WO1999010060A1 - Machine de jeu, unite d'actionnement pour machine de jeu, systeme de jeu et procede de communication a deux voies pour machine de jeu - Google Patents
Machine de jeu, unite d'actionnement pour machine de jeu, systeme de jeu et procede de communication a deux voies pour machine de jeu Download PDFInfo
- Publication number
- WO1999010060A1 WO1999010060A1 PCT/JP1998/003748 JP9803748W WO9910060A1 WO 1999010060 A1 WO1999010060 A1 WO 1999010060A1 JP 9803748 W JP9803748 W JP 9803748W WO 9910060 A1 WO9910060 A1 WO 9910060A1
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- WIPO (PCT)
- Prior art keywords
- game machine
- game
- information
- data
- response means
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/22—Setup operations, e.g. calibration, key configuration or button assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1018—Calibration; Key and button assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1025—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1037—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
Definitions
- the present invention relates to a game device, a game machine operation device, a game system, and a two-way communication method for a game device, and for example, responds to create a sense of realism based on a specific signal from a game machine body that reproduces a video recording medium. It is suitable to be applied when connecting various game machine operating devices to the game device.
- the game machine main body 27A has a built-in CD-R0M driver having a function of reproducing a CD-ROM as a video recording medium.
- a lid member 28 for storing and covering the CD-R0M, an opening / closing switch 29 for opening and closing the lid member 28, and a power supply for supplying power A structure including a switch 30, a reset switch 31 for initializing the operation of the game console 27 A, and a connection portion 32 to which two operation devices can be connected. has become.
- connection section 32 By connecting the connector 20 of the game machine operation device CT1 to the connection section 32, bidirectional communication with the game machine main body 27A becomes possible.
- the game machine operation device CT 1 is formed in the shape of glasses, and comprises a housing main body composed of an upper case 2 and a lower case 3 which can be divided into upper and lower parts. At both ends in the longitudinal direction of the housing main body, first and second operation support portions 4 and 5 projecting in the form of corners which are gripped and supported by the palms of both hands are formed. N In the central part of the main body of the housing, there is a start select part 6 consisting of switches used for starting and selecting games, and circles at left and right symmetrical positions on both sides of the housing.
- the first and second operation units 7, 8 each having a plurality of switch groups formed in a substantially central portion thereof, and a side surface on a side wall surface side of a front portion of the housing body. It is composed of third and fourth operation units 9 and 10 composed of a plurality of switches that can be operated mainly with the index finger and the middle finger at symmetric positions.
- the start select section 6 is a so-called switch, and is connected to a start switch 11 and a select switch 11 arranged at an intermediate position between the first operation section 7 and the second operation section 8. 1 and 2.
- the select switch 12 is for selecting a difficulty level, for example, when starting a game, and the start switch 11 is a switch for actually starting a game.
- the first operation unit 7 has a hollow portion 13 corresponding to an approximately cross-shaped concave portion in a circular central portion, which is an end portion of the housing body, and 4 in the hollow portion 3.
- the windows 14a, 14a, 14b, 14c, and 14d are provided with windows 15 for projecting outward from the inside.
- the window 15 is arranged so that the four key tops 14a, 14b, 14c, and 14d face each other in the cross direction to match the roughly cross-shaped recess 13 It is a structure arranged in.
- the second operation unit 8 is provided with a hollow portion 16 corresponding to a substantially cross-shaped concave portion at the center of the circular shape, and a cylindrical shape is provided at each of the upper, lower, left and right positions of the cross-shaped hollow portion 16 16 c, 16 c, and 16 d, each having four openings 17, each having an opening large enough to protrude outward from the inside. Structure.
- a recognition code that is easily visible, for example, functions such as ⁇ , mu, ⁇ , X, etc.
- a mark is attached so that the function of the switch can be easily identified.
- the lower ends of these key tops 16a, 16b, 16c and 16c and the lower side of the cylindrical portion 17 should not enter the other cylindrical portion 17 during assembly. It has a structure with projections and cutouts unique to.
- the third and fourth operation units 9 and 10 are formed so as to protrude from the front wall surfaces of the first and second operation units 7 and 8, and are vertically parallel to the protruding wall surfaces.
- An opening 18 consisting of a row of elongated holes, and an elongate shaped top 19 a, 19 b, 19 c, 19 d that fits approximately into this opening 18 from inside to outside And an operation support operation switch formed to protrude in the direction.
- the game machine operating device CT1 having such a configuration is connected to the game machine main body 27 described above with reference to FIG. 1 via a predetermined connector 20, and further connects the game machine main body 27 to a television. Connect to a monitor such as a receiver. Usually, the user holds the operating device with the palms of both hands, and operates the first to fourth operation buttons 7, 8, 9, and 10 with the fingers of both hands to operate characters such as characters on the monitor screen. Play the game by instructing the movement of the movement target.
- the game machine operating device CT1 by operating a group of buttons of the first to fourth operating units with a finger, the operation of the operation target on the monitor screen is instructed to play the game.
- the game is performed only by the visual sensation obtained by looking at the characters on the monitor screen and the auditory sensation obtained by listening to the sound generated from the monitor of the monitor. It was made to experience the progress of the game, and it was still insufficient to experience the game.
- the present invention has been made in view of the above points.
- the game machine operating device has It is intended to propose a game device, a game device operation device, a game system, and a two-way communication method for a game device, which are capable of performing optimal control by recognizing such functions on the game device body side.
- the game machine operating device has storage means for storing predetermined function information, and transmits the function information to the game device in response to an information request command from the game device.
- Optimal control can be performed for the game machine operation device connected to the game device.
- the game machine operating device has a storage unit for storing power consumption information of the response unit, and transmits the power consumption information to the game device in response to an information request command from the game device.
- response means control data to the game machine operation device based on power consumption information corresponding to each response device of the game machine operation device in the game device. Optimal control of the response means of the operating device can be performed.
- FIG. 1 is a plan view showing the overall configuration of a conventional game system.
- FIG. 2 is a perspective view showing a configuration of a conventional game machine operation device.
- FIG. 3 is a plan view showing the overall configuration of the game system according to the present invention.
- FIG. 4 is a perspective view showing the configuration of the game machine operation device.
- FIG. 5 is a perspective view showing a motor of the response means.
- FIG. 6 is a side view showing a vibration state of the support unit by the motor.
- FIG. 7 is a perspective view showing the configuration of the voice coil type response means.
- FIG. 8 is a cross-sectional view showing the configuration of the voice coil type response means.
- FIG. 9 is a cross-sectional view illustrating a vibration state of the vibrator.
- FIG. 10 is a characteristic curve diagram showing a driving current waveform of the vibrator.
- FIG. 11 is a characteristic curve diagram showing a driving current waveform of the vibrator.
- FIG. 12 is a side view showing a vibration state of the operating device by the vibrator.
- FIG. 13 is a block diagram showing the configuration of the game machine main body and the game machine operation device.
- FIG. 15 is a schematic diagram showing a parameter setting mode on / off command.
- FIG. 16 is a schematic diagram showing a command-to-contact information acquisition command.
- FIG. 17 is a schematic diagram showing a command for acquiring a mouth-to-mouth mode.
- FIG. 18 is a schematic diagram showing setting commands in the control mode.
- FIG. 19 is a schematic diagram showing an actuator information acquisition command.
- FIG. 20 is a schematic diagram showing a status acquisition command of a factory.
- FIG. 21 is a schematic diagram illustrating a communication continuation command.
- FIG. 22 is a schematic diagram showing a command for obtaining an actuator list that can be operated simultaneously.
- FIG. 23 is a schematic diagram showing a breakdown setting command of the factor data parameter.
- FIG. 24 is a schematic diagram showing a command D—Rabotan information acquisition command.
- FIG. 25 is a schematic diagram showing a command for setting a factory parameter.
- FIG. 26 is a schematic diagram showing a factory setting mode command.
- FIG. 27 is a flowchart showing a controller mode setting processing procedure.
- FIG. 28 is a flowchart showing the procedure of the actuator information acquisition process.
- FIG. 29 is a flowchart showing the current control processing procedure.
- FIG. 30 is a flowchart showing an example of communication in the protocol 2.0 mode.
- Figure 31 is a state transition diagram showing an example of communication when acquiring controller ⁇ -la information and the like.
- FIG. 32 is a state transition diagram showing the mode switching procedure.
- FIG. 33 is a flowchart showing a processing procedure on the game machine main body side.
- FIG. 34 is a flowchart showing a processing procedure on the game machine operation device side.
- the game system G S is a game machine main body 27 and the game machine main body.
- Game machine operation device for setting game contents and inputting commands in accordance with the game progress to 27 CT10 and a monitor for visually displaying the progress of the game
- the game console 27 has a built-in CD-ROM driver that has the function of playing back a CD-R0 ⁇ video recording medium. First, the operation of the game machine main unit 27, the lid switch 28 for opening and closing the lid member 28, the lid switch 28 for opening and closing the lid member 28, the power switch 30 for supplying power, and the like. It has a reset switch 31 to be in the initial state and a connection section 32 to which two systems of operation devices can be connected.
- connection section 32 By connecting the connector 20 of the game machine operation device CT 10 to this connection section 32, bidirectional communication with the game machine main body 27 becomes possible.
- the game machine operation device CT10 is formed in a tongue-like shape, and a housing body is composed of an upper case 2 and a lower case 3 which can be divided into upper and lower parts.
- first and second operation support portions 4 and 5 projecting in an angular shape to be gripped and supported by the palms of both hands are formed.
- the constricted part has a start select part 6 consisting of switches used for starting and selecting games, and a circular shape at the left and right target positions on both sides of the housing main body.
- the first and second operation units 7, 8 formed of a plurality of switches arranged substantially in the center thereof, and the lateral symmetry of the side wall surface side of the front part of the housing body.
- the position is composed of third and fourth operation units 9 and 10 composed of a plurality of switches that can be operated mainly by the index finger and the middle finger.
- the start select section 6 is a so-called switch, and includes a first operation section 7 and a second operation section. It has a start switch 11 and a select switch 12 arranged at an intermediate position with respect to the working unit 8.
- the select switch 12 is used to select a difficulty level, for example, when starting a game, and the start switch 11 is a switch for actually starting a game.
- the first operation unit 7 has a recess 13 corresponding to a substantially cross-shaped recess at the center of the housing, which is an end of the housing body, and 4 recesses in the recess 13.
- the windows 14a, 14a, 14b, 14c, and 14d are provided with windows 15 for projecting outward from the inside.
- the window 15 is oriented so that the four key tops 14a, 14b, 14c, and 14d face each other in the cross direction to match the generally cross-shaped recess 13 It is a structure arranged in.
- the second operation unit 8 is provided with a hollow portion 16 corresponding to a substantially cross-shaped concave portion at the center of the circular shape.
- Four cylindrical sections 17 each having an opening large enough to protrude outward from the inside of the shape top 16 a, 16 b, 16 c, 16 d are formed. Structure.
- each of the four key tops 16a, 16b, 16c, and 16d has an easily recognizable recognition code, for example, functions such as ⁇ , ⁇ , ⁇ , and X.
- the function of the switch can be easily identified by attaching a symbol (mark).
- the lower ends of these kit tops 16a, 16b, 16c, 16d and the lower part of the cylindrical part 17 do not enter the other cylindrical part 17 during assembly. It has a structure with special projections and notches as described above.
- the third and fourth operation units 9 and 10 are formed so as to protrude from the front wall surfaces of the first and second operation units 7 and 8, and are vertically parallel to the protruding wall surfaces.
- An opening 18 consisting of a row of elongated holes and an elongated keytop 19 a, 19 b, 19 c, 19 d that fits approximately into this opening 18, from inside to outside And an operation supporting operation switch formed so as to protrude therefrom.
- the game machine operation device CT 10 having such a configuration is connected to the game machine main body 27 described above with reference to FIG. 3 through a predetermined connector 20, and Connect the main unit 27 to a monitor 33 such as a television receiver.
- a monitor 33 such as a television receiver.
- the user holds the operating device with the palms of both hands and operates the first to fourth operating buttons 7, 8, 9, and 10 with the fingers of both hands to display the character on the monitor screen. Play the game by instructing the movement of the movement target such as.
- the game machine operating device CT 10 shown in FIG. 4 has response means 21 and 51 in a predetermined space inside the housing body.
- the response means 21 is provided on the first operation support part 4 of the lower case 3 via the response means arrangement part 22, and as shown in FIG. 5, the motor 24 and the rotating shaft of the motor 24 are provided.
- the cylindrical rotary part 26 is attached to the position shifted from the center position, that is, eccentric to the position 25. Therefore, when the motor 24 is rotated, the rotating part 26 is eccentrically rotated to generate vibration.
- This vibration is transmitted not only to the first operation support portion 4 as shown in FIG. 6 but also to the housings of the lower case 3 and the upper case 2 to vibrate the entire device, thereby operating the game machine operation device.
- the user who operates the CT 10 can be given a dynamic bodily sensation.
- the vibration generated by the eccentricity of the rotating part 26 can be arbitrarily changed by the rotation speed and the torque of the motor 24, thereby changing the strength of the response means 2. be able to.
- the response means 51 is provided on the second operation support part 5 of the lower case 3 via the response means arrangement part 52.
- This response means 51 has a vibrator 53 reciprocating in a linear direction. That is, as shown in FIG. 7, the responding means 51 forms the vibrator 53 by fixing the weight 63 substantially at the center of the cylindrical coil pobin 57, and forms the vibrator 53.
- the stator 54 is formed by the two magnetic bodies 55 and 56 that reciprocate the coil bobbin 57 in the axial direction of the coil bobbin 57.
- Conductive wires are wound in opposite directions on both ends of the coil bobbin, respectively, to form a first coil 58 and a second coil 59.
- the coil pobin 57 provided with the coils 58 and 59 at the left and right ends is provided with the loose fitting holes 55 E formed in the magnetic members 55 and 56 respectively.
- 5 6 E, and the support member 6 1 and the leaf spring 6 2 It is held in a state in which it can reciprocate by the fishing rod 60.
- FIG. 8 shows a cross section of the response means 51, and the two magnetic bodies 55 and 56 forming the stator 54 have a substantially cylindrical outer shape and a cylindrical shape along the center axis thereof.
- the magnetic pole portion (S pole) of 55 A and 56 A is protruded.
- the magnetic bodies 55 and 56 are connected by fixing an iron core 64 between these two magnetic pole parts 55 A and 56 A.
- the member connecting the magnetic members 55 and 56 is not limited to the iron core 64 and may be a non-magnetic resin member.
- Magnetic poles (N-poles) 55 B and 56 B are formed at the positions facing the respective peripheral side surfaces of the magnetic poles 55 A and 56 A with a predetermined gap. It has been. Therefore, in the magnetic body 55, the magnetic flux density B exists in the gap (the loose fitting hole 55E) between the magnetic pole portion 55A and the magnetic pole portion 55B, and in the magnetic body 56, the magnetic pole portion 56A The magnetic flux density B exists in the gap between the magnetic pole portions 56B (the loose fitting hole 56E).
- One end of a coil bobbin 57 that forms the vibrator 53 is loosely fitted into the loose fitting hole 55 E of the magnetic body 55, and the coil 58 wound around this end has a magnetic flux. It is arranged so that it crosses.
- the other end of the coil bobbin 57 is loosely fitted in the loose fitting hole 56E, and the coil 59 wound around this end is a magnetic flux. It is arranged so that it crosses.
- a state in which the end of the vibrator 53 where the coil 58 is formed is moved leftward in contact with the magnetic body 55 is defined as an initial state.
- the driving current I se and I S 3 is added to Coil le 5 8 and 5 9 Ri FOR A FULL energized alternately, the vibrator 5 3 between the magnet body 5 5 and 5 6 It will reciprocate, ie vibrate.
- the vibration frequency of the vibrator 53 can be changed, and by changing the current values of the drive currents Is 8 and I S 3,
- the applied force F ie, acceleration
- the drive current I S8 applied to the coil 58 is changed.
- the current value is set for each sub-period obtained by further subdividing each period T during which the drive currents IS8 and I59 are applied. Is transferred from the game machine main body 27 to the game machine operation device CT 10 as data obtained by converting the current value of the current into a bucket, thereby gradually accelerating the oscillator 53 of the response means 51.
- the response means 5 Various vibrations with different strengths, amplitudes, frequencies, etc. can be generated.
- the current value data transferred to the game machine operation device CT10 as bucketed data depends on the degree of impact applied to the game progress operation target in the game machine body 27.
- Various values are set, and the number of current value data allocated in one bucket can also be set to various numbers. Therefore, by setting various drive current waveforms according to the progress of the game, for example, in a scene in which a large impact force is applied to the operation target, a large current value is reduced for a short time.
- the operating device CT Large vibrations such as shocks occur at 10.
- small current values are generated by coils 58 and 59.
- vibrations are generated in the operating device for game console CT10 as if it were idling of a car.
- the vibration generated by the response means 51 is transmitted not only to the second operation support part 5 as shown in FIG. 12 but also to the casings of the lower case 3 and the upper case 2, and the entire device is transmitted.
- a dynamic sensation can be given to the user operating the game machine operation device CT10.
- the response means 21 and 51 When playing a game by connecting the CT 10 and the game machine main body 27 to a monitor 33 such as a television receiver, a game type, for example, when an opponent is defeated in a martial arts game, When a hit is made in a game, or when an operation target is attacked on the screen by an airplane, the response means 21 and / or 51 is vibrated by a specific response signal from the game machine main body 27 to play the game.
- the entire machine operation device CT 10 can be vibrated for a certain period of time. In this manner, the operation device itself vibrates due to the operation of the operation button by the user, and the user can feed back the progress of the game as a bodily sensation, thereby further improving the sense of realism.
- the game machine operating device CT 10 and the game machine body 27 are bidirectional. It is necessary that the configuration has a communication function. As shown in FIG. 13, this bidirectional communication function can be performed by connecting a connector 20 for performing bidirectional serial communication with the game machine operation device CT10 to the game machine body 27. . In this embodiment, a description will be given of a configuration in which one system of game machine operation devices CT 10 is connected.
- the configuration for performing the two-way communication function on the game console 2 Serial interface with 7 1 0 interface SI 0 and parallel input of operation data from multiple operation buttons 1 ⁇ interface PI 0, CPU, RAM and R
- a one-chip microphone computer which is an OM (hereinafter referred to as a microcomputer), and a driver 3 for vibrating the response means 21 and 51, and a motor 24 of the response means 21 is a driver 3
- the coils 58 and 59 constituting the vibrator 53 of the response means 51 vibrate due to the supply voltage and current from the driver 34.
- the game machine main unit 27 has a serial I / 0 interface SI0 for performing serial communication between the game machine operation devices CT10.
- the connector 20 of the operating device CT10 When the connector 20 of the operating device CT10 is connected, it is connected to the serial I / O interface S10 of the game machine operating device CT10 via this connector 20.
- bidirectional communication means that is, bidirectional serial communication can be performed.
- Other detailed configurations of the game machine main body 27 are omitted.
- the signal line and control line for bi-directional serial communication are a signal line TXD (Transmit X 'for data transmission) that sends data from the game machine main body 27 to the game machine operation device CT 1 Q.
- a signal line RXD Receiveived X 'f 0 r D ata
- the control line DTR (Daterminal Ready) for performing data transfer
- the control line DSR DataSeteady
- the cable consisting of the signal line and the control line for bidirectional serial communication is connected directly from the power source of the game machine main unit 27 in addition to the signal line and the control line.
- the extracted power cable 35 is included. This power cable 35 is connected to the driver 34 of the game console operating device CT 10, and the response means 21 and And supply power to vibrate 51.
- the bidirectional serial communication procedure having such a configuration includes, for example, the game machine main body 27 shown in FIG. 13 communicating with the game machine operation device CT10 to perform the first to fourth serial communication.
- the game machine main body 27 In order to capture the operation data (button information) of the operation buttons of the operation units 7, 8, 9, and 10, first, the game machine main body 27 confirms that the selection has been made by the control line DTR, and The next signal line TXD enters a reception waiting state. Subsequently, the game machine main body 27 transmits an identification code indicating the game machine operation device CT10 to a data transmission signal line TXD. As a result, the game machine operating device CT10 receives this identification code from the signal line TXD.
- the operation data of the operation buttons is mainly transmitted from the game console operation device CT10 to the game console body 27 side.
- the game machine main unit 27 can transmit dynamic transmission data for vibrating the response means 21 and 51 via the data transmission signal line TXD to the game machine operating device CT 10 side. Can be sent to
- the dynamic transmission data for vibrating the response means 21 and 51 is set in advance by a game CD-ROM mounted on the game machine main body 27, and is used as an operation target of a user who plays the game. Feedback by dynamic transmission for a certain period of time is performed from the game machine main body 27 to the game machine operation device CT10 itself according to the movement.
- the game machine operating device CT 10 shown in FIG. 1 is a game machine main body 27 that stores digital control data obtained by operating the operation buttons of the operating units 7, 8, 9, and 10.
- the mode can be selected by the user by operating the mode switching button 38 of the game console operating device CT10, and the software on the CD-ROM side mounted on the game console body 27 can be selected. It can also be selected by hardware.
- the game machine operating device CT10 which can select both the digital mode and the analog mode
- the game machine operating device having only the digital mode is provided.
- Various game console operating devices such as CT 1 (Fig. 2) can be connected.
- the game machine main body 27 transmits various commands to the game machine operation device (CT 10 or the like) connected to the game machine main body 27 so that the game machine main body 27 is connected at this time.
- the user can inquire about the functions of the game machine operating device used and set various parameters for the game machine operating device.
- the game machine operating device CT1Q communicates with the game machine body 27 in accordance with the communication processing procedure shown in FIG. That is, in FIG. 14, when the power switch of the game machine main body 27 is turned on with the game machine operation device CT10 connected to the game machine main body 27, the game machine The main unit 27 and the operating device for game machine CT10 enter the communication mode in which communication is performed between them in step SP11, and the operating device for game machine CT10 moves to step SP12 and the game machine main body. Wait for the command from 27.
- the game machine main body 27 can transmit various commands as bucket data to the game operation device CT 10 every one vertical period of the video signal. Then, when the power switch of the game machine main body 27 is turned on, the game machine main body 27 first performs a communication connection with the controller (game machine operation device) as an initial setting. A command to instruct a parameter setting mode on To the machine operation device.
- the controller game machine operation device
- this command is a packet data of 9th and 9th bytes
- the first byte is a data indicating that the command is for the game machine operation device.
- 0 X 0 1 (hereinafter abbreviated 0 X representing hexadecimal number and simply expressed as “01”) is assigned, and the second byte is provided with a game machine operation device (controller).
- the data “43” is assigned to indicate that this is a command to turn on / off the parameter setting of “).
- the data corresponding to the data“ 43 ”of the second byte is assigned to the third byte.
- “ ⁇ 0” is assigned, and “4” is assigned to the fourth byte when turning on the parameter setting mode of the controller (operating device for game machine).
- the data of the 5th to 9th bytes is variable length data of 2 to 6 bytes, and various data are allocated as needed.
- the CPU of the game machine operation device CT 10 moves from step SP 13 to step SP 20 in FIG. Enter the parameter setting mode of the operation device CT10, and in the following step SP21, determine the command received thereafter.
- the CPU of the game machine operating device CT 10 transmits data transmitted from the game machine main body 27 to the game machine operating device CT 10 as shown in FIG. If the command is a command for obtaining information on the controller D- (operating device for game machine) shown in the upper row, the process proceeds to step SP23 in FIG. To the game console 27.
- the command to acquire the controller information transmitted from the game machine main body 27 to the game machine operation device CT10 is a 9-byte packet data.
- the first byte is assigned data “01” indicating that it is a command for the game machine operating device, and the second byte is assigned to the game machine operating device ( Data “45” indicating that this is a command for acquiring (requesting) controller information is assigned, and the third byte is assigned the data “45” for the second byte. "0" corresponding to the fourth byte to the ninth byte are assigned.
- the data tx0 to tx5 of the byte are 6-byte fixed-length data, and the assigned data is undefined.
- the CPU of the game machine operation device CT 10 shifts from step SP 21 to step SP 23 in FIG. 14. Then, the information of the game machine operation device CT10 is returned to the game machine main body 27 as transmission data shown in the lower part of FIG. In other words, this return data has a fixed length of 9 bytes, the dummy data “dm” is assigned to the first byte, and the upper 4 bits as the data “F3” of the second byte.
- G “F” represents the identifier (ID) of the game machine operating device CT10, and the lower 4 bits “3" represent the data length of the fourth and subsequent data rx0 to rx5 (6
- the third byte is assigned data “in” indicating whether or not the game machine operating device CT10 is in an uninitialized state, and the fourth byte is assigned to the fourth byte.
- the revision code “rV” corresponding to the game console control device CT 10 is assigned to the eye, and the fifth byte can be set softly from the game machine 27.
- Number data of various modes “mn” (in this embodiment, analog control mode and digital control mode) 2) are assigned, and the sixth byte is assigned data “cm” representing the mode currently operating on the game machine operating device CT10, and the seventh byte is assigned.
- Data “an” representing the number of actuators (for example, the response means 21 and 51) provided in the game machine operation device CT 10 is assigned, and the actuator (response that can be operated simultaneously) is assigned to the eighth byte.
- Data “0 n” representing the total number of means 21 1 and 51 1) is assigned.
- the CPU of the game machine operating device CT 10 returns the controller information shown in the lower part of FIG. 16 to the game machine main body 27 in step SP 23 of FIG.
- the CPU of the main body 27 can acquire information of the game machine operation device CT 10 connected at this time. By the way, this information only shows the number of modes that can be set softly, and the content of the information is indicated by the command to acquire the controller mode from the game machine main unit 27.
- Machine operation device When transmitted to the CT 10, the game machine operating device CT 10 returns the game device main body 27 in response to the transmission.
- the CPU of the game machine operation device CT10 returns to step SP21 when the transmission in step SP23 ends, and waits for a new command.
- the data transmitted from the game machine main body 27 to the game machine operation device CT 10 is the acquisition command of the controller (game machine operation device) mode shown in the upper part of FIG. If so, the CPU of the game machine operation device CT10 proceeds to step SP24 in FIG. 14 and executes the software-settable mode of the game machine operation device CT10.
- the content information is transmitted to the game console 27.
- the command sent from the game machine main body 27 to the game machine operation device CT 10 is ⁇ —The acquisition command of the mode is fixed at 9 bytes as shown in the upper part of Fig. 17.
- the first byte is assigned data "01" indicating that the command is a command for the game console operating device, and the second byte is assigned to the second byte.
- the third byte is assigned the second byte.
- the data “0” corresponding to the data “4C” of the third game is allocated, and the fourth byte includes various controller modes (controllers) required by the CPU of the game machine main body 27.
- (Controller ID) 1 0 side of R
- a Micromax list number data "1 n" is assigned in the fifth byte th to ninth byte th data is indefinite.
- the CPU of the game machine operation device CT 10 shifts from step SP 21 to step SP 24 in FIG.
- the fourth page of the controller mode acquisition command (upper row in Fig. 17) is used.
- a controller ID controller mode information
- the transmission data shown in the lower part of the I will send it back.
- the returned data has a fixed length of 9 bytes, the dummy data “dm” is assigned to the first byte, and the upper 4 bits as the data “F3” of the second byte.
- F represents the identifier (ID) of the game machine operation device CT 10
- the lower 4 bits “3” represents the data length of the fourth and subsequent bytes r X0 to r X5 (6 bytes)
- data “1 n” indicating whether or not the game machine operating device CT10 is in an uninitialized state is assigned, and the sixth byte is assigned to the third byte.
- the controller ID data “n0” and “n1” representing the settable modes read from the list are assigned to the first and seventh bytes. By the way, the data of the 4th, 5th, 8th and 9th bytes is undefined.
- the CPU of the game machine operation device CT 10 transmits the controller mode information (controller ID) shown in the lower part of FIG. 17 in the game in step SP 24 of FIG.
- the CPU of the main unit 27 is set to a configurable mode (analog control mode) of the connected game console operating device CT10 at this time. , Digital control mode, etc.) can be identified from the controller ID data.
- step S ⁇ 24 of FIG. 14 the CPU of the game machine operation device C ⁇ 10 returns to the above-described step S ⁇ 21 and returns to step S ⁇ 21. Wait for command.
- the game machine main unit 27 performs the setting from among the settable modes obtained as the controller ID data from the game machine operation device CT 10 by the processing in step S ⁇ 24 described above. Diagram of the mode to try
- the controller mode setting command is 9-byte fixed-length packet data, as shown in the upper part of Fig. 18, and the first byte is the command data for the game machine. Data “01” representing a command for the operation device is assigned, and the second byte is a command for setting the mode of the controller (game device operation device). The data “4 4” indicating that there is In the byte, data "0" corresponding to the data "44" of the second byte is allocated, and in the fourth byte, the CPU of the game machine body 27 is operated by the game machine operating device CT1.
- the controller D-mode (analog control mode, digital control mode, etc.) to be set for 0 is stored in the controller ID that represents the controller mode.
- the CPU of the game machine operating device CT 10 upon receiving the controller mode setting command shown in the upper part of FIG. 18, receives the step SP 21 from step SP 21 in FIG. 25, move on to the controller ID list number data "cm" assigned to the fourth byte of the controller mode setting command (upper row in Fig. 18).
- the controller n reads out the controller ID in the ROM of the game machine operating device CT10 based on the above, and determines the mode (analog control mode) specified by the controller ⁇ -controller ID. , Digital control mode, etc.) for the CPU of the game machine operating device C # 10.
- the CPU of the game machine operation device CT 10 returns the transmission data shown in the lower part of FIG. 18 to the game machine main body 27.
- This return data has a fixed length of 9 bytes, the dummy data “dm” is allocated to the first byte, and the upper four bits “F 3” are assigned to the second byte.
- “F” represents the identifier (ID) of the game console operating device CT10, and the lower 4 bits “3” represent the data length (6 bytes) of the data rxO to rx5 after the fourth byte. 1 Z 2, and the third byte is assigned data “in” indicating whether or not the game console operating device CT 10 is in an uninitialized state, and the fourth to fourth bytes are assigned.
- the data of the 9th byte is undefined.
- the CPU of the game machine main unit 27 can recognize that the setting (switching) of the controller mode has been completed by receiving the second byte data "F3" of the data. . In this way, the CPU of the game machine operating device CT10 completes the controller mode setting (switching) in step SP24 of FIG. 14 and returns to the above-described step SP21. Wait for a new command to be sent from the game console 27.
- the game machine main body 27 sends an information acquisition command of the actuator (response means '21, 51, etc.) shown in the upper part of Fig. 19 to the game machine operation device CT10.
- the game machine operation device CT 10 information of one or more actuators (response means) provided in the game machine operation device CT 10 connected to the game machine body 27 is sent to the CPU of the game machine operation device CT 10. Request.
- the information acquisition command of this actuator is 9-byte fixed-length packet data, and in the first byte, the command is a game machine operating device. Data “01” indicating that the command is a command for the controller is assigned.
- the second byte requests the information of the actuator of the controller (operating device for game machine) in the second byte. Is assigned, and the third byte is assigned data "0" corresponding to the second byte data "46".
- the number of the actuator response means
- the actuator number data "an” is assigned the actuator number data "an”
- the CPU of the game machine operation device CT10 receives the information acquisition command for the acti-wei night shown in the upper part of Fig. 19, the CPU shifts from step SP21 to step SP26 in Fig. 14.
- the data relating to the response means 21 or 51 of the actuator number assigned to the fourth byte of the information acquisition command of the actuator (the upper part of FIG. 19) is transferred to the game machine operating device CT10.
- the data relating to the actuator is returned to the game machine main body 27 as transmission data shown in the lower part of FIG. 19. .
- This transmission data has a fixed length of 9 bytes.
- the dummy data “dm” is assigned, and the upper 4 bits “F” represent the identifier (ID) of the game console operating device CT 10 as the second byte data “F 3”, and The 4-bit “3” represents the data length of data rX0 to rX5 from the fourth byte (rx0 to rX5) of 12 (six bytes), and the third byte represents the game machine.
- Operation device CT10 Data “in” indicating whether or not the device is in an uninitialized state is assigned, and the sixth byte has the classification number data “fn” for the function of the actuator (response means).
- the 7th byte is the auxiliary number data “sb” for further classifying the actuator (response means) divided by the 6th byte classification number data “fn”. Is assigned, and in the eighth byte, the corresponding actuator (response means) is driven. Data "ic" is assigned to represent the consumption current required when. Incidentally, the 4th and 5th bytes are undefined.
- the classification items of the actuator (response means) classified by the classification number data “fn” assigned to the sixth byte include, for example, those that generate continuous rotary vibration and those that generate continuous reciprocating vibration.
- Items include low-speed rotation, high-speed rotation, and vibration direction (X-axis direction, Y-axis direction, Z-axis direction).
- the CPU of the game machine operating device CT10 in the step SP26 in FIG. 14 determines the number of the actuator (response means) corresponding to the actuator number requested by the game machine body 27 at this time.
- the process returns to the above-mentioned step SP21, and waits for a new command to be transmitted from the game machine main body 27.
- the CPU of the game machine operating device 27 in the controller information acquisition process described above in step SP 23 performs the operation of the game machine operating device CT 10 connected at this time.
- the number of data (response means) is detected. Therefore, the information acquisition command of the actuator described above with reference to FIG.
- step 19 is repeated by the number of the actuators (response means) for the game machine.
- the CPU of the game machine operating device CT 10 repeats the processing of step SP 26 by the number of actuators (response means), and all the results are obtained.
- the data relating to the actuator (response means) is transmitted to the game machine main body 27.
- step SP26 the CPU of the game machine operating device CT10 repeats the step SP26 in FIG. 14 to complete the return of the information of all the actuators (response means 21 and 51). Returning to step SP 21 described above, it waits for a new command to be transmitted from the game machine main body 27.
- the game machine main body 27 transmits a status acquisition command of the actuator (response means 21, 51, etc.) shown in the upper part of FIG. 20 to the game machine operation device CT10.
- the value of the parameter set in the actuator (response means) of the game machine operation device CT 10 connected to the game machine main body 27 at this time that is, the actuator) Controller control data
- the status acquisition command for this actuate is 9-byte fixed-length packet data.
- the command is the game data.
- Data “01” indicating that the command is for the console device is assigned
- the command is a command of a controller n (a console device for a game machine).
- Data “48” indicating that the command requests the status of the cut-out is assigned
- the third byte corresponds to the data "48" of the second byte.
- the data "0 0" is assigned
- the fourth byte indicates the number of the actuator (response means) (for example, 1 or 2 when the number of response means is two).
- Data number “an” is assigned. Incidentally, the data of the 5th to 9th bytes is undefined.
- the CPU of the game machine operation device CT 10 proceeds from step SP 21 to step SP 27 in FIG. Go to the status acquisition command
- the parameter set in the response means 21 or 51 of the work number assigned to the fourth byte of the command (the upper row in FIG. 20) is transferred to the operation device CT 10 for the game machine.
- the parameters (ie, the drive control data of the actuator) set in the actuator are used as the transmission data shown in the lower part of FIG. Return to 7.
- This transmission data has a fixed length of 9 bytes, the dummy data “dm” is allocated to the first byte, and the upper 4 bits “F 3” are assigned as the data “F 3” of the second byte.
- “F” represents the identifier (ID) of the game console operating device CT10
- the lower 4 bits “3” represents the data length of the fourth and subsequent bytes r X0 to r X5 (6 bytes).
- data "in” indicating whether or not the game console operating device CT10 is in an uninitialized state is assigned, and the sixth byte is assigned to the third byte.
- Reserved data “V 0” and “v 1” are assigned to the first and seventh bytes, and the data length set as the parameter of the actuator is assigned to the eighth byte.
- the data “sz” representing the (byte) is assigned, and the ninth byte is the parameter Data "s0" representing the value of the first byte of the data is assigned.
- the game machine operating device CT 10 returns the transmission data shown in the lower part of FIG. 20 to the game machine main body 27 in step SP 27 of FIG. At this time, the CPU can recognize the parameters set in the factories.
- the parameter set in the actuator is a data length that can be used for one transmission (the 9th byte in the lower part of Fig. 18).
- step SP2 The process proceeds from step 1 to step SP 28, and transmits data to the game machine main body 27 that is not included in the data transmitted to the game machine main body 27 in step SP 27 described above.
- this communication continuation data as shown in the lower part of Fig. 21, data to be transmitted continuously from bytes 4 to 9 is allocated.
- the data shown in the upper part of FIG. 21 is data for performing continuous communication from the game machine main body 27 to the game machine operation device CT 10.
- the game machine main unit 27 follows. Then, the command for acquiring the status of the other actuator (response means) is transmitted to the game machine operating device CT10 again in the same manner as in the case described above for the upper part of FIG.
- the actuator (response means) for which status is to be obtained is specified by the fourth byte of the actuator number data “an” shown in the upper part of FIG.
- the game machine main body 27 acquires the status of all the actuating devices (response means 21 and 51) of the game machine operating device CT10, the game machine main body 2 7 transmits the command for acquiring the simultaneously operable factor list shown in the upper part of FIG. 20 to the game machine operation device CT10, thereby causing the game machine operation device CT10 to operate.
- the actuators provided in 10 for example, the response means 21 and 51
- a request is made for a factory list that can be operated simultaneously.
- the command for acquiring the simultaneously operable factories list is 9-byte fixed-length packet data, and the first byte contains the command data.
- Data “01” indicating that the command is a command for the game machine operation device is assigned, and the second byte is the command (the game machine operation device). ) Is assigned to indicate that this is a command that requests a concurrently operable actuator list of), and the third byte is the data corresponding to the second byte of data “4 7” “0 0” is assigned, and in the fourth byte, the list number data “1 s” representing the combination list of simultaneously operable actuators required by the game machine main body 27 at this time. Assigned. Incidentally, the data of the 5th to 9th bytes is undefined.
- the game machine operation device C When the command for obtaining the simultaneously operable actuator list is transmitted from the game machine main body 27 to the game machine operation device CT10, the game machine operation device C The CPU of T10 shifts from step SP21 in Fig. 14 to step SP29, and returns the simultaneously operable factories list shown in the lower part of Fig. 22 to the game console 27. I do.
- This actuary list (lower part of FIG. 22) has a fixed length of 9 bytes, the first byte is assigned dummy data “dm”, and the second byte data “dm” is assigned.
- the upper 4 bits “F” represent the identifier (ID) of the game console operating device CT10, and the lower 4 bits “3" are the data from the fourth byte onward rx0 to rx
- the data length of 5 (6 bytes) represents 1 Z 2
- the third byte is data “in” that indicates whether or not the game machine operating device CT 10 is in the uninitialized state.
- the data length "sz" of the actuator list corresponding to the number of actuators when one actuator number is represented by one byte is assigned.
- the actuator numbers that can be simultaneously operated at this time are respectively One byte is assigned to each byte.
- the data length is indicated by the data "sz" representing the data length of the sixth byte, and accordingly, once.
- the list that cannot be transmitted by the actuarial list is transmitted by the communication continuation data described above with reference to FIG.
- the CPU of the game machine main body 27 can recognize an actuator that can be operated simultaneously by the game machine operation device CT10.
- step SP29 of FIG. 14 the CPU of the game machine operating device CT10 returns to step SP21 to execute a new command. Wait for the reception.
- the breakdown parameter setting command of the game parameter is a command for obtaining the button from the game machine main body 27 transmitted to the game machine operation device CT 10 during the game in progress.
- the game machine body 27 acquires operation information of the operation buttons (14a to 14d, 16a to 16d, 19a to 19d, etc.) of the operation device CT10, game machine
- the parameters of the game console operating device CT10 can be set by the button acquisition command transmitted from the main unit 27.This command is shown in the upper part of Fig. 23.
- the data consists of 9-byte fixed-length packet data, and the first byte is assigned data "0 1" indicating that the command is a command for the game machine operation device.
- the second byte is assigned data "4D” indicating that the command is a breakdown setting command for an actual parameter, and the third byte is assigned the second byte.
- the data “0 0” corresponding to the eye data “4D” is assigned, and the fourth to ninth bytes receive a button acquisition command from the game machine main body 27 during the game.
- Sent to game console control device CT10 In this case, the number data of the actuator whose parameters are to be set are "s0", “sl”, “s2”, “s3”, “s4", "s5".
- the CPU of the game console operating device CT10 receives the breakdown setting command of the actuating parameter, the CPU moves from step SP21 to step SP30 in FIG.
- the factor specified in the parameter setting command of the factor parameter is set in the RAM of the game console operating device CT 10, and the factor set in the game device is in progress.
- a button acquisition command is received from the game machine main unit 27, the parameters are set in synchronization with this.
- This transmission data has a fixed length of 9 bytes, the dummy data “dm” is assigned to the first byte, and the upper 4 bits “F 3” are assigned to the second byte of data.
- “F” represents the identifier (ID) of the game console operating device CT 10
- the lower 4 bits “3” represents the data length of the fourth and subsequent bytes r X0 to r X5 (6 bytes).
- data "in” indicating whether or not the game console operating device CT10 is in an uninitialized state is assigned, and the fourth byte is assigned to the fourth byte.
- the key set before executing this command The breakdown setting data of the cut-out parameter is assigned.
- step SP 30 in FIG. 14 the CPU of the game machine operating device CT 10 returns to step SP 21 in FIG. Wait for transmission from 7.
- This command allocates data “0” that instructs the setting of the control parameter n-parameter to the fourth byte to the transmission data shown in the upper part of Fig. 15.
- the CPU of the game machine operating device CT10 that has received the command moves from step SP21 in FIG. 14 to step SP22, and turns off the parameter setting mode ( That is, the process returns to step SP11 described above, and enters the controller communication mode.
- the CPU of the game machine operating device CT10 waits for a command from the game machine main body 27 in the subsequent step SP12.
- the game machine main body 27 transmits the command for acquiring the contact mouth lab button to the game machine operation device CT 10, thereby causing the game machine operation device CT 10 to operate.
- this command for acquiring one lab button is composed of the data of the 4th to 9th bytes, tX0 to tX5, and 2 to 6 bytes.
- the first byte is assigned data "01" indicating that the command is a command for the game console operating device, and the second byte is assigned to the second byte.
- the third byte is undefined corresponding to the data ⁇ 42 '' of the second byte Data is allocated, and in the fourth to ninth bytes, the parameters for the actuators (response means 21 and / or 51) set in step SP30 in FIG. 14 are set. Is assigned.
- the CPU of the game console operating device CT10 receives the control button acquisition command shown in the upper part of FIG. 24, the CPU shifts from step SP12 in FIG. 14 to step SP14.
- the actuator (response means 21 and / or 51) uses the parameter setting data of the 4th to 9th bytes (variable length between 2 to 6 bytes) of the received data. ), These actuators (response means 21 and / or 51) are caused to vibrate based on the specified data, and the buttons of the game machine operating device CT10 are operated.
- the operation information is transmitted to the game machine main body 27 by the transmission data in the middle or lower part of FIG.
- the transmission data shown in the middle part of Fig. 24 is data transmitted from the game machine operating device CT10 to the game machine main body 27 in a state where the controller parameter setting mode is off.
- the transmission data shown in the lower part of FIG. 24 is from the game machine operating device C ⁇ 10 in a state where the content n—parameter setting mode is ON, and the game machine body 2
- the sixth to ninth bytes include, for example, the analog level data “a0” corresponding to the operation of the joysticks 36 and 37 described above with reference to FIGS. 4 and 13. , "A1", "a2", "a3".
- the operation state of the operation buttons or the analog joystick on the game machine operation device CT10 at this time is determined by the game.
- the CPU of the main body 27 detects the game, and the game can proceed accordingly.
- the CPU of the game machine main body 27 is designed to vibrate necessary actuators (response means 21 and / or 51) according to the progress of the game.
- the command dedicated to setting up the parameters shown in the upper row is sent to the game console operating device CT10.
- the second byte indicates that the command is a command for setting the actual parameters.
- Data "49" is assigned, the fourth byte is assigned the actuator number data to be set, "an”, and the fifth byte is the data size to be set in the actuator parameter.
- “Sz” is assigned, and the actual setting data is assigned to the sixth to ninth bytes.
- the CPU of the game machine operation device CT 10 moves from step SP 12 in FIG. 14 to step SP 15, By setting the parameters for the actuators (response means 21 and / or 51) specified by the command, these actuators are vibrated. At this time, the transmission data shown in the lower part of FIG. 25 is returned from the game machine operation device C T10.
- a game mode setting command as shown in the upper part of FIG. 26 is transmitted from the game machine main body 27 to the game machine operation device CT 10.
- This command is a command for turning on or off the synchronous update mode for the work parameter
- the second byte is the command for setting the work mode for the second byte.
- the game machine operating device CT10 switches between the controller communication mode and the parameter setting mode in accordance with the processing procedure shown in FIG.
- the controller information acquisition command from the game machine main body 27 controller button information acquisition command
- the designated actuator response means 21 and / or 51
- the operation buttons 14a to 14d, 16a to 16d, 19a to 19d of the game console operating device CT10 or the analog joist In accordance with the mode (digital control mode or analog control mode) set at this time, the operation data of the locks 36 and 37 are transferred from the game machine operation device CT10 to the game machine body. By transmitting the game to the game device 27, the game progresses in accordance with the operation of the user in the game machine main body 27 and the game machine operation device CT10.
- the game machine main body 27 sends information about the game machine operation device CT 10 to the game machine operation device CT 10 (settable mode, factory mode). Data, etc.), and obtains this information from the ROM and RAM of the game console operating device, and based on this information, sets the mode parameters of the game console operating device CT10. Various modes can be set.
- FIG. 27 shows the controller mode setting procedure on the game machine main body 27 side, and the CPU of the game machine main body 27 enters the processing procedure from step SP50.
- the CPU of the game machine main body 27 enters the processing procedure from step SP50.
- the game console operating device CT10 in SP51 By sending a command (Fig. 15) to turn on the parameter setting mode to the game console operating device CT10 in SP51, the game The machine operation device CT 10 is switched to the parameter setting mode described above with reference to FIG.
- step SP52 the CPU of the game machine main body 27 proceeds to the following step SP52, in which it acquires controller information (total number of modes of the game machine operation device CT10, total number of actuators, and the like), and further proceeds.
- step SP53 control mode lists are acquired for the number of modes of the game machine operation device CT10.
- the CPU of the game machine main body 27 can acquire information (information on the mode, the actuator, etc.) on the game machine operation device CT 10 connected at this time, and in response to this, After the mode according to the game content at this time is set in step SP54, the process proceeds to step SP55 to switch the parameter setting mode of the game machine operating device CT10 to the off state.
- FIG. 28 shows the procedure for obtaining controller actuator information on the game machine main body 27 side.
- the CPU of the game machine main body 27 enters the processing procedure from step SP 60, By transmitting a command (FIG. 15) for turning on the parameter setting mode to the game console operating device CT 10 at SP 61, the game console operating device CT 10 is transmitted. Is switched to the parameter setting mode described above with reference to FIG.
- step SP62 the CPU of the game machine main body 27 proceeds to the following step SP62 to acquire the controller information (total number of modes of the game machine operation device CT10, total number of actuators, and the like).
- step SP63 the actuator information (including the current consumption data) is converted to the number of actuators of the operating device CT10 for the game machine by the actuator information acquisition command described above with reference to FIG. Just to get.
- the CPU of the game machine main body 27 can obtain information on the actuator (response means 21, 51) provided in the game machine operation device CT 10 connected at this time,
- step SP64 the parameter setting mode of the game machine operation device CT10 is switched to the off state.
- Figure 29 shows the function unit (response means) by the CPU of the game console 27.
- the current limit processing procedure of 2 1, 5 1) is shown.
- the CPU of the game machine main body 27 is used when setting parameters for each of the actuators of the game machine operating device CT 10 (ie, each actuator). When driving one actuator), it is determined whether or not the current value to be given to each actuator is limited by the current limiting process. That is, the CPU of the game machine main body 27 obtains the current consumption of each of the actuators (response means 21 and / or 51) of the game machine operating device CT 10 by the actuator information acquisition processing described above with reference to FIG.
- step SP7 the total current consumption of all factories (response means 21 and 51) to be driven at this time according to the progress of the game is calculated in step SP7.
- step SP72 it is determined whether or not the total current consumption value is larger than a predetermined value. If a positive result is obtained here, this means that if all actuators used for driving are driven at the specified current value, the current is consumed by the actuator Yue Yu, which originally consumes a large amount of current, There is a danger that almost no vibrations will result in little vibration.
- a response means 21 for generating vibration by rotating a motor 24 as an actuator and a voice coil type response means 51 having a vibrator for reciprocating vibration are provided. Only for the voice-coil type response means 51 whose current value can be limited by the game machine main body 27, the maximum value of the current value applied to the response means 51 is clicked. Restrictions. In this current limiting process, a current waveform (current value data) obtained by clipping the maximum value of the current waveform described above with reference to FIGS. 10 and 11 may be added.
- the CPU of the game machine main unit 27 provides the current value for each factor determined in step SP73 by the parameter setting in the subsequent step SP74, thereby providing a relatively quiet current consumption originally small.
- Generate vibration For the actuators (response means 21) that generate the desired vibration, the actuators (response means 51) that generate the target vibration can be reliably generated. In other words, the current can be limited such that the intensity and amplitude of the vibration are only slightly reduced.
- step SP72 if a negative result is obtained in step SP72, this means that it is not necessary to limit the current, and the CPU of the game machine main body 27 at this time is determined for each actuator. A process for applying a current is performed.
- FIG. 30 shows the function of the game machine operating device CT10. Command to send and receive commands between the game machine main body 27 and the game machine operating device CT 10 in the 2.0 mode. The communication processing state between the game machine main body 27 and the game machine operation device CT 10 is shown.
- the steps SP 82 to S Enter the initial setting mode of step SP88, and refer to Fig.
- the mode and actuator information of the game machine operating device CT10 are transmitted to the game machine main unit 27, and in response to the setting command from the game machine main unit 27 based on these information.
- the mode function parameters are set.
- the game machine operation device CT10 enters the steady mode from step SP91 to step SP93, and performs communication processing with the game machine body 27. , Setting of operation parameters according to the progress of the game, and operation of operation buttons or analog joysticks operated by the user Processing such as transmitting information to the game machine main body 27 is performed.
- the parameter setting command from the game machine main unit 27 will be By being transmitted to the CT 10, the operating device for a game machine CT 10 can set parameters for any of the designated factories at this time.
- the game machine main body 27 executes the game.
- the operation device CT10 for game machine enters the command n-lamo-mode switching mode and proceeds to step SP82.
- the controller mode list is transmitted to the game console main unit 27, and the controller mode setting command transmitted from the game console main unit 27 in response thereto.
- the mode is switched according to.
- the mode switching switch 38 (m 4) provided on the game machine operating device CT 10 is operated, the game machine main body 27 detects this, and even in this case, the control is performed. Entering the controller mode switching mode, the mode of the game machine operation device CT10 can be switched.
- Fig. 31 shows the transfer of the protocol mode to 1.0, the protocol mode to 2.0, the acquisition of controller information, the acquisition of button information, and the transition to the actuator setting.
- the float call 1.0 mode is a protocol in which the game machine main body 27 does not inquire of the function of the game machine operation device CT10 to the game operation device CT10. In this mode, control robot button information is acquired as a command transmitted from the game machine main body 27 to the game machine operation device CT10. Only the command (Fig. 24) is set.
- the protocol modes set in the game machine main body 27 and the game machine operating device CT10 are the platform ⁇ mode 1.0 and the protocol 2.0 mode.
- the commands transmitted from the game machine main body 27 to the game operating device C ⁇ 10 include a control button acquisition command (FIG. 24) and a parameter. Both of the data setting commands (Fig. 15) have been set. Therefore, in FIG. 31 (1), the game machine operating device CT10 operating in the protocol 1.0 mode is switched to the protocol 2.0 mode as shown in FIG. 31B. When the switching request is transmitted, the operation console CT10 for the game machine enters the controller parameter setting mode as shown in FIG. 31C, and subsequently, as shown in FIG. 31D. In response to the controller operating mode CT10 of the controller setting mode, a command to acquire controller / actuator information from the game console 27 is transmitted to the controller CT10 and the operating console CT for the game console. For 1 0, the setting of the parameter ⁇ —lamad actuating parameter is performed.
- FIG. 31E when a command for ending the controller parameter setting mode is transmitted from the game machine main body 27 to the game machine operation device CT10, FIG. As shown in F, the game console operating device CT10 continues to operate in the protocol 2.0 mode.
- FIG. 32 shows an example of communication at the time of switching the controller mode.
- the operation device CT10 for the game machine is one of the controller modes. While operating in the mode, the game machine main body 27 sends a command D —parameter setting command as shown in FIG. 32B, followed by a command shown in FIG. 32C.
- the controller mode switching command is transmitted from the game machine main body 27 as shown in Fig. 3
- the game machine operating device CT10 operates in the controller parameter setting mode
- FIG. In 2D when the controller ⁇ -information acquisition command is transmitted from the game machine main body 27, the controller ⁇ -la information is transmitted from the game machine operating device C C10 to the game machine main body 27. Sent.
- the command to turn off the controller parameter setting mode is issued from the game machine main unit 27 to the game.
- the console control device C ⁇ 10 receives the request and enters a new controller mode “0 0 0” as shown in FIG. 32F. Operates in 7 ”mode. This means that the controller has been switched from the “0.04” mode to the “0.07” mode.
- the dynamic transmission data is output in step SP104, and the data is converted into serial data in step S ⁇ 105 and specified to the game console operating device CT10. It is transmitted as a response signal of.
- This response signal designates both or one of the actuators (response means 21 and / or 51) provided in the game console operating device C # 10, and responds to the designated response means. Data including the applied voltage, current, and application time.For the response means 51 among the specified response means, limit the current value as necessary in consideration of the total current consumption. ing.
- This response signal is converted into serial data from the game machine main body 27 as data of the fourth to ninth bytes shown in the upper part of FIG. Sent to 0.
- the CPU of the game machine main body 27 waits for data from the game machine operation device C # 10 in step S # 106.
- the dynamic transmission data transmitted from the game machine main body 27 to the game machine operation device C ⁇ 10 is the same as the game machine operation device C ⁇ 10 C C in step S ⁇ 111 in FIG. U, and if it is determined in step S ⁇ 112 that the data is dynamic transmission data, the CPU of the game machine operating device C ⁇ 10 Moving to P115, the driver 34 (Fig. 13) is driven, and the voltage and current supplied from the game machine main body 27 in step SP119 are set to the response specified at this time. Supply to means 21 and / or 51 for a predetermined time.
- step SP112 determines whether the received data is not dynamic transmission data
- the CPU of the game machine operation device CT10 proceeds to step SP113 to operate the operation button or button. Waits for the operation input of the analog mouth joystick. If an affirmative result is obtained here, the CPU of the game machine operating device CT10 proceeds to step SP114 to input operation data, and in step SP115, executes the microcomputer processing (CPU Is performed.
- the game machine control device CT10 is transmitted in response to the control button information acquisition command (FIG. 24) transmitted from the game machine body 27 to the game machine control device CT10.
- step SP116 the CPU of the game console operating device CT10 converts the operation data into serial data and transmits the serial data to the game console main unit 27. The process proceeds to step SP 1 17 to wait for data from the game machine main body 27.
- step SP11 when the parameter setting mode on-command (FIG. 15) is transmitted from the game console body 27, the CPU of the game console operating device CT10 receives the command and then proceeds to step SP11.
- the information of the game machine operation device CT10 (modes that can be set in the game machine operation device CT10 and the functions of the game machine operation device CT10). Etc.) to the game console 27, and various modes (digital control mode, analog control mode) according to the mode setting request and parameter setting request from the game console 27. ) And Actuator parameters can be set.
- the parameter setting command (FIG. 15) is transmitted from the game machine main body 27 to the game machine operation device CT 10, whereby the game machine main body 27
- the function of the game machine operating device connected at this time can be reliably determined in the game machine main body 27, and a command suitable for the connected game machine operating device is transmitted.
- each actuator of the game machine operation device can be operated accurately.
- the response means 21 for generating vibration by the motor 24 and the voice coil type response are used as the functions provided in the game machine operation device CT 10.
- the present invention is not limited to this, and a plurality of voice coil type response means may be provided, or a motor type response means for generating low speed vibration and a high speed vibration may be used.
- the number and combination of the response means can be variously applied, such as combining the generated motor-type response means.
- a light emitting device or a sound emitting device may be used instead of the vibration generating device.
- the present invention is not limited to this, and is referred to as a multi-tap, for example.
- a plurality of (for example, four) game machine operation devices may be connected using the connection method, and the function inquiry mode and parameters may be set for each operation device.
- the current consumption of the response means of the game machine operation device is taken into the game machine main body 27 as power consumption information, and the current value applied to the response means is controlled in accordance with the information.
- the present invention is not limited to this.
- Various forms such as a combination of a current and a voltage and a voltage value can be applied as control parameters for the response means.
- the game device, the game device operation device, the game system, and the two-way communication method of the game device can be used when various game device operation devices having various functions are connected to the game machine body.
Description
Claims
Priority Applications (10)
Application Number | Priority Date | Filing Date | Title |
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EP98938961A EP0940162B1 (en) | 1997-08-24 | 1998-08-24 | Game machine, operating unit for game machine, game system, and two-way communication method for game machine |
DE69823795T DE69823795T2 (de) | 1997-08-24 | 1998-08-24 | Spielvorrichtung, bedienungseinheit für spielvorrichtung, spielsystem und zweiwegkommunikationsverfahren für spielvorrichtung |
AU87498/98A AU733452B2 (en) | 1997-08-24 | 1998-08-24 | Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus |
CA002269572A CA2269572A1 (en) | 1997-08-24 | 1998-08-24 | Game machine, operating unit for game machine, game system, and two-way communication method for game machine |
US09/284,895 US6422943B2 (en) | 1997-08-24 | 1998-08-24 | Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus |
KR1019997003573A KR100563391B1 (ko) | 1997-08-24 | 1998-08-24 | 게임 장치, 게임기용 조작 장치, 게임 시스템 및 게임 장치용 양방향 통신 방법 |
US10/085,327 US6565439B2 (en) | 1997-08-24 | 2002-02-28 | Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus |
US10/414,367 US20040067793A1 (en) | 1997-08-24 | 2003-04-15 | Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus |
US10/464,587 US6776717B2 (en) | 1997-08-24 | 2003-06-18 | Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus |
US10/637,853 US20040048664A1 (en) | 1997-08-24 | 2003-08-08 | Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus |
Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
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JP9242065A JPH1157212A (ja) | 1997-08-24 | 1997-08-24 | ゲーム装置、ゲーム機用操作装置、ゲームシステム及びゲーム装置の双方向通信方法 |
JP9/242065 | 1997-08-24 | ||
JP9242066A JPH1157213A (ja) | 1997-08-24 | 1997-08-24 | ゲーム装置、ゲーム機用操作装置、ゲームシステム及びゲーム装置の双方向通信方法 |
JP9/242066 | 1997-08-24 |
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US10/085,327 Division US6565439B2 (en) | 1997-08-24 | 2002-02-28 | Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus |
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WO1999010060A1 true WO1999010060A1 (fr) | 1999-03-04 |
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Application Number | Title | Priority Date | Filing Date |
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PCT/JP1998/003748 WO1999010060A1 (fr) | 1997-08-24 | 1998-08-24 | Machine de jeu, unite d'actionnement pour machine de jeu, systeme de jeu et procede de communication a deux voies pour machine de jeu |
Country Status (10)
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US (4) | US6422943B2 (ja) |
EP (1) | EP0940162B1 (ja) |
KR (1) | KR100563391B1 (ja) |
CN (1) | CN1167483C (ja) |
AU (1) | AU733452B2 (ja) |
CA (1) | CA2269572A1 (ja) |
DE (1) | DE69823795T2 (ja) |
ES (1) | ES2217572T3 (ja) |
TW (1) | TW389918B (ja) |
WO (1) | WO1999010060A1 (ja) |
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- 1998-08-24 WO PCT/JP1998/003748 patent/WO1999010060A1/ja active IP Right Grant
- 1998-08-24 CN CNB988011778A patent/CN1167483C/zh not_active Expired - Lifetime
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- 1998-08-24 US US09/284,895 patent/US6422943B2/en not_active Expired - Lifetime
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DE69823795D1 (de) | 2004-06-17 |
CA2269572A1 (en) | 1999-03-04 |
US20010003101A1 (en) | 2001-06-07 |
AU733452B2 (en) | 2001-05-17 |
KR20000068826A (ko) | 2000-11-25 |
EP0940162A4 (en) | 2000-06-21 |
AU8749898A (en) | 1999-03-16 |
ES2217572T3 (es) | 2004-11-01 |
US20020082090A1 (en) | 2002-06-27 |
US20040067793A1 (en) | 2004-04-08 |
DE69823795T2 (de) | 2005-04-28 |
EP0940162A1 (en) | 1999-09-08 |
US20040048664A1 (en) | 2004-03-11 |
CN1236329A (zh) | 1999-11-24 |
US6422943B2 (en) | 2002-07-23 |
CN1167483C (zh) | 2004-09-22 |
EP0940162B1 (en) | 2004-05-12 |
TW389918B (en) | 2000-05-11 |
US6565439B2 (en) | 2003-05-20 |
KR100563391B1 (ko) | 2006-03-23 |
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