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    • 51. 发明公开
    • Video game/videographics program fabricating system and method with unit based program processing
    • 视频/视频图片程序设计和系统设计Einheit basierter Programmverarbeitung
    • EP0709772A1
    • 1996-05-01
    • EP95307738.5
    • 1995-10-30
    • NINTENDO CO., LTD.
    • Suzuki, Toshiaki, c/o Nintendo Co., Ltd.Koganezawa, Nobuhito, c/o Nintendo Co., Ltd.Yamato, Satoshi, c/o Nintendo Co., Ltd.Ozaki, Yuichi, c/o Nintendo Co., Ltd.
    • G06F9/44A63F9/22
    • A63F13/63A63F13/10A63F13/493A63F2300/6018A63F2300/63G06F8/34
    • A videographics/video game fabricating system includes a multiprocessor based game processor console which includes a main central processing unit (CPU) which controls editing operations and operating system task execution and a game CPU for executing the model video game which is loaded into a pluggable RAM cartridge. The model video game provides a starting point from which a user can readily create an original video game including desired aspects of the model software. The system permits a user to modify any of the game"s moving objects, background screens, music or sound effects. The main CPU and game CPU cooperate in the game execution and editorial process such that an editing screen generated by the main CPU is superimposed on a game screen generated by the program executing CPU. The game processing console includes ports for interconnection with a wide variety of peripheral devices including a standard television set, keyboard, game hand controllers, mouse, modem board, an interface board for coupling the game processor to a personal computer system, floppy disk drive, an external RAM game cartridge and a user"s ID card. The system utilizes unique "unit" based data structures in which moving objects are processed on a unit basis and where each object is assigned a unit ID which is associated with a wide range of object, game characteristics, game processing and location data including status information, present screen display location, object format, character size, pose information, collision threshold information, tempo information, attribute data, animation data together with address pointers identifying other processing related information associated with the identified object. A wide range of information is likewise stored in data structures associated with background screens referred to as "stage" data.
    • 视频/视频游戏制作系统包括:基于多处理器的游戏处理器控制台,其包括控制编辑操作和操作系统任务执行的主中央处理单元(CPU),以及用于执行加载到可插拔RAM中的模型视频游戏的游戏CPU 墨盒。 模型视频游戏提供了一个起点,用户可以从该起点轻松地创建包括模型软件的期望方面的原始视频游戏。 该系统允许用户修改任何游戏的移动物体,背景屏幕,音乐或声音效果,主CPU和游戏CPU在游戏执行和编辑过程中配合,使得主CPU产生的编辑画面被叠加 在由程序执行CPU生成的游戏屏幕上,游戏处理控制台包括用于与各种外围设备互连的端口,包括标准电视机,键盘,游戏手控制器,鼠标,调制解调器板,用于耦合游戏的接口板 处理器到个人计算机系统,软盘驱动器,外部RAM游戏卡和用户的身份证。 该系统利用独特的基于“单位”的数据结构,其中以单位为基础处理运动对象,并且其中每个对象被分配与多个对象,游戏特征,游戏处理和包括状态信息的位置数据相关联的单元ID ,当前屏幕显示位置,对象格式,字符大小,姿态信息,碰撞阈值信息,速度信息,属性数据,动画数据以及识别与所识别的对象相关联的其他处理相关信息的地址指针。 广泛的信息也被存储在与被称为“阶段”数据的背景屏幕相关联的数据结构中。