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    • 53. 发明授权
    • Video game system with state of next world dependent upon manner of entry from previous world via a portal
    • 具有下一世界状态的视频游戏系统取决于通过门户从前一世界进入的方式
    • US06267673B1
    • 2001-07-31
    • US09662156
    • 2000-09-14
    • Shigeru MiyamotoYasunari NishidaTakumi KawagoeSatoshi Nishiumi
    • Shigeru MiyamotoYasunari NishidaTakumi KawagoeSatoshi Nishiumi
    • A63F1300
    • A63F13/5252A63F13/06A63F13/10A63F13/95A63F2300/1018A63F2300/206A63F2300/636A63F2300/64A63F2300/6653A63F2300/6661A63F2300/6669A63F2300/6676A63F2300/6684A63F2300/807G05G9/047G05G2009/0474G05G2009/04759G06F3/038G06F3/0383G06F3/04815G06T15/10
    • A video game system includes a game cartridge which is pluggably attached to a main console having a main processor, a 3D graphics generating coprocessor, expandable main memory and player controllers. A multifunctional peripheral processing subsystem external to the game microprocessor and coprocessor is described which executes commands for handling player controller input/output to thereby lessen the processing burden on the graphics processing subsystem. The video game methodology involves game level organization features, camera perspective or point of view control features, and a wide array of animation and character control features. The system changes the “camera” angle (i.e., the displayed point of view in the three-dimensional world) automatically based upon various conditions and in response to actuation of a plurality of distinct controller keys/buttons/switches, e.g., four “C” buttons in the exemplary embodiment. The control keys allow the user at any time to move in for a close up or pull back for a wide view or pan the camera to the right and left to change the apparent camera angle. Such user initiated camera manipulation permits a player to better judge jumps or determine more precisely where an object is located in relation to the player controlled character. The video game system and methodology features a unique player controller, which permits control over a character's exploration of the three-dimensional world to an unprecedented extent. A player controlled character may be controlled in a multitude of different ways utilizing the combination of the joystick and/or cross-switch and/or control keys and a wide range of animation effects are generated.
    • 视频游戏系统包括可插拔地连接到具有主处理器的主控制台,3D图形生成协处理器,可扩展主存储器和播放器控制器的游戏盒。 描述了游戏微处理器和协处理器外部的多功能外围处理子系统,其执行用于处理播放器控制器输入/输出的命令,从而减轻图形处理子系统的处理负担。 视频游戏方法涉及游戏级组织功能,摄像头视角或视点控制功能,以及广泛的动画和角色控制功能。 该系统基于各种条件并且响应于多个不同的控制器键/按钮/开关的启动而自动地改变“相机”角度(即,三维世界中的显示视点),例如四个“C” “按钮。 控制键允许用户在任何时间移动进行关闭或拉回以进行宽视角或将相机平移到左右,以改变视觉摄像机的角度。 这种用户启动的相机操作允许玩家更好地判断跳跃或更精确地确定对象相对于玩家控制的角色位于何处。 视频游戏系统和方法学具有独特的播放器控制器,允许以前所未有的程度控制角色对三维世界的探索。 使用操纵杆和/或交叉开关和/或控制键的组合可以以多种不同的方式来控制玩家控制的角色,并且产生广泛的动画效果。
    • 55. 发明授权
    • Video game system and method with enhanced three-dimensional character
and background control
    • 视频游戏系统和方法具有增强的三维字符和背景控制
    • US6155926A
    • 2000-12-05
    • US857882
    • 1997-05-16
    • Shigeru MiyamotoYasunari NishidaTakumi KawagoeSatoshi Nishiumi
    • Shigeru MiyamotoYasunari NishidaTakumi KawagoeSatoshi Nishiumi
    • A63F13/02A63F13/06A63F13/10G05G9/047G06F3/038G06F19/00G06T15/10A63F9/00
    • A63F13/67A63F13/02A63F13/06A63F13/10G05G9/047G06F3/038G06F3/0383G06F3/04815G06T15/10A63F13/95A63F2300/1018A63F2300/201A63F2300/206A63F2300/636A63F2300/64A63F2300/66A63F2300/6653A63F2300/6661A63F2300/6669A63F2300/6676A63F2300/6684A63F2300/807G05G2009/0474G05G2009/04759G06F2203/0382G06T15/00
    • A video game system includes a game cartridge which is pluggably attached to a main console having a main processor, a 3D graphics generating coprocessor, expandable main memory and player controllers. A multifunctional peripheral processing subsystem external to the game microprocessor and coprocessor is described which executes commands for handling player controller input/output to thereby lessen the processing burden on the graphics processing subsystem. The video game methodology involves game level organization features, camera perspective or point of view control features, and a wide array of animation and character control features. The system changes the "camera" angle (i.e., the displayed point of view in the three-dimensional world) automatically based upon various conditions and in response to actuation of a plurality of distinct controller keys/buttons/switches, e.g., four "C" buttons in the exemplary embodiment. The control keys allow the user at any time to move in for a close up or pull back for a wide view or pan the camera to the right and left to change the apparent camera angle. Such user initiated camera manipulation permits a player to better judge jumps or determine mole precisely where an object is located in relation to the player controlled character. The video game system and methodology features a unique player controller, which permits control over a character's exploration of the three-dimensional world to an unprecedented extent. A player controlled character may be controlled in a multitude of different ways utilizing the combination of the joystick and/or cross-switch and/or control keys and a wide range of animation effects are generated.
    • 视频游戏系统包括可插拔地连接到具有主处理器的主控制台,3D图形生成协处理器,可扩展主存储器和播放器控制器的游戏盒。 描述了游戏微处理器和协处理器外部的多功能外围处理子系统,其执行用于处理播放器控制器输入/输出的命令,从而减轻图形处理子系统的处理负担。 视频游戏方法涉及游戏级组织功能,摄像头视角或视点控制功能,以及广泛的动画和角色控制功能。 该系统基于各种条件并且响应于多个不同的控制器键/按钮/开关的启动而自动地改变“相机”角度(即,三维世界中的显示视点),例如四个“C” “按钮。 控制键允许用户在任何时间移动进行关闭或拉回以进行宽视角或将相机平移到左右,以改变视觉摄像机的角度。 这样的用户启动的相机操作允许玩家更好地判断跳跃或精确地确定对象相对于玩家控制的角色位于何处。 视频游戏系统和方法学具有独特的播放器控制器,允许以前所未有的程度控制角色对三维世界的探索。 使用操纵杆和/或交叉开关和/或控制键的组合可以以多种不同的方式来控制玩家控制的角色,并且产生广泛的动画效果。
    • 57. 发明授权
    • Video game system and method with enhanced three-dimensional character
and background control due to environmental conditions
    • 视频游戏系统和方法由于环境条件而具有增强的三维特征和背景控制
    • US6139433A
    • 2000-10-31
    • US870100
    • 1997-06-05
    • Shigeru MiyamotoYasunari NishidaTakumi KawagoeSatoshi Nishiumi
    • Shigeru MiyamotoYasunari NishidaTakumi KawagoeSatoshi Nishiumi
    • A63F13/02A63F13/06A63F13/10G05G9/047G06F3/038G06F19/00G06T15/10A63F9/22
    • A63F13/5255A63F13/42G05G9/047G06F21/31G06F21/51G06F21/79G06F21/85G06F3/038G06F3/0383G06F3/04815G06T15/10A63F13/55A63F13/95A63F2300/1018A63F2300/201A63F2300/206A63F2300/636A63F2300/64A63F2300/6653A63F2300/6661A63F2300/6669A63F2300/6676A63F2300/6684A63F2300/807G05G2009/0474G05G2009/04759G06F2203/0382G06F2221/2109
    • A video game system includes a game cartridge which is pluggably attached to a main console having a main processor, a 3D graphics generating coprocessor, expandable main memory and player controllers. A multifunctional peripheral processing subsystem external to the game microprocessor and coprocessor is described which executes commands for handling player controller input/output to thereby lessen the processing burden on the graphics processing subsystem. The video game methodology involves game level organization features, camera perspective or point of view control features, and a wide array of animation and character control features. The system changes the "camera" angle (i.e., the displayed point of view in the three-dimensional world) automatically based upon various conditions and in response to actuation of a plurality of distinct controller keys/buttons/switches, e.g., four "C" buttons in the exemplary embodiment. The control keys allow the user at any time to move in for a close up or pull back for a wide view or pan the camera to the right and left to change the apparent camera angle. Such user initiated camera manipulation permits a player to better judge jumps or determine more precisely where an object is located in relation to the player controlled character. The video game system and methodology features a unique player controller, which permits control over a character's exploration of the three-dimensional world to an unprecedented extent. A player controlled character may be controlled in a multitude of different ways utilizing the combination of the joystick and/or cross-switch and/or control keys and a wide range of animation effects are generated.
    • 视频游戏系统包括可插拔地连接到具有主处理器的主控制台,3D图形生成协处理器,可扩展主存储器和播放器控制器的游戏盒。 描述了游戏微处理器和协处理器外部的多功能外围处理子系统,其执行用于处理播放器控制器输入/输出的命令,从而减轻图形处理子系统的处理负担。 视频游戏方法涉及游戏级组织功能,摄像头视角或视点控制功能,以及广泛的动画和角色控制功能。 该系统基于各种条件并且响应于多个不同的控制器键/按钮/开关的启动而自动地改变“相机”角度(即,三维世界中的显示视点),例如四个“C” “按钮。 控制键允许用户在任何时间移动进行关闭或拉回以进行宽视角或将相机平移到左右,以改变视觉摄像机的角度。 这种用户启动的相机操作允许玩家更好地判断跳跃或更精确地确定对象相对于玩家控制的角色位于何处。 视频游戏系统和方法学具有独特的播放器控制器,允许以前所未有的程度控制角色对三维世界的探索。 使用操纵杆和/或交叉开关和/或控制键的组合可以以多种不同的方式来控制玩家控制的角色,并且产生广泛的动画效果。
    • 58. 发明授权
    • Moving picture display apparatus and external memory used therefor
    • 运动图像显示装置及其使用的外部存储器
    • US5608424A
    • 1997-03-04
    • US140478
    • 1993-10-25
    • Toyofumi TakahashiMichitaka MiyoshiMasahiro OtakeSatoshi Nishiumi
    • Toyofumi TakahashiMichitaka MiyoshiMasahiro OtakeSatoshi Nishiumi
    • G06T1/00A63F13/00G06T1/60G06T13/00G09G5/42G09G5/22
    • G09G5/42A63F13/00G06T13/00G06T13/80A63F13/25G06T2200/28
    • A moving picture display apparatus comprises a main body and an external memory detachably mounted on the main body. The main body of the moving picture display apparatus is provided with a video data memory for storing therein graphic data of characters which constitute objects. A program data memory of the external memory has object data of an object to be displayed on a raster-scan type monitor, i.e., color pallet data, object name data, vertical position data, horizontal position data, object size selection data and size designation data and etc., all of which have previously been stored therein. Object data of an object to be displayed during the next vertical period is read from the program data memory so as to be stored in an object attribute memory. An inrange detection circuit makes a decision as to whether or not an object is in an inrange state, based on the vertical position data, the size selection data and the size designation data, and also makes a decision as to whether or not the object is in the inrange state, based on the horizontal position data, the size selection data and the size designation data.
    • 一种运动图像显示装置,包括主体和可拆卸地安装在主体上的外部存储器。 运动图像显示装置的主体设置有用于在其中存储构成对象的字符的图形数据的视频数据存储器。 外部存储器的程序数据存储器具有要在光栅扫描型监视器上显示的对象的对象数据,即彩色托盘数据,对象名称数据,垂直位置数据,水平位置数据,对象尺寸选择数据和尺寸指定 数据等,其中所有这些都已经存储在其中。 从程序数据存储器读取在下一个垂直周期期间要显示的对象的对象数据,以存储在对象属性存储器中。 根据垂直位置数据,尺寸选择数据和尺寸指定数据,异常检测电路判定对象是否处于非奇数状态,并且还判定对象是否为 在非格数状态下,基于水平位置数据,尺寸选择数据和尺寸指定数据。