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WO2007097083A1 - Game program, game device, and game control method - Google Patents

Game program, game device, and game control method Download PDF

Info

Publication number
WO2007097083A1
WO2007097083A1 PCT/JP2006/323578 JP2006323578W WO2007097083A1 WO 2007097083 A1 WO2007097083 A1 WO 2007097083A1 JP 2006323578 W JP2006323578 W JP 2006323578W WO 2007097083 A1 WO2007097083 A1 WO 2007097083A1
Authority
WO
WIPO (PCT)
Prior art keywords
image data
data
control unit
character
causing
Prior art date
Application number
PCT/JP2006/323578
Other languages
French (fr)
Japanese (ja)
Inventor
Junichi Fujita
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Publication of WO2007097083A1 publication Critical patent/WO2007097083A1/en
Priority to US12/190,763 priority Critical patent/US20080305871A1/en

Links

Classifications

    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6607Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • the present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game that displays a sending operation of a character that sends a moving object on an image display unit.
  • the present invention also relates to a video game apparatus capable of executing a game realized by the game program, and a game control method capable of controlling the game realized by the game program by a computer.
  • Various video games have been proposed in the past. These video games are designed to be executed on game devices.
  • a general game device has a monitor, a game machine main body separate from the monitor, and an input unit such as a controller separate from the game machine main body.
  • the controller is provided with an input unit, for example, a plurality of input buttons.
  • the character displayed on the monitor can be operated by operating the input button!
  • a special ability parameter called “quick” is assigned to the pitcher character who is good at quick motion.
  • the runner character steals when the runner character steals, if the screen is switched from the up screen to the long screen, the position of the runner character that started is close to the base. Is displayed.
  • the runner character steals from the up screen When the screen is switched to the long screen, the position of the runner character who started is displayed at a position away from the base power.
  • the pitcher character made a pitching motion in quick motion, and the power was adjusted according to the position of the runner character at the time of switching from the screen to the long screen.
  • a pitcher character throwing with quick motion and a pitcher character not throwing with quick motion will have their runner characters displayed in different positions when the screen is switched from the up screen to the long screen! /
  • Non-Patent Document 1 Professional Baseball Spirits 2 Konami Corporation April 7, 2005 PlayStation 2 Version
  • the display position of the runner character should be changed depending on whether the pitcher character pitches in quick motion or the pitcher character does not pitch in quick motion! This is because even if the special ability parameter is assigned to the pitcher character! /, Even if the special ability parameter does not affect the pitcher character's pitching motion, it is quick. Specifically, even if the special ability parameter of quick is assigned to the pitcher character, the pitcher character can now throw in quick motion!
  • An object of the present invention is to enable an image display unit to display a character sending operation for sending a moving object based on character characteristic data. Specifically This is to enable the quick pitching motion of the pitcher character to be displayed on the image display unit based on the characteristic data of the pitcher character.
  • the game program according to claim 1 causes a computer capable of realizing a game to display a sending operation of a character that sends a moving object on an image display unit to realize the following functions:
  • a first correspondence recognition function for causing the control unit to recognize correspondence between each of a plurality of pieces of transmission form data for defining a form of character sending operation and a plurality of third image data less than a plurality of third image data.
  • a characteristic data recognition function that allows the control unit to recognize any one of a plurality of transmission form data as character characteristic data.
  • the control unit recognizes the third image data smaller than the plurality of third image data corresponding to the characteristic data as a plurality of fourth image data, and the first image data, the second image data, and the plurality of fourth image data.
  • a second basic image data recognition function that allows the control unit to recognize and as the second basic image data.
  • An intermediate image data generation function for causing the control unit to execute processing for generating at least one third intermediate image data between the fourth image data and the second image data.
  • An intermediate image data recognition function that causes the control unit to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data.
  • An image display command issuing function for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit.
  • This game program is capable of realizing a game in which a sending operation of a character that sends out a moving object is displayed on an image display unit.
  • a plurality of third image data from when the force moving body is sent to when the character force is transmitted is recognized as first basic image data by the control unit.
  • the control unit recognizes the correspondence between each of the plurality of transmission form data for defining the form of the character sending operation and the third image data less than the plurality of third image data.
  • any one of a plurality of transmission form data is recognized by the control unit as character characteristic data.
  • the third image data which is smaller than the plurality of third image data corresponding to the characteristic data, is recognized by the control unit as a plurality of fourth image data.
  • the first image data, the second image data, and the plurality of fourth image data are recognized by the control unit as the second basic image data.
  • the intermediate image data generation function at least one first intermediate image data between the first image data and the fourth image data and at least one between each of the plurality of fourth image data corresponding to the characteristic data
  • a process for generating the second intermediate image data and at least one third intermediate image data between the fourth image data and the second image data is executed by the control unit.
  • the control unit In the intermediate image data recognition function, at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data are recognized by the control unit as intermediate image data.
  • the control unit issues an image display command for displaying a sending operation corresponding to the characteristic data on the image display unit.
  • the sending operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data.
  • a quick pitching action of a pitcher character that sends out a ball is displayed on an image display unit.
  • the first image data at the start of the pitcher character's quick pitching motion, the second image data when the ball is sent from the pitcher character by the pitcher character's quick pitching motion, and the pitcher character's quick pitching motion The control unit recognizes a plurality of third image data from when the power ball is started until the pitcher character throws the power ball as first basic image data.
  • the control unit recognizes the correspondence between each of the plurality of quick pitch form data for defining the form of the quick pitching motion of the pitcher character and the third image data less than the plurality of third image data. Then, one of the plurality of quick pitch form data is recognized by the control unit as the characteristic data of the pitcher character. Then, the third image data smaller than the plurality of third image data corresponding to the pitcher character characteristic data is recognized by the control unit as the plurality of fourth image data. Then, the first image data, the second image data, and the plurality of fourth image data are recognized by the control unit as the second basic image data.
  • At least one first intermediate image data between the first image data and the fourth image data and at least one second intermediate between each of the plurality of fourth image data corresponding to the characteristic data is executed by the control unit.
  • the control unit recognizes at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data.
  • an image display command for displaying the quick pitching operation corresponding to the characteristic data on the image display unit is issued from the control unit.
  • the quick pitching operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data.
  • the pitching motion of the pitcher character is displayed on the image display unit using the second basic image data and the intermediate image data including the plurality of fourth image data corresponding to the characteristic data of the pitcher character. can do. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit.
  • a game program according to claim 2 is a program for causing a computer to further realize the following functions in the game program according to claim 1. (9) Correspondence between each of a plurality of transmission form data and the total number of frames when displaying the motion from when the character starts the transmission operation until the force moving body transmits the character power on the image display unit. Second recognition function to recognize.
  • the total number of frames between the image data of the second basic image data is set to the number of frames obtained by subtracting the number of the second basic image data from the total number of frames corresponding to the characteristic data recognized by the control unit.
  • the first interval frame that causes the control unit to set the number of frames between the image data of the second basic image data and causes the control unit to recognize the number of frames between the image data set by the control unit as the number of interval frames. Number recognition function.
  • each of a plurality of sending form data and an action until the power moving body is sent the character moving force and the character moving action are displayed as an image.
  • the control unit recognizes the correspondence with the total number of frames when displayed on the screen.
  • the characteristic data recognition function one of a plurality of transmission form data is recognized by the control unit as the characteristic data of the character.
  • the total number of frames between the image data of the second basic image data is calculated from the total number of frames corresponding to the characteristic data recognized by the control unit to the number of second basic image data.
  • the number of frames between each image data of the second basic image data is set by the control unit so that the number of frames is subtracted, and the number of frames between each image data set by the control unit is set as the number of section frames. Recognized by the control unit.
  • the intermediate image data generation function the first intermediate image data corresponding to the number of interval frames between the first image data and the fourth image data, and a plurality of fourth image data corresponding to the characteristic data, respectively.
  • the control unit executes processing for generating second intermediate image data for the number of section frames and third intermediate image data for the number of section frames between the fourth image data and the second image data.
  • the intermediate image data recognition function the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames are transmitted to the control unit as intermediate image data. Be recognized.
  • each of a plurality of quick pitching form data and an operation until the pitcher character starts the quick pitching motion and the power ball is sent out the pitcher character power are displayed on the image display unit. All frames when displayed on The correspondence with the number is recognized by the control unit. Any one of the plurality of quick pitch form data is recognized by the control unit as character characteristic data. Then, the total power of the number of frames between the image data of the second basic image data. The total number of frames corresponding to the characteristic data recognized by the control unit. The number of frames is obtained by subtracting the number of the second basic image data.
  • the control unit executes a process of generating data and third intermediate image data corresponding to the number of interval frames between the fourth image data and the second image data. Then, the control unit recognizes the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames as intermediate image data.
  • a pitcher character's quick pitching motion is performed with a predetermined number of frames (total number of frames) corresponding to any one of characteristic data recognized by the control unit, that is, a plurality of quick pitching form data. It can be displayed on the image display unit. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit with a predetermined number of frames.
  • the first basic image data recognition function includes a first image data, a plurality of third image data, and a second image.
  • the control unit is caused to recognize each image data in the order of data.
  • the first correspondence recognition function causes the control unit to recognize correspondence between each of the plurality of transmission form data and the plurality of third image data excluding at least one third image data on the first image data side.
  • the first image data is image data at the start of a pitcher character sending operation
  • at least one third image data on the first image data side for example, By removing the image data of the pitcher character with his legs bent at a right angle, the quick pitching motion of the pitcher character can be displayed on the image display unit.
  • the character that sends out the moving object based on the character characteristic data Can be appropriately displayed on the image display unit.
  • the first intermediate image data is an interpolation using the first image data and the fourth image data as initial image data. It is generated by causing the control unit to execute the calculation. Further, the second intermediate image data is generated by causing the control unit to perform interpolation calculation using two image data of a plurality of fourth image data corresponding to the characteristic data as initial image data. Further, the third intermediate image data is generated by causing the control unit to perform interpolation calculation using the fourth image data and the second image data as initial image data. These functions are realized in the intermediate image data generation function.
  • intermediate image data is generated by interpolation calculation using two pieces of image data defining each section as initial data, so that two sections defining each section are defined by this intermediate image data.
  • a game device is a game device capable of executing a game in which a character sending action for sending a moving object is displayed on an image display unit.
  • the game apparatus includes first image data at the start of the character sending operation, second image data when the moving object is sent out by the character sending operation, and a character that starts the sending operation and moves the force moving object.
  • First basic image data recognition means for causing the control unit to recognize a plurality of third image data until the character is transmitted from the character as the first basic image data, and a plurality of transmissions for defining the form of the transmission operation
  • First correspondence recognition means for causing the control unit to recognize the correspondence between each piece of form data and third image data that is less than a plurality of third image data, and control one of the plurality of send form data as character characteristic data
  • Characteristic data recognizing means to be recognized by the control unit and the third image data, which is less than the plurality of third image data corresponding to the characteristic data, as a plurality of fourth image data
  • a second basic image data recognition means for causing the control unit to recognize the first image data, the second image data, and the plurality of fourth image data as second basic image data, and the first image data and the fourth image data.
  • Image data One first intermediate image data, at least one second intermediate image data between each of the plurality of fourth image data corresponding to the characteristic data, and at least one second image data between the fourth image data and the second image data.
  • Intermediate image data generating means for causing the control unit to execute processing for generating intermediate image data, at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data
  • Intermediate image data recognizing means for causing the control unit to recognize the image as intermediate image data
  • image display command issuing means for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit;
  • the transmission operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data.
  • Image display means for displaying is
  • the game control method is a game control method capable of controlling, by a computer, a game in which a sending operation of a character that sends out a moving object is displayed on the image display unit.
  • a sending operation of a character that sends out a moving object is displayed on the image display unit.
  • the first correspondence recognition means for causing the control unit to recognize the correspondence between each of the plurality of transmission form data and the third image data smaller than the plurality of third image data, and any one of the plurality of transmission form data is a character characteristic.
  • Characteristic data recognition means for causing the control unit to recognize the data as data, and a plurality of third image data smaller than a plurality of third image data corresponding to the characteristic data as a plurality of fourth image data
  • a second basic image data recognizing means for causing the control unit to recognize the first image data, the second image data, and the plurality of fourth image data as second basic image data. At least one first intermediate image data between the first image data and the fourth image data, at least one second intermediate image data between each of the plurality of fourth image data corresponding to the characteristic data, the fourth image data, and the fourth image data.
  • Intermediate image data generating means for causing the control unit to execute processing for generating at least one third intermediate image data between the two image data, at least one first intermediate image data and at least one second intermediate image Data and at least one third intermediate image
  • Intermediate image data recognizing means for causing the control section to recognize the data as intermediate image data
  • image display instruction issuing means for causing the control section to issue an image display instruction for displaying the sending operation corresponding to the characteristic data on the image display section
  • image display means for displaying a sending operation corresponding to the characteristic data on the image display unit using the second basic image data and the intermediate image data when an image display command is issued from the control unit.
  • FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
  • FIG. 2 is a functional block diagram for explaining means included in the video game apparatus.
  • FIG. 3 is a diagram for explaining image data corresponding to a pitcher character.
  • FIG. 4 is a diagram for explaining the correspondence between quick pitch form data and third image data.
  • FIG. 5 is a diagram for explaining the correspondence between quick pitch form data and the total number of frames.
  • FIG. 6 is a diagram for explaining the pitcher character displayed on the monitor.
  • FIG. 7 is a diagram for explaining the correspondence between characteristic data and second basic image data.
  • FIG. 8 is a diagram for explaining the correspondence between the second basic image data and the number of section frames.
  • FIG. 9 is a diagram for explaining a method for generating intermediate image data.
  • FIG. 10 is a flowchart for explaining a pitching operation display system.
  • FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
  • a home video game apparatus will be described as an example of the video game apparatus.
  • the home video game apparatus includes a home game machine body and a home television.
  • the home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game. In this way The game content to be played is displayed on the home television.
  • the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each of which uses a bus 6. Connected through.
  • This bus 6 includes an address bus, a data bus, and a control bus.
  • the control unit 1, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home video game machine main body of the home video game device, and the image display unit 3 is included in the home television. I'm going to talk.
  • the control unit 1 is provided mainly for controlling the progress of the entire game based on the game program.
  • the control unit 1 includes, for example, a CPU (Central Processing Unit) 7, a signal processor 8, and an image processor 9.
  • the CPU 7, the signal processor 8 and the image processor 9 are connected to each other via a bus 6.
  • the CPU 7 interprets the game program power instructions and performs various data processing and control.
  • the CPU 7 instructs the signal processor 8 to supply image data to the image processor.
  • the signal processor 8 mainly performs calculations in 3D space, position conversion calculation from 3D space to pseudo 3D space, light source calculation processing, 3D space or pseudo 3D space.
  • the image and sound data generation and cache process is performed based on the calculation result executed in step 1.
  • the image processor 9 mainly performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8.
  • the CPU 7 instructs the signal processing processor 8 to process various data.
  • the signal processor 8 mainly performs calculations corresponding to various data in the three-dimensional space and position conversion calculation from the three-dimensional space to the pseudo three-dimensional space.
  • the storage unit 2 is provided mainly for storing program data, various data used in the program data, and the like.
  • the storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM (Random Access Memory) 12.
  • An interface circuit 11 is connected to the recording medium 10.
  • the interface circuit 11 and the RAM 12 are connected via the bus 6.
  • the recording medium 10 includes program data, image data, audio data, and various programs for the operation system. It is for recording game data and the like that also has data power.
  • the recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like.
  • the recording medium 10 also includes a card type memory, and this card type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted.
  • the RAM 12 is used to temporarily store various data read from the recording medium 10 and temporarily record the processing results from the control unit 1.
  • This RAMI 2 stores various data and address data indicating the storage location of the various data, and can be read and written by designating an arbitrary address.
  • the image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image.
  • the image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a D / A converter (Digita KTo-Analog converter) 22.
  • a DZA converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22.
  • the bus 6 is connected to the interface circuit 21.
  • the image data is supplied to the DZA converter 22 via the interface circuit 21, where it is converted into an analog image signal. Then, the analog image signal is output as an image to the television monitor 20.
  • image data includes, for example, polygon data and texture data.
  • Polygon data is the coordinate data of vertices constituting a polygon.
  • the texture data is used to set a texture on the polygon, and consists of texture instruction data and texture color data.
  • the texture instruction data is data for associating polygons and textures
  • the texture color data is data for designating the texture color.
  • polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
  • the signal processor 8 uses the polygon data (3D polygon data) force screen itself (viewpoint) in the 3D space indicated by the polygon address data. ) And coordinate conversion and perspective projection conversion based on the movement amount data and the rotation amount data, and replaced with polygon data in the two-dimensional space (two-dimensional polygon data).
  • a polygon outline is formed by a plurality of two-dimensional polygon data, and texture data indicated by the texture address data is written in an internal area of the polygon.
  • texture data indicated by the texture address data is written in an internal area of the polygon.
  • the audio output unit 4 is provided mainly for outputting audio data read from the recording medium 10 as audio.
  • the audio output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16.
  • An amplifying circuit 14 is connected to the spin 13
  • a DZA converter 15 is connected to the amplifying circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
  • the bus 6 is connected to the interface circuit 16.
  • the signal is supplied to the D / A converter 15 through the audio data interface circuit 16 and converted into an analog audio signal. This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio.
  • Audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data, PCM (Pulse Code Modulation) data, etc.
  • ADPCM Adaptive Differential Pulse Code Modulation
  • PCM Pulse Code Modulation
  • the operation input unit 5 mainly includes a controller 17, an operation information interface circuit 18, and an interface circuit 19.
  • An operation information interface circuit 18 is connected to the controller 17, and an interface circuit 19 is connected to the operation information interface circuit 18.
  • the bus 6 is connected to the interface circuit 19.
  • the controller 17 is an operation device used by the player to input various operation commands, and sends an operation signal corresponding to the operation of the player to the CPU 7.
  • Controller 17 has 1st button 17a, 2nd button 17b, 3rd button 17c, 4th button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 button 17L2, Rl button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR.
  • Up arrow key 17U, down arrow key 17D, left arrow key 17L, and right arrow key 17R give CPU 7 a command for moving a character or cursor up, down, left, or right on the screen of television monitor 20. Used for.
  • the start button 17e is used when instructing the CPU 7 to load a game program from the recording medium 10.
  • the select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
  • the left stick 17SL and the right stick 17SR are stick-type controllers having substantially the same configuration as a so-called joystick.
  • This stick type controller has an upright stick.
  • This stick has a structure in which the upright position force can tilt over 360 ° including the front, back, left and right with the fulcrum as the center.
  • the left stick 17SL and right stick 17SR are the operation information interface circuit 18 and interface circuit 19 with the X coordinate and y coordinate values with the upright position as the origin as operation signals according to the tilt direction and tilt angle of the stick. Send to CPU7 via.
  • the first button 17a ?? second button 17b ?? third button 17c ?? fourth button 17d, L1 button 17L1, L2 button 17L2, Rl button 17R1 and R2 button 17R2 have a game program loaded from the recording medium 10.
  • Various functions are allocated depending on the situation.
  • each button and each key of the controller 17 except for the left stick 17SL and the right stick 17SR are turned on when the neutral position force is pressed by an external pressing force, and neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
  • image data based on the command from the CPU 7, first, the position calculation of the character in the three-dimensional space of the signal processor 8 and the light source calculation are performed. Next, the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8. Then, the image data written in the RAM 12 is supplied to the DZA converter 17 via the interface circuit 13. o Here, the image data is converted into an analog video signal by the DZA converter 17. The image data is supplied to the television monitor 20 and displayed as an image.
  • the signal processor 8 In the case of audio data, first, the signal processor 8 generates and processes audio data based on commands from the CPU 7. Here, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the audio data. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
  • the game executed on the game machine 1 is, for example, a baseball game.
  • the game machine 1 can realize a game in which a quick pitching action or a non-quick pitching action of a pitcher character that throws a ball is displayed on the image display unit 3, for example, the television monitor 20.
  • FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
  • the first basic image data recognizing means includes first image data when the pitcher character starts the pitching motion, and second image data when the ball is pitched by the pitcher character.
  • the control unit 1 has, for example, a function for causing the CPU 7 to recognize, as the first basic image data, a plurality of third image data from when the pitcher character starts the pitching motion until the power ball is thrown from the pitcher character. Yes.
  • the first basic image data recognition means has a function of causing the CPU 7 to recognize each image data in the order of the first image data, the plurality of third image data, and the second image data.
  • the CPU 7 recognizes the plurality of third image data from the start until the ball is pitched as the first basic image data. Specifically, the first to third image data are loaded into the recording medium 10 RAM 12 when the game program is loaded. Then, the first to third image data loaded in the RAM 12 is recognized by the CPU 7. At this time, the first to third image data is recognized by the CPU 7 as the first basic image data. Then, the CPU 7 recognizes the display order for displaying the image data of the first basic image data on the television monitor 20 in the order of the first image data, the plurality of third image data, and the second image data.
  • the first correspondence recognition means has a function of causing the CPU 7 to recognize the correspondence between each of the plurality of pitch form data for defining the form of the pitching motion and the third image data less than the plurality of three image data. Yes. More specifically, the first correspondence recognition means provides the CPU 7 with correspondence between each of the plurality of pitch form data and a plurality of third image data excluding at least one third image data on the first image data side. Recognize.
  • the CPU 7 recognizes the correspondence between each of the plurality of pitch form data for defining the form of the pitching operation and the third image data which is less than the plurality of three image data. Specifically, in this means, the CPU 7 recognizes the correspondence between each of the plurality of pitch form data and a plurality of third image data excluding at least one third image data on the first image data side. Specifically, the plurality of pitch form data is loaded from the recording medium 10 to the RAM 12 when the game program is loaded. Then, the CPU 7 recognizes the plurality of pitching mode data loaded in the RAMI 2. Further, it is recognized by a plurality of third image data forces SCPU7 except at least one third image data on the first image data side corresponding to each of a plurality of pitch form data. In this manner, the SCPU 7 recognizes the correspondence power with the plurality of third image data except for each of the plurality of pitch form data and at least one third image data on the first image data side.
  • the second correspondence recognizing means determines each of the plurality of pitch form data and the motion from the pitcher character starting the pitching motion until the power ball is pitched. It has a function that allows the CPU 7 to recognize the correspondence with the total number of frames when displayed on the Utah 20.
  • the total number of frames when displaying each of the plurality of pitch form data and the motion from when the pitcher character starts the pitching motion until the force and the pitcher character are pitched are displayed on the television monitor 20.
  • CPU7 the total number of frames corresponding to each of the plurality of pitch form data is loaded from the recording medium 10 to the RAM 12 when the game program is loaded.
  • the total number of frames loaded into RAM 12 is recognized by SCPU7.
  • the characteristic data recognizing means has a function of causing the CPU 7 to recognize one or more of the plurality of pitch form data as characteristic data of the pitcher character.
  • any one of a plurality of pitch form data is recognized by the CPU 7 as the characteristic data of the pitcher character.
  • an operation input unit 5 for selecting a starting pitcher character or a relief pitcher character for example, pitch form data corresponding to the selected pitcher character when recognized by the input signal force CPU7 from the controller 17 Is recognized by the CPU 7 as the characteristic data of the pitcher character.
  • the second basic image data recognizing means causes the CPU 7 to recognize the third image data, which is smaller than the plurality of third image data corresponding to the characteristic data, as the plurality of fourth image data.
  • a function is provided for causing the CPU 7 to recognize image data and a plurality of fourth image data as second basic image data.
  • the third image data is recognized by the CPU 7 as a plurality of fourth image data that is less than the plurality of third image data corresponding to the characteristic data of the pitcher character. Then, the first image data, the second image data, and the plurality of fourth image data are recognized by the CPU 7 as the second basic image data.
  • the first interval frame number recognizing means is configured such that the total number of frames between the image data of the second basic image data is the total number of frames corresponding to the characteristic data recognized by the CPU 7.
  • the second basic image data The CPU 7 sets the number of frames between the image data of the second basic image data so that the number of frames is subtracted from the number of frames, and the CPU 7 sets the number of frames between the image data set by the CPU 7 as the number of interval frames. It has a function to recognize. [0055] In this means, the total number of frames between the image data of the second basic image data is subtracted from the total number of frames corresponding to the characteristic data recognized by the CPU 7, from the number of the second basic image data.
  • the number of frames between the image data of the second basic image data is set by the CPU 7 so that the number of frames is the same.
  • the number of frames between the image data set by the CPU 7 is recognized by the CPU 7 as the number of section frames.
  • the CPU 7 assigns a predetermined number of frames as the number of frames between the image data of the second basic image data.
  • the total of the predetermined number of frames between the image data of the second basic image data is such that the total number of frames corresponding to the characteristic data recognized by the CPU 7 is also the number of frames obtained by subtracting the number of the second basic image data. It has become.
  • the number of frames between the image data of the second basic image data is set by the SCPU 7, the number of frames between the image data set by the CPU 7 is recognized by the CPU 7 as the number of section frames.
  • the intermediate image data generating means includes at least one of at least one first intermediate image data between the first image data and the fourth image data and each of a plurality of fourth image data corresponding to the characteristic data.
  • the CPU 7 has a function of causing the CPU 7 to execute a process of generating two second intermediate image data and at least one third intermediate image data between the fourth image data and the second image data. More specifically, the intermediate image data generating means is provided between each of the plurality of fourth image data corresponding to the first intermediate image data and the characteristic data corresponding to the number of interval frames between the first image data and the fourth image data.
  • the number of interval frames between each of the plurality of fourth image data corresponding to the first intermediate image data and the characteristic data corresponding to the number of interval frames between the first image data and the fourth image data is executed by the processing power CPU 7 that generates the second intermediate image data for the second minute and the third intermediate image data for the number of interval frames between the fourth image data and the second image data.
  • the first intermediate image data for the number of interval frames is generated by causing the CPU 7 to perform interpolation calculation using the first image data and the fourth image data with the earliest display order as initial image data.
  • the second intermediate image data is obtained by converting two pieces of image data adjacent to each other among the plurality of fourth image data corresponding to the characteristic data to the initial image data.
  • the third intermediate image data is generated by causing the CPU 7 to perform interpolation calculation using the fourth image data and the second image data with the latest display order as the initial image data.
  • linear interpolation is used as an interpolation method when generating each intermediate image data
  • curve interpolation using a multi-order curve may be used.
  • the pitching motion of the pitcher character is displayed on the television monitor 20 more smoothly than when the linear interpolation is used.
  • all the intermediate image data is generated by linear interpolation is shown.
  • intermediate image data in a predetermined section for example, after image data G3 (1) and image data G3 (1) described later. Only the intermediate image data between the displayed image data G3 may be generated by linear interpolation, and the intermediate image data of other sections may be generated using other interpolation methods.
  • the intermediate image data recognition means has a function of causing the CPU 7 to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data. I have. More specifically, the intermediate image data recognition means uses the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames as intermediate image data. It has a function to recognize it.
  • the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames are recognized by the CPU 7 as intermediate image data.
  • the image display command issuing means has a function of causing the CPU 7 to issue an image display command for displaying on the television monitor 20 a quick pitching operation or a non-quick pitching operation corresponding to the characteristic data.
  • the CPU 7 issues an image display command for displaying on the television monitor 20 a quick pitching operation or a non-quick pitching operation corresponding to the characteristic data. Specifically, when an input signal from the controller 17 for causing the pitcher character to start a pitching motion is recognized by the CPU 7, a quick pitching motion or a non-quick pitching motion corresponding to the characteristic data is displayed on the television monitor.
  • CPU7 is the image display command for displaying on Issued.
  • the image display means When the image display command is issued from the CPU 7, the image display means performs the quick pitching operation or the non-quick pitching operation corresponding to the characteristic data by using the second basic image data and the intermediate image data. A function to display on the monitor 20 is provided.
  • the ball is thrown into the pitcher character by the first image data G1 when the pitcher character starts the quick pitching motion and the quick pitching motion of the pitcher character.
  • the second image data G2 when the pitch is thrown and a plurality of third image data G3 and the force recording medium 10 from when the pitcher character starts the quick pitching motion until the pitch ball is pitched Loaded into RAM12.
  • the first to third image data Gl, G2, G3 loaded in the RAM 12 are recognized by the CPU 7.
  • the first to third image data Gl, G2, G3 are recognized by the CPU 7 as the first basic image data GDI (Sl).
  • each image data Gl, G2, G3 of the first basic image data GDI is displayed on the television monitor 20 in the order of the first image data Gl, the plurality of third image data G3, and the second image data G2.
  • Display order J is recognized by CPU 7 (S2).
  • the display order J is the order of the image data Gl, G3 (l) to G3 (18), G2.
  • a plurality of quick pitch form data T force recording media 10 are loaded into RAM 12. Then, the values of the plurality of quick pitch form data T loaded in the RAM 12, for example, the numerical value “0”, the numerical value “1”, the numerical value “2”, and the numerical value “3” are recognized by the CPU 7 (S3). At this time, the plurality of third image data G3 corresponding to each of the plurality of quick pitch form data T is recognized by the CPU 7 (S4). For example, as shown in FIG. 4, the CPU 7 recognizes a plurality of third image data G3 (G3 (1) to G3 (18)) corresponding to the numerical value “0” of the quick pitch form data T.
  • a plurality of third image data G 3 ′ (G3 (l), 03 (3) to 03 (18)) corresponding to the numerical value “1” of the quick pitch form data T is the same? 1; recognized as 7.
  • a plurality of third image data G3, (G3 (l), G3 (4) to G3 (18)) forces corresponding to the numerical value “2” of the quick pitch form data T are recognized by the SCPU7.
  • the multiple third image data G3 '(G3 (l), 03 (5) to 03 (18)) corresponding to the numerical value “3” of the quick throwing form data T ? Recognized by 117.
  • a plurality of third image data G3 corresponding to the numerical value “1”, the numerical value “2”, and the numerical value “3” of the quick pitching form data T are the first image data G1 corresponding to the quick pitching form data T.
  • the total number of frames F corresponding to each of the plurality of quick pitch form data T is loaded from the recording medium 10 into the RAM 12. Then, the total number of frames F loaded in RAMI 2 is recognized by CPU 7 (S5). For example, here, as shown in FIG. 5, the total number of frames F corresponding to the value “0”, which is the value of the quick pitch form data T, is 96 frames, which is the value of the quick pitch form data T. The total number of frames F corresponding to the numerical value “1” is 91 frames, and the total number of frames F corresponding to the numerical value “2”, which is the value of the quick pitch form data T, is 86 frames.
  • the total number of frames F corresponding to the value “3”, which is the value of the quick pitch form data T, is 81 frames, and the CPU 7 recognizes these multiple values of the quick pitch form data T.
  • the correspondence between the value of the quick pitch form data T and the total number of frames F is defined in advance by the game program! [0068]
  • a command for executing a baseball game match is issued from the CPU 7, and an operation input unit 5 for selecting a starting pitcher character or a relief pitcher character, for example, an input signal from the controller 17 is recognized by the CPU 7.
  • one pitcher character P among the plurality of pitcher characters PO, PI, P2, P3 corresponding to the input signal is recognized by the CPU 7 (S7).
  • the pitcher character P recognized by the CPU 7 is displayed on the television monitor 20 as shown in FIG.
  • the quick pitch form data T corresponding to the pitcher character P is recognized by the CPU 7 (S8).
  • the correspondence between the pitcher character P and the quick pitch form data T is defined in advance in the game program, and corresponds to the desired pitcher character P when the desired pitcher character P is selected by operating the controller 17.
  • Quick throwing form data T force SCPU7 recognizes.
  • the quick pitch form data T having the numerical value “0” is recognized by the CPU 7.
  • the quick pitch form data T having the value “0” is recognized by the CPU 7 as the characteristic data TD of the pitcher character PO (S9).
  • any one of the pitcher characters PI, P2, P3 is selected by the controller 17 and recognized by the CPU 7, any one of the numerical values “1”, “2”, and “3” is set.
  • Has quick pitch form data T force CPU7 recognizes.
  • the quick pitch form data T having one of the values “1”, “2” and “3” is recognized by the CPU 7 as the characteristic data TD of the pitcher characters PI, P2 and P3. (See Figure 4 and Figure 5).
  • the value of the characteristic data TD is “0”, the state in which the pitcher character P4 is throwing in a non-quick motion is displayed on the television monitor 20, as will be described later.
  • the CPU 7 determines whether or not the value of the characteristic data TD of the pitcher character P is a numerical value “0” (S10). If the CPU 7 determines that the value of the characteristic data TD of the pitcher character P is not “0” (NO in S10), the plurality of third image data G3 corresponding to the characteristic data TD of the pitcher character A small amount of the third image data G3 'is recognized by the CPU 7 as a plurality of fourth image data G4 (see Sll, Fig. 4). Then, the first image data G1, the plurality of fourth image data G4, and the second image data G2 are recognized by the CPU 7 as the second basic image data GD2 (S12).
  • the number of frames between the image data Gl, G3, and G3 of the second basic image data GD2 including the first image data G1, the plurality of fourth image data G4, and the second image data G2 is represented by CP U7 To set a predetermined number of frames.
  • the total of the predetermined number of frames between the image data Gl, G2, and G3 of the second basic image data GD2 is the total number of frames corresponding to the characteristic data TD recognized by the CPU 7, based on the F force. 2Basic image data The number of frames is subtracted from the number of GD2!
  • the interval between the image data Gl, G2, and G3 set by the CPU 7 is set.
  • the number of frames is recognized by the CPU 7 as the number of section frames KF (S13).
  • the number of frames KF is set to 4 frames each. In this case, since the total number of section frames KF is 72 frames and the power S 19 of the second basic image data GD2, the total number of frames F is 91 frames.
  • the characteristic data TD force is “2”
  • Number of interval frames KF, number of interval frames KF between image data from image data G3 (4) to image data G3 (18), and interval frame number KF between image data G3 (18) and image data G2 Each force is set to 4 frames.
  • the total number of section frames KF is 68 frames and the number of second basic image data GD2 is 18, the total number of frames F is 86 frames.
  • the characteristic data TD is ⁇ 3 ''
  • the number of interval frames KF between the image data G1 and the image data G3 (1), and the interval frame between the image data G3 (1) and the image data G3 (5) Number KF
  • image data G3 (5) force Number of interval frames KF between image data up to image data G3 (18), and number of interval frames KF between image data G3 (18) and image data G2 Is set to 4 frames.
  • the total number of section frames KF is 64 frames and the number of second basic image data GD2 is 17, the total number of frames F is 81 frames.
  • the first intermediate image data MG1 corresponding to the number of section frames KF is subjected to linear interpolation calculation using the first image data G1 and the fourth image data G4 having the smallest display order J as initial image data. It is generated by executing.
  • the second intermediate image data MG2 corresponding to the number of section frames KF is used as the initial image data of the plurality of fourth image data G4 corresponding to the characteristic data TD.
  • the third intermediate image data MG3 corresponding to the number of interval frames KF has the largest display order J value! /, And linear interpolation calculation using the fourth image data G4 and the second image data G2 as the initial image data is sent to the CPU 7.
  • the first intermediate image data MG1 for the section frame number KF, the second intermediate image data MG2 for the section frame number KF, and the third intermediate image data MG3 for the section frame number KF are used as the intermediate image data MG. Recognized by CPU 7 (S 14).
  • each of the first intermediate image data MG1 uses the first image data G1 and the third image data G3 (1) as the initial image. Sequentially generated as data. Then, each second intermediate image data MG2 uses two image data between the third image data G3 (1) to the third image data G3 (18) excluding the third image data G3 (2) as initial image data. Generated sequentially. Then, the third intermediate image data MG3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data. Similarly, when the characteristic data TD is “2”, each first intermediate image data MG1 is sequentially generated using the first image data G1 and the third image data G3 (1) as initial image data.
  • Each second intermediate image data MG2 is between the third image data G3 (1) to the third image data G3 (18) excluding the third image data G3 (2) and the third image data G3 (3).
  • the two paintings Image data is sequentially generated as initial image data.
  • each third intermediate image data M G3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data.
  • the characteristic data TD is “3”
  • each of the first intermediate image data MG1 is sequentially generated using the first image data G1 and the third image data G3 (1) as initial image data.
  • each second intermediate image data MG2 also has third image data G3 (1) force except for the third image data G3 (2), the third image data G3 (3), and the third image data G3 (4).
  • the third intermediate image data MG3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data.
  • first to third intermediate image data MG1, MG2, MG3 corresponding to each characteristic data TD are generated in this way, these first to third intermediate image data MG1, MG2, MG3 are converted to intermediate image data. It is recognized by CPU7 as MG.
  • the first intermediate image data MG1, the second intermediate image data MG2, and the third intermediate image data MG3 shown in FIG. 3 show typical image data between the initial image data.
  • the quick pitching motion corresponding to the characteristic data TD is displayed on the television monitor 20.
  • An image display command is issued from the CPU 7 (S15).
  • the quick pitching operation corresponding to the characteristic data TD is displayed on the television monitor 20 using the second basic image data GD2 and the intermediate image data MG (S 16 ).
  • the second basic image data GD2 and the intermediate image data MG corresponding to the characteristic data TD are transferred to the D / A converter 17 via the interface circuit 13. Supplied.
  • the image data GD2 and MG are converted into analog video signals by the DZA converter 17. Then, the second basic image data GD2 and the intermediate image data MG are supplied to the television monitor 20 and displayed as an image.
  • the quick pitching action is an action when the pitcher character throws while performing the set position force quick motion.
  • the CPU 7 determines that the characteristic data value of the pitcher character P1 is “0”. (YES in S10), characteristic data TD of pitcher character P1 shown in Fig. 4, for example, multiple third image data G3 (G3 (1) to G3 (18)) corresponding to the numerical value ⁇ 0 '' Is recognized by the CPU 7 as a plurality of fourth image data GD4. Then, the first image data G1, the plurality of fourth image data G4, and the second image data G2 are recognized by the CPU 7 as the second basic image data GD2 (S12 ′). Then, based on the correspondence relationships in FIGS. 4, 5, 7, and 8, the CPU 7 executes the same processing as the processing from S13 to S16 described above (S13 ′, S14).
  • the non-quick pitching motion corresponding to the characteristic data TD is displayed on the television monitor 20.
  • the image display command is issued from the CPU 7 (S15 ') o
  • the non-quick pitching operation corresponding to the characteristic data TD is performed with the second basic image data GD2 and the intermediate image.
  • the data MG is displayed on the television monitor 20 (S16 '). Specifically, when an image display command is issued from the CPU 7, it is supplied to the DZA converter 17 via the second basic image data GD2 and the intermediate image data MG force interface circuit 13 corresponding to the characteristic data TD.
  • the non-quick pitching action is an action when the pitcher character throws without performing a quick motion from the set position.
  • the characteristic data TD is “3”, and a plurality of third images excluding the third image data G 3 (2), the third image data G3 (3), and the third image data G3 (4).
  • image data G3 (1) and image data G3 (5) of data G3 are used as initial image data
  • intermediate image data MG that is, second intermediate image data MG2 (MG2 (1) to MG2 (4) ) Will be explained.
  • Each of the third image data G3 (1) and the third image data G3 (5) has a plurality of part image data 75 constituting the pitcher character P3. As shown in Figure 9, multiple sites For example, head object data 75a, body object data 75b, left and right arm object data 75c and 75d, and left and right foot object data 75e and 75f correspond to the image data 75, respectively.
  • Each of the third image data G3 (l) and the third image data G3 (5) has base coordinate data S for defining the position of each part of the pitcher character P3. By disposing each part image data 75 at a position defined by the base coordinate data S, a pitching posture at each moment in a series of pitching motions of the pitcher character P3 is defined. Each part image data 75 at each moment is formed by arranging texture data in the internal area of the polygon.
  • the coordinate data S 1 of the other object of the next frame is calculated. Then, by placing the corresponding individual object data 75a, 75b, 75c, 75d, 75e, 75f at the position defined by the coordinate data S1 of each object in the next frame, the pitching posture of the next frame can be determined. Defined in image data.
  • the CPU 7 executes a calculation for adding the right foot change coordinate data (dx, dy, dz) to the right foot coordinate data SF1 of the next frame. Then, the right foot coordinate data SF2 of the next frame is calculated by the CPU7. By performing such processing on the coordinate data S1 of an object other than the right foot object, the coordinate data S2 of another object in the next frame is calculated. Then, the position of each object in the frame By disposing the corresponding object data 75a, 75b, 75c, 75d, 75e, and 75f at the position defined by the target data S2, the pitching posture of the frames is defined in the image data.
  • Data MG2 (MG2 (1) to MG2 (4)) is generated. By performing the above processing in each section, intermediate image data MG in all sections is generated.
  • the intermediate image data MG is linearly interpolated. Therefore, the calculation of the coordinate data between the base coordinate data SFs of the third image data G3 (1) and the base coordinate data SFe of the third image data G3 (5) was shown. Is not limited to the above method, and any method may be used. For example, curve interpolation using a multi-order curve function connecting the base point coordinate data SFs of the third image data G3 (l) and the base point coordinate data SFe of the third image data G3 (5) may be used.
  • the CPU 7 recognizes a multi-order curve function connecting the base coordinate data SFs of the third image data G3 (l) and the base coordinate data SFe of the third image data G3 (5), and The CPU7 is made to generate the coordinate data of the moving object. Accordingly, the quick pitching operation of the pitcher character can be displayed on the television monitor 20 more smoothly than when linear interpolation is used.
  • the power game apparatus shown as an example in the case of using a home video game apparatus as an example of a computer to which the game program can be applied is not limited to the above embodiment, and a monitor is separately provided.
  • the present invention can be similarly applied to a game device configured in a body, a game device in which a monitor is integrated, a personal computer functioning as a game device by executing a game program, a workstation, and the like. Also
  • the game device is not limited to the above-described embodiment, and can be similarly applied to a portable computer, a portable game device, and the like.
  • the present invention includes a program for executing a game as described above and the program A computer-readable recording medium on which is recorded.
  • the recording medium for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like can be cited in addition to the cartridge.
  • the pitching motion of the pitcher character can be displayed on the image display unit using the second basic image data and the intermediate image data including the plurality of fourth image data corresponding to the characteristic data of the pitcher character. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit.
  • the quick pitching motion of the pitcher character is displayed as an image with a predetermined number of frames (total number of frames) corresponding to any one of the characteristic data recognized by the control unit, that is, the plurality of quick pitching form data. Can be displayed. That is, based on the character characteristic data, it is possible to display on the image display unit a predetermined number of frames of the character sending operation for sending the moving object.
  • the first image data is image data at the start of the pitcher character sending operation
  • at least one third image data on the first image data side for example, the pitcher character has its foot bent at a right angle.
  • the quick pitching motion of the pitcher character can be displayed on the image display unit. That is, based on the character characteristic data, it is possible to appropriately display on the image display unit the character sending operation for sending the moving object.
  • intermediate image data is generated by interpolation calculation using two image data defining each section as initial data. Therefore, the two image data defining each section are linked by this intermediate image data. By doing so, the quick pitching motion of the pitcher character can be displayed smoothly. That is, based on the character characteristic data, the character sending operation for sending the moving object can be smoothly displayed on the image display unit.

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Abstract

In accordance with property data of a character, sending-out operations for the character to send out a moving member can be displayed on an image display device. In a game program, correspondences between sending-out-form data (T) and the third image data (G3') are recognized by a control unit (1). Either one of a plurality of the sending-out-form data (T) is then recognized as the property data (TD) of the character by the control unit (1). Further, the fourth image data (G4) corresponding to the property data (TD) are recognized by the control unit (1) and the first, second and fourth image data (G1), (G2) and (G4) are recognized as the second basic image data (GD2) by the control unit (1). The first through third intermediate image data (MG1), (MG2) and (MG3) are recognized as intermediate image data (MG) by the control unit (1). In addition, the sending-out operations corresponding to the property data (TD) are displayed on an image display device (3) by using the second basic image data (GD2) and the intermediate image data (MG).

Description

ゲームプログラム、ゲーム装置及びゲーム制御方法  GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD
技術分野  Technical field
[0001] 本発明は、ゲームプログラム、特に、移動体を送出するキャラクタの送出動作を画 像表示部に表示するゲームをコンピュータに実現させるためのゲームプログラムに関 する。また、このゲームプログラムにより実現されるゲームを実行可能なビデオゲーム 装置、およびこのゲームプログラムにより実現されるゲームをコンピュータにより制御 可能なゲーム制御方法に関する。  TECHNICAL FIELD [0001] The present invention relates to a game program, and more particularly to a game program for causing a computer to realize a game that displays a sending operation of a character that sends a moving object on an image display unit. The present invention also relates to a video game apparatus capable of executing a game realized by the game program, and a game control method capable of controlling the game realized by the game program by a computer.
背景技術  Background art
[0002] 従来力も様々なビデオゲームが提案されて 、る。これらビデオゲームは、ゲーム装 置において実行されるようになっている。たとえば、一般的なゲーム装置は、モニタと 、モニタとは別体のゲーム機本体と、ゲーム機本体とは別体の入力部たとえばコント ローラとを有している。コントローラには、入力部たとえば複数の入力釦が配置されて いる。このようなゲーム装置においては、入力釦を操作することにより、モニタに表示 されたキャラクタを動作させることができるようになって!/ヽる。  [0002] Various video games have been proposed in the past. These video games are designed to be executed on game devices. For example, a general game device has a monitor, a game machine main body separate from the monitor, and an input unit such as a controller separate from the game machine main body. The controller is provided with an input unit, for example, a plurality of input buttons. In such a game apparatus, the character displayed on the monitor can be operated by operating the input button!
[0003] このようなゲーム装置において、対戦ゲームたとえば野球ゲームが実行される場合 を考える。この野球ゲームでは、コントローラを操作することによって、投手キャラクタ が投球動作する状態がモニタに表示される。たとえば、走者キャラクタが出塁してい るときには、投手キャラクタがセットポジション力 投球動作する状態がアップ画面状 態でモニタに表示される。そして、走者キャラクタが盗塁したときには、走者キャラクタ が走塁する状態がロング画面状態でモニタに表示される。  [0003] Consider a case where a battle game such as a baseball game is executed in such a game device. In this baseball game, a state in which the pitcher character performs a pitching motion is displayed on the monitor by operating the controller. For example, when the runner character is out, the state in which the pitcher character performs the set-position power pitching operation is displayed on the monitor in the up screen state. When the runner character has stolen, the state in which the runner character runs away is displayed on the monitor in the long screen state.
[0004] このような野球ゲームでは、クイックモーションが得意な投手キャラクタには、クイック という特殊能力パラメータが投手キャラクタに割り当てられている。この特殊能力パラ メータが割り当てられた投手キャラクタの場合、走者キャラクタが盗塁したときにアップ 画面からロング画面へと画面の切り換えが行われると、スタートをきつた走者キャラク タの位置がベースに近い位置に表示される。一方で、特殊能力パラメータが割り当て られて 、な 、投手キャラクタの場合、走者キャラクタが盗塁したときにアップ画面から ロング画面へと画面の切り換えが行われると、スタートをきつた走者キャラクタの位置 がベース力 離れた位置に表示される。このように、投手キャラクタがクイックモーショ ンで投球動作をしたということ力 アップ画面からロング画面へと画面の切り換え時の 走者キャラクタの位置によって調整されるようになっていた。すなわち、クイックモーシ ヨンで投球する投手キャラクタとクイックモーションで投球しない投手キャラクタとでは 、アップ画面からロング画面へと画面が切り換わったときに、走者キャラクタが異なる 位置に表示されるようになって!/、た。 In such a baseball game, a special ability parameter called “quick” is assigned to the pitcher character who is good at quick motion. In the case of a pitcher character to which this special ability parameter is assigned, when the runner character steals, if the screen is switched from the up screen to the long screen, the position of the runner character that started is close to the base. Is displayed. On the other hand, if a special ability parameter is assigned and the pitcher character is stolen, the runner character steals from the up screen. When the screen is switched to the long screen, the position of the runner character who started is displayed at a position away from the base power. In this way, the pitcher character made a pitching motion in quick motion, and the power was adjusted according to the position of the runner character at the time of switching from the screen to the long screen. In other words, a pitcher character throwing with quick motion and a pitcher character not throwing with quick motion will have their runner characters displayed in different positions when the screen is switched from the up screen to the long screen! /
[0005] なお、この野球ゲームでは、クイックという特殊能力パラメータが投手キャラクタに割 り当てられていたとしても、投手キャラクタは、セットポジション力もクイックモーションを 行うことなく投球動作を行うようになって 、る。  [0005] In this baseball game, even if a special ability parameter of quick is assigned to the pitcher character, the pitcher character can perform the pitching motion without performing the quick motion with the set position force. The
非特許文献 1 :プロ野球スピリッツ 2 コナミ株式会社 2005年 4月 7日 PlayStation 2版  Non-Patent Document 1: Professional Baseball Spirits 2 Konami Corporation April 7, 2005 PlayStation 2 Version
発明の開示  Disclosure of the invention
[0006] 従来の野球ゲームでは、クイックモーションで投球する投手キャラクタとクイックモー シヨンで投球しな!、投手キャラクタとでは、アップ画面からロング画面へと画面が切り 換わったときに、走者キャラクタを異なる位置に表示することによって、クイックモーシ ヨンの影響が調整されるようになっていた。すなわち、クイックモーションで投球する投 手キャラクタの場合は、クイックモーションで投球しな 、投手キャラクタの場合と比較し て、走者キャラクタが 1塁ベースに近 、位置に表示されるようになって!/、た。  [0006] In a conventional baseball game, a pitcher character that throws in quick motion and a pitcher must not throw in quick motion! The pitcher character has a different runner character when the screen is switched from the up screen to the long screen. The effect of quick motion was adjusted by displaying the position. In other words, in the case of a pitcher character that throws in quick motion, the runner character is closer to the base of the 1st base than in the case of a pitcher character that does not throw in quick motion. It was.
[0007] このように、投手キャラクタがクイックモーションで投球する場合と投手キャラクタがク イツクモーションで投球しな 、場合とで走者キャラクタの表示位置を変更するようにし て!、たのは、クイックと 、う特殊能力パラメータが投手キャラクタに割り当てられて!/、た としても、クイックと 、う特殊能力パラメータが投手キャラクタの投球動作に影響を与え ることがな力 たためである。具体的には、クイックという特殊能力パラメータが投手キ ャラクタに割り当てられていたとしても、投手キャラクタにクイックモーションで投球させ ることができるようになって!/、なかったためである。 [0007] In this way, the display position of the runner character should be changed depending on whether the pitcher character pitches in quick motion or the pitcher character does not pitch in quick motion! This is because even if the special ability parameter is assigned to the pitcher character! /, Even if the special ability parameter does not affect the pitcher character's pitching motion, it is quick. Specifically, even if the special ability parameter of quick is assigned to the pitcher character, the pitcher character can now throw in quick motion!
[0008] 本発明の目的は、キャラクタの特性データに基づいて、移動体を送出するキャラク タの送出動作を画像表示部に表示することができるようにすることである。具体的に は、投手キャラクタの特性データに基づいて、投手キャラクタのクイック投球動作を画 像表示部に表示することができるようにすることである。 [0008] An object of the present invention is to enable an image display unit to display a character sending operation for sending a moving object based on character characteristic data. Specifically This is to enable the quick pitching motion of the pitcher character to be displayed on the image display unit based on the characteristic data of the pitcher character.
請求項 1に係るゲームプログラムは、移動体を送出するキャラクタの送出動作を画 像表示部に表示するゲームを実現可能なコンピュータに、以下の機能を実現させる  The game program according to claim 1 causes a computer capable of realizing a game to display a sending operation of a character that sends a moving object on an image display unit to realize the following functions:
(1)キャラクタの送出動作開始時の第 1画像データと、キャラクタの送出動作によって 移動体がキャラクタ力 送出されるときの第 2画像データと、キャラクタが送出動作を 開始して力 移動体がキャラクタ力 送出されるまでの間の複数の第 3画像データと を第 1基本画像データとして制御部に認識させる第 1基本画像データ認識機能。(1) The first image data at the start of the character sending operation, the second image data when the moving object is sent out by the character sending action, and the character starts the sending action and the force moving object becomes the character A first basic image data recognition function that allows the control unit to recognize a plurality of third image data and the first basic image data before being transmitted.
(2)キャラクタの送出動作の形態を規定するための複数の送出形態データそれぞれ と複数の第 3画像データより少ない第 3画像データとの対応を制御部に認識させる第 1対応認識機能。 (2) A first correspondence recognition function for causing the control unit to recognize correspondence between each of a plurality of pieces of transmission form data for defining a form of character sending operation and a plurality of third image data less than a plurality of third image data.
(3)複数の送出形態データのいずれ力 1つをキャラクタの特性データとして制御部に 認識させる特性データ認識機能。  (3) A characteristic data recognition function that allows the control unit to recognize any one of a plurality of transmission form data as character characteristic data.
(4)特性データに対応する複数の第 3画像データより少ない第 3画像データを複数 の第 4画像データとして制御部に認識させ、第 1画像データと第 2画像データと複数 の第 4画像データとを第 2基本画像データとして制御部に認識させる第 2基本画像デ ータ認識機能。  (4) The control unit recognizes the third image data smaller than the plurality of third image data corresponding to the characteristic data as a plurality of fourth image data, and the first image data, the second image data, and the plurality of fourth image data. A second basic image data recognition function that allows the control unit to recognize and as the second basic image data.
(5)第 1画像データと第 4画像データとの間の少なくとも 1つの第 1中間画像データと 、特性データに対応する複数の第 4画像データそれぞれの間の少なくとも 1つの第 2 中間画像データと、第 4画像データと第 2画像データとの間の少なくとも 1つの第 3中 間画像データとを生成する処理を制御部に実行させる中間画像データ生成機能。 (5) At least one first intermediate image data between the first image data and the fourth image data, and at least one second intermediate image data between each of the plurality of fourth image data corresponding to the characteristic data, An intermediate image data generation function for causing the control unit to execute processing for generating at least one third intermediate image data between the fourth image data and the second image data.
(6)少なくとも 1つの第 1中間画像データと少なくとも 1つの第 2中間画像データと少な くとも 1つの第 3中間画像データとを中間画像データとして制御部に認識させる中間 画像データ認識機能。 (6) An intermediate image data recognition function that causes the control unit to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data.
(7)特性データに対応する送出動作を画像表示部に表示するための画像表示命令 を制御部に発行させる画像表示命令発行機能。  (7) An image display command issuing function for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit.
(8)画像表示命令が制御部から発行されたときに、特性データに対応する送出動作 を、第 2基本画像データおよび中間画像データを用いて画像表示部に表示する画像 表示機能。 (8) Sending operation corresponding to characteristic data when an image display command is issued from the control unit Image display function for displaying the image on the image display unit using the second basic image data and the intermediate image data.
[0010] このゲームプログラムは、移動体を送出するキャラクタの送出動作を画像表示部に 表示するゲームを実現可能になっている。第 1基本画像データ認識機能においては 、キャラクタの送出動作開始時の第 1画像データと、キャラクタの送出動作によって移 動体がキャラクタ力も送出されるときの第 2画像データと、キャラクタが送出動作を開 始して力 移動体がキャラクタ力 送出されるまでの間の複数の第 3画像データとが 第 1基本画像データとして制御部に認識される。第 1対応認識機能においては、キヤ ラクタの送出動作の形態を規定するための複数の送出形態データそれぞれと複数の 第 3画像データより少ない第 3画像データとの対応が制御部に認識される。特性デー タ認識機能においては、複数の送出形態データのいずれ力 1つがキャラクタの特性 データとして制御部に認識される。第 2基本画像データ認識機能においては、特性 データに対応する複数の第 3画像データより少ない第 3画像データが複数の第 4画 像データとして制御部に認識される。そして、第 1画像データと第 2画像データと複数 の第 4画像データとが第 2基本画像データとして制御部に認識される。中間画像デー タ生成機能においては、第 1画像データと第 4画像データとの間の少なくとも 1つの第 1中間画像データと、特性データに対応する複数の第 4画像データそれぞれの間の 少なくとも 1つの第 2中間画像データと、第 4画像データと第 2画像データとの間の少 なくとも 1つの第 3中間画像データとを生成する処理が制御部〖こより実行される。中間 画像データ認識機能においては、少なくとも 1つの第 1中間画像データと少なくとも 1 つの第 2中間画像データと少なくとも 1つの第 3中間画像データとが中間画像データ として制御部に認識される。画像表示命令発行機能においては、特性データに対応 する送出動作を画像表示部に表示するための画像表示命令が制御部から発行され る。画像表示機能においては、画像表示命令が制御部から発行されたときに、特性 データに対応する送出動作が、第 2基本画像データおよび中間画像データを用いて 画像表示部に表示される。  [0010] This game program is capable of realizing a game in which a sending operation of a character that sends out a moving object is displayed on an image display unit. In the first basic image data recognition function, the first image data at the start of the character sending operation, the second image data when the moving body also sends the character power by the character sending operation, and the character starts the sending operation. A plurality of third image data from when the force moving body is sent to when the character force is transmitted is recognized as first basic image data by the control unit. In the first correspondence recognition function, the control unit recognizes the correspondence between each of the plurality of transmission form data for defining the form of the character sending operation and the third image data less than the plurality of third image data. In the characteristic data recognition function, any one of a plurality of transmission form data is recognized by the control unit as character characteristic data. In the second basic image data recognition function, the third image data, which is smaller than the plurality of third image data corresponding to the characteristic data, is recognized by the control unit as a plurality of fourth image data. Then, the first image data, the second image data, and the plurality of fourth image data are recognized by the control unit as the second basic image data. In the intermediate image data generation function, at least one first intermediate image data between the first image data and the fourth image data and at least one between each of the plurality of fourth image data corresponding to the characteristic data A process for generating the second intermediate image data and at least one third intermediate image data between the fourth image data and the second image data is executed by the control unit. In the intermediate image data recognition function, at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data are recognized by the control unit as intermediate image data. In the image display command issuing function, the control unit issues an image display command for displaying a sending operation corresponding to the characteristic data on the image display unit. In the image display function, when an image display command is issued from the control unit, the sending operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data.
[0011] たとえば野球ゲームを実現するためのゲームプログラムでは、ボールを送出する投 手キャラクタのクイック投球動作を画像表示部に表示するゲームを実現可能になって いる。このゲームプログラムでは、投手キャラクタのクイック投球動作開始時の第 1画 像データと、投手キャラクタのクイック投球動作によってボールが投手キャラクタから 送出されるときの第 2画像データと、投手キャラクタがクイック投球動作を開始して力 ボールが投手キャラクタ力 投球されるまでの間の複数の第 3画像データとが第 1基 本画像データとして制御部に認識される。そして、投手キャラクタのクイック投球動作 の形態を規定するための複数のクイック投球形態データそれぞれと複数の第 3画像 データより少ない第 3画像データとの対応が制御部に認識される。そして、複数のクイ ック投球形態データのいずれか 1つが投手キャラクタの特性データとして制御部に認 識される。そして、投手キャラクタの特性データに対応する複数の第 3画像データより 少ない第 3画像データが複数の第 4画像データとして制御部に認識される。そして、 第 1画像データと第 2画像データと複数の第 4画像データとが第 2基本画像データと して制御部に認識される。そして、第 1画像データと第 4画像データとの間の少なくと も 1つの第 1中間画像データと、特性データに対応する複数の第 4画像データそれぞ れの間の少なくとも 1つの第 2中間画像データと、第 4画像データと第 2画像データと の間の少なくとも 1つの第 3中間画像データとを生成する処理が制御部により実行さ れる。そして、少なくとも 1つの第 1中間画像データと少なくとも 1つの第 2中間画像デ ータと少なくとも 1つの第 3中間画像データとが中間画像データとして制御部に認識 される。そして、特性データに対応するクイック投球動作を画像表示部に表示するた めの画像表示命令が制御部カゝら発行される。そして、画像表示命令が制御部から発 行されたときに、特性データに対応するクイック投球動作が、第 2基本画像データお よび中間画像データを用いて画像表示部に表示される。 For example, in a game program for realizing a baseball game, it is possible to realize a game in which a quick pitching action of a pitcher character that sends out a ball is displayed on an image display unit. Yes. In this game program, the first image data at the start of the pitcher character's quick pitching motion, the second image data when the ball is sent from the pitcher character by the pitcher character's quick pitching motion, and the pitcher character's quick pitching motion The control unit recognizes a plurality of third image data from when the power ball is started until the pitcher character throws the power ball as first basic image data. Then, the control unit recognizes the correspondence between each of the plurality of quick pitch form data for defining the form of the quick pitching motion of the pitcher character and the third image data less than the plurality of third image data. Then, one of the plurality of quick pitch form data is recognized by the control unit as the characteristic data of the pitcher character. Then, the third image data smaller than the plurality of third image data corresponding to the pitcher character characteristic data is recognized by the control unit as the plurality of fourth image data. Then, the first image data, the second image data, and the plurality of fourth image data are recognized by the control unit as the second basic image data. Then, at least one first intermediate image data between the first image data and the fourth image data and at least one second intermediate between each of the plurality of fourth image data corresponding to the characteristic data. A process of generating image data and at least one third intermediate image data between the fourth image data and the second image data is executed by the control unit. Then, the control unit recognizes at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data. Then, an image display command for displaying the quick pitching operation corresponding to the characteristic data on the image display unit is issued from the control unit. Then, when an image display command is issued from the control unit, the quick pitching operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data.
[0012] このゲームプログラムでは、投手キャラクタの特性データに対応する複数の第 4画 像データが含まれる第 2基本画像データおよび中間画像データを用いて投手キャラ クタの投球動作を画像表示部に表示することができる。すなわち、キャラクタの特性 データに基づいて、移動体を送出するキャラクタの送出動作を画像表示部に表示す ることがでさる。 [0012] In this game program, the pitching motion of the pitcher character is displayed on the image display unit using the second basic image data and the intermediate image data including the plurality of fourth image data corresponding to the characteristic data of the pitcher character. can do. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit.
[0013] 請求項 2に係るゲームプログラムは、請求項 1に記載のゲームプログラムにおいて、 コンピュータに以下の機能をさらに実現させるためのプログラムである。 (9)複数の送出形態データそれぞれと、キャラクタが送出動作を開始して力 移動体 がキャラクタ力 送出されるまでの動作を画像表示部に表示するときの全フレーム数 との対応を制御部に認識させる第 2対応認識機能。 [0013] A game program according to claim 2 is a program for causing a computer to further realize the following functions in the game program according to claim 1. (9) Correspondence between each of a plurality of transmission form data and the total number of frames when displaying the motion from when the character starts the transmission operation until the force moving body transmits the character power on the image display unit. Second recognition function to recognize.
(10)第 2基本画像データの各画像データ間のフレーム数の合計が、制御部に認識 された特性データに対応する全フレーム数から第 2基本画像データの数を減算した フレーム数になるように、第 2基本画像データの各画像データ間のフレーム数を制御 部に設定させ、制御部により設定された各画像データ間のフレーム数を区間フレー ム数として制御部に認識させる第 1区間フレーム数認識機能。  (10) The total number of frames between the image data of the second basic image data is set to the number of frames obtained by subtracting the number of the second basic image data from the total number of frames corresponding to the characteristic data recognized by the control unit. The first interval frame that causes the control unit to set the number of frames between the image data of the second basic image data and causes the control unit to recognize the number of frames between the image data set by the control unit as the number of interval frames. Number recognition function.
[0014] このゲームプログラムでは、第 2対応認識機能において、複数の送出形態データそ れぞれと、キャラクタが送出動作を開始して力 移動体がキャラクタ力 送出されるま での動作を画像表示部に表示するときの全フレーム数との対応が制御部に認識され る。特性データ認識機能において、複数の送出形態データのいずれか 1つがキャラ クタの特性データとして制御部に認識される。第 1区間フレーム数認識機能において は、第 2基本画像データの各画像データ間のフレーム数の合計が、制御部に認識さ れた特性データに対応する全フレーム数から第 2基本画像データの数を減算したフ レーム数になるように、第 2基本画像データの各画像データ間のフレーム数が制御部 により設定され、制御部により設定された各画像データ間のフレーム数が区間フレー ム数として制御部に認識される。また、中間画像データ生成機能においては、第 1画 像データと第 4画像データとの間の区間フレーム数分の第 1中間画像データ、特性 データに対応する複数の第 4画像データそれぞれの間の区間フレーム数分の第 2中 間画像データと、第 4画像データと第 2画像データとの間の区間フレーム数分の第 3 中間画像データとを生成する処理が制御部により実行される。中間画像データ認識 機能においては、区間フレーム数分の第 1中間画像データと区間フレーム数分の第 2中間画像データと区間フレーム数分の第 3中間画像データとが中間画像データとし て制御部に認識される。  [0014] In this game program, in the second correspondence recognition function, each of a plurality of sending form data and an action until the power moving body is sent the character moving force and the character moving action are displayed as an image. The control unit recognizes the correspondence with the total number of frames when displayed on the screen. In the characteristic data recognition function, one of a plurality of transmission form data is recognized by the control unit as the characteristic data of the character. In the first interval frame number recognition function, the total number of frames between the image data of the second basic image data is calculated from the total number of frames corresponding to the characteristic data recognized by the control unit to the number of second basic image data. The number of frames between each image data of the second basic image data is set by the control unit so that the number of frames is subtracted, and the number of frames between each image data set by the control unit is set as the number of section frames. Recognized by the control unit. In the intermediate image data generation function, the first intermediate image data corresponding to the number of interval frames between the first image data and the fourth image data, and a plurality of fourth image data corresponding to the characteristic data, respectively. The control unit executes processing for generating second intermediate image data for the number of section frames and third intermediate image data for the number of section frames between the fourth image data and the second image data. In the intermediate image data recognition function, the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames are transmitted to the control unit as intermediate image data. Be recognized.
[0015] たとえば野球ゲームを実現するためのゲームプログラムでは、複数のクイック投球 形態データそれぞれと、投手キャラクタがクイック投球動作を開始して力 ボールが 投手キャラクタ力 送出されるまでの動作を画像表示部に表示するときの全フレーム 数との対応が制御部に認識される。そして、複数のクイック投球形態データのいずれ 力 1つがキャラクタの特性データとして制御部に認識される。そして、第 2基本画像デ 一タの各画像データ間のフレーム数の合計力 制御部に認識された特性データに対 応する全フレーム数力 第 2基本画像データの数を減算したフレーム数になるように 、第 2基本画像データの各画像データ間のフレーム数が制御部により設定され、制 御部により設定された各画像データ間のフレーム数が区間フレーム数として制御部 に認識される。そして、第 1画像データと第 4画像データとの間の区間フレーム数分 の第 1中間画像データ、特性データに対応する複数の第 4画像データそれぞれの間 の区間フレーム数分の第 2中間画像データと、第 4画像データと第 2画像データとの 間の区間フレーム数分の第 3中間画像データとを生成する処理が制御部により実行 される。そして、区間フレーム数分の第 1中間画像データと区間フレーム数分の第 2 中間画像データと区間フレーム数分の第 3中間画像データとが中間画像データとし て制御部に認識される。 [0015] For example, in a game program for realizing a baseball game, each of a plurality of quick pitching form data and an operation until the pitcher character starts the quick pitching motion and the power ball is sent out the pitcher character power are displayed on the image display unit. All frames when displayed on The correspondence with the number is recognized by the control unit. Any one of the plurality of quick pitch form data is recognized by the control unit as character characteristic data. Then, the total power of the number of frames between the image data of the second basic image data. The total number of frames corresponding to the characteristic data recognized by the control unit. The number of frames is obtained by subtracting the number of the second basic image data. In this way, the number of frames between the image data of the second basic image data is set by the control unit, and the number of frames between the image data set by the control unit is recognized by the control unit as the number of section frames. Then, the first intermediate image data for the number of section frames between the first image data and the fourth image data, and the second intermediate image for the number of section frames between each of the plurality of fourth image data corresponding to the characteristic data. The control unit executes a process of generating data and third intermediate image data corresponding to the number of interval frames between the fourth image data and the second image data. Then, the control unit recognizes the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames as intermediate image data.
[0016] このゲームプログラムでは、投手キャラクタのクイック投球動作を、制御部に認識さ れた特性データすなわち複数のクイック投球形態データのいずれか 1つに対応する 所定のフレーム数 (全フレーム数)で画像表示部に表示することができる。すなわち、 キャラクタの特性データに基づ 、て、移動体を送出するキャラクタの送出動作を所定 のフレーム数で画像表示部に表示することができる。  [0016] In this game program, a pitcher character's quick pitching motion is performed with a predetermined number of frames (total number of frames) corresponding to any one of characteristic data recognized by the control unit, that is, a plurality of quick pitching form data. It can be displayed on the image display unit. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit with a predetermined number of frames.
[0017] 請求項 3に係るゲームプログラムでは、請求項 1又は 2に記載のゲームプログラムに おいて、第 1基本画像データ認識機能が、第 1画像データ、複数の第 3画像データ、 第 2画像データの順に各画像データを制御部に認識させる。第 1対応認識機能が、 複数の送出形態データそれぞれと第 1画像データ側の少なくとも 1つの第 3画像デー タを除いた複数の第 3画像データとの対応を制御部に認識させる。  [0017] In the game program according to claim 3, in the game program according to claim 1 or 2, the first basic image data recognition function includes a first image data, a plurality of third image data, and a second image. The control unit is caused to recognize each image data in the order of data. The first correspondence recognition function causes the control unit to recognize correspondence between each of the plurality of transmission form data and the plurality of third image data excluding at least one third image data on the first image data side.
[0018] たとえば野球ゲームを実現するためのゲームプログラムでは、第 1画像データが投 手キャラクタの送出動作開始時の画像データである場合、第 1画像データ側の少なく とも 1つの第 3画像データたとえば投手キャラクタが足を直角に曲げた状態の画像デ ータを除くことにより、投手キャラクタのクイック投球動作を画像表示部に表示すること ができる。すなわち、キャラクタの特性データに基づいて、移動体を送出するキャラク タの送出動作を適切に画像表示部に表示することができる。 [0018] For example, in a game program for realizing a baseball game, when the first image data is image data at the start of a pitcher character sending operation, at least one third image data on the first image data side, for example, By removing the image data of the pitcher character with his legs bent at a right angle, the quick pitching motion of the pitcher character can be displayed on the image display unit. In other words, the character that sends out the moving object based on the character characteristic data Can be appropriately displayed on the image display unit.
[0019] 請求項 4に係るゲームプログラムでは、請求項 1から 3のいずれかに記載のゲーム プログラムにおいて、第 1中間画像データが、第丄画像データおよび第 4画像データ を初期画像データとした補間計算を制御部に実行させることにより生成される。また、 第 2中間画像データが、特性データに対応する複数の第 4画像データのうちの 2つの 画像データを初期画像データとした補間計算を制御部に実行させることにより生成さ れる。さらに、第 3中間画像データが、第 4画像データおよび第 2画像データを初期 画像データとした補間計算を制御部に実行させることにより生成される。これらの機 能は、中間画像データ生成機能において実現される。 [0019] In the game program according to claim 4, in the game program according to any one of claims 1 to 3, the first intermediate image data is an interpolation using the first image data and the fourth image data as initial image data. It is generated by causing the control unit to execute the calculation. Further, the second intermediate image data is generated by causing the control unit to perform interpolation calculation using two image data of a plurality of fourth image data corresponding to the characteristic data as initial image data. Further, the third intermediate image data is generated by causing the control unit to perform interpolation calculation using the fourth image data and the second image data as initial image data. These functions are realized in the intermediate image data generation function.
[0020] このゲームプログラムでは、各区間を規定する 2つの画像データを初期データとし た補間計算によって、中間画像データが生成されるので、この中間画像データによつ て各区間を規定する 2つの画像データを連結することにより、投手キャラクタのタイツ ク投球動作をスムーズに表示することができる。すなわち、キャラクタの特性データに 基づいて、移動体を送出するキャラクタの送出動作をスムーズに画像表示部に表示 することができる。 [0020] In this game program, intermediate image data is generated by interpolation calculation using two pieces of image data defining each section as initial data, so that two sections defining each section are defined by this intermediate image data. By connecting the image data, the pitching motion of the pitcher character can be displayed smoothly. That is, based on the character characteristic data, the character sending operation for sending the moving object can be smoothly displayed on the image display unit.
[0021] 請求項 5に係るゲーム装置は、移動体を送出するキャラクタの送出動作を画像表示 部に表示するゲームを実行可能なゲーム装置である。このゲーム装置は、キャラクタ の送出動作開始時の第 1画像データと、キャラクタの送出動作によって移動体がキヤ ラタタカ 送出されるときの第 2画像データと、キャラクタが送出動作を開始して力 移 動体がキャラクタから送出されるまでの間の複数の第 3画像データとを第 1基本画像 データとして制御部に認識させる第 1基本画像データ認識手段と、送出動作の形態 を規定するための複数の送出形態データそれぞれと複数の第 3画像データより少な い第 3画像データとの対応を制御部に認識させる第 1対応認識手段と、複数の送出 形態データのいずれか 1つをキャラクタの特性データとして制御部に認識させる特性 データ認識手段と、特性データに対応する複数の第 3画像データより少な 、第 3画像 データを複数の第 4画像データとして制御部に認識させ、第 1画像データと第 2画像 データと複数の第 4画像データとを第 2基本画像データとして制御部に認識させる第 2基本画像データ認識手段と、第 1画像データと第 4画像データとの間の少なくとも 1 つの第 1中間画像データと、特性データに対応する複数の第 4画像データそれぞれ の間の少なくとも 1つの第 2中間画像データと、第 4画像データと第 2画像データとの 間の少なくとも 1つの第 3中間画像データとを生成する処理を制御部に実行させる中 間画像データ生成手段と、少なくとも 1つの第 1中間画像データと少なくとも 1つの第 2中間画像データと少なくとも 1つの第 3中間画像データとを中間画像データとして制 御部に認識させる中間画像データ認識手段と、特性データに対応する送出動作を 画像表示部に表示するための画像表示命令を制御部に発行させる画像表示命令発 行手段と、画像表示命令が制御部から発行されたときに、特性データに対応する送 出動作を、第 2基本画像データおよび中間画像データを用いて画像表示部に表示 する画像表示手段と、を備えている。 [0021] A game device according to claim 5 is a game device capable of executing a game in which a character sending action for sending a moving object is displayed on an image display unit. The game apparatus includes first image data at the start of the character sending operation, second image data when the moving object is sent out by the character sending operation, and a character that starts the sending operation and moves the force moving object. First basic image data recognition means for causing the control unit to recognize a plurality of third image data until the character is transmitted from the character as the first basic image data, and a plurality of transmissions for defining the form of the transmission operation First correspondence recognition means for causing the control unit to recognize the correspondence between each piece of form data and third image data that is less than a plurality of third image data, and control one of the plurality of send form data as character characteristic data Characteristic data recognizing means to be recognized by the control unit and the third image data, which is less than the plurality of third image data corresponding to the characteristic data, as a plurality of fourth image data A second basic image data recognition means for causing the control unit to recognize the first image data, the second image data, and the plurality of fourth image data as second basic image data, and the first image data and the fourth image data. At least 1 between image data One first intermediate image data, at least one second intermediate image data between each of the plurality of fourth image data corresponding to the characteristic data, and at least one second image data between the fourth image data and the second image data. (3) Intermediate image data generating means for causing the control unit to execute processing for generating intermediate image data, at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data Intermediate image data recognizing means for causing the control unit to recognize the image as intermediate image data, and image display command issuing means for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit; When the image display command is issued from the control unit, the transmission operation corresponding to the characteristic data is displayed on the image display unit using the second basic image data and the intermediate image data. Image display means for displaying.
請求項 6に係るゲーム制御方法は、移動体を送出するキャラクタの送出動作を画像 表示部に表示するゲームをコンピュータにより制御可能なゲーム制御方法である。こ のゲーム制御方法は、キャラクタの送出動作開始時の第 1画像データと、キャラクタの 送出動作によって移動体がキャラクタ力 送出されるときの第 2画像データと、キャラ クタが送出動作を開始して力 移動体がキャラクタ力 送出されるまでの間の複数の 第 3画像データとを第 1基本画像データとして制御部に認識させる第 1基本画像デー タ認識手段と、送出動作の形態を規定するための複数の送出形態データそれぞれと 複数の第 3画像データより少ない第 3画像データとの対応を制御部に認識させる第 1 対応認識手段と、複数の送出形態データのいずれか 1つをキャラクタの特性データと して制御部に認識させる特性データ認識手段と、特性データに対応する複数の第 3 画像データより少ない第 3画像データを複数の第 4画像データとして制御部に認識さ せ、第 1画像データと第 2画像データと複数の第 4画像データとを第 2基本画像デー タとして制御部に認識させる第 2基本画像データ認識手段と、第 1画像データと第 4 画像データとの間の少なくとも 1つの第 1中間画像データと、特性データに対応する 複数の第 4画像データそれぞれの間の少なくとも 1つの第 2中間画像データと、第 4 画像データと第 2画像データとの間の少なくとも 1つの第 3中間画像データとを生成 する処理を制御部に実行させる中間画像データ生成手段と、少なくとも 1つの第 1中 間画像データと少なくとも 1つの第 2中間画像データと少なくとも 1つの第 3中間画像 データとを中間画像データとして制御部に認識させる中間画像データ認識手段と、 特性データに対応する送出動作を画像表示部に表示するための画像表示命令を制 御部に発行させる画像表示命令発行手段と、画像表示命令が制御部から発行され たときに、特性データに対応する送出動作を、第 2基本画像データおよび中間画像 データを用いて画像表示部に表示する画像表示手段と、を備えて 、る。 The game control method according to claim 6 is a game control method capable of controlling, by a computer, a game in which a sending operation of a character that sends out a moving object is displayed on the image display unit. In this game control method, the first image data at the start of the character sending operation, the second image data when the moving object is sent out by the character sending operation, and the character starts the sending operation. To specify the first basic image data recognizing means for causing the control unit to recognize a plurality of third image data until the moving body transmits the character power as the first basic image data, and the form of the sending operation The first correspondence recognition means for causing the control unit to recognize the correspondence between each of the plurality of transmission form data and the third image data smaller than the plurality of third image data, and any one of the plurality of transmission form data is a character characteristic. Characteristic data recognition means for causing the control unit to recognize the data as data, and a plurality of third image data smaller than a plurality of third image data corresponding to the characteristic data as a plurality of fourth image data A second basic image data recognizing means for causing the control unit to recognize the first image data, the second image data, and the plurality of fourth image data as second basic image data. At least one first intermediate image data between the first image data and the fourth image data, at least one second intermediate image data between each of the plurality of fourth image data corresponding to the characteristic data, the fourth image data, and the fourth image data. Intermediate image data generating means for causing the control unit to execute processing for generating at least one third intermediate image data between the two image data, at least one first intermediate image data and at least one second intermediate image Data and at least one third intermediate image Intermediate image data recognizing means for causing the control section to recognize the data as intermediate image data, and image display instruction issuing means for causing the control section to issue an image display instruction for displaying the sending operation corresponding to the characteristic data on the image display section And image display means for displaying a sending operation corresponding to the characteristic data on the image display unit using the second basic image data and the intermediate image data when an image display command is issued from the control unit. RU
図面の簡単な説明  Brief Description of Drawings
[0023] [図 1]本発明の一実施形態によるビデオゲーム装置の基本構成図。 FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
[図 2]前記ビデオゲーム装置が有する手段を説明するための機能ブロック図。  FIG. 2 is a functional block diagram for explaining means included in the video game apparatus.
[図 3]投手キャラクタに対応する画像データの説明を行うための図。  FIG. 3 is a diagram for explaining image data corresponding to a pitcher character.
[図 4]クイック投球形態データと第 3画像データとの対応を説明するための図。  FIG. 4 is a diagram for explaining the correspondence between quick pitch form data and third image data.
[図 5]クイック投球形態データと全フレーム数との対応を説明するための図。  FIG. 5 is a diagram for explaining the correspondence between quick pitch form data and the total number of frames.
[図 6]モニタに表示された投手キャラクタを説明するための図。  FIG. 6 is a diagram for explaining the pitcher character displayed on the monitor.
[図 7]特性データと第 2基本画像データとの対応を説明するための図。  FIG. 7 is a diagram for explaining the correspondence between characteristic data and second basic image data.
[図 8]第 2基本画像データと区間フレーム数との対応を説明するための図。  FIG. 8 is a diagram for explaining the correspondence between the second basic image data and the number of section frames.
[図 9]中間画像データの生成方法を説明するための図。  FIG. 9 is a diagram for explaining a method for generating intermediate image data.
[図 10]投球動作表示システムを説明するためのフローチャート。  FIG. 10 is a flowchart for explaining a pitching operation display system.
符号の説明  Explanation of symbols
[0024] 1 制御部 [0024] 1 Control unit
5 操作入力部  5 Operation input section
7 CPU  7 CPU
17 コントローラ  17 Controller
20 テレビジョンモニタ  20 Television monitor
50 第 1基本画像データ認識手段  50 First basic image data recognition means
51 第 1対応認識手段  51 First response recognition means
52 第 2対応認識手段  52 Second response recognition means
53 特性データ認識手段  53 Characteristic data recognition means
54 第 2基本画像データ認識手段  54 Second basic image data recognition means
55 第 1区間フレーム数認識手段 56 中間画像データ生成手段 55 First section frame number recognition means 56 Intermediate image data generation means
57 中間画像データ認識手段  57 Intermediate image data recognition means
58 画像表示命令発行手段  58 Image display command issuing means
59 画像表示手段  59 Image display means
P 投手キャラクタ  P pitcher character
GDI 第 1基本画像データ  GDI 1st basic image data
GD2 第 2基本画像データ  GD2 Second basic image data
G1 第 1画像データ  G1 First image data
G2 第 2画像データ  G2 Second image data
G3 第 3画像データ  G3 3rd image data
G3 '複数の前記第 3画像データより少な ヽ第 3画像データ  G3 'A smaller number of the third image data 前 記 Third image data
G4 第 4画像データ  G4 4th image data
TD 特性データ  TD characteristic data
T 送出形態データ  T Transmission form data
MG 中間画像データ  MG intermediate image data
MG1 第 1中間画像データ  MG1 First intermediate image data
MG2 第 2中間画像データ  MG2 Second intermediate image data
MG3 第 3中間画像データ  MG3 3rd intermediate image data
F 全フレーム数  F Total number of frames
KF 区間フレーム数  Number of KF interval frames
J 表示順序  J Display order
発明を実施するための最良の形態 BEST MODE FOR CARRYING OUT THE INVENTION
〔ゲーム装置の構成と動作〕  [Configuration and operation of game device]
図 1は、本発明の一実施形態によるゲーム装置の基本構成を示している。ここでは 、ビデオゲーム装置の一例として、家庭用ビデオゲーム装置をとりあげて説明を行う こととする。家庭用ビデオゲーム装置は、家庭用ゲーム機本体および家庭用テレビジ ヨンを備える。家庭用ゲーム機本体には、記録媒体 10が装填可能となっており、記録 媒体 10力もゲームデータが適宜読み出されてゲームが実行される。このようにして実 行されるゲーム内容が家庭用テレビジョンに表示される。 FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention. Here, a home video game apparatus will be described as an example of the video game apparatus. The home video game apparatus includes a home game machine body and a home television. The home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game. In this way The game content to be played is displayed on the home television.
[0026] 家庭用ビデオゲーム装置のゲームシステムは、制御部 1と、記憶部 2と、画像表示 部 3と、音声出力部 4と、操作入力部 5とからなっており、それぞれがバス 6を介して接 続される。このバス 6は、アドレスバス、データバス、およびコントロールバスなどを含 んでいる。ここで、制御部 1、記憶部 2、音声出力部 4および操作入力部 5は、家庭用 ビデオゲーム装置の家庭用ゲーム機本体に含まれており、画像表示部 3は家庭用テ レビジョンに含まれて ヽる。  [0026] The game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each of which uses a bus 6. Connected through. This bus 6 includes an address bus, a data bus, and a control bus. Here, the control unit 1, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home video game machine main body of the home video game device, and the image display unit 3 is included in the home television. I'm going to talk.
[0027] 制御部 1は、主に、ゲームプログラムに基づいてゲーム全体の進行を制御するため に設けられている。制御部 1は、たとえば、 CPU (Central Processing Unit) 7と、信号 処理プロセッサ 8と、画像処理プロセッサ 9とから構成されている。 CPU7と信号処理 プロセッサ 8と画像処理プロセッサ 9とは、それぞれがバス 6を介して互いに接続され ている。 CPU7は、ゲームプログラム力 の命令を解釈し、各種のデータ処理や制御 を行う。たとえば、 CPU7は、信号処理プロセッサ 8に対して、画像データを画像処理 プロセッサに供給するように命令する。信号処理プロセッサ 8は、主に、 3次元空間上 における計算と、 3次元空間上から擬似 3次元空間上への位置変換計算と、光源計 算処理と、 3次元空間上又は擬似 3次元空間上で実行された計算結果に基づいた 画像および音声データの生成カ卩ェ処理とを行っている。画像処理プロセッサ 9は、主 に、信号処理プロセッサ 8の計算結果および処理結果に基づいて、描画すべき画像 データを RAM12に書き込む処理を行っている。また、 CPU7は、信号処理プロセッ サ 8に対して、各種データを処理するように命令する。信号処理プロセッサ 8は、主に 、 3次元空間上における各種データに対応する計算と、 3次元空間上から擬似 3次元 空間上への位置変換計算とを行っている。  [0027] The control unit 1 is provided mainly for controlling the progress of the entire game based on the game program. The control unit 1 includes, for example, a CPU (Central Processing Unit) 7, a signal processor 8, and an image processor 9. The CPU 7, the signal processor 8 and the image processor 9 are connected to each other via a bus 6. The CPU 7 interprets the game program power instructions and performs various data processing and control. For example, the CPU 7 instructs the signal processor 8 to supply image data to the image processor. The signal processor 8 mainly performs calculations in 3D space, position conversion calculation from 3D space to pseudo 3D space, light source calculation processing, 3D space or pseudo 3D space. The image and sound data generation and cache process is performed based on the calculation result executed in step 1. The image processor 9 mainly performs a process of writing image data to be drawn into the RAM 12 based on the calculation result and the processing result of the signal processor 8. The CPU 7 instructs the signal processing processor 8 to process various data. The signal processor 8 mainly performs calculations corresponding to various data in the three-dimensional space and position conversion calculation from the three-dimensional space to the pseudo three-dimensional space.
[0028] 記憶部 2は、主に、プログラムデータや、プログラムデータで使用される各種データ などを格納しておくために設けられている。記憶部 2は、たとえば、記録媒体 10と、ィ ンターフェース回路 11と、 RAM (Random Access Memory) 12とから構成されている 。記録媒体 10には、インターフェース回路 11が接続されている。そして、インターフエ ース回路 11と RAM12とはバス 6を介して接続されている。記録媒体 10は、オペレー シヨンシステムのプログラムデータや、画像データ、音声データ並びに各種プログラム データ力もなるゲームデータなどを記録するためのものである。この記録媒体 10は、 たとえば、 ROM (Read Only Memory)カセット、光ディスク、およびフレキシブルディ スクなどであり、オペレーティングシステムのプログラムデータやゲームデータなどが 記憶される。なお、記録媒体 10にはカード型メモリも含まれており、このカード型メモ リは、主に、ゲームを中断するときに中断時点での各種ゲームパラメータを保存する ために用いられる。 RAM12は、記録媒体 10から読み出された各種データを一時的 に格納したり、制御部 1からの処理結果を一時的に記録したりするために用いられる 。この RAMI 2には、各種データとともに、各種データの記憶位置を示すアドレスデ ータが格納されており、任意のアドレスを指定して読み書きすることが可能になってい る。 [0028] The storage unit 2 is provided mainly for storing program data, various data used in the program data, and the like. The storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM (Random Access Memory) 12. An interface circuit 11 is connected to the recording medium 10. The interface circuit 11 and the RAM 12 are connected via the bus 6. The recording medium 10 includes program data, image data, audio data, and various programs for the operation system. It is for recording game data and the like that also has data power. The recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like. The recording medium 10 also includes a card type memory, and this card type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted. The RAM 12 is used to temporarily store various data read from the recording medium 10 and temporarily record the processing results from the control unit 1. This RAMI 2 stores various data and address data indicating the storage location of the various data, and can be read and written by designating an arbitrary address.
[0029] 画像表示部 3は、主に、画像処理プロセッサ 9によって RAM12に書き込まれた画 像データや、記録媒体 10から読み出される画像データなどを画像として出力するた めに設けられている。この画像表示部 3は、たとえば、テレビジョンモニタ 20と、インタ 一フェース回路 21と、 D/Aコンバータ(DigitaKTo- Analogコンバータ) 22と力ら構成 されている。テレビジョンモニタ 20には DZAコンバータ 22が接続されており、 D/A コンバータ 22にはインターフェース回路 21が接続されている。そして、インターフエ ース回路 21にバス 6が接続されている。ここでは、画像データが、インターフェース回 路 21を介して DZAコンバータ 22に供給され、ここでアナログ画像信号に変換される 。そして、アナログ画像信号がテレビジョンモニタ 20に画像として出力される。  The image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image. The image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a D / A converter (Digita KTo-Analog converter) 22. A DZA converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22. The bus 6 is connected to the interface circuit 21. Here, the image data is supplied to the DZA converter 22 via the interface circuit 21, where it is converted into an analog image signal. Then, the analog image signal is output as an image to the television monitor 20.
[0030] ここで、画像データには、たとえば、ポリゴンデータやテクスチャデータなどがある。  Here, image data includes, for example, polygon data and texture data.
ポリゴンデータはポリゴンを構成する頂点の座標データのことである。テクスチャデー タは、ポリゴンにテクスチャを設定するためのものであり、テクスチャ指示データとテク スチヤカラーデータとからなつて 、る。テクスチャ指示データはポリゴンとテクスチャと を対応づけるためのデータであり、テクスチャカラーデータはテクスチャの色を指定す るためのデータである。ここで、ポリゴンデータとテクスチャデータとには、各データの 記憶位置を示すポリゴンアドレスデータとテクスチャアドレスデータとが対応づけられ ている。このような画像データでは、信号処理プロセッサ 8により、ポリゴンアドレスデ ータの示す 3次元空間上のポリゴンデータ(3次元ポリゴンデータ)力 画面自体 (視点 )の移動量データおよび回転量データに基づいて座標変換および透視投影変換され て、 2次元空間上のポリゴンデータ(2次元ポリゴンデータ)に置換される。そして、複 数の 2次元ポリゴンデータでポリゴン外形を構成して、ポリゴンの内部領域にテクスチ ャアドレスデータが示すテクスチャデータを書き込む。このようにして、各ポリゴンにテ タスチヤが貼り付けられた物体つまり各種キャラクタを表現することができる。 Polygon data is the coordinate data of vertices constituting a polygon. The texture data is used to set a texture on the polygon, and consists of texture instruction data and texture color data. The texture instruction data is data for associating polygons and textures, and the texture color data is data for designating the texture color. Here, polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data. For such image data, the signal processor 8 uses the polygon data (3D polygon data) force screen itself (viewpoint) in the 3D space indicated by the polygon address data. ) And coordinate conversion and perspective projection conversion based on the movement amount data and the rotation amount data, and replaced with polygon data in the two-dimensional space (two-dimensional polygon data). Then, a polygon outline is formed by a plurality of two-dimensional polygon data, and texture data indicated by the texture address data is written in an internal area of the polygon. In this way, it is possible to represent an object in which a texture is pasted on each polygon, that is, various characters.
[0031] 音声出力部 4は、主に、記録媒体 10から読み出される音声データを音声として出 力するために設けられている。音声出力部 4は、たとえば、スピーカー 13と、増幅回 路 14と、 DZAコンバータ 15と、インターフェース回路 16とから構成されている。スピ 一力一 13には増幅回路 14が接続されており、増幅回路 14には DZAコンバータ 15 が接続されており、 DZAコンバータ 15にはインターフェース回路 16が接続されてい る。そして、インターフェース回路 16にバス 6が接続されている。ここでは、音声デー タカ インターフェース回路 16を介して D/Aコンバータ 15に供給され、ここでアナ口 グ音声信号に変換される。このアナログ音声信号が増幅回路 14によって増幅され、 スピーカー 13から音声として出力される。音声データには、たとえば、 ADPCM (Ada ptive Differential Pulse Code Modulationリデータゃ PCM (Pulse Code Modulation) データなどがある。 ADPCMデータの場合、上述と同様の処理方法で音声をスピー カー 13から出力することができる。 PCMデータの場合、 RAM12において PCMデ ータを ADPCMデータに変換しておくことで、上述と同様の処理方法で音声をスピー カー 13から出力することができる。  The audio output unit 4 is provided mainly for outputting audio data read from the recording medium 10 as audio. The audio output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16. An amplifying circuit 14 is connected to the spin 13, a DZA converter 15 is connected to the amplifying circuit 14, and an interface circuit 16 is connected to the DZA converter 15. The bus 6 is connected to the interface circuit 16. Here, the signal is supplied to the D / A converter 15 through the audio data interface circuit 16 and converted into an analog audio signal. This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio. Audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data, PCM (Pulse Code Modulation) data, etc. In the case of ADPCM data, audio can be output from the speaker 13 using the same processing method as described above. In the case of PCM data, audio can be output from the speaker 13 by the same processing method as described above by converting the PCM data into ADPCM data in the RAM 12.
[0032] 操作入力部 5は、主に、コントローラ 17と、操作情報インターフェース回路 18と、ィ ンターフェース回路 19とから構成されている。コントローラ 17には、操作情報インター フェース回路 18が接続されており、操作情報インターフェース回路 18にはインターフ エース回路 19が接続されている。そして、インターフェース回路 19にバス 6が接続さ れている。  The operation input unit 5 mainly includes a controller 17, an operation information interface circuit 18, and an interface circuit 19. An operation information interface circuit 18 is connected to the controller 17, and an interface circuit 19 is connected to the operation information interface circuit 18. The bus 6 is connected to the interface circuit 19.
[0033] コントローラ 17は、プレイヤーが種々の操作命令を入力するために使用する操作装 置であり、プレイヤーの操作に応じた操作信号を CPU7に送出する。コントローラ 17 には、第 1ボタン 17a、第 2ボタン 17b、第 3ボタン 17c、第 4ボタン 17d、上方向キー 1 7U、下方向キー 17D、左方向キー 17L、右方向キー 17R、 L1ボタン 17L1、 L2ボタ ン 17L2、 Rlボタン 17R1、 R2ボタン 17R2、スタートボタン 17e、セレクトボタン 17f、 左スティック 17SL及び右スティック 17SRが設けられている。 The controller 17 is an operation device used by the player to input various operation commands, and sends an operation signal corresponding to the operation of the player to the CPU 7. Controller 17 has 1st button 17a, 2nd button 17b, 3rd button 17c, 4th button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 button 17L2, Rl button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR.
[0034] 上方向キー 17U、下方向キー 17D、左方向キー 17L及び右方向キー 17Rは、例 えば、キャラクタやカーソルをテレビジョンモニタ 20の画面上で上下左右に移動させ るコマンドを CPU7に与えるために使用される。  [0034] Up arrow key 17U, down arrow key 17D, left arrow key 17L, and right arrow key 17R, for example, give CPU 7 a command for moving a character or cursor up, down, left, or right on the screen of television monitor 20. Used for.
[0035] スタートボタン 17eは、記録媒体 10からゲームプログラムをロードするように CPU7 に指示するときなどに使用される。  The start button 17e is used when instructing the CPU 7 to load a game program from the recording medium 10.
[0036] セレクトボタン 17fは、記録媒体 10からロードされたゲームプログラムに対して、各 種選択を CPU7に指示するときなどに使用される。  [0036] The select button 17f is used to instruct the CPU 7 to select various types of game programs loaded from the recording medium 10.
[0037] 左スティック 17SL及び右スティック 17SRは、いわゆるジョイスティックとほぼ同一構 成のスティック型コントローラである。このスティック型コントローラは、直立したステイツ クを有している。このスティックは、支点を中心として直立位置力も前後左右を含む 36 0° 方向に亘つて、傾倒可能な構成になっている。左スティック 17SL及び右ステイツ ク 17SRは、スティックの傾倒方向及び傾倒角度に応じて、直立位置を原点とする X 座標及び y座標の値を、操作信号として操作情報インターフェース回路 18とインター フェース回路 19とを介して CPU7に送出する。  [0037] The left stick 17SL and the right stick 17SR are stick-type controllers having substantially the same configuration as a so-called joystick. This stick type controller has an upright stick. This stick has a structure in which the upright position force can tilt over 360 ° including the front, back, left and right with the fulcrum as the center. The left stick 17SL and right stick 17SR are the operation information interface circuit 18 and interface circuit 19 with the X coordinate and y coordinate values with the upright position as the origin as operation signals according to the tilt direction and tilt angle of the stick. Send to CPU7 via.
[0038] 第 1ボタン 17aゝ第 2ボタン 17bゝ第 3ボタン 17cゝ第 4ボタン 17d、 L1ボタン 17L1、 L2ボタン 17L2、 Rlボタン 17R1及び R2ボタン 17R2には、記録媒体 10からロードさ れるゲームプログラムに応じて種々の機能が割り振られている。  [0038] The first button 17a ゝ second button 17b ゝ third button 17c ゝ fourth button 17d, L1 button 17L1, L2 button 17L2, Rl button 17R1 and R2 button 17R2 have a game program loaded from the recording medium 10. Various functions are allocated depending on the situation.
[0039] なお、左スティック 17SL及び右スティック 17SRを除くコントローラ 17の各ボタン及 び各キーは、外部からの押圧力によって中立位置力 押圧されるとオンになり、押圧 力が解除されると中立位置に復帰してオフになるオンオフスィッチになって!/、る。  [0039] It should be noted that each button and each key of the controller 17 except for the left stick 17SL and the right stick 17SR are turned on when the neutral position force is pressed by an external pressing force, and neutral when the pressing force is released. Become an on / off switch that returns to the position and turns off!
[0040] 以上のような構成力もなる家庭用ビデオゲーム装置の概略動作を、以下に説明す る。電源スィッチ(図示省略)がオンにされゲームシステム 1に電源が投入されると、 C PU7力 記録媒体 10に記憶されているオペレーティングシステムに基づいて、記録 媒体 10から画像データ、音声データ、およびプログラムデータを読み出す。読み出さ れた画像データ、音声データ、およびプログラムデータの一部若しくは全部は、 RA M12に格納される。そして、 CPU7が、 RAM 12に格納されたプログラムデータに基 づ!、て、 RAM 12に格納された画像データや音声データにコマンドを発行する。 [0040] The general operation of the home video game apparatus having the above-described configuration power will be described below. When the power switch (not shown) is turned on and the game system 1 is turned on, the image data, audio data, and program are read from the recording medium 10 based on the operating system stored in the CPU 7 recording medium 10. Read data. Some or all of the read image data, audio data, and program data are stored in the RAM 12. Then, CPU 7 is based on the program data stored in RAM 12. Issue commands to image data and audio data stored in RAM 12.
[0041] 画像データの場合、 CPU7からのコマンドに基づいて、まず、信号処理プロセッサ 8 力 3次元空間上におけるキャラクタの位置計算および光源計算などを行う。次に、 画像処理プロセッサ 9が、信号処理プロセッサ 8の計算結果に基づいて、描画すべき 画像データの RAM 12への書き込み処理などを行う。そして、 RAM 12に書き込まれ た画像データが、インターフェース回路 13を介して DZAコンバータ 17に供給される oここで、画像データが DZAコンバータ 17でアナログ映像信号に変換される。そし て、画像データはテレビジョンモニタ 20に供給され画像として表示される。 In the case of image data, based on the command from the CPU 7, first, the position calculation of the character in the three-dimensional space of the signal processor 8 and the light source calculation are performed. Next, the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8. Then, the image data written in the RAM 12 is supplied to the DZA converter 17 via the interface circuit 13. o Here, the image data is converted into an analog video signal by the DZA converter 17. The image data is supplied to the television monitor 20 and displayed as an image.
[0042] 音声データの場合、まず、信号処理プロセッサ 8が、 CPU7からのコマンドに基づ!/ヽ て音声データの生成および加工処理を行う。ここでは、音声データに対して、たとえ ば、ピッチの変換、ノイズの付加、エンベロープの設定、レベルの設定及びリバーブ の付加などの処理が施される。次に、音声データは、信号処理プロセッサ 8から出力 されて、インターフェース回路 16を介して DZAコンバータ 15に供給される。ここで、 音声データがアナログ音声信号に変換される。そして、音声データは増幅回路 14を 介してスピーカー 13から音声として出力される。 In the case of audio data, first, the signal processor 8 generates and processes audio data based on commands from the CPU 7. Here, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the audio data. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
[0043] 〔ゲーム装置における各種処理概要〕 [Outline of Various Processes in Game Device]
本ゲーム機 1において実行されるゲームは、たとえば野球ゲームである。本ゲーム 機 1は、ボールを投球する投手キャラクタのクイック投球動作又は非クイック投球動作 を画像表示部 3たとえばテレビジョンモニタ 20に表示するゲームを実現可能になって いる。図 2は、本発明で主要な役割を果たす機能を説明するための機能ブロック図で ある。  The game executed on the game machine 1 is, for example, a baseball game. The game machine 1 can realize a game in which a quick pitching action or a non-quick pitching action of a pitcher character that throws a ball is displayed on the image display unit 3, for example, the television monitor 20. FIG. 2 is a functional block diagram for explaining functions that play a major role in the present invention.
[0044] 第 1基本画像データ認識手段は、投手キャラクタの投球動作開始時の第 1画像デ ータと、投手キャラクタの投球動作によってボールが投手キャラクタ力 投球されると きの第 2画像データと、投手キャラクタが投球動作を開始して力 ボールが投手キヤ ラクタから投球されるまでの間の複数の第 3画像データとを第 1基本画像データとして 制御部 1たとえば CPU7に認識させる機能を備えている。また、第 1基本画像データ 認識手段は、第 1画像データ、複数の第 3画像データ、第 2画像データの順に各画 像データを CPU7に認識させる機能を備えて 、る。 [0045] この手段では、投手キャラクタの投球動作開始時の第 1画像データと、投手キャラク タの投球動作によってボールが投手キャラクタ力 投球されるときの第 2画像データと 、投手キャラクタが投球動作を開始して力 ボールが投手キャラクタ力 投球されるま での間の複数の第 3画像データとが第 1基本画像データとして CPU7に認識される。 具体的には、第 1から第 3画像データが、ゲームプログラムのロード時に記録媒体 10 力 RAM12にロードされる。そして、 RAM12にロードされた第 1から第 3画像デー タが CPU7に認識される。このときに、第 1から第 3画像データが、第 1基本画像デー タとして、 CPU7に認識される。そして、第 1基本画像データの各画像データを、第 1 画像データ、複数の第 3画像データ、第 2画像データの順にテレビジョンモニタ 20に 表示するための表示順序が CPU7に認識される。 [0044] The first basic image data recognizing means includes first image data when the pitcher character starts the pitching motion, and second image data when the ball is pitched by the pitcher character. The control unit 1 has, for example, a function for causing the CPU 7 to recognize, as the first basic image data, a plurality of third image data from when the pitcher character starts the pitching motion until the power ball is thrown from the pitcher character. Yes. The first basic image data recognition means has a function of causing the CPU 7 to recognize each image data in the order of the first image data, the plurality of third image data, and the second image data. [0045] With this means, the first image data when the pitcher character starts the pitching motion, the second image data when the ball is pitched by the pitcher character, and the pitcher character performs the pitching motion. The CPU 7 recognizes the plurality of third image data from the start until the ball is pitched as the first basic image data. Specifically, the first to third image data are loaded into the recording medium 10 RAM 12 when the game program is loaded. Then, the first to third image data loaded in the RAM 12 is recognized by the CPU 7. At this time, the first to third image data is recognized by the CPU 7 as the first basic image data. Then, the CPU 7 recognizes the display order for displaying the image data of the first basic image data on the television monitor 20 in the order of the first image data, the plurality of third image data, and the second image data.
[0046] 第 1対応認識手段は、投球動作の形態を規定するための複数の投球形態データ それぞれと複数の 3画像データより少ない第 3画像データとの対応を CPU7に認識さ せる機能を備えている。詳細には、第 1対応認識手段は、複数の投球形態データそ れぞれと第 1画像データ側の少なくとも 1つの第 3画像データを除いた複数の第 3画 像データとの対応を CPU7に認識させる。  [0046] The first correspondence recognition means has a function of causing the CPU 7 to recognize the correspondence between each of the plurality of pitch form data for defining the form of the pitching motion and the third image data less than the plurality of three image data. Yes. More specifically, the first correspondence recognition means provides the CPU 7 with correspondence between each of the plurality of pitch form data and a plurality of third image data excluding at least one third image data on the first image data side. Recognize.
[0047] この手段では、投球動作の形態を規定するための複数の投球形態データそれぞれ と複数の 3画像データより少な 、第 3画像データとの対応が CPU7に認識される。詳 細には、この手段では、複数の投球形態データそれぞれと第 1画像データ側の少な くとも 1つの第 3画像データを除いた複数の第 3画像データとの対応が CPU7に認識 される。具体的には、複数の投球形態データは、ゲームプログラムのロード時に記録 媒体 10から RAM12にロードされる。そして、 RAMI 2にロードされた複数の投球形 態データが CPU7に認識される。また、複数の投球形態データそれぞれに対応する 第 1画像データ側の少なくとも 1つの第 3画像データを除 、た複数の第 3画像データ 力 SCPU7に認識される。このようにして、複数の投球形態データそれぞれと第 1画像 データ側の少なくとも 1つの第 3画像データを除 、た複数の第 3画像データとの対応 力 SCPU7に認識される。  In this means, the CPU 7 recognizes the correspondence between each of the plurality of pitch form data for defining the form of the pitching operation and the third image data which is less than the plurality of three image data. Specifically, in this means, the CPU 7 recognizes the correspondence between each of the plurality of pitch form data and a plurality of third image data excluding at least one third image data on the first image data side. Specifically, the plurality of pitch form data is loaded from the recording medium 10 to the RAM 12 when the game program is loaded. Then, the CPU 7 recognizes the plurality of pitching mode data loaded in the RAMI 2. Further, it is recognized by a plurality of third image data forces SCPU7 except at least one third image data on the first image data side corresponding to each of a plurality of pitch form data. In this manner, the SCPU 7 recognizes the correspondence power with the plurality of third image data except for each of the plurality of pitch form data and at least one third image data on the first image data side.
[0048] 第 2対応認識手段は、複数の投球形態データそれぞれと、投手キャラクタが投球動 作を開始して力 ボールが投手キャラクタ力 投球されるまでの動作をテレビジョンモ ユタ 20に表示するときの全フレーム数との対応を CPU7に認識させる機能を備えて いる。 [0048] The second correspondence recognizing means determines each of the plurality of pitch form data and the motion from the pitcher character starting the pitching motion until the power ball is pitched. It has a function that allows the CPU 7 to recognize the correspondence with the total number of frames when displayed on the Utah 20.
[0049] この手段では、複数の投球形態データそれぞれと、投手キャラクタが投球動作を開 始して力もボールが投手キャラクタ力も投球されるまでの動作をテレビジョンモニタ 20 に表示するときの全フレーム数との対応が CPU7に認識される。具体的には、複数の 投球形態データそれぞれに対応する全フレーム数は、ゲームプログラムのロード時 に記録媒体 10から RAM12にロードされる。そして、 RAM12にロードされた全フレ 一ム数カ SCPU7に認識される。  [0049] With this means, the total number of frames when displaying each of the plurality of pitch form data and the motion from when the pitcher character starts the pitching motion until the force and the pitcher character are pitched are displayed on the television monitor 20. Correspondence with is recognized by CPU7. Specifically, the total number of frames corresponding to each of the plurality of pitch form data is loaded from the recording medium 10 to the RAM 12 when the game program is loaded. The total number of frames loaded into RAM 12 is recognized by SCPU7.
[0050] 特性データ認識手段は、複数の投球形態データの!/、ずれか 1つを投手キャラクタ の特性データとして CPU7に認識させる機能を備えている。  [0050] The characteristic data recognizing means has a function of causing the CPU 7 to recognize one or more of the plurality of pitch form data as characteristic data of the pitcher character.
[0051] この手段では、複数の投球形態データのいずれか 1つが投手キャラクタの特性デ ータとして CPU7に認識される。具体的には、先発投手キャラクタ又はリリーフ投手キ ャラクタを選択するための操作入力部 5たとえばコントローラ 17からの入力信号力CP U7に認識されたときに、選択された投手キャラクタに対応する投球形態データが投 手キャラクタの特性データとして CPU7に認識される。  [0051] In this means, any one of a plurality of pitch form data is recognized by the CPU 7 as the characteristic data of the pitcher character. Specifically, an operation input unit 5 for selecting a starting pitcher character or a relief pitcher character, for example, pitch form data corresponding to the selected pitcher character when recognized by the input signal force CPU7 from the controller 17 Is recognized by the CPU 7 as the characteristic data of the pitcher character.
[0052] 第 2基本画像データ認識手段は、特性データに対応する複数の第 3画像データよ り少ない第 3画像データを複数の第 4画像データとして CPU7に認識させ、第 1画像 データと第 2画像データと複数の第 4画像データとを第 2基本画像データとして CPU 7に認識させる機能を備えて ヽる。  [0052] The second basic image data recognizing means causes the CPU 7 to recognize the third image data, which is smaller than the plurality of third image data corresponding to the characteristic data, as the plurality of fourth image data. A function is provided for causing the CPU 7 to recognize image data and a plurality of fourth image data as second basic image data.
[0053] この手段では、投手キャラクタの特性データに対応する複数の第 3画像データより 少な 、第 3画像データが複数の第 4画像データとして CPU7に認識される。そして、 第 1画像データと第 2画像データと複数の第 4画像データとが第 2基本画像データと して CPU7に認識される。  [0053] With this means, the third image data is recognized by the CPU 7 as a plurality of fourth image data that is less than the plurality of third image data corresponding to the characteristic data of the pitcher character. Then, the first image data, the second image data, and the plurality of fourth image data are recognized by the CPU 7 as the second basic image data.
[0054] 第 1区間フレーム数認識手段は、第 2基本画像データの各画像データ間のフレー ム数の合計が、 CPU7に認識された特性データに対応する全フレーム数力 第 2基 本画像データの数を減算したフレーム数になるように、第 2基本画像データの各画像 データ間のフレーム数を CPU7に設定させ、 CPU7により設定された各画像データ 間のフレーム数を区間フレーム数として CPU7に認識させる機能を備えている。 [0055] この手段では、第 2基本画像データの各画像データ間のフレーム数の合計が、 CP U7に認識された特性データに対応する全フレーム数力ゝら第 2基本画像データの数 を減算したフレーム数になるように、第 2基本画像データの各画像データ間のフレー ム数カCPU7により設定される。そして、 CPU7により設定された各画像データ間の フレーム数が区間フレーム数として CPU7に認識される。具体的には、第 2基本画像 データの各画像データ間のフレーム数として、所定のフレーム数が CPU7により割り 当てられる。この第 2基本画像データの各画像データ間の所定のフレーム数の合計 は、 CPU7に認識された特性データに対応する全フレーム数力も第 2基本画像デー タの数を減算したフレーム数になるようになつている。このような第 2基本画像データ の各画像データ間のフレーム数力 SCPU7により設定されると、この CPU7により設定 された各画像データ間のフレーム数が区間フレーム数として CPU7に認識される。 [0054] The first interval frame number recognizing means is configured such that the total number of frames between the image data of the second basic image data is the total number of frames corresponding to the characteristic data recognized by the CPU 7. The second basic image data The CPU 7 sets the number of frames between the image data of the second basic image data so that the number of frames is subtracted from the number of frames, and the CPU 7 sets the number of frames between the image data set by the CPU 7 as the number of interval frames. It has a function to recognize. [0055] In this means, the total number of frames between the image data of the second basic image data is subtracted from the total number of frames corresponding to the characteristic data recognized by the CPU 7, from the number of the second basic image data. The number of frames between the image data of the second basic image data is set by the CPU 7 so that the number of frames is the same. The number of frames between the image data set by the CPU 7 is recognized by the CPU 7 as the number of section frames. Specifically, the CPU 7 assigns a predetermined number of frames as the number of frames between the image data of the second basic image data. The total of the predetermined number of frames between the image data of the second basic image data is such that the total number of frames corresponding to the characteristic data recognized by the CPU 7 is also the number of frames obtained by subtracting the number of the second basic image data. It has become. When the number of frames between the image data of the second basic image data is set by the SCPU 7, the number of frames between the image data set by the CPU 7 is recognized by the CPU 7 as the number of section frames.
[0056] 中間画像データ生成手段は、第 1画像データと第 4画像データとの間の少なくとも 1 つの第 1中間画像データと、特性データに対応する複数の第 4画像データそれぞれ の間の少なくとも 1つの第 2中間画像データと、第 4画像データと第 2画像データとの 間の少なくとも 1つの第 3中間画像データとを生成する処理を CPU7に実行させる機 能を備えている。詳細には、中間画像データ生成手段は、第 1画像データと第 4画像 データとの間の区間フレーム数分の第 1中間画像データ、特性データに対応する複 数の第 4画像データそれぞれの間の区間フレーム数分の第 2中間画像データと、第 4画像データと第 2画像データとの間の区間フレーム数分の第 3中間画像データとを 生成する処理を CPU7に実行させる機能を備えて 、る。  [0056] The intermediate image data generating means includes at least one of at least one first intermediate image data between the first image data and the fourth image data and each of a plurality of fourth image data corresponding to the characteristic data. The CPU 7 has a function of causing the CPU 7 to execute a process of generating two second intermediate image data and at least one third intermediate image data between the fourth image data and the second image data. More specifically, the intermediate image data generating means is provided between each of the plurality of fourth image data corresponding to the first intermediate image data and the characteristic data corresponding to the number of interval frames between the first image data and the fourth image data. A function to cause the CPU 7 to execute a process of generating second intermediate image data for the number of interval frames and third intermediate image data for the number of interval frames between the fourth image data and the second image data. RU
[0057] この手段では、第 1画像データと第 4画像データとの間の区間フレーム数分の第 1 中間画像データ、特性データに対応する複数の第 4画像データそれぞれの間の区 間フレーム数分の第 2中間画像データと、第 4画像データと第 2画像データとの間の 区間フレーム数分の第 3中間画像データとを生成する処理力CPU7により実行され る。具体的には、区間フレーム数分の第 1中間画像データが、第 1画像データおよび 表示順序が最も早い第 4画像データを初期画像データとした補間計算を CPU7に実 行させることにより生成される。また、第 2中間画像データが、特性データに対応する 複数の第 4画像データのうちの表示順序が隣接した 2つの画像データを初期画像デ ータとした補間計算を CPU7に実行させることにより生成される。さらに、第 3中間画 像データが、表示順序が最も遅 ヽ第 4画像データおよび第 2画像データを初期画像 データとした補間計算を CPU7に実行させることにより生成される。以下には、各中 間画像データを生成するときの補間方法として、線形補間が用いられる場合の例を 示すが、多次曲線を用いた曲線補間が用いられても良い。曲線補間が用いられた場 合は、線形補間が用いられた場合と比較すると、投手キャラクタの投球動作がよりス ムーズにテレビジョンモニタ 20に表示されることになる。また、中間画像データすベて を線形補間によって生成する場合の例を示すが、所定の区間の中間画像データ、た とえば後述する画像データ G3 (1)と画像データ G3 (1)の次に表示される画像デー タ G3との間の中間画像データのみを線形補間によって生成し、他の区間の中間画 像データは他の補間方法を用いて生成するようにしても良 、。 [0057] In this means, the number of interval frames between each of the plurality of fourth image data corresponding to the first intermediate image data and the characteristic data corresponding to the number of interval frames between the first image data and the fourth image data. This is executed by the processing power CPU 7 that generates the second intermediate image data for the second minute and the third intermediate image data for the number of interval frames between the fourth image data and the second image data. Specifically, the first intermediate image data for the number of interval frames is generated by causing the CPU 7 to perform interpolation calculation using the first image data and the fourth image data with the earliest display order as initial image data. . In addition, the second intermediate image data is obtained by converting two pieces of image data adjacent to each other among the plurality of fourth image data corresponding to the characteristic data to the initial image data. It is generated by causing the CPU 7 to execute interpolation calculation with the data. Further, the third intermediate image data is generated by causing the CPU 7 to perform interpolation calculation using the fourth image data and the second image data with the latest display order as the initial image data. In the following, an example in which linear interpolation is used as an interpolation method when generating each intermediate image data is shown, but curve interpolation using a multi-order curve may be used. When the curve interpolation is used, the pitching motion of the pitcher character is displayed on the television monitor 20 more smoothly than when the linear interpolation is used. In addition, an example in which all the intermediate image data is generated by linear interpolation is shown. Next, intermediate image data in a predetermined section, for example, after image data G3 (1) and image data G3 (1) described later. Only the intermediate image data between the displayed image data G3 may be generated by linear interpolation, and the intermediate image data of other sections may be generated using other interpolation methods.
[0058] 中間画像データ認識手段は、少なくとも 1つの第 1中間画像データと少なくとも 1つ の第 2中間画像データと少なくとも 1つの第 3中間画像データとを中間画像データとし て CPU7に認識させる機能を備えている。詳細には、中間画像データ認識手段は、 区間フレーム数分の第 1中間画像データと区間フレーム数分の第 2中間画像データ と区間フレーム数分の第 3中間画像データとを中間画像データとして CPU7に認識さ せる機能を備えている。 [0058] The intermediate image data recognition means has a function of causing the CPU 7 to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data. I have. More specifically, the intermediate image data recognition means uses the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames as intermediate image data. It has a function to recognize it.
[0059] この手段では、区間フレーム数分の第 1中間画像データと区間フレーム数分の第 2 中間画像データと区間フレーム数分の第 3中間画像データとが中間画像データとし て CPU7に認識される。  In this means, the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames are recognized by the CPU 7 as intermediate image data. The
[0060] 画像表示命令発行手段は、特性データに対応するクイック投球動作又は非クイック 投球動作をテレビジョンモニタ 20に表示するための画像表示命令を CPU7に発行さ せる機能を備えている。  [0060] The image display command issuing means has a function of causing the CPU 7 to issue an image display command for displaying on the television monitor 20 a quick pitching operation or a non-quick pitching operation corresponding to the characteristic data.
[0061] この手段では、特性データに対応するクイック投球動作又は非クイック投球動作を テレビジョンモニタ 20に表示するための画像表示命令が CPU7から発行される。具 体的には、投手キャラクタに投球動作を開始させるためのコントローラ 17からの入力 信号が CPU7に認識されたときに、特性データに対応するクイック投球動作又は非ク イツク投球動作をテレビジョンモニタ 20に表示するための画像表示命令が CPU7か ら発行される。 In this means, the CPU 7 issues an image display command for displaying on the television monitor 20 a quick pitching operation or a non-quick pitching operation corresponding to the characteristic data. Specifically, when an input signal from the controller 17 for causing the pitcher character to start a pitching motion is recognized by the CPU 7, a quick pitching motion or a non-quick pitching motion corresponding to the characteristic data is displayed on the television monitor. CPU7 is the image display command for displaying on Issued.
[0062] 画像表示手段は、画像表示命令が CPU7から発行されたときに、特性データに対 応するクイック投球動作又は非クイック投球動作を、第 2基本画像データおよび中間 画像データを用いてテレビジョンモニタ 20に表示する機能を備えている。  [0062] When the image display command is issued from the CPU 7, the image display means performs the quick pitching operation or the non-quick pitching operation corresponding to the characteristic data by using the second basic image data and the intermediate image data. A function to display on the monitor 20 is provided.
[0063] この手段では、画像表示命令が CPU7から発行されたときに、特性データに対応 するクイック投球動作又は非クイック投球動作が、第 2基本画像データおよび中間画 像データを用いてテレビジョンモニタ 20に表示される。具体的には、画像表示命令 が CPU7から発行されたときに、特性データに対応する第 2基本画像データおよび 中間画像データ力 インターフェース回路 13を介して DZAコンバータ 17に供給さ れる。ここで、画像データが DZAコンバータ 17でアナログ映像信号に変換される。 そして、第 2基本画像データおよび中間画像データがテレビジョンモニタ 20に供給さ れ画像として表示される。  [0063] With this means, when an image display command is issued from the CPU 7, a quick pitching operation or a non-quick pitching operation corresponding to the characteristic data is performed on the television monitor using the second basic image data and the intermediate image data. Displayed at 20. Specifically, when an image display command is issued from the CPU 7, it is supplied to the DZA converter 17 via the second basic image data and intermediate image data force interface circuit 13 corresponding to the characteristic data. Here, the image data is converted into an analog video signal by the DZA converter 17. Then, the second basic image data and the intermediate image data are supplied to the television monitor 20 and displayed as images.
[0064] 〔野球ゲームにおけるクイック投球動作表示システムの処理フローと説明〕  [Processing flow and explanation of quick pitching action display system in baseball game]
次に、野球ゲームにおけるクイック投球動作表示システムの具体的な内容について 説明する。また、図 10に示すクイック投球動作表示システムのフローについても同時 に説明する。  Next, specific contents of the quick pitching operation display system in the baseball game will be described. The flow of the quick pitching operation display system shown in Fig. 10 will also be described.
[0065] 野球ゲームプログラムがゲーム装置にロードされると、図 3に示すように、投手キャラ クタのクイック投球動作開始時の第 1画像データ G1と、投手キャラクタのクイック投球 動作によってボールが投手キャラクタ力 投球されるときの第 2画像データ G2と、投 手キャラクタがクイック投球動作を開始して力 ボールが投手キャラクタ力 投球され るまでの間の複数の第 3画像データ G3と力 記録媒体 10から RAM12にロードされ る。そして、 RAM12にロードされた第 1から第 3画像データ Gl, G2, G3が CPU7に 認識される。このときに、第 1から第 3画像データ Gl, G2, G3が、第 1基本画像デー タ GDIとして CPU7に認識される(Sl)。そして、第 1基本画像データ GDIの各画像 データ Gl, G2, G3を、第 1画像データ Gl、複数の第 3画像データ G3、第 2画像デ ータ G2の順にテレビジョンモニタ 20に表示するための表示順序 Jが CPU7に認識さ れる(S2)。たとえば、複数の第 3画像データ G3としては、 18種類の異なる画像デー タ G3 (1)〜G3 (18)が用意されており、これら複数の第 3画像データ G3 (1)〜G3 (1 8)が CPU7に認識される。なお、この場合の表示順序 Jは、画像データ Gl, G3 (l) 〜G3 (18) ,G2の順となる。 When the baseball game program is loaded onto the game device, as shown in FIG. 3, the ball is thrown into the pitcher character by the first image data G1 when the pitcher character starts the quick pitching motion and the quick pitching motion of the pitcher character. From the second image data G2 when the pitch is thrown, and a plurality of third image data G3 and the force recording medium 10 from when the pitcher character starts the quick pitching motion until the pitch ball is pitched Loaded into RAM12. Then, the first to third image data Gl, G2, G3 loaded in the RAM 12 are recognized by the CPU 7. At this time, the first to third image data Gl, G2, G3 are recognized by the CPU 7 as the first basic image data GDI (Sl). Then, each image data Gl, G2, G3 of the first basic image data GDI is displayed on the television monitor 20 in the order of the first image data Gl, the plurality of third image data G3, and the second image data G2. Display order J is recognized by CPU 7 (S2). For example, as the plurality of third image data G3, 18 kinds of different image data G3 (1) to G3 (18) are prepared, and the plurality of third image data G3 (1) to G3 (1 8) is recognized by CPU7. In this case, the display order J is the order of the image data Gl, G3 (l) to G3 (18), G2.
[0066] また、複数のクイック投球形態データ T力 記録媒体 10から RAM12にロードされる 。そして、 RAM 12にロードされた複数のクイック投球形態データ Tの値たとえば数値 「0」、数値「1」、数値「2」、および数値「3」が CPU7に認識される(S3)。このときに、 複数のクイック投球形態データ Tそれぞれに対応する複数の第 3画像データ G3が C PU7に認識される(S4)。たとえば、図 4に示すように、クイック投球形態データ Tの数 値「0」に対応する複数の第 3画像データ G3 (G3 (1)〜G3 (18) )が CPU7に認識さ れる。また、クイック投球形態データ Tの数値「1」に対応する複数の第 3画像データ G 3' (G3 (l) , 03 (3)〜03 (18) )がじ?1;7に認識される。また、クイック投球形態デー タ Tの数値「2」に対応する複数の第 3画像データ G3, (G3 (l) , G3 (4)〜G3 (18) ) 力 SCPU7に認識される。さらに、クイック投球形態データ Tの数値「3」に対応する複数 の第 3画像データ G3' (G3 (l) , 03 (5)〜03 (18) )がじ?117に認識される。ここで は、クイック投球形態データ Tの数値「1」、数値「2」、および数値「3」に対応する複数 の第 3画像データ G3が、クイック投球形態データ Tに対応する第 1画像データ G1側 の少なくとも 1つの第 3画像データ G3を除いた複数の第 3画像データ G3となっている 。なお、複数のクイック投球形態データ Tそれぞれと複数の第 3画像データ G3との対 応は、ゲームプログラムにお 、て予め規定されて 、る。  In addition, a plurality of quick pitch form data T force recording media 10 are loaded into RAM 12. Then, the values of the plurality of quick pitch form data T loaded in the RAM 12, for example, the numerical value “0”, the numerical value “1”, the numerical value “2”, and the numerical value “3” are recognized by the CPU 7 (S3). At this time, the plurality of third image data G3 corresponding to each of the plurality of quick pitch form data T is recognized by the CPU 7 (S4). For example, as shown in FIG. 4, the CPU 7 recognizes a plurality of third image data G3 (G3 (1) to G3 (18)) corresponding to the numerical value “0” of the quick pitch form data T. In addition, a plurality of third image data G 3 ′ (G3 (l), 03 (3) to 03 (18)) corresponding to the numerical value “1” of the quick pitch form data T is the same? 1; recognized as 7. In addition, a plurality of third image data G3, (G3 (l), G3 (4) to G3 (18)) forces corresponding to the numerical value “2” of the quick pitch form data T are recognized by the SCPU7. Furthermore, the multiple third image data G3 '(G3 (l), 03 (5) to 03 (18)) corresponding to the numerical value “3” of the quick throwing form data T? Recognized by 117. Here, a plurality of third image data G3 corresponding to the numerical value “1”, the numerical value “2”, and the numerical value “3” of the quick pitching form data T are the first image data G1 corresponding to the quick pitching form data T. A plurality of third image data G3 excluding at least one third image data G3 on the side. The correspondence between each of the plurality of quick pitch form data T and the plurality of third image data G3 is defined in advance in the game program.
[0067] さらに、複数のクイック投球形態データ Tそれぞれに対応する全フレーム数 Fが、記 録媒体 10から RAM12にロードされる。そして、 RAMI 2にロードされた全フレーム 数 Fが CPU7に認識される(S5)。たとえば、ここでは、図 5に示すように、クイック投球 形態データ Tの値である数値「0」に対応する全フレーム数 Fが 96フレームとなってお り、クイック投球形態データ Tの値である数値「1」に対応する全フレーム数 Fが 91フレ ームとなっており、クイック投球形態データ Tの値である数値「2」に対応する全フレー ム数 Fが 86フレームとなっており、クイック投球形態データ Tの値である数値「3」に対 応する全フレーム数 Fが 81フレームとなっており、これら複数のクイック投球形態デー タ Tの値が CPU7に認識される。なお、クイック投球形態データ Tの値と全フレーム数 Fとの対応は、ゲームプログラムにお 、て予め規定されて!、る。 [0068] そして、野球ゲームの試合を実行するための命令が CPU7から発行され、先発投 手キャラクタ又はリリーフ投手キャラクタを選択するための操作入力部 5たとえばコント ローラ 17からの入力信号が CPU7に認識されると、入力信号に対応する、複数の投 手キャラクタ PO, PI, P2, P3のうちのいずれか 1つの投手キャラクタ Pが、 CPU7に 認識される(S7)。このときに、図 6に示すように、 CPU7に認識された投手キャラクタ Pがテレビジョンモニタ 20に表示される。すると、投手キャラクタ Pに対応するクイック 投球形態データ Tが CPU7に認識される(S8)。なお、投手キャラクタ Pとクイック投球 形態データ Tとの対応はゲームプログラムにおいて予め規定されており、コントローラ 17を操作することによって所望の投手キャラクタ Pが選択されたときに、所望の投手 キャラクタ Pに対応するクイック投球形態データ T力 SCPU7に認識される。ここでは、 投手キャラクタ POがコントローラ 17により選択され CPU7に認識された場合は、数値 「0」を有するクイック投球形態データ Tが CPU7に認識される。そして、この数値「0」 という値を有するクイック投球形態データ Tが投手キャラクタ POの特性データ TDとし て CPU7に認識される(S9)。同様に、投手キャラクタ PI, P2, P3のいずれか 1つが コントローラ 17により選択され CPU7に認識された場合は、数値「1」,数値「2」,および 数値「3」のいずれか 1つの値を有するクイック投球形態データ T力 CPU7に認識され る。そして、この数値「1」,数値「2」,および数値「3」のいずれ力 1つの値を有するクイ ック投球形態データ Tが投手キャラクタ PI, P2, P3の特性データ TDとして CPU7に 認識される(図 4および図 5を参照)。なお、特性データ TDの値が数値「0」の場合は 、後述するように、投手キャラクタ P4が非クイック動作で投球する状態が、テレビジョ ンモニタ 20に表示される。 [0067] Furthermore, the total number of frames F corresponding to each of the plurality of quick pitch form data T is loaded from the recording medium 10 into the RAM 12. Then, the total number of frames F loaded in RAMI 2 is recognized by CPU 7 (S5). For example, here, as shown in FIG. 5, the total number of frames F corresponding to the value “0”, which is the value of the quick pitch form data T, is 96 frames, which is the value of the quick pitch form data T. The total number of frames F corresponding to the numerical value “1” is 91 frames, and the total number of frames F corresponding to the numerical value “2”, which is the value of the quick pitch form data T, is 86 frames. The total number of frames F corresponding to the value “3”, which is the value of the quick pitch form data T, is 81 frames, and the CPU 7 recognizes these multiple values of the quick pitch form data T. The correspondence between the value of the quick pitch form data T and the total number of frames F is defined in advance by the game program! [0068] Then, a command for executing a baseball game match is issued from the CPU 7, and an operation input unit 5 for selecting a starting pitcher character or a relief pitcher character, for example, an input signal from the controller 17 is recognized by the CPU 7. Then, one pitcher character P among the plurality of pitcher characters PO, PI, P2, P3 corresponding to the input signal is recognized by the CPU 7 (S7). At this time, the pitcher character P recognized by the CPU 7 is displayed on the television monitor 20 as shown in FIG. Then, the quick pitch form data T corresponding to the pitcher character P is recognized by the CPU 7 (S8). The correspondence between the pitcher character P and the quick pitch form data T is defined in advance in the game program, and corresponds to the desired pitcher character P when the desired pitcher character P is selected by operating the controller 17. Quick throwing form data T force SCPU7 recognizes. Here, when the pitcher character PO is selected by the controller 17 and recognized by the CPU 7, the quick pitch form data T having the numerical value “0” is recognized by the CPU 7. Then, the quick pitch form data T having the value “0” is recognized by the CPU 7 as the characteristic data TD of the pitcher character PO (S9). Similarly, if any one of the pitcher characters PI, P2, P3 is selected by the controller 17 and recognized by the CPU 7, any one of the numerical values “1”, “2”, and “3” is set. Has quick pitch form data T force CPU7 recognizes. Then, the quick pitch form data T having one of the values “1”, “2” and “3” is recognized by the CPU 7 as the characteristic data TD of the pitcher characters PI, P2 and P3. (See Figure 4 and Figure 5). When the value of the characteristic data TD is “0”, the state in which the pitcher character P4 is throwing in a non-quick motion is displayed on the television monitor 20, as will be described later.
[0069] 続いて、投手キャラクタ Pの特性データ TDの値が数値「0」であるか否かが CPU7に より判別される(S10)。そして、投手キャラクタ Pの特性データ TDの値が数値「0」で ないと CPU7により判別された場合 (S 10で NO)、投手キャラクタの特性データ TDに 対応する、複数の第 3画像データ G3より少ない第 3画像データ G3'が、複数の第 4 画像データ G4として CPU7に認識される(Sl l、図 4を参照)。すると、第 1画像デー タ G1と複数の第 4画像データ G4と第 2画像データ G2とが第 2基本画像データ GD2 として CPU7に認識される(S12)。たとえば、図 7に示すように、投手キャラクタの特 性データ TDが「1」の場合は、複数の画像データ Gl, G3 (l) , G3 (3)〜G3 (18) , G2が、第 2基本画像データ GD2として CPU7に認識される。また、投手キャラクタの 特性データ TDが「2」の場合は、複数の画像データ Gl, G3 (l) , G3 (4)〜G3 (18) , G2が、第 2基本画像データ GD2として CPU7に認識される。さらに、投手キャラクタ の特性データ TD力「3」の場合は、複数の画像データ Gl, G3 (l) , G3 (5)〜G3 (1 8) , G2が、第 2基本画像データ GD2として CPU7に認識される。 Next, the CPU 7 determines whether or not the value of the characteristic data TD of the pitcher character P is a numerical value “0” (S10). If the CPU 7 determines that the value of the characteristic data TD of the pitcher character P is not “0” (NO in S10), the plurality of third image data G3 corresponding to the characteristic data TD of the pitcher character A small amount of the third image data G3 'is recognized by the CPU 7 as a plurality of fourth image data G4 (see Sll, Fig. 4). Then, the first image data G1, the plurality of fourth image data G4, and the second image data G2 are recognized by the CPU 7 as the second basic image data GD2 (S12). For example, as shown in Figure 7, When the sex data TD is “1”, the plurality of image data G1, G3 (1), G3 (3) to G3 (18), G2 are recognized by the CPU 7 as the second basic image data GD2. Also, when the pitcher character's characteristic data TD is “2”, multiple image data Gl, G3 (l), G3 (4) to G3 (18), G2 are recognized by the CPU 7 as the second basic image data GD2. Is done. In addition, in the case of the pitcher character characteristic data TD force “3”, a plurality of image data Gl, G3 (l), G3 (5) to G3 (18), G2 are sent to the CPU 7 as the second basic image data GD2. Be recognized.
[0070] すると、第 1画像データ G1と複数の第 4画像データ G4と第 2画像データ G2とから なる第 2基本画像データ GD2の各画像データ Gl, G3, G3間のフレーム数が、 CP U7により所定のフレーム数に設定される。ここで、第 2基本画像データ GD2の各画 像データ Gl, G2, G3間の所定のフレーム数の合計は、 CPU7に認識された特性デ ータ TDに対応する全フレーム数 F力ゝら第 2基本画像データ GD2の数を減算したフレ ーム数になるようになって!/、る。このような第 2基本画像データ GD2の各画像データ Gl, G2, G3間のフレーム数が CPU7により所定のフレーム数に設定されると、この CPU7により設定された各画像データ Gl, G2, G3間のフレーム数が区間フレーム 数 KFとして CPU7に認識される(S13)。  [0070] Then, the number of frames between the image data Gl, G3, and G3 of the second basic image data GD2 including the first image data G1, the plurality of fourth image data G4, and the second image data G2 is represented by CP U7 To set a predetermined number of frames. Here, the total of the predetermined number of frames between the image data Gl, G2, and G3 of the second basic image data GD2 is the total number of frames corresponding to the characteristic data TD recognized by the CPU 7, based on the F force. 2Basic image data The number of frames is subtracted from the number of GD2! When the number of frames between the image data Gl, G2, and G3 of the second basic image data GD2 is set to a predetermined number of frames by the CPU 7, the interval between the image data Gl, G2, and G3 set by the CPU 7 is set. The number of frames is recognized by the CPU 7 as the number of section frames KF (S13).
[0071] たとえば、ここでは、図 8に示すように、特性データ TDが「1」の場合は、画像データ G1と画像データ G3 (1)との間の区間フレーム数 KF、画像データ G3 (1)と画像デー タ G3 (3)との間の区間フレーム数 KF、画像データ G3 (3)力 画像データ G3 (18)ま での各画像データ間の区間フレーム数 KF、および画像データ G3 (18)と画像デー タ G2との間の区間フレーム数 KFそれぞれ力 4フレームに設定されている。この場 合は、区間フレーム数 KFの合計が 72フレームであり第 2基本画像データ GD2の数 力 S 19であるので、全フレーム数 Fは 91フレームとなる。また、特性データ TD力「2」の 場合は、画像データ G1と画像データ G3 (l)との間の区間フレーム数 KF、画像デー タ G3 (1)と画像データ G3 (4)との間の区間フレーム数 KF、画像データ G3 (4)から 画像データ G3 (18)までの各画像データ間の区間フレーム数 KF、および画像デー タ G3 (18)と画像データ G2との間の区間フレーム数 KFそれぞれ力 4フレームに設 定されている。この場合は、区間フレーム数 KFの合計が 68フレームであり第 2基本 画像データ GD2の数が 18であるので、全フレーム数 Fは 86フレームとなる。さらに、 特性データ TDが「3」の場合は、画像データ G1と画像データ G3 (1)との間の区間フ レーム数 KF、画像データ G3 (1)と画像データ G3 (5)との間の区間フレーム数 KF、 画像データ G3 (5)力 画像データ G3 (18)までの各画像データ間の区間フレーム 数 KF、および画像データ G3 (18)と画像データ G2との間の区間フレーム数 KFそれ ぞれが、 4フレームに設定されている。この場合は、区間フレーム数 KFの合計が 64 フレームであり第 2基本画像データ GD2の数が 17であるので、全フレーム数 Fは 81 フレームとなる。 For example, here, as shown in FIG. 8, when the characteristic data TD is “1”, the number of frame frames KF between the image data G1 and the image data G3 (1), the image data G3 (1 ) And image data G3 (3), the number of interval frames KF, image data G3 (3) force The number of interval frames KF between each image data up to image data G3 (18), and image data G3 (18 ) And image data G2 The number of frames KF is set to 4 frames each. In this case, since the total number of section frames KF is 72 frames and the power S 19 of the second basic image data GD2, the total number of frames F is 91 frames. When the characteristic data TD force is “2”, the number of frames KF between the image data G1 and the image data G3 (l), and between the image data G3 (1) and the image data G3 (4). Number of interval frames KF, number of interval frames KF between image data from image data G3 (4) to image data G3 (18), and interval frame number KF between image data G3 (18) and image data G2 Each force is set to 4 frames. In this case, since the total number of section frames KF is 68 frames and the number of second basic image data GD2 is 18, the total number of frames F is 86 frames. further, When the characteristic data TD is `` 3 '', the number of interval frames KF between the image data G1 and the image data G3 (1), and the interval frame between the image data G3 (1) and the image data G3 (5) Number KF, image data G3 (5) force Number of interval frames KF between image data up to image data G3 (18), and number of interval frames KF between image data G3 (18) and image data G2 Is set to 4 frames. In this case, since the total number of section frames KF is 64 frames and the number of second basic image data GD2 is 17, the total number of frames F is 81 frames.
[0072] すると、区間フレーム数 KF分の第 1中間画像データ MG1が、第 1画像データ G1 および表示順序 Jの値が最も小さい第 4画像データ G4を初期画像データとした線形 補間計算を CPU7に実行させることにより生成される。また、区間フレーム数 KF分の 第 2中間画像データ MG2が、特性データ TDに対応する複数の第 4画像データ G4 のうちの表示順序 Jの値が隣接した 2つの画像データを初期画像データとした線形補 間計算を CPU7に実行させることにより生成される。さらに、区間フレーム数 KF分の 第 3中間画像データ MG3が、表示順序 Jの値が最も大き!/、第 4画像データ G4および 第 2画像データ G2を初期画像データとした線形補間計算を CPU7に実行させること により生成される。このときに、区間フレーム数 KF分の第 1中間画像データ MG1と区 間フレーム数 KF分の第 2中間画像データ MG2と区間フレーム数 KF分の第 3中間 画像データ MG3とが中間画像データ MGとして CPU7に認識される(S 14)。  [0072] Then, the first intermediate image data MG1 corresponding to the number of section frames KF is subjected to linear interpolation calculation using the first image data G1 and the fourth image data G4 having the smallest display order J as initial image data. It is generated by executing. In addition, the second intermediate image data MG2 corresponding to the number of section frames KF is used as the initial image data of the plurality of fourth image data G4 corresponding to the characteristic data TD. Generated by causing CPU 7 to execute linear interpolation calculation. Furthermore, the third intermediate image data MG3 corresponding to the number of interval frames KF has the largest display order J value! /, And linear interpolation calculation using the fourth image data G4 and the second image data G2 as the initial image data is sent to the CPU 7. Generated by executing. At this time, the first intermediate image data MG1 for the section frame number KF, the second intermediate image data MG2 for the section frame number KF, and the third intermediate image data MG3 for the section frame number KF are used as the intermediate image data MG. Recognized by CPU 7 (S 14).
[0073] たとえば、図 3に示すように、特性データ TDが「1」の場合は、各第 1中間画像デー タ MG1が、第 1画像データ G1および第 3画像データ G3 (1)を初期画像データとして 順次生成される。そして、各第 2中間画像データ MG2が、第 3画像データ G3 (2)を 除く第 3画像データ G3 (1)から第 3画像データ G3 (18)の間の 2つの画像データを 初期画像データとして順次生成される。そして、各第 3中間画像データ MG3が、第 3 画像データ G3 (18)および第 2画像データ G2を初期画像データとして順次生成され る。同様に、特性データ TDが「2」の場合は、各第 1中間画像データ MG1が、第 1画 像データ G1および第 3画像データ G3 (1)を初期画像データとして順次生成される。 そして、各第 2中間画像データ MG2が、第 3画像データ G3 (2)および第 3画像デー タ G3 (3)を除く第 3画像データ G3 (1)から第 3画像データ G3 (18)の間の 2つの画 像データを初期画像データとして順次生成される。そして、各第 3中間画像データ M G3が、第 3画像データ G3 (18)および第 2画像データ G2を初期画像データとして順 次生成される。同様に、特性データ TDが「3」の場合は、各第 1中間画像データ MG 1が、第 1画像データ G1および第 3画像データ G3 (1)を初期画像データとして順次 生成される。そして、各第 2中間画像データ MG2が、第 3画像データ G3 (2)、第 3画 像データ G3 (3)、および第 3画像データ G3 (4)を除く第 3画像データ G3 (1)力も第 3画像データ G3 (18)の間の 2つの画像データを初期画像データとして順次生成さ れる。そして、各第 3中間画像データ MG3が、第 3画像データ G3 (18)および第 2画 像データ G2を初期画像データとして順次生成される。このようにして各特性データ T Dに対応する複数の第 1から第 3中間画像データ MG1, MG2, MG3が生成される と、これら第 1から第 3中間画像データ MG1, MG2, MG3が中間画像データ MGと して CPU7に認識される。なお、図 3に示した、第 1中間画像データ MG1、第 2中間 画像データ MG2、および第 3中間画像データ MG3は、初期画像データ間の代表的 な画像データを示して 、る。 For example, as shown in FIG. 3, when the characteristic data TD is “1”, each of the first intermediate image data MG1 uses the first image data G1 and the third image data G3 (1) as the initial image. Sequentially generated as data. Then, each second intermediate image data MG2 uses two image data between the third image data G3 (1) to the third image data G3 (18) excluding the third image data G3 (2) as initial image data. Generated sequentially. Then, the third intermediate image data MG3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data. Similarly, when the characteristic data TD is “2”, each first intermediate image data MG1 is sequentially generated using the first image data G1 and the third image data G3 (1) as initial image data. Each second intermediate image data MG2 is between the third image data G3 (1) to the third image data G3 (18) excluding the third image data G3 (2) and the third image data G3 (3). The two paintings Image data is sequentially generated as initial image data. Then, each third intermediate image data M G3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data. Similarly, when the characteristic data TD is “3”, each of the first intermediate image data MG1 is sequentially generated using the first image data G1 and the third image data G3 (1) as initial image data. Then, each second intermediate image data MG2 also has third image data G3 (1) force except for the third image data G3 (2), the third image data G3 (3), and the third image data G3 (4). Two pieces of image data between the third image data G3 (18) are sequentially generated as initial image data. Then, the third intermediate image data MG3 is sequentially generated using the third image data G3 (18) and the second image data G2 as initial image data. When a plurality of first to third intermediate image data MG1, MG2, MG3 corresponding to each characteristic data TD are generated in this way, these first to third intermediate image data MG1, MG2, MG3 are converted to intermediate image data. It is recognized by CPU7 as MG. Note that the first intermediate image data MG1, the second intermediate image data MG2, and the third intermediate image data MG3 shown in FIG. 3 show typical image data between the initial image data.
[0074] そして、所望の投手キャラクタにクイック投球動作を開始させるためのコントローラ 1 7からの入力信号力 SCPU7に認識されると、特性データ TDに対応するクイック投球 動作をテレビジョンモニタ 20に表示するための画像表示命令が CPU7から発行され る(S15)。すると、画像表示命令が CPU7から発行されたときに、特性データ TDに 対応するクイック投球動作が、第 2基本画像データ GD2および中間画像データ MG を用いてテレビジョンモニタ 20に表示される(S 16)。具体的には、画像表示命令が C PU7から発行されたときに、特性データ TDに対応する第 2基本画像データ GD2お よび中間画像データ MGが、インターフェース回路 13を介して D/Aコンバータ 17に 供給される。そして、画像データ GD2, MGが DZAコンバータ 17でアナログ映像信 号に変換される。そして、第 2基本画像データ GD2および中間画像データ MGがテ レビジョンモニタ 20に供給され画像として表示される。なお、クイック投球動作とは、 投手キャラクタがセットポジション力 クイックモーションを行いながら投球するときの 動作である。 [0074] Then, when the input signal power from the controller 17 for causing the desired pitcher character to start the quick pitching motion is recognized by the SCPU 7, the quick pitching motion corresponding to the characteristic data TD is displayed on the television monitor 20. An image display command is issued from the CPU 7 (S15). Then, when an image display command is issued from the CPU 7, the quick pitching operation corresponding to the characteristic data TD is displayed on the television monitor 20 using the second basic image data GD2 and the intermediate image data MG (S 16 ). Specifically, when an image display command is issued from the CPU 7, the second basic image data GD2 and the intermediate image data MG corresponding to the characteristic data TD are transferred to the D / A converter 17 via the interface circuit 13. Supplied. The image data GD2 and MG are converted into analog video signals by the DZA converter 17. Then, the second basic image data GD2 and the intermediate image data MG are supplied to the television monitor 20 and displayed as an image. The quick pitching action is an action when the pitcher character throws while performing the set position force quick motion.
[0075] 一方で、投手キャラクタ P1の特性データの値が数値「0」であると CPU7により判別 された場合 (S 10で YES)、図 4に示した、投手キャラクタ P1の特性データ TDたとえ ば数値「0」に対応する複数の第 3画像データ G3 (G3 (1)〜G3 (18) )が、複数の第 4画像データ GD4として CPU7に認識される。すると、第 1画像データ G1と複数の第 4画像データ G4と第 2画像データ G2とが第 2基本画像データ GD2として CPU7に認 識される(S12' )。すると、図 4、図 5、図 7、および図 8の対応関係に基づいて、上記 に示した S13から S16までの処理と同様の処理が CPU7により実行される(S13'、 S 14,)。 On the other hand, the CPU 7 determines that the characteristic data value of the pitcher character P1 is “0”. (YES in S10), characteristic data TD of pitcher character P1 shown in Fig. 4, for example, multiple third image data G3 (G3 (1) to G3 (18)) corresponding to the numerical value `` 0 '' Is recognized by the CPU 7 as a plurality of fourth image data GD4. Then, the first image data G1, the plurality of fourth image data G4, and the second image data G2 are recognized by the CPU 7 as the second basic image data GD2 (S12 ′). Then, based on the correspondence relationships in FIGS. 4, 5, 7, and 8, the CPU 7 executes the same processing as the processing from S13 to S16 described above (S13 ′, S14).
[0076] そして、投手キャラクタ P1に投球動作を開始させるためのコントローラ 17からの入 力信号が CPU7に認識されると、特性データ TDに対応する非クイック投球動作をテ レビジョンモニタ 20に表示するための画像表示命令が CPU7から発行される(S15' ) oすると、画像表示命令が CPU7から発行されたときに、特性データ TDに対応する 非クイック投球動作が、第 2基本画像データ GD2および中間画像データ MGを用い てテレビジョンモニタ 20に表示される(S16' )。具体的には、画像表示命令が CPU7 から発行されたときに、特性データ TDに対応する第 2基本画像データ GD2および中 間画像データ MG力 インターフェース回路 13を介して DZAコンバータ 17に供給さ れる。そして、画像データ GD2, MGが DZAコンバータ 17でアナログ映像信号に変 換される。そして、第 2基本画像データ GD2および中間画像データ MGがテレビジョ ンモニタ 20に供給され画像として表示される。なお、非クイック投球動作とは、投手キ ャラクタがセットポジションからクイックモーションを行うことなく投球するときの動作で ある。  [0076] Then, when the CPU 7 recognizes the input signal from the controller 17 for causing the pitcher character P1 to start the pitching motion, the non-quick pitching motion corresponding to the characteristic data TD is displayed on the television monitor 20. When the image display command is issued from the CPU 7 (S15 ') o When the image display command is issued from the CPU 7, the non-quick pitching operation corresponding to the characteristic data TD is performed with the second basic image data GD2 and the intermediate image. The data MG is displayed on the television monitor 20 (S16 '). Specifically, when an image display command is issued from the CPU 7, it is supplied to the DZA converter 17 via the second basic image data GD2 and the intermediate image data MG force interface circuit 13 corresponding to the characteristic data TD. Then, the image data GD2 and MG are converted into analog video signals by the DZA converter 17. Then, the second basic image data GD2 and the intermediate image data MG are supplied to the television monitor 20 and displayed as images. The non-quick pitching action is an action when the pitcher character throws without performing a quick motion from the set position.
[0077] 最後に、図 9を参照して、中間画像データ MGを生成するときの生成方法について の説明を行っておく。なお、ここでは、特性データ TDが「3」であり、第 3画像データ G 3 (2)、第 3画像データ G3 (3)、および第 3画像データ G3 (4)を除く複数の第 3画像 データ G3のうちの画像データ G3 (1)および画像データ G3 (5)を初期画像データと した場合を例として、中間画像データ MGすなわち第 2中間画像データ MG2 (MG2 (1)〜MG2 (4) )の生成方法につ!、ての説明を行う。  Finally, with reference to FIG. 9, description will be made regarding a generation method for generating the intermediate image data MG. Here, the characteristic data TD is “3”, and a plurality of third images excluding the third image data G 3 (2), the third image data G3 (3), and the third image data G3 (4). In the case where image data G3 (1) and image data G3 (5) of data G3 are used as initial image data, intermediate image data MG, that is, second intermediate image data MG2 (MG2 (1) to MG2 (4) ) Will be explained.
[0078] 第 3画像データ G3 (1)および第 3画像データ G3 (5)それぞれは、投手キャラクタ P 3を構成する複数の部位画像データ 75を有している。図 9に示すように、複数の部位 画像データ 75それぞれには、たとえば、頭部オブジェクトデータ 75a、躯体オブジェ タトデータ 75b、左右の腕部オブジェクトデータ 75c, 75d、左右の足部オブジェクト データ 75e, 75fが対応している。また、第 3画像データ G3 (l)および第 3画像データ G3 (5)それぞれは、投手キャラクタ P3の各部位の位置を規定するための基点座標 データ Sを有して 、る。この基点座標データ Sにより規定される位置に各部位画像デ ータ 75を配置することによって、投手キャラクタ P3の一連の投球動作のうちの各瞬間 の投球姿勢が規定される。なお、各瞬間の各部位画像データ 75は、ポリゴンの内部 領域にテクスチャデータを配置することによって形成される。 Each of the third image data G3 (1) and the third image data G3 (5) has a plurality of part image data 75 constituting the pitcher character P3. As shown in Figure 9, multiple sites For example, head object data 75a, body object data 75b, left and right arm object data 75c and 75d, and left and right foot object data 75e and 75f correspond to the image data 75, respectively. Each of the third image data G3 (l) and the third image data G3 (5) has base coordinate data S for defining the position of each part of the pitcher character P3. By disposing each part image data 75 at a position defined by the base coordinate data S, a pitching posture at each moment in a series of pitching motions of the pitcher character P3 is defined. Each part image data 75 at each moment is formed by arranging texture data in the internal area of the polygon.
[0079] たとえば、第 3画像データ G3 (1)の右足用基点座標データ SFe (xe, ye, ze)から 第 3画像データ G3 (l)の右足用基点座標データ SFs (XS, ys, zs)を減算する計算 力 SCPU7により実行される。次に、この減算によって算出される右足用差分座標デー タ(xe— xs, ye— ys, ze— zs)を、区間フレーム数 KFに 1を加算した値たとえば 5 (4 + 1)によって除算する計算((dx, dy, dz) = (xe-xs) / (KF+ l) , (ye-ys) / ( KF+ 1) , (ze— zs) / (KF+ 1) )が CPU7により実行される。 [0079] For example, from the right foot base coordinate data SFe (xe, ye, ze) of the third image data G3 (1) to the right foot base coordinate data SFs ( XS , ys, zs) of the third image data G3 (l) The calculation power to subtract is executed by SCPU7. Next, the right foot difference coordinate data (xe—xs, ye—ys, ze—zs) calculated by this subtraction is divided by the value obtained by adding 1 to the number of interval frames KF, for example, 5 (4 + 1). The calculation ((dx, dy, dz) = (xe-xs) / (KF + l), (ye-ys) / (KF + 1), (ze—zs) / (KF + 1))) is executed by the CPU 7.
[0080] 続いて、この除算によって算出される右足用変化分座標データ (dx, dy, dz)を、第 3画像データ G3 (l)の右足用基点座標データ SFs (xs, ys, zs ;ts)に加算する計算 ( (xsl, ysl, zsl ;tsl) = (xs + dx, ys + dy, zs + dz) )が CPU7により実行される。 すると、次フレームの右足用座標データ SF1 (xsl, ysl, zsl ;tsl)が CPU7により算 出される。このような処理を腕部オブジェクト以外のオブジェクトの基点座標データ S に対して行うことにより、次フレームの他のオブジェクトの座標データ S 1が算出される 。そして、次フレームの各オブジェクトの座標データ S1により規定される位置に、対応 する各才ブジェク卜データ 75a, 75b, 75c, 75d, 75e, 75fを酉己置することによって、 次フレームの投球姿勢が画像データにおいて規定される。  Subsequently, the right foot change coordinate data (dx, dy, dz) calculated by this division is used as the right foot base coordinate data SFs (xs, ys, zs; ts of the third image data G3 (l). ) Is added by (7) ((xsl, ysl, zsl; tsl) = (xs + dx, ys + dy, zs + dz)) is executed by CPU7. Then, the right foot coordinate data SF1 (xsl, ysl, zsl; tsl) of the next frame is calculated by the CPU 7. By performing such processing on the base point coordinate data S of the object other than the arm part object, the coordinate data S 1 of the other object of the next frame is calculated. Then, by placing the corresponding individual object data 75a, 75b, 75c, 75d, 75e, 75f at the position defined by the coordinate data S1 of each object in the next frame, the pitching posture of the next frame can be determined. Defined in image data.
[0081] 続、て、右足用変化分座標データ (dx, dy, dz)を上記の次フレームの右足用座標 データ SF1に加算する計算が CPU7により実行される。すると、次々フレームの右足 用座標データ SF2が CPU7により算出される。このような処理を右足部オブジェクト 以外のオブジェクトの座標データ S1に対して行うことにより、次々フレームの他のォ ブジエタトの座標データ S2が算出される。そして、次々フレームの各オブジェクトの座 標データ S2により規定される位置に、対応する各オブジェクトデータ 75a, 75b, 75c , 75d, 75e, 75fを配置することによって、次々フレームの投球姿勢が画像データに おいて規定される。このような処理を区間フレーム数 KF回繰り返す処理を CPU7に 実行させることにより、第 3画像データ G3 (1)と第 3画像データ G3 (5)との間の中間 画像データ MGすなわち第 2中間画像データ MG2 (MG2 (1)〜MG2 (4) )が生成さ れる。上記のような処理を各区間において行うことにより、すべての区間における中 間画像データ MGが生成される。 Subsequently, the CPU 7 executes a calculation for adding the right foot change coordinate data (dx, dy, dz) to the right foot coordinate data SF1 of the next frame. Then, the right foot coordinate data SF2 of the next frame is calculated by the CPU7. By performing such processing on the coordinate data S1 of an object other than the right foot object, the coordinate data S2 of another object in the next frame is calculated. Then, the position of each object in the frame By disposing the corresponding object data 75a, 75b, 75c, 75d, 75e, and 75f at the position defined by the target data S2, the pitching posture of the frames is defined in the image data. By causing the CPU 7 to execute such a process for repeating the number of section frames KF times, intermediate image data MG between the third image data G3 (1) and the third image data G3 (5), that is, the second intermediate image. Data MG2 (MG2 (1) to MG2 (4)) is generated. By performing the above processing in each section, intermediate image data MG in all sections is generated.
[0082] なお、ここでは、第 3画像データ G3 (1)の基点座標データ SFsと、第 3画像データ G 3 (5)の基点座標データ SFeとに基づいて、中間画像データ MGが線形補間によつ て算出される場合の例を示したが、第 3画像データ G3 (1)の基点座標データ SFsと、 第 3画像データ G3 (5)の基点座標データ SFeとの間の座標データの算出は、上記 方法に限定されず、どのようにしても良い。たとえば、第 3画像データ G3 (l)の基点 座標データ SFsと、第 3画像データ G3 (5)の基点座標データ SFeとを結ぶ多次曲線 関数を用いた曲線補間が用いられても良い。この場合は、第 3画像データ G3 (l)の 基点座標データ SFsと第 3画像データ G3 (5)の基点座標データ SFeとを結ぶ多次 曲線関数を CPU7に認識させ、この多次曲線上を移動するようなオブジェクトの座標 データを CPU7に生成させる。これにより、線形補間が用いられた場合よりも、投手キ ャラクタのクイック投球動作をよりスムーズにテレビジョンモニタ 20に表示することがで きる。 [0082] Here, based on the base point coordinate data SFs of the third image data G3 (1) and the base point coordinate data SFe of the third image data G3 (5), the intermediate image data MG is linearly interpolated. Therefore, the calculation of the coordinate data between the base coordinate data SFs of the third image data G3 (1) and the base coordinate data SFe of the third image data G3 (5) was shown. Is not limited to the above method, and any method may be used. For example, curve interpolation using a multi-order curve function connecting the base point coordinate data SFs of the third image data G3 (l) and the base point coordinate data SFe of the third image data G3 (5) may be used. In this case, the CPU 7 recognizes a multi-order curve function connecting the base coordinate data SFs of the third image data G3 (l) and the base coordinate data SFe of the third image data G3 (5), and The CPU7 is made to generate the coordinate data of the moving object. Accordingly, the quick pitching operation of the pitcher character can be displayed on the television monitor 20 more smoothly than when linear interpolation is used.
[0083] 〔他の実施形態〕  [Other Embodiments]
(a)前記実施形態では、ゲームプログラムを適用しうるコンピュータの一例としての 家庭用ビデオゲーム装置を用いた場合の例を示した力 ゲーム装置は、前記実施形 態に限定されず、モニタが別体に構成されたゲーム装置、モニタが一体に構成され たゲーム装置、ゲームプログラムを実行することによってゲーム装置として機能するパ 一ソナルコンピュータやワークステーションなどにも同様に適用することができる。また (a) In the above embodiment, the power game apparatus shown as an example in the case of using a home video game apparatus as an example of a computer to which the game program can be applied is not limited to the above embodiment, and a monitor is separately provided. The present invention can be similarly applied to a game device configured in a body, a game device in which a monitor is integrated, a personal computer functioning as a game device by executing a game program, a workstation, and the like. Also
、ゲーム装置は、前記実施形態に限定されず、携帯型コンピュータ、携帯型ゲーム 装置などにも同様に適用することができる。 The game device is not limited to the above-described embodiment, and can be similarly applied to a portable computer, a portable game device, and the like.
[0084] (b)本発明には、前述したようなゲームを実行するプログラムおよびこのプログラム を記録したコンピュータ読み取り可能な記録媒体も含まれる。この記録媒体としては、 カートリッジ以外に、たとえば、コンピュータ読み取り可能なフレキシブルディスク、半 導体メモリ、 CD-ROM, DVD, MO、 ROMカセット、その他のものが挙げられる。 産業上の利用可能性 (B) The present invention includes a program for executing a game as described above and the program A computer-readable recording medium on which is recorded. As the recording medium, for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like can be cited in addition to the cartridge. Industrial applicability
本発明では、投手キャラクタの特性データに対応する複数の第 4画像データが含ま れる第 2基本画像データおよび中間画像データを用いて投手キャラクタの投球動作 を画像表示部に表示することができる。すなわち、キャラクタの特性データに基づい て、移動体を送出するキャラクタの送出動作を画像表示部に表示することができる。 また、本発明では、投手キャラクタのクイック投球動作を、制御部に認識された特性 データすなわち複数のクイック投球形態データのいずれか 1つに対応する所定のフ レーム数 (全フレーム数)で画像表示部に表示することができる。すなわち、キャラクタ の特性データに基づいて、移動体を送出するキャラクタの送出動作を所定のフレー ム数で画像表示部に表示することができる。また、本発明では、第 1画像データが投 手キャラクタの送出動作開始時の画像データである場合、第 1画像データ側の少なく とも 1つの第 3画像データたとえば投手キャラクタが足を直角に曲げた状態の画像デ ータを除くことにより、投手キャラクタのクイック投球動作を画像表示部に表示すること ができる。すなわち、キャラクタの特性データに基づいて、移動体を送出するキャラク タの送出動作を適切に画像表示部に表示することができる。さらに、本発明では、各 区間を規定する 2つの画像データを初期データとした補間計算によって、中間画像 データが生成されるので、この中間画像データによって各区間を規定する 2つの画 像データを連結することにより、投手キャラクタのクイック投球動作をスムーズに表示 することができる。すなわち、キャラクタの特性データに基づいて、移動体を送出する キャラクタの送出動作をスムーズに画像表示部に表示することができる。  In the present invention, the pitching motion of the pitcher character can be displayed on the image display unit using the second basic image data and the intermediate image data including the plurality of fourth image data corresponding to the characteristic data of the pitcher character. That is, based on the character characteristic data, the character sending operation for sending the moving object can be displayed on the image display unit. In the present invention, the quick pitching motion of the pitcher character is displayed as an image with a predetermined number of frames (total number of frames) corresponding to any one of the characteristic data recognized by the control unit, that is, the plurality of quick pitching form data. Can be displayed. That is, based on the character characteristic data, it is possible to display on the image display unit a predetermined number of frames of the character sending operation for sending the moving object. Further, in the present invention, when the first image data is image data at the start of the pitcher character sending operation, at least one third image data on the first image data side, for example, the pitcher character has its foot bent at a right angle. By removing the state image data, the quick pitching motion of the pitcher character can be displayed on the image display unit. That is, based on the character characteristic data, it is possible to appropriately display on the image display unit the character sending operation for sending the moving object. Further, in the present invention, intermediate image data is generated by interpolation calculation using two image data defining each section as initial data. Therefore, the two image data defining each section are linked by this intermediate image data. By doing so, the quick pitching motion of the pitcher character can be displayed smoothly. That is, based on the character characteristic data, the character sending operation for sending the moving object can be smoothly displayed on the image display unit.

Claims

請求の範囲  The scope of the claims
移動体を送出するキャラクタの送出動作を画像表示部に表示するゲームを実現可 能なコンピュータに、  A computer capable of realizing a game that displays the sending operation of a character that sends out a moving object on the image display unit,
前記キャラクタの送出動作開始時の第 1画像データと、前記キャラクタの送出動作 によって前記移動体が前記キャラクタ力 送出されるときの第 2画像データと、前記キ ャラクタが送出動作を開始して力 前記移動体が前記キャラクタ力 送出されるまで の間の複数の第 3画像データとを第 1基本画像データとして制御部に認識させる第 1 基本画像データ認識機能と、  The first image data at the start of the character sending operation, the second image data when the moving body sends the character force by the character sending operation, and the character starts the sending operation and the force A first basic image data recognition function for causing the control unit to recognize a plurality of third image data until the moving body transmits the character force as first basic image data;
前記送出動作の形態を規定するための複数の送出形態データそれぞれと複数の 前記第 3画像データより少ない前記第 3画像データとの対応を制御部に認識させる 第 1対応認識機能と、  A first correspondence recognition function for causing the control unit to recognize correspondence between each of a plurality of pieces of sending form data for defining the form of the sending operation and a plurality of the third image data less than a plurality of the third image data;
複数の前記送出形態データのいずれ力 1つを前記キャラクタの特性データとして制 御部に認識させる特性データ認識機能と、  A characteristic data recognition function for causing the control unit to recognize any one of the plurality of transmission form data as the characteristic data of the character;
前記特性データに対応する複数の前記第 3画像データより少ない前記第 3画像デ ータを複数の第 4画像データとして制御部に認識させ、前記第 1画像データと前記第 2画像データと複数の前記第 4画像データとを第 2基本画像データとして制御部に認 識させる第 2基本画像データ認識機能と、  The control unit recognizes the third image data that is less than the plurality of third image data corresponding to the characteristic data as a plurality of fourth image data, and the first image data, the second image data, and the plurality of image data A second basic image data recognition function for causing the control unit to recognize the fourth image data as second basic image data;
前記第 1画像データと前記第 4画像データとの間の少なくとも 1つの第 1中間画像 データと、前記特性データに対応する複数の前記第 4画像データそれぞれの間の少 なくとも 1つの第 2中間画像データと、前記第 4画像データと前記第 2画像データとの 間の少なくとも 1つの第 3中間画像データとを生成する処理を制御部に実行させる中 間画像データ生成機能と、  At least one first intermediate image data between the first image data and the fourth image data, and at least one second intermediate between each of the plurality of fourth image data corresponding to the characteristic data. An intermediate image data generation function for causing the control unit to execute processing for generating image data and at least one third intermediate image data between the fourth image data and the second image data;
少なくとも 1つの前記第 1中間画像データと少なくとも 1つの前記第 2中間画像デー タと少なくとも 1つの前記第 3中間画像データとを中間画像データとして制御部に認 識させる中間画像データ認識機能と、  An intermediate image data recognition function for causing the control unit to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data;
前記特性データに対応する前記送出動作を画像表示部に表示するための画像表 示命令を制御部に発行させる画像表示命令発行機能と、  An image display command issuing function for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit;
前記画像表示命令が制御部から発行されたときに、前記特性データに対応する前 記送出動作を、前記第 2基本画像データおよび前記中間画像データを用いて画像 表示部に表示する画像表示機能と、 When the image display command is issued from the control unit, before the corresponding to the characteristic data An image display function for displaying the recording and sending operation on the image display unit using the second basic image data and the intermediate image data;
を実現させるためのゲームプログラム。  A game program to make it happen.
[2] 前記コンピュータに、 [2] In the computer,
複数の前記送出形態データそれぞれと、前記キャラクタが送出動作を開始して力 前記移動体が前記キャラクタ力 送出されるまでの動作を画像表示部に表示すると きの全フレーム数との対応を制御部に認識させる第 2対応認識機能と、  A control unit that associates each of the plurality of transmission form data with the total number of frames when the motion from when the character starts the transmission operation until the moving body transmits the character force is displayed on the image display unit. The second recognition function
前記第 2基本画像データの各画像データ間のフレーム数の合計が、制御部に認識 された前記特性データに対応する前記全フレーム数から前記第 2基本画像データの 数を減算したフレーム数になるように、前記第 2基本画像データの各画像データ間の フレーム数を制御部に設定させ、制御部により設定された各画像データ間の前記フ レーム数を区間フレーム数として制御部に認識させる第 1区間フレーム数認識機能と をさらに実現させ、  The total number of frames between the image data of the second basic image data is the number of frames obtained by subtracting the number of the second basic image data from the total number of frames corresponding to the characteristic data recognized by the control unit. As described above, the control unit sets the number of frames between the image data of the second basic image data, and causes the control unit to recognize the number of frames between the image data set by the control unit as the number of section frames. Further realize the 1-frame number recognition function and
前記中間画像データ生成機能においては、前記第 1画像データと前記第 4画像デ ータとの間の前記区間フレーム数分の第 1中間画像データ、前記特性データに対応 する複数の前記第 4画像データそれぞれの間の前記区間フレーム数分の第 2中間 画像データと、前記第 4画像データと前記第 2画像データとの間の前記区間フレーム 数分の第 3中間画像データとを生成する処理が制御部により実行され、  In the intermediate image data generation function, a plurality of the fourth images corresponding to the first intermediate image data and the characteristic data corresponding to the number of section frames between the first image data and the fourth image data. A process of generating second intermediate image data corresponding to the number of section frames between the data and third intermediate image data corresponding to the number of section frames between the fourth image data and the second image data. Executed by the control unit,
前記中間画像データ認識機能においては、前記区間フレーム数分の前記第 1中 間画像データと前記区間フレーム数分の前記第 2中間画像データと前記区間フレー ム数分の前記第 3中間画像データとが中間画像データとして制御部に認識される、 請求項 1に記載のゲームプログラム。  In the intermediate image data recognition function, the first intermediate image data for the number of section frames, the second intermediate image data for the number of section frames, and the third intermediate image data for the number of section frames; The game program according to claim 1, wherein is recognized by the control unit as intermediate image data.
[3] 前記第 1基本画像データ認識機能においては、前記第 1画像データ、複数の前記 第 3画像データ、前記第 2画像データの順に各画像データが制御部に認識され、 前記第 1対応認識機能においては、複数の前記送出形態データそれぞれと前記 第 1画像データ側の少なくとも 1つの前記第 3画像データを除いた複数の前記第 3画 像データとの対応が制御部に認識される、 請求項 1又は 2に記載のゲームプログラム。 [3] In the first basic image data recognition function, the control unit recognizes each image data in the order of the first image data, the plurality of third image data, and the second image data, and the first correspondence recognition In the function, the controller recognizes the correspondence between each of the plurality of transmission form data and the plurality of third image data excluding at least one third image data on the first image data side. The game program according to claim 1 or 2.
[4] 前記中間画像データ生成機能においては、前記第 1中間画像データが、前記第 1 画像データおよび前記第 4画像データを初期画像データとした補間計算を制御部に 実行させること〖こより生成され、前記第 2中間画像データが、前記特性データに対応 する複数の前記第 4画像データのうちの 2つの画像データを初期画像データとした補 間計算を制御部に実行させることにより生成され、前記第 3中間画像データが、前記 第 4画像データおよび前記第 2画像データを初期画像データとした補間計算を制御 部に実行させることにより生成される、 [4] In the intermediate image data generation function, the first intermediate image data is generated by allowing a control unit to perform interpolation calculation using the first image data and the fourth image data as initial image data. The second intermediate image data is generated by causing the control unit to perform an interpolation calculation using two image data of the plurality of fourth image data corresponding to the characteristic data as initial image data, and Third intermediate image data is generated by causing the control unit to perform interpolation calculation using the fourth image data and the second image data as initial image data.
請求項 1から 3のいずれかに記載のゲームプログラム。  The game program according to any one of claims 1 to 3.
[5] 移動体を送出するキャラクタの送出動作を画像表示部に表示するゲームを実行可 能なゲーム装置であって、 [5] A game device capable of executing a game in which a sending operation of a character that sends out a moving object is displayed on an image display unit,
前記キャラクタの送出動作開始時の第 1画像データと、前記キャラクタの送出動作 によって前記移動体が前記キャラクタ力 送出されるときの第 2画像データと、前記キ ャラクタが送出動作を開始して力 前記移動体が前記キャラクタ力 送出されるまで の間の複数の第 3画像データとを第 1基本画像データとして制御部に認識させる第 1 基本画像データ認識手段と、  The first image data at the start of the character sending operation, the second image data when the moving body sends out the character force by the character sending operation, and the character starts the sending operation and the force First basic image data recognizing means for causing the control unit to recognize a plurality of third image data until the moving body transmits the character force as first basic image data;
前記送出動作の形態を規定するための複数の送出形態データそれぞれと複数の 前記第 3画像データより少ない前記第 3画像データとの対応を制御部に認識させる 第 1対応認識手段と、  First correspondence recognition means for causing the control unit to recognize correspondence between each of a plurality of pieces of sending form data for defining the form of the sending operation and a plurality of the third image data smaller than a plurality of the third image data;
複数の前記送出形態データのいずれ力 1つを前記キャラクタの特性データとして制 御部に認識させる特性データ認識手段と、  Characteristic data recognition means for causing the control unit to recognize any one of the plurality of transmission form data as characteristic data of the character;
前記特性データに対応する複数の前記第 3画像データより少ない前記第 3画像デ ータを複数の第 4画像データとして制御部に認識させ、前記第 1画像データと前記第 2画像データと複数の前記第 4画像データとを第 2基本画像データとして制御部に認 識させる第 2基本画像データ認識手段と、  The control unit recognizes the third image data that is less than the plurality of third image data corresponding to the characteristic data as a plurality of fourth image data, and the first image data, the second image data, and the plurality of image data Second basic image data recognition means for causing the control unit to recognize the fourth image data as second basic image data;
前記第 1画像データと前記第 4画像データとの間の少なくとも 1つの第 1中間画像 データと、前記特性データに対応する複数の前記第 4画像データそれぞれの間の少 なくとも 1つの第 2中間画像データと、前記第 4画像データと前記第 2画像データとの 間の少なくとも 1つの第 3中間画像データとを生成する処理を制御部に実行させる中 間画像データ生成手段と、 At least one first intermediate image data between the first image data and the fourth image data, and at least one second intermediate between each of the plurality of fourth image data corresponding to the characteristic data. Image data, the fourth image data, and the second image data. Intermediate image data generating means for causing the control unit to execute processing for generating at least one third intermediate image data in between,
少なくとも 1つの前記第 1中間画像データと少なくとも 1つの前記第 2中間画像デー タと少なくとも 1つの前記第 3中間画像データとを中間画像データとして制御部に認 識させる中間画像データ認識手段と、  Intermediate image data recognition means for causing the control unit to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data;
前記特性データに対応する前記送出動作を画像表示部に表示するための画像表 示命令を制御部に発行させる画像表示命令発行手段と、  Image display command issuing means for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit;
前記画像表示命令が制御部から発行されたときに、前記特性データに対応する前 記送出動作を、前記第 2基本画像データおよび前記中間画像データを用いて画像 表示部に表示する画像表示手段と、  Image display means for displaying the transmission operation corresponding to the characteristic data on the image display unit using the second basic image data and the intermediate image data when the image display command is issued from the control unit; ,
を備えるゲーム装置。 A game device comprising:
移動体を送出するキャラクタの送出動作を画像表示部に表示するゲームをコンビュ ータにより制御可能なゲーム制御方法であって、  A game control method capable of controlling, by a computer, a game that displays a sending operation of a character that sends a moving object on an image display unit,
前記キャラクタの送出動作開始時の第 1画像データと、前記キャラクタの送出動作 によって前記移動体が前記キャラクタ力 送出されるときの第 2画像データと、前記キ ャラクタが送出動作を開始して力 前記移動体が前記キャラクタ力 送出されるまで の間の複数の第 3画像データとを第 1基本画像データとして制御部に認識させる第 1 基本画像データ認識ステップと、  The first image data at the start of the character sending operation, the second image data when the moving body sends out the character force by the character sending operation, and the character starts the sending operation and the force A first basic image data recognition step for causing the control unit to recognize a plurality of third image data until the moving body transmits the character force as first basic image data;
前記送出動作の形態を規定するための複数の送出形態データそれぞれと複数の 前記第 3画像データより少ない前記第 3画像データとの対応を制御部に認識させる 第 1対応認識ステップと、  A first correspondence recognition step for causing the control unit to recognize correspondence between each of a plurality of pieces of sending form data for defining a form of the sending operation and a plurality of the third image data less than a plurality of the third image data;
複数の前記送出形態データのいずれ力 1つを前記キャラクタの特性データとして制 御部に認識させる特性データ認識ステップと、  A characteristic data recognition step for causing the control unit to recognize any one of the plurality of transmission form data as the characteristic data of the character;
前記特性データに対応する複数の前記第 3画像データより少ない前記第 3画像デ ータを複数の第 4画像データとして制御部に認識させ、前記第 1画像データと前記第 2画像データと複数の前記第 4画像データとを第 2基本画像データとして制御部に認 識させる第 2基本画像データ認識ステップと、  The control unit recognizes the third image data that is less than the plurality of third image data corresponding to the characteristic data as a plurality of fourth image data, and the first image data, the second image data, and the plurality of image data A second basic image data recognition step for causing the control unit to recognize the fourth image data as second basic image data;
前記第 1画像データと前記第 4画像データとの間の少なくとも 1つの第 1中間画像 データと、前記特性データに対応する複数の前記第 4画像データそれぞれの間の少 なくとも 1つの第 2中間画像データと、前記第 4画像データと前記第 2画像データとの 間の少なくとも 1つの第 3中間画像データとを生成する処理を制御部に実行させる中 間画像データ生成ステップと、 At least one first intermediate image between the first image data and the fourth image data Data and at least one second intermediate image data between each of the plurality of fourth image data corresponding to the characteristic data, and at least one between the fourth image data and the second image data An intermediate image data generation step for causing the control unit to execute a process of generating the third intermediate image data;
少なくとも 1つの前記第 1中間画像データと少なくとも 1つの前記第 2中間画像デー タと少なくとも 1つの前記第 3中間画像データとを中間画像データとして制御部に認 識させる中間画像データ認識ステップと、  An intermediate image data recognition step for causing the control unit to recognize at least one first intermediate image data, at least one second intermediate image data, and at least one third intermediate image data as intermediate image data;
前記特性データに対応する前記送出動作を画像表示部に表示するための画像表 示命令を制御部に発行させる画像表示命令発行ステップと、  An image display command issuing step for causing the control unit to issue an image display command for displaying the sending operation corresponding to the characteristic data on the image display unit;
前記画像表示命令が制御部から発行されたときに、前記特性データに対応する前 記送出動作を、前記第 2基本画像データおよび前記中間画像データを用いて画像 表示部に表示する画像表示ステップと、  An image display step of displaying the sending operation corresponding to the characteristic data on the image display unit using the second basic image data and the intermediate image data when the image display command is issued from the control unit; ,
を備えるゲーム制御方法。 A game control method comprising:
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