can also consist of characters, symbols, and combinations thereof. In addition, this code is stored in the nonvolatile memory, for example, as shown in FIG. 2, and read out from the nonvolatile memory when necessary. According to the present invention, there is provided a portable video game apparatus that receives an infrared signal generated from a remote control of a home television, video, or air conditioner and indirectly reflects the contents of a game signal. According to the present invention, there is also provided a portable video game apparatus, which is capable of causing a change in a game based on non-visual information, such as an infrared signal generated from a remote controller. In addition, according to the present invention, an item (for example, a card in a card game) used in a game is substantially charged, and the item can be stored for later use. Further, according to the present invention, a signal can be encoded from a remote controller without using a previously stored waveform pattern, and even when a new waveform pattern signal is received, the signal can be properly encoded. According to the present invention, there is provided a portable video game apparatus that receives an infrared signal generated from a remote control of a home television, video, or air conditioner, and indirectly reflects the contents of a game signal. Further, according to the present invention, there is provided a portable video game apparatus capable of causing a change in a game based on non-visual information, such as an infrared signal generated from a remote controller. In addition, according to the present invention, an item (for example, a card in a card game) used in a game is substantially charged, and the item can be stored for later use. Further, according to the present invention, a signal can be encoded from a remote controller without using a previously stored waveform pattern, and even when a new waveform pattern signal is received, the signal can be properly encoded.
权利要求:
Claims (27) [1" claim-type="Currently amended] In a method of controlling a video game using a communication function, Receiving an infrared signal, sent from a remote controller of the electrical device, the infrared signal comprising information used to control the electrical device; Generating a code by converting the received signal according to a pre-made rule; And And adding an item to the videogame based on the code. [2" claim-type="Currently amended] The method of claim 1, The rule is independent of the information contained in the infrared signal control method of a video game. [3" claim-type="Currently amended] The method of claim 1, The infrared signal includes a control information unit and a data unit, The generating may include detecting a data unit and generating a code based on a bivalent pattern included in the data unit. [4" claim-type="Currently amended] The method of claim 3, wherein The generating may include counting a bivalent pattern and generating a code based on a count value of the bivalent pattern. [5" claim-type="Currently amended] The method of claim 1, And the video game is a card game, and the item is a specific card determined according to the code. [6" claim-type="Currently amended] The method of claim 5, And the specific card is determined based on code information uniquely assigned to a video game device that performs the video game and the code. [7" claim-type="Currently amended] The method of claim 5, The card game is played in a basic video game device, the control method of a video game, characterized in that the specific card is added to the card used in the card game performed in the basic video game device. [8" claim-type="Currently amended] The method of claim 7, wherein The generating and adding are performed in a memory card device which can be attached to and detached from the basic video game device. [9" claim-type="Currently amended] The method of claim 8, The program of the card game and information related to the card is downloaded to the memory card device from the basic video game device. [10" claim-type="Currently amended] The method of claim 9, The generating step is performed according to the program. [11" claim-type="Currently amended] The method of claim 9, The receiving step is performed according to the program. [12" claim-type="Currently amended] The method of claim 9, The adding step is performed according to the program. [13" claim-type="Currently amended] The method of claim 7, wherein The card game is a video game control method, characterized in that played in an independent portable video game device that operates independently. [14" claim-type="Currently amended] In a video game system for playing a predetermined video game, A receiving unit for receiving an infrared signal, the information being transmitted from a remote controller of the electrical device and containing information used to control the electrical device; A generating unit for converting the received signal according to a pre-made rule to generate a code; And And an additional unit for adding an item to the videogame based on the code. [15" claim-type="Currently amended] The method of claim 14, The rule is independent of the information contained in the infrared signal. [16" claim-type="Currently amended] The method of claim 14, The infrared signal includes a control information unit and a data unit, And the generating unit detects a data portion and generates a code based on a bivalent pattern included in the data portion. [17" claim-type="Currently amended] The method of claim 16, And the generating unit counts the bivalent pattern and generates the code based on the coefficient value of the bivalent pattern. [18" claim-type="Currently amended] The method of claim 14, The video game is a card game, and the item is a specific card determined according to the code. [19" claim-type="Currently amended] The method of claim 18, And the specific card is determined based on the code information and the code uniquely assigned to the video game apparatus that performs the video game. [20" claim-type="Currently amended] The method of claim 18, The card game is played on the basic video game device, And the specific card is added to a card used in the card game performed in the video game apparatus. [21" claim-type="Currently amended] The method of claim 20, A video game system, characterized in that the memory card device detachable from the basic video game device includes a generating unit and an additional unit. [22" claim-type="Currently amended] The method of claim 21, And a program of the card game and information related to the card are downloaded from the basic video game device to a memory card device. [23" claim-type="Currently amended] The method of claim 22, And the generating unit is controlled according to the program. [24" claim-type="Currently amended] The method of claim 22, And the receiving unit is controlled according to the program. [25" claim-type="Currently amended] The method of claim 22, And said additional unit is controlled according to said program. [26" claim-type="Currently amended] The method of claim 20, The card game is a video game system, characterized in that played in an independent portable video game device that operates independently. [27" claim-type="Currently amended] In a computer-readable recording medium, which substantially implements a program for controlling a video game using a communication function, Receiving an infrared signal comprising information transmitted from a remote controller of the electrical device and used to control the electrical device; Converting the received signal according to a pre-made rule to generate a code; And Adding an item to the videogame based on the code.
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同族专利:
公开号 | 公开日 CN1282019A|2001-01-31| DE60032679D1|2007-02-15| EP1070524B1|2007-01-03| HK1032922A1|2007-08-24| EP1070524A2|2001-01-24| EP1070524A3|2004-12-15| TW524706B|2003-03-21| DE60032679T2|2007-05-16| JP2001029661A|2001-02-06| CN1111296C|2003-06-11| KR100425562B1|2004-04-03|
引用文献:
公开号 | 申请日 | 公开日 | 申请人 | 专利标题
法律状态:
1999-07-23|Priority to JP11209955A 1999-07-23|Priority to JP99-209955 2000-07-24|Application filed by 고즈끼 가게히꼬, 고나미 가부시끼가이샤 2001-04-16|Publication of KR20010029996A 2004-04-03|Application granted 2004-04-03|Publication of KR100425562B1
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申请号 | 申请日 | 专利标题 JP11209955A|JP2001029661A|1999-07-23|1999-07-23|Method of controlling video game, video game system, and recording medium| JP99-209955|1999-07-23| 相关专利
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