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    • 1. 发明授权
    • Videographics program/video game fabricating system and method
    • 视频节目/视频游戏制作系统和方法
    • US5680533A
    • 1997-10-21
    • US332811
    • 1994-10-31
    • Satoshi YamatoToshiaki Suzuki
    • Satoshi YamatoToshiaki Suzuki
    • G06F11/28A63F13/00A63F13/10G06F3/14G06F9/06G06F9/44G06T11/80G09G5/36A63F9/22
    • A63F13/63A63F13/10A63F13/48A63F13/493G06F8/34A63F2300/1018A63F2300/6018A63F2300/6063A63F2300/64
    • 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 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, and animation data. 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要中央处理单元(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在游戏执行和编辑处理中合作,使得由主CPU生成的编辑画面叠加在由程序执行CPU生成的游戏画面上。 该系统利用独特的基于“单位”的数据结构,其中运动对象在单位的基础上被处理,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 ,当前画面显示位置,对象格式,字符大小,姿态信息,碰撞阈值信息,速度信息,属性数据和动画数据。 大量的信息同样存储在与被称为“阶段”数据的背景屏幕相关联的数据结构中。
    • 2. 发明授权
    • Video game/videographics program fabricating system and method with unit
based program processing
    • 视频游戏/影像节目制作系统和方法,以单元为基础的程序处理
    • US5592609A
    • 1997-01-07
    • US332551
    • 1994-10-31
    • Toshiaki SuzukiSatoshi YamatoNobuhito KoganezawaYuichi Ozaki
    • Toshiaki SuzukiSatoshi YamatoNobuhito KoganezawaYuichi Ozaki
    • A63F13/00A63F13/10G06F3/14G06F9/06G06F9/44G06F11/28G06F19/00G06T11/80G09G5/36G06T1/00
    • A63F13/63A63F13/10A63F13/493G06F8/34A63F2300/6018A63F2300/63
    • 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要中央处理单元(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在游戏执行和编辑处理中合作,使得由主CPU生成的编辑画面叠加在由程序执行CPU生成的游戏画面上。 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,用于将游戏处理器连接到个人计算机系统的接口板,软盘驱动器, 外部RAM游戏卡和用户身份证。 该系统利用独特的基于“单位”的数据结构,其中运动对象在单位的基础上被处理,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,姿势信息,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。 大量的信息同样存储在与被称为“阶段”数据的背景屏幕相关联的数据结构中。
    • 3. 发明授权
    • Video game/videographics program fabricating system and method with
superimpose control
    • 视频游戏/影像节目制作系统和方法具有叠加控制
    • US5680534A
    • 1997-10-21
    • US332813
    • 1994-10-31
    • Satoshi YamatoSatoshi NishiumiToshiaki SuzukiTakuji HottaKazuhiro Fujiwara
    • Satoshi YamatoSatoshi NishiumiToshiaki SuzukiTakuji HottaKazuhiro Fujiwara
    • G06F9/06A63F13/00A63F13/10G06F3/14G06F19/00G06T11/80G09G5/377A63F9/22
    • A63F13/63A63F13/10A63F13/533A63F13/493A63F13/95A63F2300/206A63F2300/308A63F2300/50A63F2300/6009A63F2300/6063A63F2300/636A63F2300/64G09G2340/12
    • 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要中央处理单元(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在游戏执行和编辑处理中合作,使得由主CPU生成的编辑画面叠加在由程序执行CPU生成的游戏画面上。 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,用于将游戏处理器连接到个人计算机系统的接口板,软盘驱动器, 外部RAM游戏卡和用户身份证。 该系统利用独特的基于“单位”的数据结构,其中运动对象在单位的基础上被处理,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,姿势信息,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。 大量的信息同样存储在与被称为“阶段”数据的背景屏幕相关联的数据结构中。
    • 4. 发明授权
    • Video game/videographics program editing apparatus with program halt and
data transfer features
    • 具有程序停止和数据传输功能的视频游戏/影像节目编辑装置
    • US6115036A
    • 2000-09-05
    • US332555
    • 1994-10-31
    • Satoshi YamatoSatoshi NishiumiToshiaki SuzukiToshiyuki NakamuraMakoto Kimizuka
    • Satoshi YamatoSatoshi NishiumiToshiaki SuzukiToshiyuki NakamuraMakoto Kimizuka
    • G06F11/28A63F13/10G06F3/14G06F9/06G06T11/80G09G5/36
    • A63F13/63A63F13/10A63F2300/6018
    • 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. 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 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要中央处理单元(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在游戏执行和编辑处理中合作,使得由主CPU生成的编辑画面叠加在由程序执行CPU生成的游戏画面上。 游戏处理控制台包括用于与各种外围设备互连的端口。 该系统利用独特的基于“单位”的数据结构,其中移动对象在单位的基础上被处理,并且其中每个对象被分配与多个对象,游戏特征,游戏处理和与该对象相关联的位置数据相关联的单元ID 识别对象。 大量的信息同样存储在与被称为“阶段”数据的背景屏幕相关联的数据结构中。
    • 7. 发明授权
    • Still picture display apparatus and external memory cartridge used
therefor
    • 静止图像显示装置和用于其的外部存储盒
    • US5453763A
    • 1995-09-26
    • US215977
    • 1994-03-18
    • Katsuya NakagawaSatoshi YamatoHideki Tanaka
    • Katsuya NakagawaSatoshi YamatoHideki Tanaka
    • G09G5/02G09G5/22G09G1/14
    • G09G5/222G09G5/02
    • A still picture display apparatus comprises a VRAM and a character ROM. The VRAM is allocated first coordinate addresses corresponding to display positions of a raster scan type display, and a character code representing a character to be displayed is stored in each of the first coordinate addresses. The character ROM is divided into a plurality of storage areas, and dot data of the character is stored in an address designated by the above character code in each of the storage areas. An extended RAM is also allocated second coordinate addresses similarly to the VRAM, and modifying data (character modifying data and/or color modifying data) corresponding to the character code stored in the VRAM is stored in each of the second coordinate addresses. The modifying data is read out of the extended RAM and is loaded into a register and then, is applied as a higher order address of the character ROM to designate any one of the storage areas, and the character code read out of the VRAM is applied as a lower order address of the character ROM. Consequently, the dot data of the character corresponding to the character code is read out of the character ROM.
    • 静止图像显示装置包括VRAM和字符ROM。 为VRAM分配与光栅扫描型显示器的显示位置相对应的第一坐标地址,并且表示要显示的字符的字符代码被存储在每个第一坐标地址中。 字符ROM被分成多个存储区域,并且字符的点数据被存储在由每个存储区域中的上述字符代码指定的地址中。 扩展RAM也与VRAM类似地分配第二坐标地址,并且与存储在VRAM中的字符代码相对应的修改数据(字符修改数据和/或颜色修改数据)被存储在每个第二坐标地址中。 修改数据从扩展RAM中读出并被加载到寄存器中,然后作为字符ROM的较高地址应用以指定任何一个存储区域,并且应用从VRAM读出的字符代码 作为字符ROM的低位地址。 因此,从字符ROM读出与字符代码对应的字符的点数据。