WO1997014088A1 - Systeme de traitement d'images tridimensionnelles - Google Patents
Systeme de traitement d'images tridimensionnelles Download PDFInfo
- Publication number
- WO1997014088A1 WO1997014088A1 PCT/JP1996/002726 JP9602726W WO9714088A1 WO 1997014088 A1 WO1997014088 A1 WO 1997014088A1 JP 9602726 W JP9602726 W JP 9602726W WO 9714088 A1 WO9714088 A1 WO 9714088A1
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- image processing
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- G05G9/04—Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously
- G05G9/047—Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
- G05G2009/0474—Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks characterised by means converting mechanical movement into electric signals
- G05G2009/04759—Light-sensitive detector, e.g. photoelectric
-
- G—PHYSICS
- G05—CONTROLLING; REGULATING
- G05G—CONTROL DEVICES OR SYSTEMS INSOFAR AS CHARACTERISED BY MECHANICAL FEATURES ONLY
- G05G9/00—Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously
- G05G9/02—Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only
- G05G9/04—Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously
- G05G9/047—Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
- G05G2009/04777—Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks with additional push or pull action on the handle
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/01—Indexing scheme relating to G06F3/01
- G06F2203/013—Force feedback applied to a game
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/01—Indexing scheme relating to G06F3/01
- G06F2203/015—Force feedback applied to a joystick
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/038—Indexing scheme relating to G06F3/038
- G06F2203/0382—Plural input, i.e. interface arrangements in which a plurality of input device of the same type are in communication with a PC
Definitions
- the present invention relates to a three-dimensional image processing system. More specifically, the present invention moves an object displayed on a display so as to exist in a three-dimensional space according to a tilt direction and a tilt amount of an operation member of an operation device such as an analog joystick.
- the present invention relates to a three-dimensional image processing system such as a video game machine.
- an arrow key is provided on a controller, and an object displayed on a display is moved by operating the arrow key.
- a cross key is a so-called digital joystick, which can indicate only the moving direction of an object, but cannot indicate the moving speed of an object.
- the applicant of the present application has established three contacts in one direction of the cross key in Japanese Utility Model Application No. 2-4141334, which was published on March 22, 1990 (1990).
- the moving direction is four directions (up, down, left, and right) (and And the speed of movement can also be changed only in three steps. That is, even in this conventional technique, there are restrictions on the moving direction and the moving speed.
- a game machine using an analog joystick as the control stick of an airplane is known.
- the analog joystick can only control the tilt of the airplane, and controls the moving direction and speed. I can't. Summary of the Invention
- a main object of the present invention is to provide a three-dimensional image processing system having good responsiveness and capable of arbitrarily controlling both the moving direction and the moving speed.
- the present invention relates to an image processing apparatus connected to a display, which generates image data for displaying an object existing in a three-dimensional space on the display according to a program, and a base end rotatably supported and a free end operated.
- a three-dimensional image processing system including an operating member operated by a user, and an operating device that changes image data according to the movement of the operating member.
- the image processing apparatus includes a tilt amount data output unit that detects and outputs tilt amount data, and the image processing apparatus includes: a direction determining unit that determines a moving direction of the object in the three-dimensional space based on the tilt amount data; A moving amount determining means for determining the moving amount to move the object in one frame of the display based on the moving direction; A three-dimensional image processing system, comprising: a position determining means for determining a position of an object; and image data output means for outputting image data for displaying an object at the position determined by the position determining means.
- the operating device is, for example, an analog joystick, and includes an operating member whose base end is rotatably supported within a certain angle range and whose free end is operated by an operator.
- tilt data output means such as an X counter and a Y counter detect the tilt of the operating member and output the tilt data.
- the image processing apparatus has a program storage unit, and the program storage unit is preferably More preferably, it is an external storage device detachably mounted on the image processing apparatus main body.
- the direction determining means and the moving amount determining means constituted by, for example, a CPU, based on the inclination amount data from the operating device, respectively, Determines the amount by which the object should be moved in one frame of the display.
- the count values of the X counter and Y counter are normalized and converted to UV coordinates.
- the CPU obtains the tilt amount (L) and the tilt direction (tan- ') from the UV coordinate position (u, V).
- the direction determining means is, for example, a CPU, and determines the moving direction of the object based on its inclination direction (tan and a viewpoint (camera angle) considered to be capturing an object in a three-dimensional space).
- the moving amount determining means is, for example, a CPU, and determines the moving amount of the object in one frame, that is, the moving speed based on the inclination amount (L) and the maximum speed (max-speed).
- the position determining means determines the position of the object in the three-dimensional space according to the moving direction and the moving amount. Therefore, the image data output means outputs image data capable of displaying an object at that position.
- the moving direction and the moving amount (moving speed) of the object can be controlled by operating one operating device such as an analog joystick.
- FIG. 1 is a schematic illustration showing an embodiment of the present invention.
- FIG. 2 is a block diagram showing the image processing apparatus of the embodiment shown in FIG. 1 in detail.
- FIG. 3 is a block diagram showing the bus control circuit of FIG. 2 in more detail.
- FIG. 4 is an illustrative view showing a memory map of the RAM of the embodiment in FIG.
- FIG. 5 is a block diagram showing the controller control circuit in the embodiment of FIG. 2 in detail.
- FIG. 6 is an illustrative view showing a memory map of the RAM in FIG.
- FIG. 7 is a top perspective view of the controller of the embodiment in FIG.
- FIG. 8 is a perspective view of the controller of FIG. 2 as viewed from below.
- FIG. 9 is a block diagram showing the controller and the expansion device in detail.
- FIG. 10 is an illustrative view showing data of an analog joystick and buttons of the controller.
- FIG. 11 is a flowchart showing the operation of the CPU of the embodiment shown in FIG.
- FIG. 12 is a flowchart showing the operation of the bus control circuit of the embodiment of FIG. 2, that is, the operation of the RCP (Real-time Co-Processors) of FIG.
- FIG. 13 is a flowchart showing the operation of the controller control circuit of the embodiment shown in FIG.
- FIG. 14 is a flowchart showing a subroutine for changing the position of an object in the embodiment of FIG.
- FIG. 15 is an illustrative view showing a relationship between a tiltable range of the analog joystick and circular correction.
- FIG. 16 is an illustrative view showing a moving direction of an object.
- FIG. 1 is an external view showing a system configuration of a three-dimensional image processing system according to one embodiment of the present invention.
- the image processing system is, for example, a video game system, and includes an image processing device main body 10, a ROM storage device 20 as an example of an external storage device, and display means connected to the image processing device main body 10. And a controller 40 as an example of operation means, and a RAM cartridge 50 as an example of an expansion device detachably attached to the controller 40.
- the external storage device stores image data and program data for image processing of games and the like, and also stores audio data such as music and sound effects as necessary.
- a CD-ROM or magnetic disk may be used instead of the cartridge.
- FIG. 2 is a block diagram of the image processing system of this embodiment.
- the image processing apparatus 10 includes a central processing unit (hereinafter referred to as “CPUj”) 11 and a bus control circuit 12.
- the ROM cartridge 20 is detachably mounted on the bus control circuit 12. Attached to the cartridge connector 13 for mounting is connected to RAM I 4. Also, the audio signal processed by the CPU 11 is output to the bus control circuit 12.
- a controller control circuit 17 for serially transferring data of 0 is connected to a controller connector provided on the front of the image processing apparatus 10 (hereinafter referred to as “connector j”). Abbreviated) 1 8 1 to 18 4
- the controller 40 is detachably connected to the connector 18 via the connection jack 41 and the cable 42. In this manner, the controller 18 is connected to the connectors 181-1 to 184. By connecting 0, the controller 40 is electrically connected to the image processing apparatus 10 and transmission and reception of data between them is enabled.
- the bus control circuit 12 receives a command output as a parallel signal from the CPU 11 via the bus, converts the signal from parallel to serial, and controls the command using a serial signal.
- the signal is output to the circuit 17 and the serial signal data input from the controller control circuit 17 is converted to a parallel signal and output to the bus.
- the data output from the bus is processed by the CPU 11 or stored in the RAM 14.
- the RAM I 4 is a memory for temporarily storing data processed by the CPU 11, and is capable of reading and writing data via the bus control circuit 12. .
- the bus control circuit 12 included in the image processing apparatus 10 in FIG. 2 is specifically configured as a RSC (Reality Co-Processor), which is a RISC processor, as shown in FIG. It includes ZO control 1 2 1, signal processor 1 2 2 and drawing processor 1 2 3.
- I ZO control 12 1 not only controls the data transfer between CPU 11 and RAM 14, but also controls signal processor 12 2 and drawing processor 12 3, RAM 14 and CPU 11. Control the flow of data to and from. That is, from CPU 1 1 Is supplied to the RAM 14 via the I / O control 122, and the data from the RAM 14 is sent to the signal processor 122 and the drawing processor 123 for processing.
- the signal processor 122 and the drawing processor 123 process the music signal data and the image signal data sent from the RAM 14 and store them in the RAM I 4 again. Then, the music signal data and the image signal data are read from the RAM 14 according to the instruction of the CPU 11 and the music signal generation circuit (DZA converter) 15 and the image signal generation circuit (DZA converter) Give to one six.
- the music signal is supplied to the speaker 31 included in the TV monitor 30 through the connector 1995.
- the image signal is provided to the display 32 included in the TV monitor 30 through the connector 196.
- a disk driver 21 that can read data from or write data to an optical disk or a magnetic disk instead of or together with the external ROM 20 is used. May be connected to the image processing apparatus 10.
- the disk drive 21 is connected to the RCP 12, ie, the I / O control 122, through the connector 197.
- FIG. 4 is an illustration showing the area of each memory allocated to the memory space of the CPU 11.
- the RAM I 4 that the CPU 11 can access via the bus control circuit, that is, the RCP 12, is an image storing image data necessary for generating an image signal for a game in the image processing device 10. It includes a data area 201 and a program data area 202 storing program data necessary for the CPU 11 to perform a predetermined operation.
- the program area 202 includes an image display program for displaying an image based on the image data 201, a timekeeping program for performing a timekeeping process, a cartridge 20 and an extension device 50 described later. A judgment program for judging that there is a predetermined relationship is fixedly stored.
- the RAM I 4 further includes an area 141 for temporarily storing data indicating the operation state from the control pad, and data of the moving speed of the object (the amount of movement of the object in one frame of the display). And a speed data area 142 for storing the speed data.
- the controller control circuit 17 is provided for transmitting and receiving data serially between the bus control circuit, that is, the RCP 12 and the connectors 181-1 through 18-4. As shown, it includes a data transfer control circuit 171, a transmission circuit 172, a reception circuit ⁇ 3, and a RAM 174 for temporarily storing transmission and reception data.
- the data transfer control circuit 171 includes a parallel-to-serial conversion circuit and a serial-to-parallel conversion circuit for converting data format during data transfer, and also controls write / read control of the RAM I74. Do.
- the serial-to-parallel conversion circuit converts the serial data supplied from the bus control circuit 12 into parallel data and supplies the parallel data to the RAM 174 or the transmission circuit 172.
- Parallel - serial conversion circuit, RAM I 7 4, or u transmitting circuit 1 7 2 converts parallel data to serial data applied to the bus control circuit 1 2 supplied from the receiving circuit 1 7 3, is de - Evening transfer control circuit 17 1 Converts data for signal read control of controller 40 supplied from 1 and write data (parallel data) to RAM cartridge 50 into serial data, and converts the data to a plurality of commands. Transmitted from the channels CH1 to CH4 corresponding to the respective controllers 40.
- the receiving circuit 173 includes data indicating the operation state of each controller 40 input from the channels CH1 to CH4 corresponding to each controller 40 and data read from the RAM controller 50. Is received as serial data, converted to parallel data, and supplied to the data transfer control circuit 17 1.
- the RAM I 74 of the controller control circuit 17 includes storage areas 174 a to 174 h as shown in the memory map of FIG. More specifically, an area 174a stores a command for one channel, and an area 174b stores transmission data and reception data for one channel.
- the area 174c stores commands for two channels, and the area 174d stores transmission data and reception data for two channels.
- the area 174 e stores commands for three channels, and the area 174 f stores transmission data and reception data for three channels.
- Area 174 g stores commands for four channels, and area 174 h stores transmission data and reception data for four channels.
- the data transfer control circuit 17 1 transfers the data transferred from the bus control circuit 12 or the operation state data of the controller 40 received by the reception circuit 17 3 or the read data of the RAM cartridge 50 to the RAM. It controls writing to the RAM 174 and reads data from the RAM 174 based on the instruction from the bus control circuit 12 to control the bus Works to transfer to road 1 2.
- FIG. 7 and 8 are external perspective views of the front and back surfaces of the controller 40.
- the controller 40 has a shape that can be grasped with both hands or one hand, and a plurality of buttons that generate an electric signal by being pressed and a vertically upright operation part protrude outside the housing. You.
- the controller 40 includes an upper housing and a lower housing. In the housing of the controller 40, an operation section region is formed on an upper surface having a horizontally long planar shape.
- a cross-shaped digital direction switch (hereinafter referred to as “cross switch”) 400 is provided on the left side, and a plurality of button switches (hereinafter simply referred to as “switches”) are provided on the right side.
- a start switch 405 is provided substantially at the center in the horizontal direction
- a joystick 45 capable of analog input is provided at the lower center.
- the cross switch 4003 is a direction switch that indicates the moving direction of the hero character or the cursor. It has up, down, left and right push points, and is used to specify the movement in four directions. You.
- the switches 404A to 404F differ depending on the game software. For example, in the case of a shooting game, a missile launch button is used. Used for The joystick 45 is used to indicate the moving direction and the moving speed of the object instead of the cross switch 400, but since the directional can be specified over the entire angle range of 360 degrees, It is used as an analog direction switch.
- Three grips 402L, 402C and 402R are formed in the housing of the controller 40 so as to protrude below three places in the operation section area.
- the grips 402L, 402C and 402R are rods formed by the palm and the middle finger, ring finger, and little finger when gripped by hand, with a slightly thinner base and a lower center. It becomes thicker and narrower toward its open end (lower side in Figure 7).
- an insertion port 409 for detachably mounting the RAM cartridge 50 as an expansion device is formed to protrude from the back surface.
- a button switch 406 L and a button 406 R are provided at positions corresponding to positions where the player extends the left and right forefinger, respectively.
- a switch 407 is provided as a switch having a function in place of the switch 406L.
- the rear half of the lower half of the housing extends in the bottom direction, and an opening 408 is formed at the tip.
- a connector (not shown) to which the expansion cartridge 50 is connected is provided.
- a lever 409 for discharging the cartridge 50 inserted into the opening 408 is formed in the opening 408.
- a notch 410 is formed on the opposite side of the lever 409 of the opening 408 into which the above-described expansion force 50 is inserted, and the notch 410 is formed by the lever 409. Is used to form a space for taking out the extended cartridge 50 when the extended cartridge 50 is taken out.
- FIG. 9 is a detailed circuit diagram of the controller 40 and the RAM cartridge 50 as an example of the expansion device.
- an operation is performed to detect the operation state of each switch 403 to 407 or the joystick 45 and transfer the detection data to the controller control circuit 17.
- An electronic circuit such as a signal processing circuit 44 is built in.
- the operation signal processing circuit 44 includes a reception circuit 441, a control circuit 442, a switch signal detection circuit 4443, a counter circuit 4444, a transmission circuit 4445, and a joyport control circuit 4446. , Including reset circuit 447 and NOR game 448.
- the receiving circuit 441 converts a control signal transmitted from the controller control circuit 17 or a serial signal such as data to be written to the RAM cartridge 50 into a parallel signal and supplies the parallel signal to the control circuit 442.
- the control signal transmitted from the controller control circuit 17 is a reset signal for the X and Y coordinates of the joystick 45
- the control circuit 4442 generates a reset signal and generates a NOR gate.
- the count values of the X-axis counter 444 X and the Y-axis counter 4444 Y included in the counter 4444 are reset (0) via the counter 4448.
- the joystick 45 includes a photo interrupt for the X-axis and Y-axis so that the lever is decomposed in the X-axis direction and the Y-axis direction of tilt and generates a pulse number proportional to the amount of tilt.
- the respective pulse signals are applied to the counters 4 4 4 X and 4 4 4 Y.
- the counter 444X counts the number of pulses generated according to the amount of tilt.
- the counter 4 4 4 4 Y starts according to the amount of tilt. The number of generated pulses is counted. Therefore, as will be described later, the moving direction and moving speed of the object or the cursor are determined by the combined vector of the X-axis and the Y-axis determined by the count values of the counter 444X and the counter 444Y. Will be determined.
- the counter 444 X and the power counter 444 Y were simultaneously pressed by the reset signal supplied from the reset signal generation circuit 444 when the power was turned on, or by two switches predetermined by the operator. Sometimes the count value is also reset by the reset signal given from the switch signal detection circuit 443.
- the switch signal detection circuit 443 responds to the switch command output signal given from the control circuit 442 at a fixed period (for example, at 1/30 second interval of the frame period of the television), and responds to the cross switch. 403, switch 404A to 404F, 405, 406L, 406R and a signal that changes depending on the pressed state of 407 are read, and are read by the control circuit 44. Give to 2.
- the control circuit 442 responds to the read command signal of the operation state data from the controller control circuit 17 and responds to the operation state data of each of the switches 403 to 407 and the counter 444 X, The count value of 4444 Y is given to the transmission circuit 4445 in a predetermined data format order.
- the transmission circuit 445 converts these parallel signals output from the control circuit 442 to serial data, and transfers the serial data to the controller control circuit 17 via the conversion circuit 43 and the signal line 42. .
- a port control circuit 446 is connected to the control circuit 442 via an address bus, a data bus, and a port connector 46.
- the boat control circuit 446 performs data input / output control (or transmission / reception control) according to the instruction of the CPU 11 when the RAM cartridge 50 as an example of the expansion device is connected to the port connector 46.
- the RAM cartridge 50 connects the RAM 51 to the address bus and the data bus, and includes a battery 52 for supplying power to the RAM 51.
- the RAM 51 is a RAM having a capacity less than half of the maximum memory capacity that can be accessed by using the address bus, and is composed of, for example, a 256-kbit RAM.
- the RAM 51 stores backup data related to the game. Even when the RAM cartridge 50 is removed from the port connector 46, the power from the battery 52 is stored. The stored data is held by receiving the power supply.
- FIG. 10 shows a data format when the image processing apparatus reads data indicating the operation states of the switches 403 to 407 and the joystick 45 from the controller 40. Is illustrated.
- the data generated by controller 40 consists of 4 bytes of data.
- the data of the first byte is B, A, G, START, up, down, left and right, that is, switch 4 04 B, 4 0 4 A, 4 0 7, 4 0 5 and cross switch 4 0 3 Indicates that the upper, lower, left and right pressing points are pressed. For example, when the B button, that is, the switch 404B is pressed, the uppermost bit force of the first byte becomes “1 j”.
- the second byte is JSR ST, 0 (not used in the embodiment), L, R, E, D, C and F, ie, switches 409, 406 L, 40 6 R, 4 04 E, 4 0 4 D, 4 0 4 C, 4 0 4 F Indicates that the F is pressed
- the third byte is the tilt angle of the joystick 45 in the X direction
- the X coordinate (count value of the X counter 444 X), which is a value corresponding to, is expressed in binary.
- the fourth byte is a value corresponding to the tilt angle of the joystick 45 in the Y direction.
- Y coordinate (Y force counter 4 4 4 Y count value) in binary number Since each X and Y coordinate value is represented by an 8-bit binary number, if this is converted to a decimal number, the inclination angle of the joystick 45 can be expressed as a number from 0 to 255. If the most significant bit is used for a signature that indicates a negative value, the joystick 45 tilt angle can be represented by a numerical value from ⁇ 128 to 127.
- step S11 the CPU 11 performs initialization based on an initial value (not shown) stored in the program data area 202 of FIG.
- step SI1 the CPU 11 sets an initial value of the moving speed of the object in, for example, the speed data area 142 (FIG. 4) of the RAM I4.
- step S12 the CPU 11 sends the control pad data request command stored in the program data area 202 to the RCP or bus control circuit 1. Output to 2. Therefore, in this step S12, the CPU 11 receives a command as shown in FIG. 10 from the controller 40 at that time and sends it to the command storage space 17 4 a to 17 4 d of each channel. To be stored. Therefore, at this time, the count values of the X counter 444 X and the Y counter 444 Y are given to the CPU 11 as XY coordinate data.
- step S12a the CPU 11 sets the object in accordance with the joystick data from the controller 40 stored in the command storage locations 1 74a to 1 74d (FIG. 6) of each channel. Execute the position change processing of the However, this step S12a will be described later in detail with reference to FIG.
- step S13 the CPU 11 performs predetermined image processing on the program stored in the program data area 202 of FIG. 5 and on the basis of the image data area 201. Further, when the CPU 11 is executing step S13, the bus control circuit 12 is executing steps S21 to S24 shown in FIG. Next, in step S14, the CPU 11 outputs image data based on the control pad data stored in the control pad data area 141 of FIG. After completing step S14, the CPU 11 repeatedly executes step S12—step S14.
- step S21 the bus control circuit 12 determines whether or not the CPU 11 has output a controller data request command (a command for requesting switch data of the controller 40 or data of the expansion device 50). to decide. If the controller data request command has not been output, wait until it is output. If the controller data request command has been output, the process proceeds to step S22. In step S22, the bus control circuit 12 outputs a command for reading data of the controller 40 to the controller control circuit 17. Next, in step S23, the bus control circuit 12 determines whether or not the controller control circuit 17 has received data from the controller 40 and stored it in the RAM 174.
- a controller data request command a command for requesting switch data of the controller 40 or data of the expansion device 50.
- step S24 the bus control circuit 12 transfers the data of the controller 40 stored in the RAM174 of the controller control circuit 17 to the RAM14.
- step S21 the data transfer to the RAM 14 is completed.
- the bus control circuit 12 is a RAM.
- CPU 11 processes data stored in RAM 14 after data is transferred from RAM 17 to RAM 14, but CPU 11 operates via bus control circuit 12.
- the data of RAM I74 may be processed directly.
- FIG. 13 is a flowchart for explaining the operation of the controller control circuit 17.
- step S31 it is determined whether or not there is a write wait from the bus control circuit 12. If not waiting for writing, data transfer control circuit 1 7 1
- the data transfer control circuit 171 causes the RAM I 74 to store commands and / or data for the first to fourth channels (hereinafter abbreviated as “command Z data”).
- command Z data the command Z data of the first channel is transmitted to the controller 40 connected to the connector 181.
- step S34 the data transfer control circuit 17 1
- step S35 the command / data of the second channel is transmitted to the controller 40 in step S35 in the same manner as the operation of the first channel in steps S33 and S34.
- the control circuit 442 performs a predetermined operation based on the command data, and outputs data to be transmitted to the image processing apparatus 10.
- step S36 data transfer and write processing of the second channel are performed. Also step
- the command data of the third channel is transmitted to the controller 40.
- the control circuit 442 performs a predetermined operation based on the command data, and outputs data to be transmitted to the image processing apparatus 10.
- step S38 Data transfer and write processing of the second channel are performed.
- step S39 the command Z data of the fourth channel is transmitted to the controller 40.
- the control circuit 442 of the controller 40 performs a predetermined operation based on the command / data, and outputs data to be transmitted to the image processing apparatus 10.
- step S41 the data transfer control circuit 171 executes steps S34, S36,
- the data received at 538 and S40 are transferred to the bus control circuit 12 at once.
- the data of the first channel to the fourth channel that is, the command for each controller 40 connected to the connectors 181-184 and the data to be read from each controller 40 should be read.
- the operation state data is transferred between the data transfer control circuit 171 and the control circuit 442 in each controller 40 by time division processing.
- step S12a of FIG. 11 will be described in detail.
- the CPU 11 corrects the joystick data from the controller 40, that is, the X coordinate data and the Y coordinate data.
- the joy stick 45 (FIG. 7) is configured so that it can be tilted within an octagonal range 45 1 in a plane.
- the data in the tilt range of is converted or corrected into the data in the circular range 4 52 shown in FIG.
- this correction step does not need to be performed. That is, the following steps may be executed with the data of the octagonal inclination range as it is.
- step S301 the XY coordinate data of the joystick 45 is converted into coordinate data (u, V) in the UV plane as shown in FIG.
- the maximum tilt amount of the joystick 45 is normalized to “1”. That is, the joystick 45 is inclined in the range of 11.0 ⁇ u ⁇ 1-0 and 11.0 ⁇ 1.0 in the UV plane of FIG. This is because, as will be described later, since the square curve is used when calculating the object moving speed S, the low-speed region is relatively enlarged. This allows the object to move very slowly.
- CPU 11 calculates the following equations (1), (2) based on the corrected joystick data (u, V). According to (3) and (3), the inclination L of the joystick 45, the moving speed S of the object, and the moving direction ⁇ are calculated or detected.
- L joystick tilt amount
- u tilt amount of each axis IT
- V coordinate position
- S object moving speed
- max-speed object self-running maximum speed (for example, SS cmZ frame)
- ⁇ moving direction of object. Equation (3) above means that in a three-dimensional space, the moving direction ⁇ of the object is determined according to the relative relationship between the tilt direction of the joystick 45 and the camera direction (camera-angle). I have.
- step S305 the CPU 11 reads the object of the previous frame stored in the speed data area 142 of RA ⁇ 14.
- the actual moving speed S1 is compared with the speed S calculated in step S303 to determine whether the two are equal. If they do not match (S1 ⁇ S), in the next step S306, CPU 11 determines whether S1> S.
- step S306 If "NO” is determined in the step S306, an acceleration process is executed in a step S307, and if "YES" is determined, a deceleration process is executed in a step S308.
- a predetermined acceleration A is added to the actual moving speed S1 of the previous frame according to equation (4).
- the acceleration A is given by the following equation (5), for example.
- the reason for determining the acceleration A in the equation (5) based on the speed S 1 of the previous frame is to avoid a rapid change in speed.
- the deceleration B is set as a constant. However, like the acceleration A, it may be set as a function of the moving speed S1 in the previous frame. Further, the acceleration A may be set to a constant value.
- step S305 When “Y E S” is determined in step S305, the process proceeds to step S309 as in the case of executing step S307 or S308.
- step S309 the moving speed S calculated in step S303, the moving speed S calculated in step S307 or the moving speed S calculated in step S308 is stored in RAM 14 Write to the speed data area 1 4 2 and update the speed data.
- step S310 based on the moving speed S determined in this way, the position X and z of the object are calculated according to the following equations (8) and (9). That is, the object position is determined based on the vector amount S and the vector angle.
- step S311 the CPU 11 outputs the position data obtained by the expressions (8) and (9) to the bus control circuit, that is, the RCP12. Accordingly, the RCP 12 executes signal processing and image processing according to the given object position data, and outputs the image data to the D / A converter 16 through the I / O control 12.
- the moving direction and the moving amount (moving speed) of the object are determined based on the tilt amount data of the joystick 45 of the controller 40, and thereby the three-dimensional space is determined.
- the position of the object in is changed. That is, in the next frame of the display 32 (monitor 30), the object is displayed at the changed position.
Description
Claims
Priority Applications (17)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
MX9704155A MX9704155A (es) | 1995-10-09 | 1996-09-20 | Sistema procesador de imagenes tridimensionales. |
CA002205063A CA2205063C (en) | 1995-10-09 | 1996-09-20 | Three-dimensional image processing system |
DE69628727T DE69628727T2 (de) | 1995-10-09 | 1996-09-20 | System zum bearbeiten von dreidimensionalen bildinformationen |
AU70018/96A AU734018B2 (en) | 1995-10-09 | 1996-09-20 | Three-dimension image processing system |
US08/836,731 US6239806B1 (en) | 1995-10-09 | 1996-09-20 | User controlled graphics object movement based on amount of joystick angular rotation and point of view angle |
EP96931279A EP0797139B1 (en) | 1995-10-09 | 1996-09-20 | Three-dimensional image processing system |
US08/857,882 US6155926A (en) | 1995-11-22 | 1997-05-16 | Video game system and method with enhanced three-dimensional character and background control |
US08/858,341 US6241610B1 (en) | 1996-09-20 | 1997-05-19 | Three-dimensional image processing system having dynamically changing character polygon number |
US08/870,100 US6139433A (en) | 1995-11-22 | 1997-06-05 | Video game system and method with enhanced three-dimensional character and background control due to environmental conditions |
HK98102304A HK1003191A1 (en) | 1995-10-09 | 1998-03-19 | Three-dimensional image processing system |
US09/422,259 US6331146B1 (en) | 1995-11-22 | 1999-10-21 | Video game system and method with enhanced three-dimensional character and background control |
US09/662,156 US6267673B1 (en) | 1996-09-20 | 2000-09-14 | Video game system with state of next world dependent upon manner of entry from previous world via a portal |
US09/686,761 US6917356B1 (en) | 1995-10-09 | 2000-10-12 | User controlled graphics object movement based on amount of joystick angular rotation and point of view angle |
US09/780,440 US6346046B2 (en) | 1996-09-20 | 2001-02-12 | Three-dimensional image processing system having dynamically changing character polygon number |
US09/912,393 US6454652B2 (en) | 1995-11-22 | 2001-07-26 | Video game system and method with enhanced three-dimensional character and background control due to environmental conditions |
US10/052,365 US20020115486A1 (en) | 1995-11-22 | 2002-01-23 | Video game system with state of next world dependent upon manner of entry from previous world via a portal |
US11/106,667 US7102618B2 (en) | 1995-10-09 | 2005-04-15 | User controlled graphics object movement based on a amount of joystick angular rotation and point of view angle |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP7/288006 | 1995-10-09 | ||
JP28800695 | 1995-10-09 |
Related Parent Applications (4)
Application Number | Title | Priority Date | Filing Date |
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US08/562,288 Continuation-In-Part US6022274A (en) | 1995-11-22 | 1995-11-22 | Video game system using memory module |
PCT/JP1996/001237 Continuation-In-Part WO1996035985A1 (fr) | 1995-05-10 | 1996-05-10 | Systeme de traitement de l'image dans lequel une manette analogique est utilisee |
US08/765,474 Continuation-In-Part US5963196A (en) | 1995-05-10 | 1996-05-10 | Image processing system utilizing analog joystick |
US08/719,019 Continuation-In-Part US6001015A (en) | 1995-10-09 | 1996-09-24 | Operation controlling device and video processing system used therewith |
Related Child Applications (5)
Application Number | Title | Priority Date | Filing Date |
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US08/719,019 Continuation-In-Part US6001015A (en) | 1995-10-09 | 1996-09-24 | Operation controlling device and video processing system used therewith |
PCT/JP1996/002931 Continuation-In-Part WO1997014115A1 (fr) | 1995-10-09 | 1996-10-09 | Dispositif de traitement d'une image en trois dimensions |
US08/858,341 Continuation-In-Part US6241610B1 (en) | 1996-09-20 | 1997-05-19 | Three-dimensional image processing system having dynamically changing character polygon number |
US08/870,100 Continuation-In-Part US6139433A (en) | 1995-11-22 | 1997-06-05 | Video game system and method with enhanced three-dimensional character and background control due to environmental conditions |
US08/870,100 Continuation US6139433A (en) | 1995-11-22 | 1997-06-05 | Video game system and method with enhanced three-dimensional character and background control due to environmental conditions |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1997014088A1 true WO1997014088A1 (fr) | 1997-04-17 |
Family
ID=17724592
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP1996/002726 WO1997014088A1 (fr) | 1995-10-09 | 1996-09-20 | Systeme de traitement d'images tridimensionnelles |
Country Status (10)
Country | Link |
---|---|
US (8) | US6239806B1 (ja) |
EP (2) | EP1348470B1 (ja) |
KR (1) | KR100371456B1 (ja) |
CN (1) | CN1149465C (ja) |
AU (1) | AU734018B2 (ja) |
CA (1) | CA2205063C (ja) |
DE (2) | DE69628727T2 (ja) |
HK (1) | HK1003191A1 (ja) |
MX (1) | MX9704155A (ja) |
WO (1) | WO1997014088A1 (ja) |
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- 1996-09-20 CA CA002205063A patent/CA2205063C/en not_active Expired - Lifetime
- 1996-09-20 DE DE69638186T patent/DE69638186D1/de not_active Expired - Lifetime
- 1996-09-20 EP EP03006436A patent/EP1348470B1/en not_active Expired - Lifetime
- 1996-09-20 CN CNB96191193XA patent/CN1149465C/zh not_active Expired - Lifetime
- 1996-09-20 MX MX9704155A patent/MX9704155A/es unknown
- 1996-09-20 AU AU70018/96A patent/AU734018B2/en not_active Expired
- 1996-09-20 KR KR1019970703870A patent/KR100371456B1/ko not_active IP Right Cessation
- 1996-09-20 EP EP96931279A patent/EP0797139B1/en not_active Expired - Lifetime
- 1996-09-20 WO PCT/JP1996/002726 patent/WO1997014088A1/ja active IP Right Grant
- 1996-09-20 US US08/836,731 patent/US6239806B1/en not_active Expired - Lifetime
- 1996-09-24 US US08/719,019 patent/US6001015A/en not_active Expired - Lifetime
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-
1998
- 1998-03-19 HK HK98102304A patent/HK1003191A1/xx not_active IP Right Cessation
-
1999
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-
2000
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2001
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2005
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Cited By (3)
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US6769988B1 (en) | 1999-09-10 | 2004-08-03 | Sony Computer Entertainment Inc. | Entertainment unit, recording medium and method for setting its parameters |
US7329184B2 (en) | 2002-09-09 | 2008-02-12 | Konami Gaming, Inc. | Game machine |
JP2020531214A (ja) * | 2017-08-17 | 2020-11-05 | ナコン ソシエテ パ アクシオンス シンプリフィエ | ゲームコンソールによる表示要素の制御方法 |
Also Published As
Publication number | Publication date |
---|---|
CN1149465C (zh) | 2004-05-12 |
EP1348470A2 (en) | 2003-10-01 |
US7102618B2 (en) | 2006-09-05 |
DE69638186D1 (de) | 2010-07-01 |
US6332840B1 (en) | 2001-12-25 |
CN1166215A (zh) | 1997-11-26 |
EP0797139A1 (en) | 1997-09-24 |
EP0797139B1 (en) | 2003-06-18 |
US5897437A (en) | 1999-04-27 |
AU734018B2 (en) | 2001-05-31 |
EP1348470A3 (en) | 2006-01-25 |
DE69628727D1 (de) | 2003-07-24 |
AU7001896A (en) | 1997-04-30 |
US20010012802A1 (en) | 2001-08-09 |
HK1003191A1 (en) | 1998-10-16 |
US6001015A (en) | 1999-12-14 |
US6917356B1 (en) | 2005-07-12 |
EP1348470B1 (en) | 2010-05-19 |
US6239806B1 (en) | 2001-05-29 |
US20050174328A1 (en) | 2005-08-11 |
US6676520B2 (en) | 2004-01-13 |
CA2205063A1 (en) | 1997-04-17 |
EP0797139A4 (en) | 2000-05-03 |
US6200253B1 (en) | 2001-03-13 |
KR100371456B1 (ko) | 2004-03-30 |
DE69628727T2 (de) | 2004-05-13 |
CA2205063C (en) | 2003-11-18 |
MX9704155A (es) | 1997-09-30 |
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