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CN1874828A - Game system - Google Patents

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Publication number
CN1874828A
CN1874828A CNA2004800320019A CN200480032001A CN1874828A CN 1874828 A CN1874828 A CN 1874828A CN A2004800320019 A CNA2004800320019 A CN A2004800320019A CN 200480032001 A CN200480032001 A CN 200480032001A CN 1874828 A CN1874828 A CN 1874828A
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Prior art keywords
game
unit
character data
recreation
role
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Chinese (zh)
Inventor
布田裕一
大森基司
中野稔久
横田薰
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Panasonic Holdings Corp
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Matsushita Electric Industrial Co Ltd
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Publication of CN1874828A publication Critical patent/CN1874828A/en
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    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • A63F13/12
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/201Playing authorisation given at platform level
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/401Secure communication, e.g. using encryption or authentication
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/532Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
    • 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
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a 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
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Security & Cryptography (AREA)
  • Software Systems (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

Provided is a game system in which a plurality of game execution apparatuses, having internal structures different from each other, are capable of proceeding with a game while sharing characteristics of a character appearing in the game. A stationary game apparatus 100 obtains character data from a server apparatus 600, and writes the character data to a memory card 300. The stationary game apparatus 100 executes a stationary game software program stored in a DVD 500, using the character data stored in the memory card 300. A portable game apparatus 200 executes a portable game software program stored in a cartridge 400, using the character data stored in the memory card 300.

Description

游戏系统game system

技术领域technical field

本发明涉及一种按照其中描述了游戏过程等的计算机程序来进行游戏的计算机游戏处理技术。The present invention relates to a computer game processing technique for playing a game in accordance with a computer program in which a game process and the like are described.

背景技术Background technique

近来,随着计算机技术的发展,配备有高性能处理能力的固定式游戏设备和小型且易于携带的便携式游戏设备已被开发,并且现在在商业上可得到。Recently, with the development of computer technology, stationary game devices equipped with high-performance processing capabilities and portable game devices that are small and easy to carry have been developed and are now commercially available.

这些游戏设备按照其中描述了游戏过程等的计算机程序进行操作,以便进行游戏。一种被称为“角色”的虚拟对象出现在由游戏设备进行的游戏中。角色的行动可以由用户随意控制。随着游戏的进行,角色具有既能增加、也能减少的各种虚拟能力。另外,随着游戏的进行,角色形状可以以各种方式改变。These game devices operate in accordance with computer programs in which game procedures and the like are described to play games. A virtual object called a "character" appears in a game played by a game device. The actions of the characters can be controlled by the user at will. Characters have various virtual abilities that can both increase and decrease as the game progresses. Also, the character shape can be changed in various ways as the game progresses.

当用户暂停进行中的游戏时,游戏设备存储诸如能力和形状这样的角色特征、以及指示游戏暂停时间的信息。当用户恢复游戏时,游戏设备读取所存储的诸如能力和形状这样的角色特征、以及指示游戏暂停时间的信息,以便通过增加具有和以前一样的能力和形状的角色,来进行游戏。When a user pauses a game in progress, the gaming device stores character characteristics such as abilities and shape, as well as information indicating when the game was paused. When the user resumes the game, the game device reads stored character characteristics such as ability and shape, and information indicating the game pause time, so as to progress the game by adding characters with the same ability and shape as before.

固定式和便携式游戏设备通过不同介质而拥有计算机程序。例如,对于固定式游戏设备,以存储在光盘等中的形式来提供计算机程序。而对于便携式游戏设备,以存储在专用卡带中的形式来提供计算机程序。因此,有个问题是,不能把存储用于固定式设备的计算机程序的光盘加载到便携式设备上,相反,不能把用于存储便携式设备的计算机程序的专用卡带加载到固定式设备上。Stationary and portable gaming devices possess computer programs via different media. For example, with a stationary game device, the computer program is provided in the form of being stored in an optical disc or the like. And for the portable game device, the computer program is provided in the form of being stored in a dedicated cassette. Therefore, there is a problem that an optical disc storing a computer program for a stationary device cannot be loaded on a portable device, and conversely, a dedicated cassette for storing a computer program for a portable device cannot be loaded on a stationary device.

另外,在固定式游戏设备和便携式游戏设备之间有许多规范差异,如在所采用的系统体系结构、所安装的处理器的类型和数目、以及屏幕显示能力中的差异。换句话说,用于固定式设备的计算机程序并不是被设计成照原样在便携式设备中执行,相反,用于便携式设备的计算机程序并不是被设计成照原样在固定式设备中执行。In addition, there are many specification differences between stationary gaming devices and portable gaming devices, such as differences in employed system architectures, types and numbers of processors installed, and screen display capabilities. In other words, a computer program for a stationary device is not designed to be executed in a portable device as it is, and conversely, a computer program for a portable device is not designed to be executed in a stationary device as it is.

在非专利参考文献1中,利用一种专用适配器,来把存储用于便携式游戏设备的游戏软件程序的专用卡带加载到固定式游戏设备上,使得固定式游戏设备能够执行该游戏软件程序。因此,即使在固定式游戏设备上,用户也能够享受为便携式游戏设备而制作的游戏。In Non-Patent Reference 1, a dedicated adapter is used to load a dedicated cartridge storing a game software program for a portable game device onto a stationary game device so that the stationary game device can execute the game software program. Therefore, a user can enjoy a game made for a portable game device even on a stationary game device.

(非专利参考文献1)(Non-Patent Reference 1)

http://www.nintendo.co.jp/ngc/acce/gbplayerhttp://www.nintendo.co.jp/ngc/acce/gbplayer

(非专利参考文献2)(non-patent reference 2)

Practical computer graphics(实用计算机图形学)(David F.Rogers,November 15,1996,Nikkan Kogyo Shinbun Co.)Practical computer graphics (David F. Rogers, November 15, 1996, Nikkan Kogyo Shinbun Co.)

(非专利参考文献3)(Non-Patent Reference 3)

“To be a game programmer”IBM PC/AT compatible apparatus(“成为游戏编程者”IBM PC/AT兼容设备)(Yamazaki Yoshinori,February 1,1998,CQ Publishing company)"To be a game programmer" IBM PC/AT compatible apparatus ("To be a game programmer" IBM PC/AT compatible device) (Yamazaki Yoshinori, February 1, 1998, CQ Publishing company)

(本发明要解决的问题)(problem to be solved by the present invention)

然而,根据非专利参考文献1中所披露的技术,虽然固定式游戏设备能够执行为便携式游戏设备而制作的游戏软件程序,但是不可能固定式和便携式游戏设备之一进行游戏,然后在游戏被暂停之后,另一游戏设备以完全相同的内容来恢复该游戏。However, according to the technology disclosed in Non-Patent Reference 1, although a stationary game device can execute a game software program made for a portable game device, it is impossible to play a game in one of the stationary and portable game devices and then play the game when the game is played. After pausing, another gaming device resumes the game with exactly the same content.

发明内容Contents of the invention

为了处理该问题,本发明的目的是提供一种游戏系统、游戏执行设备、游戏执行方法和游戏执行程序,借此在多个游戏执行设备之一已进行游戏之后、另一个游戏执行设备进行同一游戏的情况下,能够在具有互不相同的内部结构的两个游戏执行设备之间共享游戏中出现的角色的特征。In order to deal with this problem, an object of the present invention is to provide a game system, a game execution device, a game execution method, and a game execution program whereby after one of a plurality of game execution devices has played a game, another game execution device plays the same game. In the case of a game, the characteristics of characters appearing in the game can be shared between two game execution devices having mutually different internal structures.

为了实现以上目的,本发明是一种游戏系统,包括:存储卡,用于存储指示固定式/便携式游戏设备的游戏软件中出现的角色的外观、能力等的角色数据;卡带,用于存储要被便携式游戏设备执行的便携式游戏软件;以及DVD(数字通用光盘),用于存储要被固定式游戏设备执行的固定式游戏软件。In order to achieve the above objects, the present invention is a game system comprising: a memory card for storing character data indicating the appearance, ability, etc. portable game software to be executed by a portable game device; and a DVD (Digital Versatile Disc) for storing stationary game software to be executed by a stationary game device.

用户把存储卡和DVD加载到固定式游戏设备上,并且固定式游戏设备根据用户指令从存储卡读取角色数据,并执行DVD中存储的固定式游戏软件,由此使角色出现在游戏中并进行游戏。The user loads the memory card and DVD onto the stationary game device, and the stationary game device reads character data from the memory card according to user instructions, and executes the stationary game software stored in the DVD, thereby making the character appear in the game and Play the game.

此后,用户把存储卡和卡带加载到便携式游戏设备上,并且便携式游戏设备根据用户指令从存储卡读取角色数据,并执行卡带中存储的便携式游戏软件,由此使角色出现在游戏中并进行游戏。Thereafter, the user loads the memory card and the cassette on the portable game device, and the portable game device reads the character data from the memory card according to the user's instruction, and executes the portable game software stored in the cassette, thereby causing the character to appear in the game and play game.

用以上方式,用户能够在固定式游戏设备和便携式游戏设备二者上享受具有同一角色的同一游戏。In the above manner, the user can enjoy the same game with the same character on both the stationary game device and the portable game device.

本发明是这样一种游戏系统,其具有内部结构互不相同的第一游戏执行设备和第二游戏执行设备,其中第一游戏执行设备包括:第一程序读取单元,用于从第一游戏记录介质读取指示一个游戏的过程的第一游戏程序;第一角色读取单元,用于从便携式记录介质读取指示游戏中出现的角色的特征的角色数据;第一输入单元,用于从用户接收输入操作;以及第一游戏执行单元,用于根据由第一输入单元所收到的输入操作和第一游戏程序所指示的过程来进行游戏,并且根据由第一角色读取单元所读取的角色数据来使角色出现在游戏中,第二游戏执行设备包括:第二程序读取单元,用于从第二游戏记录介质读取指示游戏的过程的第二游戏程序;第二角色读取单元,用于从便携式记录介质读取角色数据;第二输入单元,用于从用户接收输入操作;以及第二游戏执行单元,用于根据由第二输入单元所收到的输入操作和第二游戏程序所指示的过程来进行游戏,并且根据由第二角色读取单元所读取的角色数据来使角色出现在游戏中。The present invention is a game system having a first game execution device and a second game execution device with mutually different internal structures, wherein the first game execution device includes: a first program reading unit for reading from the first game The recording medium reads a first game program indicating the course of a game; the first character reading unit is used to read character data indicating characteristics of characters appearing in the game from the portable recording medium; the first input unit is used to read from the portable recording medium; The user receives the input operation; and the first game execution unit is used to play the game according to the input operation received by the first input unit and the process indicated by the first game program, and according to the process read by the first character reading unit The obtained character data is used to make the character appear in the game, and the second game execution device includes: a second program reading unit, which is used to read the second game program indicating the process of the game from the second game recording medium; the second character reads a fetching unit for reading character data from a portable recording medium; a second input unit for receiving an input operation from a user; The game is played according to the process indicated by the game program, and the character appears in the game according to the character data read by the second character reading unit.

根据以上结构,第一游戏设备从第一游戏记录介质读取第一游戏程序,从便携式记录介质读取角色数据,并使其特征与所读取的角色数据一致的角色出现在游戏中。第二游戏执行设备从第二游戏记录介质读取第二游戏程序,从便携式记录介质读取角色数据,并使其特征与所读取的角色数据一致的角色出现在游戏中。因此,在分别在第一游戏执行设备和第二游戏执行设备中进行的游戏之间,共享角色的特征。According to the above structure, the first game device reads the first game program from the first game recording medium, reads the character data from the portable recording medium, and makes a character whose characteristics match the read character data appear in the game. The second game execution device reads the second game program from the second game recording medium, reads the character data from the portable recording medium, and makes a character whose characteristics match the read character data appear in the game. Therefore, the characteristics of the characters are shared between the games respectively played in the first game execution device and the second game execution device.

本发明是一种按照游戏程序进行游戏的游戏执行设备,具有:程序读取单元,用于从游戏记录介质读取指示一个游戏的过程的游戏程序;角色读取单元,用于从便携式记录介质读取指示游戏中出现的角色的特征的角色数据;输入单元,用于从用户接收输入操作;以及游戏执行单元,用于根据输入操作和过程来进行游戏,并且根据角色数据来使角色出现在游戏中。The present invention is a game executing device for playing a game according to a game program, comprising: a program reading unit for reading a game program indicating a game process from a game recording medium; a character reading unit for reading a game program from a portable recording medium reading character data indicating characteristics of a character appearing in the game; an input unit for receiving an input operation from a user; and a game execution unit for playing a game according to the input operation and process, and causing the character to appear in the game according to the character data in the game.

根据以上结构,指示角色的特征的角色数据被存储在便携式记录介质中,该便携式记录介质不同于存储指示一个游戏的过程的游戏程序的游戏记录介质。因此,具有任何类型内部结构的游戏执行设备都能够从便携式记录介质读取角色数据,由此使具有由所读取的角色数据所指示的特征的角色出现在游戏中。According to the above structure, the character data indicating the character of the character is stored in the portable recording medium which is different from the game recording medium which stores the game program indicating the progress of one game. Therefore, a game execution device having any type of internal structure is capable of reading character data from a portable recording medium, thereby causing a character having a characteristic indicated by the read character data to appear in the game.

在此,游戏执行设备可以进一步具有:请求单元,用于从服务器设备请求角色数据;获取单元,用于通过网络从服务器设备获得角色数据;以及写入单元,用于将所获得的角色数据写入便携式记录介质。Here, the game execution device may further have: a requesting unit for requesting character data from the server device; an obtaining unit for obtaining the character data from the server device through a network; and a writing unit for writing the obtained character data into a portable recording medium.

根据以上结构,可以从服务器设备获得角色数据,并将所获得的角色数据写入便携式记录介质。因此,游戏执行设备必定能够获得角色数据。According to the above structure, character data can be obtained from the server device, and the obtained character data can be written into a portable recording medium. Therefore, the game execution device must be able to obtain character data.

在此,游戏执行设备可以进一步包括鉴别单元,其用于检查便携式记录介质的可靠性(authenticity),其中当确保可靠性时,角色读取单元读取角色数据。Here, the game execution device may further include an authentication unit for checking the authenticity of the portable recording medium, wherein the character reading unit reads the character data when the authenticity is ensured.

根据以上结构,游戏执行设备检查便携式记录介质的可靠性,并且只有当确保可靠性时,才从便携式记录介质读取角色数据。这防止了使用未授权的便携式记录介质。According to the above structure, the game execution device checks the reliability of the portable recording medium, and only when the reliability is ensured, reads the character data from the portable recording medium. This prevents the use of unauthorized portable recording media.

在此,游戏执行设备可以具有这样一种结构,其中游戏记录介质进一步在其中存储用于指示是否允许改变角色的特征的许可信息,角色读取单元进一步从游戏记录介质读取该许可信息,以及当所读取的许可信息肯定地指示时,游戏执行单元在游戏进行时改变角色的特征,并且当所读取的许可信息否定地指示时,游戏执行单元禁止改变角色的特征。Here, the game execution device may have a structure in which the game recording medium further stores therein permission information indicating whether to allow changing of characteristics of the character, the character reading unit further reads the permission information from the game recording medium, and When the read permission information indicates affirmatively, the game execution unit changes the characteristics of the character while the game is in progress, and when the read permission information indicates negatively, the game execution unit prohibits changing the characteristics of the character.

根据以上结构,当从游戏记录介质读取的许可信息肯定地指示时,游戏执行设备使其特征被允许改变的角色出现在游戏中。相反,当许可信息否定地指示时,游戏执行设备禁止改变角色的特征。因此,用户在不同游戏执行设备上享受角色的特征的不同变化。According to the above structure, when the permission information read from the game recording medium affirmatively indicates, the game execution device makes the character whose characteristics are permitted to be changed appear in the game. In contrast, when the permission information indicates negatively, the game execution device prohibits changing the characteristics of the character. Therefore, the user enjoys different changes in the character's characteristics on different game execution devices.

在此,游戏执行设备可以进一步具有:角色写入单元,用于当游戏执行单元改变角色的特征时,用指示改变后的角色的特征的改变后角色数据来重写便携式记录介质中的角色数据,其中角色读取单元进一步从便携式记录介质读取改变后角色数据,并且随着游戏的进行,游戏执行单元根据所读取的改变后角色数据来改变角色的特征。Here, the game execution device may further have: a character writing unit for, when the game execution unit changes the characteristics of the character, rewrite the character data in the portable recording medium with the changed character data indicating the characteristic of the changed character , wherein the character reading unit further reads the changed character data from the portable recording medium, and as the game progresses, the game execution unit changes the characteristics of the character according to the read changed character data.

根据以上结构,游戏执行设备能够用指示改变后的角色的特征的改变后角色数据来重写便携式记录介质,从便携式记录介质读取改变后角色数据,并使其特征由改变后角色数据所指示的角色出现在游戏中。因此,在游戏被暂停、并且此后从暂停点被恢复的情况下,用户能够使其特征已被改变的角色出现在游戏中。According to the above structure, the game execution device can rewrite the portable recording medium with the changed character data indicating the characteristics of the changed character, read the changed character data from the portable recording medium, and make the characteristics indicated by the changed character data characters appear in the game. Thus, where the game is suspended, and thereafter resumed from the point of suspension, the user can have a character whose characteristics have been changed appear in the game.

另外,本发明是一种便携式记录介质,其具有:存储单元,用于在其中存储指示游戏中出现的角色的特征的角色数据;鉴别单元,用于检查游戏执行设备的可靠性;以及输出单元,用于当确保可靠性时,从存储单元读取角色数据,并将所读取的角色数据输出到游戏执行设备。In addition, the present invention is a portable recording medium having: a storage unit for storing therein character data indicating characteristics of a character appearing in a game; an authentication unit for checking reliability of a game execution device; and an output unit for reading the character data from the storage unit and outputting the read character data to the game execution device when the reliability is ensured.

根据以上结构,便携式记录介质检查便携式记录介质要被加载到的游戏执行设备的可靠性,并且只有当确保可靠性时,便携式记录介质中存储的角色数据才被输出到游戏执行设备。这防止了由未授权的游戏执行设备来执行游戏。According to the above structure, the portable recording medium checks the reliability of the game execution device to which the portable recording medium is loaded, and only when the reliability is ensured, the character data stored in the portable recording medium is output to the game execution device. This prevents game execution by an unauthorized game execution device.

附图说明Description of drawings

图1所示为游戏系统10的结构图。FIG. 1 is a structural diagram of a game system 10 .

图2所示为服务器设备600的结构框图。FIG. 2 is a structural block diagram of the server device 600 .

图3所示为游戏销售信息表641的数据结构图。FIG. 3 is a data structure diagram of the game sales information table 641.

图4所示为用户购买信息表631的数据结构图。FIG. 4 is a data structure diagram of the user purchase information table 631.

图5示出了DVD 500中存储的程序和数据结构。Figure 5 shows the program and data structures stored in DVD 500.

图6示出了每一游戏阶段的每一游戏步骤中在监视器120上显示的屏幕的一个例子。FIG. 6 shows an example of screens displayed on the monitor 120 in each game step of each game session.

图7示出了每一游戏阶段的每一游戏步骤中在监视器120上显示的屏幕的一个例子。FIG. 7 shows an example of a screen displayed on the monitor 120 in each game step of each game stage.

图8示出了每一游戏阶段的每一游戏步骤中在监视器120上显示的屏幕的一个例子。FIG. 8 shows an example of a screen displayed on the monitor 120 in each game step of each game stage.

图9所示为延续到图10的固定式主程序的内容流程图。FIG. 9 is a flow chart showing the contents of the fixed main program continued to FIG. 10 .

图10所示为续自图9的固定式主程序的内容流程图。FIG. 10 is a flow chart showing the content of the fixed main program continued from FIG. 9 .

图11所示为延续到图12的固定式帧处理程序的内容流程图。FIG. 11 is a flow chart showing the contents of the fixed frame processing routine continued to FIG. 12 .

图12所示为续自图11的固定式帧处理程序的内容流程图。FIG. 12 is a flow chart showing the contents of the fixed frame processing routine continued from FIG. 11 .

图13所示为延续到图14的战斗程序的内容流程图。FIG. 13 is a flow chart showing the content of the combat program continued to FIG. 14 .

图14所示为续自图13的战斗程序的内容流程图。FIG. 14 is a flow chart showing the content of the combat program continued from FIG. 13 .

图15所示为延续到图16的固定式图像生成程序的内容流程图。FIG. 15 is a flow chart showing the contents of the stationary image generation program continued to FIG. 16 .

图16所示为续自图15的固定式图像生成程序的内容流程图。FIG. 16 is a flow chart showing the contents of the stationary image generation program continued from FIG. 15 .

图17所示为固定式游戏设备100的结构框图。FIG. 17 is a structural block diagram of the stationary game device 100 .

图18示出了主存储单元110中存储的信息的一个例子。FIG. 18 shows an example of information stored in the main storage unit 110 .

图19示出了图形存储单元114中存储的信息的一个例子。FIG. 19 shows an example of information stored in the graphics storage unit 114. As shown in FIG.

图20示出了寄存器单元109中提供的每个寄存器的内容。FIG. 20 shows the contents of each register provided in the register unit 109.

图21示出了寄存器单元109的寄存器R0中存储的指令种类。FIG. 21 shows the kinds of instructions stored in the register R0 of the register unit 109 .

图22示出了由主控制单元108生成的菜单屏幕160的一个例子。FIG. 22 shows an example of the menu screen 160 generated by the main control unit 108 .

图23所示为存储卡300的结构框图。FIG. 23 is a block diagram showing the structure of the memory card 300 .

图24所示为卡带400的结构框图。FIG. 24 is a structural block diagram of the cassette 400 .

图25所示为延续到图26的便携式主程序的内容流程图。FIG. 25 is a flow chart showing the contents of the portable main program continued to FIG. 26 .

图26所示为续自图25的便携式主程序的内容流程图。FIG. 26 is a flow chart showing the contents of the portable main program continued from FIG. 25. FIG.

图27所示为延续到图28的便携式帧处理程序的内容流程图。FIG. 27 is a flow chart showing the contents of the portable frame processing routine continued to FIG. 28. FIG.

图28所示为续自图27的便携式帧处理程序的内容流程图。FIG. 28 is a flowchart showing the contents of the portable frame processing routine continued from FIG. 27. FIG.

图29所示为便携式图像生成程序的内容流程图。Fig. 29 is a flow chart showing the contents of the portable image creation program.

图30所示为便携式游戏设备200的结构框图。FIG. 30 is a block diagram showing the structure of the portable game device 200. As shown in FIG.

图31示出了主存储单元210中存储的信息的一个例子。An example of information stored in the main storage unit 210 is shown in FIG. 31 .

图32所示为便利店终端(convenience-store terminal)700的结构框图。FIG. 32 is a structural block diagram of a convenience store terminal (convenience-store terminal) 700.

图33所示为固定式游戏设备100所执行的操作的流程图。FIG. 33 is a flowchart showing the operations performed by the stationary gaming device 100. As shown in FIG.

图34所示为固定式游戏设备100所执行的游戏操作的流程图。FIG. 34 is a flowchart showing the game operation performed by the stationary game device 100. As shown in FIG.

具体实施方式Detailed ways

1.第一实施例1. The first embodiment

以下说明作为与本发明相关的一个实施例的游戏系统10。The game system 10 as one embodiment related to the present invention will be described below.

1.1游戏系统10的结构1.1 Structure of Game System 10

如图1所示,游戏系统10由固定式游戏设备100、便携式游戏设备200、存储卡300、卡带400、DVD 500、服务器设备600和便利店终端700组成。As shown in Figure 1, game system 10 is made up of stationary game device 100, portable game device 200, memory card 300, cassette 400, DVD 500, server device 600 and convenience store terminal 700.

固定式游戏设备100通过因特网20连接到服务器设备600。用户把DVD 500加载到固定式游戏设备100上,DVD 500中存储了固定式游戏设备100所要执行的游戏软件程序。另外,用户把存储卡300加载到固定式游戏设备100上。固定式游戏设备100通过因特网20,从服务器设备600获得指示固定式游戏软件程序中出现的角色外观、能力等的角色数据,并将所获得的角色数据写入存储卡300。The stationary game device 100 is connected to the server device 600 through the Internet 20 . The user loads the DVD 500 onto the stationary game device 100, and the game software program that the stationary game device 100 will execute is stored in the DVD 500. In addition, the user loads the memory card 300 onto the stationary game device 100 . The stationary game device 100 obtains character data indicating appearances, abilities, etc. of characters appearing in the stationary game software program from the server device 600 via the Internet 20, and writes the obtained character data into the memory card 300.

接着,按照用户操作,固定式游戏设备100利用存储器300中写入的角色数据,来执行DVD 500中存储的固定式游戏软件程序。Then, according to the user's operation, the stationary game device 100 utilizes the character data written in the memory 300 to execute the stationary game software program stored in the DVD 500.

另外,用户把卡带400加载到便携式游戏设备200上,卡带400存储了便携式游戏设备200所要执行的便携式游戏软件程序。在此,借助于卡带400中存储的便携式游戏软件程序的游戏具有和借助于DVD 500中存储的固定式游戏软件的游戏一样的内容。用户也把写入了角色数据的存储卡300加载到便携式游戏设备200上。In addition, the user loads the cassette 400 onto the portable game device 200 , and the cassette 400 stores a portable game software program to be executed by the portable game device 200 . Here, the game by means of the portable game software program stored in the cassette 400 has the same content as the game by means of the fixed game software stored in the DVD 500. The user also loads the memory card 300 in which the character data is written onto the portable game device 200 .

接着,按照用户操作,便携式游戏设备200利用存储卡300中写入的角色数据,来执行卡带400中存储的便携式游戏软件程序。Next, the portable game device 200 executes the portable game software program stored in the cassette 400 using the character data written in the memory card 300 according to the user's operation.

这样,用户能够在固定式游戏设备100和便携式游戏设备200二者中都执行其中出现相同角色的相同游戏。In this way, the user can execute the same game in which the same character appears in both the stationary game device 100 and the portable game device 200 .

在此,可能有一种不同的结构,其中把存储卡300加载到便携式游戏设备200中,其中便携式游戏设备200和固定式游戏设备100通过电缆30互联。在此,便携式游戏设备200通过因特网20和固定式游戏设备100从服务器设备600获得角色数据,并将所获得的角色数据写入存储卡300中。Here, there may be a different structure in which the memory card 300 is loaded into the portable game device 200 , wherein the portable game device 200 and the stationary game device 100 are interconnected by the cable 30 . Here, the portable game device 200 obtains character data from the server device 600 through the Internet 20 and the stationary game device 100 , and writes the obtained character data into the memory card 300 .

此外,也可能有另一种不同的结构,其中把存储卡300加载到便利店终端700中,其中便利店终端700通过因特网20连接到服务器设备600。便利店终端通过因特网20从服务器设备600获得角色数据,并将所获得的角色数据写入存储卡300。In addition, there may also be another different structure in which the memory card 300 is loaded into the convenience store terminal 700 connected to the server device 600 through the Internet 20 . The convenience store terminal obtains character data from the server device 600 through the Internet 20 and writes the obtained character data into the memory card 300 .

1.2服务器设备600的结构1.2 Structure of server device 600

如图2所示,服务器设备600包括信息存储单元601、控制单元602、输入单元603、显示单元604、通信单元605和鉴别单元606。As shown in FIG. 2 , the server device 600 includes an information storage unit 601 , a control unit 602 , an input unit 603 , a display unit 604 , a communication unit 605 and an authentication unit 606 .

服务器设备600特别地是一种计算机系统,其包括微处理器、ROM、RAM、硬盘单元、LAN连接单元、显示单元、键盘、鼠标等。RAM或硬盘单元中存储了计算机程序。通过微处理器按照计算机程序来操作,使服务器设备600实现其一部分功能。The server device 600 is specifically a computer system including a microprocessor, ROM, RAM, hard disk unit, LAN connection unit, display unit, keyboard, mouse, and the like. Computer programs are stored in the RAM or hard disk unit. The server device 600 realizes a part of its functions by the microprocessor operating according to the computer program.

(1)信息存储单元601(1) Information storage unit 601

如图2所示,信息存储单元601具有游戏信息表621、用户购买信息表631和游戏销售信息表641。As shown in FIG. 2 , the information storage unit 601 has a game information table 621 , a user purchase information table 631 and a game sales information table 641 .

(游戏信息表621)(Game information table 621)

如图2所示,游戏信息表621包括多组游戏信息。每一组游戏信息都包括两个游戏标识符、一条角色数据和两个秘密密钥。As shown in FIG. 2, the game information table 621 includes multiple sets of game information. Each set of game information includes two game identifiers, a piece of character data and two secret keys.

这两个游戏标识符的每一个都是用于标识游戏软件程序的标识信息。在这两个游戏标识符中,第一游戏标识符标识由固定式游戏设备操作的游戏软件程序,而第二游戏标识符标识由便携式游戏设备操作的游戏软件程序。另外,第一游戏标识符对应于两个秘密密钥中的第一秘密密钥,而第二游戏标识符对应于第二秘密密钥。Each of these two game identifiers is identification information for identifying a game software program. Of the two game identifiers, the first game identifier identifies a game software program operated by a stationary game device, and the second game identifier identifies a game software program operated by a portable game device. Additionally, the first game identifier corresponds to a first secret key of the two secret keys, and the second game identifier corresponds to a second secret key.

每个游戏标识符都由类型信息和标识号的组合形成。类型信息指示游戏软件程序是由固定式游戏设备操作、还是由便携式游戏设备操作,并且取“A”和“B”值之一。在此,“A”标识由便携式游戏设备操作的游戏软件程序,并且“B”标识由固定式游戏设备标识的游戏软件程序。标识号是每个游戏唯一的号码,因此如果所提及的游戏相同,则把相同标识号分配给借助于固定式游戏设备所操作的游戏软件程序的游戏和借助于便携式游戏设备所操作的游戏软件程序的游戏。Each game identifier is formed from a combination of genre information and an identification number. The type information indicates whether the game software program is operated by a stationary game device or a portable game device, and takes one of "A" and "B" values. Here, "A" identifies a game software program operated by a portable game device, and "B" identifies a game software program identified by a stationary game device. The identification number is a number unique to each game, so if the game in question is the same, the same identification number is assigned to the game of the game software program operated by means of a stationary gaming device and the game operated by means of a portable gaming device Software program for games.

例如,游戏标识符622“A001”由类型信息“A”和标识号“001”的组合形成,并且游戏标识符625“B001”由类型信息“B”和标识号“001”的组合形成。因此,游戏标识符622“A001”和游戏标识符625“B001”分别是由便携式游戏设备操作的游戏软件程序和由固定式游戏设备操作的游戏软件程序。另外,借助于这两个游戏软件程序的游戏彼此是相同的。For example, the game identifier 622 "A001" is formed from a combination of genre information "A" and identification number "001", and the game identifier 625 "B001" is formed from a combination of genre information "B" and identification number "001". Therefore, the game identifier 622 "A001" and the game identifier 625 "B001" are game software programs operated by portable game devices and game software programs operated by stationary game devices, respectively. In addition, games by means of these two game software programs are identical to each other.

角色数据是显示游戏中出现的角色的外形和能力的信息。更具体地说,角色数据623由角色ID(标识符)、种族、性别、职业、身高、体重、发型、眼睛形状、耳朵形状、生命力、战斗力和资金组成。稍后将详细说明这些项。The character data is information showing the appearance and abilities of a character appearing in the game. More specifically, the character data 623 is composed of character ID (identifier), race, sex, occupation, height, weight, hairstyle, eye shape, ear shape, vitality, combat power, and money. These items will be described in detail later.

如果借助于便携式游戏设备所操作的游戏软件程序的游戏和借助于固定式游戏设备所操作的游戏软件程序的游戏是相同的,则角色将在游戏系统10中被共享。换句话说,分别在这些游戏中出现的角色的外形、能力等通过一条角色数据来标识的。因此,具有相同标识号的两个游戏标识符和一条角色数据相关联。例如,游戏标识符622“A001”和游戏标识符625“B001”都和角色数据623关联。If the game played by the game software program operated by the portable game device and the game played by the game software program operated by the stationary game device are the same, the characters will be shared in the game system 10 . In other words, the appearance and abilities of the characters appearing in these games are identified by a piece of character data. Therefore, two game identifiers with the same identification number are associated with a piece of character data. For example, game identifier 622 "A001" and game identifier 625 "B001" are both associated with character data 623 .

为每个游戏软件程序生成一个秘密密钥。A secret key is generated for each gaming software program.

(2)游戏销售信息表641(2) Game Sales Information Form 641

如图3所示,游戏销售信息表641包括多组游戏销售信息。每一组游戏销售信息都包括两个游戏标识符、一个游戏名称和两个价格。As shown in FIG. 3, the game sales information table 641 includes multiple sets of game sales information. Each set of game sales information includes two game identifiers, a game title and two prices.

如已经描述的,这两个游戏标识符的每一个都是用于标识一个游戏软件程序的标识信息。在这两个游戏标识符中,第一游戏标识符标识由固定式游戏设备操作的游戏软件程序,而第二游戏标识符标识由便携式游戏设备操作的游戏软件程序。另外,第一游戏标识符和两个价格中的第一价格关联,而第二游戏标识符和第二价格关联。As already described, each of these two game identifiers is identification information for identifying one game software program. Of the two game identifiers, the first game identifier identifies a game software program operated by a stationary game device, and the second game identifier identifies a game software program operated by a portable game device. Additionally, the first game identifier is associated with the first of the two prices, and the second game identifier is associated with the second price.

游戏名称是用于标识相应游戏的名称。当借助于便携式游戏设备所操作的游戏软件程序的游戏和借助于固定式游戏设备所操作的游戏软件程序的游戏相同时,这两个游戏软件程序的游戏名称彼此相同,这意味两个游戏标识符对应于一个游戏名称。The game title is a name for identifying a corresponding game. When the game of the game software program operated by means of the portable game device is the same as the game of the game software program operated by the stationary game device, the game names of the two game software programs are the same as each other, which means that the two game identification character corresponds to a game name.

两个价格的每一个都显示由相应的游戏标识符标识出的游戏软件程序的销售价格。Each of the two prices shows the sales price of the game software program identified by the corresponding game identifier.

(3)用户购买信息表631(3) User purchase information table 631

如图4所示,用户购买信息表631包括多组购买信息。每一组购买信息由一个用户ID、一个游戏标识符和一个购买日期组成,或者由一个用户ID、两个游戏标识符和两个购买日期组成。As shown in FIG. 4, the user purchase information table 631 includes multiple sets of purchase information. Each set of purchase information consists of a user ID, a game identifier and a purchase date, or a user ID, two game identifiers and two purchase dates.

当用户购买由便携式游戏设备操作的游戏软件程序和由固定式游戏设备操作的游戏软件程序之一时,购买信息将由一个用户ID、一个游戏标识符和一个购买日期组成。当用户购买这两个游戏软件程序时,购买信息将由一个用户ID、两个游戏标识符和两个购买日期组成。When the user purchases one of the game software program operated by the portable game device and the game software program operated by the stationary game device, the purchase information will consist of a user ID, a game identifier and a purchase date. When the user purchases these two game software programs, the purchase information will consist of a user ID, two game identifiers and two purchase dates.

用户ID是用于标识购买了游戏软件程序的用户的标识信息。The user ID is identification information for identifying a user who purchased the game software program.

如上所述,游戏标识符标识由便携式游戏设备操作的游戏软件程序、或由固定式游戏设备操作的游戏软件设备,所述游戏软件程序已被该用户购买。As described above, the game identifier identifies a game software program operated by a portable game device, or a game software device operated by a stationary game device, that has been purchased by the user.

购买日期指示用户购买相应的游戏软件程序的日期。The purchase date indicates the date on which the user purchased the corresponding game software program.

(4)鉴别单元606(4) Identification unit 606

在控制单元602和外部设备之间通过通信单元605开始通信之前,鉴别单元606在控制单元602的控制下,使用挑战-应答方法来执行和该外部设备的相互设备鉴别。在此,因为挑战-应答方法是众所周知的,所以省略对其的说明。Before the communication between the control unit 602 and the external device through the communication unit 605 is started, the authentication unit 606 performs mutual device authentication with the external device using a challenge-response method under the control of the control unit 602 . Here, since the challenge-response method is well known, its description is omitted.

鉴别单元606将设备鉴别的结果输出到控制单元602。当相互鉴别失败时,鉴别单元606禁止控制单元602与该外部设备通信,而当相互鉴别成功时,鉴别单元606允许控制单元602与该外部设备通信。The authentication unit 606 outputs the result of device authentication to the control unit 602 . When the mutual authentication fails, the authentication unit 606 prohibits the control unit 602 from communicating with the external device, and when the mutual authentication succeeds, the authentication unit 606 allows the control unit 602 to communicate with the external device.

在该例子中,外部设备是存储卡300。In this example, the external device is a memory card 300 .

(5)通信单元605(5) Communication unit 605

通信单元605通过因特网20连接到固定式游戏设备100和便利店终端700。The communication unit 605 is connected to the stationary game device 100 and the convenience store terminal 700 through the Internet 20 .

通信单元605通过因特网20,发送信息给固定式游戏设备100和鉴别单元606/从固定式游戏设备100和鉴别单元606接收信息,并且发送信息给固定式游戏设备100和控制单元602/从固定式游戏设备100和控制单元602接收信息。The communication unit 605 sends information to the fixed game device 100 and the identification unit 606/receives information from the fixed game device 100 and the identification unit 606 through the Internet 20, and sends information to the fixed game device 100 and the control unit 602/from the fixed game device 100. The game device 100 and the control unit 602 receive the information.

另外,通过因特网20,通信单元605发送信息给便利店终端700和鉴别单元606/从便利店终端700和鉴别单元606接收信息,并且发送信息给固定式游戏设备100和控制单元602/从固定式游戏设备100和控制单元602接收信息。In addition, through the Internet 20, the communication unit 605 sends information to/receives information from the convenience store terminal 700 and the identification unit 606, and sends information to/from the stationary game device 100 and the control unit 602/from the convenience store terminal 700 and the identification unit 606. The game device 100 and the control unit 602 receive the information.

(6)控制单元602(6) Control unit 602

(发送角色数据给固定式游戏设备100)(sending character data to the stationary game device 100)

控制单元602通过因特网20和通信单元602从固定式游戏设备100接收用户ID、游戏标识符和签名数据。The control unit 602 receives the user ID, game identifier, and signature data from the stationary game device 100 via the Internet 20 and the communication unit 602 .

如上所述,用户ID是用于标识用户的标识信息,而游戏标识符是用于标识游戏软件程序的标识。另外,如稍后描述的,签名数据是通过利用与游戏软件程序相对应的公开密钥,来对游戏标识符和用户ID执行数字签名SIG而生成的。As described above, the user ID is identification information for identifying a user, and the game identifier is an identification for identifying a game software program. In addition, as described later, signature data is generated by performing a digital signature SIG on a game identifier and a user ID using a public key corresponding to a game software program.

在此,数字签名SIG的一个例子是根据椭圆曲线离散对数问题来保证安全性的数字签名算法。这是公知的技术,因此在此不再描述。Here, an example of the digital signature SIG is a digital signature algorithm that guarantees security based on the elliptic curve discrete logarithm problem. This is a well known technique and therefore will not be described here.

接着,控制单元602从信息存储单元601所拥有的游戏信息表621中读取与所收到的游戏标识符相对应的秘密密钥。Next, the control unit 602 reads the secret key corresponding to the received game identifier from the game information table 621 owned by the information storage unit 601 .

接着,控制单元602对游戏标识符、用户ID和签名数据执行数字签名验证“VRFY”,由此获得验证结果。在此,数字签名验证“VRFY”是作为椭圆曲线ElGamal签名方法的签名验证算法。Next, the control unit 602 performs digital signature verification "VRFY" on the game identifier, user ID, and signature data, thereby obtaining a verification result. Here, the digital signature verification "VRFY" is a signature verification algorithm that is an elliptic curve ElGamal signature method.

接着,控制单元602通过通信单元605和因特网20,把通过数字签名验证“VRFY”获得的验证结果发送给固定式游戏设备100。当验证结果指示失败时,控制单元602不执行此后的处理。Next, the control unit 602 transmits the verification result obtained by the digital signature verification “VRFY” to the stationary game device 100 via the communication unit 605 and the Internet 20 . When the verification result indicates failure, the control unit 602 does not perform processing thereafter.

当验证结果指示成功时,控制单元602通过因特网20和通信单元605从固定式游戏设备100接收通信指令,并进一步控制鉴别单元606执行与加载到固定式游戏设备100上的存储卡300的相互鉴别。When the verification result indicates success, the control unit 602 receives communication instructions from the stationary game device 100 through the Internet 20 and the communication unit 605, and further controls the identification unit 606 to perform mutual authentication with the memory card 300 loaded onto the stationary game device 100 .

控制单元602从鉴别单元606接收鉴别结果,并通过通信单元605和因特网20把所收到的鉴别结果发送给固定式游戏设备100。在此,当鉴别结果指示失败时,控制单元602不执行此后的处理。The control unit 602 receives the authentication result from the authentication unit 606 and transmits the received authentication result to the stationary game device 100 through the communication unit 605 and the Internet 20 . Here, when the authentication result indicates failure, the control unit 602 does not perform the processing thereafter.

另一方面,当鉴别结果指示成功时,控制单元602在用户购买信息表631中搜索所收到的用户ID,并且当在用户购买信息表631中没有找到所收到的用户ID时,控制单元602通过通信单元605和因特网20、把显示该信息的搜索结果发送给固定式游戏设备100。On the other hand, when the authentication result indicates success, the control unit 602 searches the received user ID in the user purchase information table 631, and when not finding the received user ID in the user purchase information table 631, the control unit 602 transmits the search result displaying the information to the stationary game device 100 through the communication unit 605 and the Internet 20 .

当在用户购买信息表631中找到了所收到的用户ID时,控制单元602从游戏信息表621中读取与所收到的游戏标识符相对应的角色数据,并通过通信单元605和因特网20把所读取的角色数据发送给固定式游戏设备100。When the received user ID is found in the user purchase information table 631, the control unit 602 reads the character data corresponding to the received game identifier from the game information table 621, and transmits the corresponding character data through the communication unit 605 and the Internet. 20 sends the read character data to the stationary game device 100.

接着,控制单元602通过因特网20和通信单元605,从固定式游戏设备100接收指示将角色数据写入存储卡300完成的完成信息。一旦收到完成信息,控制单元602就执行针对该用户ID所标识的用户的记帐处理。Next, the control unit 602 receives completion information indicating completion of writing character data into the memory card 300 from the stationary game device 100 via the Internet 20 and the communication unit 605 . Upon receipt of the completion information, the control unit 602 executes billing processing for the user identified by the user ID.

(发送角色数据给便利店终端700)(Send character data to convenience store terminal 700)

控制单元602通过因特网20和通信单元605,从便利店终端700接收指示与存储卡300进行相互鉴别的请求的鉴别指令。Control unit 602 receives an authentication command indicating a request for mutual authentication with memory card 300 from convenience store terminal 700 via Internet 20 and communication unit 605 .

一旦收到鉴别指令,控制单元602就控制鉴别单元606执行与存储卡300的相互设备鉴别。接着,控制单元602从鉴别单元606接收鉴别结果,并通过通信单元605和因特网20把鉴别结果发送给便利店终端700。Once the authentication instruction is received, the control unit 602 controls the authentication unit 606 to perform mutual device authentication with the memory card 300 . Next, the control unit 602 receives the authentication result from the authentication unit 606 and transmits the authentication result to the convenience store terminal 700 through the communication unit 605 and the Internet 20 .

当鉴别结果指示失败时,控制单元602不执行此后的处理。When the authentication result indicates failure, the control unit 602 does not perform processing thereafter.

当鉴别结果指示成功时,控制单元602从游戏销售信息表641中读取所有组游戏销售信息,并通过通信单元605和因特网20、把所读取的所有组游戏销售信息发送给便利店终端700。When the identification result indicates success, the control unit 602 reads all group game sales information from the game sales information table 641, and sends the read all group game sales information to the convenience store terminal 700 through the communication unit 605 and the Internet 20 .

接着,控制单元602通过因特网20和通信单元605从便利店终端700接收游戏标识符。一旦收到游戏标识符,控制单元602就从游戏信息表621中读取与该游戏标识符相对应的角色数据,并通过通信单元605和因特网20把所读取的角色数据发送给便利店终端700。Next, the control unit 602 receives the game identifier from the convenience store terminal 700 through the Internet 20 and the communication unit 605 . Once the game identifier is received, the control unit 602 reads the character data corresponding to the game identifier from the game information table 621, and sends the read character data to the convenience store terminal through the communication unit 605 and the Internet 20 700.

(7)输入单元603和显示单元604(7) Input unit 603 and display unit 604

输入单元603从服务器设备600的操作者接收数据或指令的输入,并把所收到的数据或指令输出到控制单元602。The input unit 603 receives input of data or instructions from the operator of the server device 600 and outputs the received data or instructions to the control unit 602 .

显示单元604显示正在受控制单元602控制的各种信息。The display unit 604 displays various information being controlled by the control unit 602 .

1.3DVD 5001.3DVD 500

DVD 500是一种能够在其中记录大量数据的便携式光盘介质。DVD 500 is a portable optical disc medium capable of recording large amounts of data on it.

例如,DVD 500预先存储固定式主程序511、固定式角色处理程序551和固定式发展项表561。这些是在固定式游戏设备100中使用的计算机程序或用于计算机的数据,并组成一个游戏软件程序。For example, the DVD 500 prestores a fixed main program 511, a fixed character processing program 551, and a fixed development item table 561. These are computer programs or data for computers used in the stationary game device 100, and constitute a game software program.

(1)游戏说明(1) Game description

首先,在对固定式游戏程序511、固定式角色处理程序551和固定式发展项表561进行说明之前,说明借助于游戏软件程序的游戏。First, before describing the fixed game program 511, the fixed character processing program 551, and the fixed development item table 561, a game by the game software program will be described.

游戏由“n”个游戏阶段1、2、...、n组成。游戏将按游戏阶段1、2、...、n的顺序进行。每一个游戏阶段都由“m”个游戏步骤1、2、...、m组成,并且游戏将按游戏步骤1、2、...、m的顺序进行。The game consists of "n" game phases 1, 2, . . . , n. The game will proceed in the order of game phases 1, 2, ..., n. Each game stage consists of "m" game steps 1, 2, ..., m, and the game will be played in the order of game steps 1, 2, ..., m.

在每一个游戏步骤内,允许用户玩游戏的最大时间被确定为“MAX”。如果在一个步骤中玩游戏时间超过了最大值“MAX”,则该游戏步骤将正常结束,并且操作继续进行到下一游戏步骤。Within each game step, the maximum time allowed for the user to play the game is determined as "MAX". If the game play time exceeds the maximum value "MAX" in one step, the game step will normally end, and the operation proceeds to the next game step.

在游戏中,将出现作为固定式游戏设备100的玩家(即用户)的操作目标的角色、表示游戏每个场景的背景、将要攻击角色的攻击者、以及其它对象。In the game, a character as an operation target of a player (ie, user) of the stationary game device 100, a background representing each scene of the game, an attacker who will attack the character, and other objects will appear.

图6-8示出了在每一游戏阶段的每一游戏步骤中,监视器120上所显示的屏幕的例子。6-8 show examples of screens displayed on the monitor 120 in each game step of each game session.

图6所示屏幕571上显示了角色572、背景573和其它对象。图7所示屏幕574上显示了角色575、背景576和其它对象。图8所示屏幕577上显示了角色578、背景579、攻击者580和其它对象。A character 572, a background 573 and other objects are displayed on a screen 571 shown in FIG. 6 . A character 575, a background 576 and other objects are displayed on a screen 574 shown in FIG. 7 . Character 578, background 579, attacker 580 and other objects are displayed on screen 577 shown in FIG.

角色被赋予了种族、性别和职业,这些组成了该角色的个性特征。另外,角色被赋予了身高、体重、发型、眼睛形状、耳朵形状,作为形状特征。另外,角色被赋予了生命力、战斗力和资金,作为能力特征。A character is assigned a race, gender, and class, which make up that character's personality. In addition, characters are given height, weight, hairstyle, eye shape, and ear shape as shape characteristics. In addition, characters are endowed with vitality, combat power, and funds as ability traits.

在此,种族、性别、职业、身高、体重、发型、眼睛形状、耳朵形状是其字面意思,因此未给出对它们的说明。Here, race, sex, occupation, height, weight, hairstyle, eye shape, ear shape are literal meanings, and thus no explanation is given for them.

种族、性别、职业、发型、眼睛形状和耳朵形状是不变的特征。另一方面,身高、体重、生命力、战斗力和资金将随游戏进行而改变。Race, gender, occupation, hairstyle, eye shape, and ear shape are invariant characteristics. On the other hand, height, weight, vitality, combat power and funds will change as the game progresses.

生命力指示角色生存的能力。当生命力取大于0的值时,角色活着,并且当生命力取0值时,角色死了。例如,当角色受到攻击者的不可避免的攻击时,生命力值减小。另一方面,当每个游戏阶段正常结束时,生命力值增加。Vitality indicates a character's ability to survive. When the vitality takes a value greater than 0, the character is alive, and when the vitality takes a value of 0, the character is dead. For example, when a character receives an inevitable attack from an attacker, the health value decreases. On the other hand, when each game phase ends normally, the health value increases.

战斗力指示角色对攻击者进行攻击的能力。当战斗力取大于0的值时,角色能够攻击攻击者。当战斗力取0值时,角色不能攻击攻击者。另外,当每个游戏阶段正常结束时,战斗力值增加。Combat strength indicates a character's ability to carry out attacks against attackers. When the combat power takes a value greater than 0, the character can attack the attacker. When the combat power is 0, the character cannot attack the attacker. Also, when each game stage ends normally, the combat power value increases.

资金指示角色所拥有的货币值,它可用于购买其它物品。当角色在有效地攻击攻击者中成功时,或者当每个游戏阶段正常结束时,资金值增加。Funds indicate the monetary value of a character's possession, which can be used to purchase other items. Funds increase in value when the character is successful in attacking the attacker effectively, or when each game session ends normally.

身高和体重随游戏进行而改变,如上所述。当每个游戏阶段正常结束时,身高和体重值分别增加预定值。换句话说,角色在形状上长大了。Height and weight change as the game progresses, as above. When each game session ends normally, the height and weight values are increased by predetermined values, respectively. In other words, the character grew up in shape.

在此,角色、攻击者和背景虚拟地存在于三维游戏空间中。游戏空间用X坐标、Y坐标和Z坐标的正交坐标系来表示。Here, characters, attackers, and backgrounds exist virtually in a three-dimensional game space. The game space is represented by an orthogonal coordinate system of X, Y, and Z coordinates.

一部分游戏空间被剪裁,以便生成显示空间。存在于显示空间中的角色通过透视投影被投射在帧中,以形成图像。A portion of the game space is clipped to generate the display space. The characters existing in the display space are projected in the frame by perspective projection to form an image.

(2)固定式游戏程序511(2) Stationary game program 511

如图5所示,固定式游戏程序511包括相关信息单元521、程序单元531和对象数据单元541。As shown in FIG. 5 , the stationary game program 511 includes a related information unit 521 , a program unit 531 and an object data unit 541 .

(相关信息单元521)(Related Information Unit 521)

相关信息单元521包括游戏部分522、游戏标识符BID 523、公开密钥BPK 524、游戏名称525以及图中未示出的音频信息。The related information unit 521 includes a game part 522, a game identifier BID 523, a public key BPK 524, a game name 525, and audio information not shown in the figure.

游戏部分522指示固定式游戏程序511是用于固定式游戏设备中的游戏程序。The game section 522 indicates that the stationary game program 511 is a game program for use in a stationary game device.

游戏标识符BID 523是用于标识固定式游戏程序511的标识信息。The game identifier BID 523 is identification information for identifying the stationary game program 511.

公开密钥BPK 524是利用秘密密钥、通过公开密钥生成方法来生成的。在此,秘密密钥对应于在服务器设备600的信息存储单元601所拥有的游戏信息表621中找到的游戏标识符,该游戏标识符和游戏标识符BID 523相同。在此,公开密钥生成方法的一个例子是借助于椭圆曲线ElGamal签名方法的公开密钥生成算法。The public key BPK 524 is generated by a public key generation method using a secret key. Here, the secret key corresponds to the game identifier found in the game information table 621 owned by the information storage unit 601 of the server device 600, which is the same as the game identifier BID 523. An example of a public key generation method here is a public key generation algorithm by means of the elliptic curve ElGamal signature method.

游戏名称是用于标识由固定式游戏程序511实现的游戏的名称。The game name is a name for identifying a game realized by the stationary game program 511 .

音频信息是角色的声音、音乐和音效的编码数据。Audio information is encoded data for a character's voice, music, and sound effects.

(程序单元531)(program unit 531)

程序单元531包括:用于固定式游戏的计算机程序(以下称为“固定式主程序”);用于处理一帧图像的计算机程序(以下称为“固定式帧处理程序”);以及用于处理战斗场景的计算机程序(以下称为“战斗场景程序”)。每种计算机程序都由多种机器语言格式的多条指令组成。机器语言格式是一种要由固定式游戏设备100的主控制单元108进行解码和执行的格式(稍后将详细描述主控制单元108)。固定式主程序、固定式帧处理程序和战斗场景程序被主控制单元108使用。The program unit 531 includes: a computer program for a stationary game (hereinafter referred to as a "stationary main program"); a computer program for processing a frame image (hereinafter referred to as a "stationary frame processing program"); Computer programs that process combat scenarios (hereinafter referred to as "combat scenario programs"). Every computer program consists of instructions in various machine language formats. The machine language format is a format to be decoded and executed by the main control unit 108 of the stationary game device 100 (the main control unit 108 will be described in detail later). The fixed main program, fixed frame processing program and battle scene program are used by the main control unit 108 .

固定式帧处理程序被固定式主程序调用以供使用。另外,战斗场景程序被固定式帧处理程序调用以供使用。The stationary frame handler is called for use by the stationary main program. In addition, the combat scene program is called for use by the stationary frame handler.

以下描述每种计算机程序的内容。为了更容易理解每种计算机程序的内容,以下描述利用流程图来表达计算机程序,而不是利用机器语言格式的指令来表达。The content of each computer program is described below. In order to make it easier to understand the contents of each computer program, the following description expresses computer programs using flowcharts rather than using instructions in machine language format.

(a)固定式主程序(a) Fixed main program

以下借助于图9-10的流程图来描述固定式主程序。The stationary main routine is described below with the aid of the flowcharts of FIGS. 9-10.

固定式主程序读取恢复阶段号335和恢复步骤号336,并将所读取的恢复阶段号和恢复步骤号写入主存储单元110。在此,恢复阶段号和恢复步骤号分别是指示应该由此恢复游戏的游戏阶段和游戏步骤的编号。当恢复阶段号和恢复步骤号的每一个都是“1”时,则游戏将从第一游戏阶段的第一游戏步骤开始进行。当恢复阶段号和恢复步骤号例如分别是“5”和“3”时,则游戏将从第五游戏阶段的第三游戏步骤开始进行。这样,恢复阶段号和恢复步骤号是用于控制重新开始游戏进行的位置的信息(步骤S101)。The fixed main program reads the restoration stage number 335 and the restoration step number 336 , and writes the read restoration stage number and restoration step number into the main storage unit 110 . Here, the recovery stage number and the recovery step number are numbers indicating the game stage and the game step from which the game should be resumed, respectively. When each of the recovery stage number and the recovery step number is "1", the game will start from the first game step of the first game stage. When the recovery stage number and the recovery step number are, for example, "5" and "3" respectively, the game will start from the third game step of the fifth game stage. Thus, the recovery stage number and the recovery step number are information for controlling the position where the game progress is restarted (step S101).

接着,固定式主程序从存储卡300读取角色数据321,并将所读取的角色数据写入主存储单元110(步骤S102)。Next, the fixed main program reads the character data 321 from the memory card 300, and writes the read character data into the main storage unit 110 (step S102).

接着,固定式主程序从主存储单元110中的角色数据中提取身高和体重,并更新主存储单元110中存储的角色对象数据,以便基于身高与体重之比来改变角色的形状。具体地说,当身高高且体重重、或者当身高矮且体重轻时,执行更新以使角色将具有标准形状。如果身高高且体重轻,则执行更新以使角色将具有细长形状。如果身高矮且体重重,则执行更新以使角色将具有肥胖形状。如后面所描述的,角色对象数据是显示角色的三维形状的三维数据。Next, the fixed main program extracts the height and weight from the character data in the main storage unit 110, and updates the character object data stored in the main storage unit 110 to change the shape of the character based on the ratio of height to weight. Specifically, when the height is tall and the weight is heavy, or when the height is short and the weight is light, an update is performed so that the character will have a standard shape. If tall and light, perform an update so that the character will have an elongated shape. If you are short and heavy, perform an update so that the character will have a fat shape. As described later, the character object data is three-dimensional data showing the three-dimensional shape of the character.

接着,在步骤S105-步骤S124中,重复以下步骤S106-步骤S123,直到通过开始由恢复阶段号所示的游戏阶段而完成了由“n”所示的游戏阶段为止。Next, in step S105-step S124, the following steps S106-step S123 are repeated until the game stage indicated by "n" is completed by starting the game stage indicated by the recovery stage number.

(i)在步骤S106一步骤S113中,重复以下步骤S107-S112,直到通过开始由恢复步骤号所示的游戏步骤而完成了由“m”所示的游戏步骤为止。(i) In step S106-step S113, the following steps S107-S112 are repeated until the game step indicated by "m" is completed by starting the game step indicated by the recovery step number.

判断主存储单元110中写入的生命力是否显示“0”(步骤S107)。It is judged whether the vitality written in the main storage unit 110 shows "0" (step S107).

当生命力被判定为显示“0”时(步骤S107),生成显示游戏结束的屏幕,并把所生成的屏幕写入帧缓冲器106中作为帧图像(步骤S108)。然后,指示把帧缓冲器106中的帧图像传送到VRAM 115的屏幕显示指令被写入寄存器单元109的寄存器R0 151中。然后,指示将指令写入寄存器单元109已完成的控制信号被输出到图形控制单元113(步骤S109)。然后,游戏结束。When the vitality is judged to show "0" (step S107), a screen showing the end of the game is generated, and the generated screen is written in the frame buffer 106 as a frame image (step S108). Then, a screen display instruction instructing to transfer the frame image in the frame buffer 106 to the VRAM 115 is written in the register R0 151 of the register unit 109. Then, a control signal indicating that the writing of the instruction into the register unit 109 has been completed is output to the graphics control unit 113 (step S109). Then, game over.

当生命力被判定为不显示“0”时(步骤S107),判断游戏步骤中经过的时间是否超过最大值MAX(步骤S110),并且当经过的时间被判定为超过最大值MAX时(步骤S110),该游戏步骤结束,并且操作前进到下一游戏步骤。When the vitality is determined not to display "0" (step S107), it is judged whether the elapsed time in the game step exceeds the maximum value MAX (step S110), and when the elapsed time is determined to exceed the maximum value MAX (step S110) , the game step ends and operation proceeds to the next game step.

当经过的时间被判定为没有超过最大值MAX时(步骤S110),对经过的时间进行计数(步骤S111),并调用固定式帧处理程序以便将控制移到固定式帧处理程序,由此执行对一帧图像的处理(步骤S112)。在对一帧图像的处理结束之后,操作返回到步骤S110,以便重复处理。When the elapsed time is determined not to exceed the maximum value MAX (step S110), the elapsed time is counted (step S111), and the fixed frame processing program is called to move the control to the fixed frame processing program, thereby executing Processing of a frame of image (step S112). After the processing of one frame of image ends, the operation returns to step S110 to repeat the processing.

(ii)接着,判断主存储单元110中写入的身高标志是“开”还是“关”(步骤S114)。如果身高标志被判定为“关”(步骤S114),则控制转移到步骤S117。如果身高标志被判定为“开”(步骤S114),则把值“10”加到主存储单元110中所写入的身高上(步骤S115),并把加10之后的身高写入寄存器单元109的寄存器R4155的高位比特(步骤S116)。(ii) Next, it is judged whether the height flag written in the main storage unit 110 is "ON" or "OFF" (step S114). If the height flag is determined to be "OFF" (step S114), control transfers to step S117. If the height sign is determined as "open" (step S114), then value "10" is added to the height written in the main storage unit 110 (step S115), and the height after adding 10 is written into the register unit 109 The high order bit of register R4155 (step S116).

(iii)接着,判断主存储单元110中写入的体重标志是“开”还是“关”(步骤S117)。如果体重标志被判定为“关”(步骤S117),则控制转移到步骤S120。如果体重标志被判定为“开”(步骤S117),则把值“0.5”加到主存储单元110中所写入的体重上(步骤S118),并把加上0.5之后的体重写入寄存器单元109的寄存器R4 155的低位比特(步骤S119)。(iii) Next, it is judged whether the weight flag written in the main storage unit 110 is "ON" or "OFF" (step S117). If the weight flag is determined to be "OFF" (step S117), control transfers to step S120. If the body weight flag is judged as "open" (step S117), then value "0.5" is added to the body weight written in the main storage unit 110 (step S118), and the body weight after adding 0.5 is written into the register unit The low order bit (step S119) of the register R4155 of 109.

(iv)接着,判断主存储单元110中写入的生命力标志是“开”还是“关”(步骤S120)。如果生命力标志被判定为“关”(步骤S120),则控制转移到步骤S122。如果生命力标志被判定为“开”(步骤S120),则把值“10”加到主存储单元110中所写入的生命力上(步骤S121)。(iv) Next, it is judged whether the vitality flag written in the main storage unit 110 is "on" or "off" (step S120). If the vitality flag is determined to be "OFF" (step S120), control transfers to step S122. If the vitality flag is judged to be "on" (step S120), the value "10" is added to the vitality written in the main storage unit 110 (step S121).

(v)接着,判断主存储单元110中写入的战斗力标志是“开”还是“关”(步骤S122)。如果战斗力标志被判定为“开”(步骤S122),则把值“10”加到主存储单元110中所写入的战斗力上(步骤S123)。如果战斗力标志被判定为“关”(步骤S122),则什么也不执行。(v) Next, it is judged whether the combat power flag written in the main storage unit 110 is "ON" or "OFF" (step S122). If the combat power flag is judged to be "on" (step S122), the value "10" is added to the combat power written in the main storage unit 110 (step S123). If the combat power flag is judged to be "OFF" (step S122), nothing is executed.

(b)固定式帧处理程序(b) Fixed frame handler

以下借助于图11-12所示的流程图来描述固定式帧处理程序。The fixed frame processing procedure is described below with the aid of the flowcharts shown in Figs. 11-12.

固定式帧处理程序计算游戏空间中当前攻击对象的坐标值(三维坐标)。在此,攻击对象的坐标值是游戏空间中的点,其是攻击对象的形状的中心(例如当对象为人的形状时,为头部的中心)所在的点。注意,这也适用于角色对象的坐标值和背景对象的坐标值。The stationary frame processing program calculates the coordinate values (three-dimensional coordinates) of the current attack object in the game space. Here, the coordinate value of the attack object is a point in the game space where the center of the shape of the attack object (for example, the center of the head when the object is in the shape of a person) is located. Note that this also applies to character object coordinate values and background object coordinate values.

具体地说,如下来计算攻击对象的坐标值。Specifically, the coordinate value of the attack object is calculated as follows.

在固定式帧处理程序中描述攻击对象的坐标值的初值。最初,该初值被认为是攻击对象的坐标值。Describe the initial value of the coordinate value of the attack object in the fixed frame processing program. Initially, this initial value is considered to be the coordinate value of the attack object.

随后,生成三个随机数(各随机数对应于X坐标值、Y坐标值和Z坐标值),并且通过把这三个随机数加到攻击对象的相应坐标值(即X坐标值、Y坐标值和Z坐标值)上,来计算攻击对象的新坐标值(步骤S131)。Subsequently, three random numbers are generated (each random number corresponds to the X coordinate value, the Y coordinate value and the Z coordinate value), and by adding these three random numbers to the corresponding coordinate values of the attack object (that is, the X coordinate value, the Y coordinate value) value and Z coordinate value), to calculate the new coordinate value of the attack object (step S131).

接着,将所计算的攻击对象坐标值写入寄存器单元109的寄存器R3 154(步骤S132)。Then, the calculated attack object coordinate value is written into the register R3 154 of the register unit 109 (step S132).

接着,通过控制器控制单元101从操作控制器122接收与操作控制器122上的按钮相对应的操作指令信息,并判断所收到的操作指令信息的类型(步骤S133)。Next, the controller control unit 101 receives the operation instruction information corresponding to the button on the operation controller 122 from the operation controller 122, and judges the type of the received operation instruction information (step S133).

当所收到的操作指令信息对应于向上按钮、向下按钮、向左按钮和向右按钮时(步骤S133),则分别使角色对象的Y坐标值加1(步骤S134)、减1(步骤S135),使X坐标值减1(步骤S136)、以及加1(步骤S137)。When the received operation command information corresponds to the up button, down button, left button and right button (step S133), the Y coordinate value of the role object is added by 1 (step S134), minus 1 (step S135) ), decrement the X coordinate value by 1 (step S136), and add 1 (step S137).

在此,正如攻击对象的坐标值的初值一样,在固定式帧处理程序中描述角色对象的坐标值的初值。最初,该初值被设置为角色对象的坐标值。Here, the initial value of the coordinate value of the character object is described in the fixed frame processing program just like the initial value of the coordinate value of the attack object. Initially, this initial value is set as the coordinate value of the character object.

当所收到的操作指令信息对应于停止按钮时(步骤S133),控制转移到步骤S145。When the received operation instruction information corresponds to the stop button (step S133), control transfers to step S145.

当所收到的操作指令信息对应于决定按钮时(步骤S133),什么也不执行,并且控制转移到步骤S139。When the received operation instruction information corresponds to the decision button (step S133), nothing is executed, and control shifts to step S139.

当所收到的操作指令信息对应于其它按钮之一时(步骤S133),执行对应于该按钮的处理(步骤S138),然后结束固定式帧处理程序。When the received operation instruction information corresponds to one of the other buttons (step S133), the processing corresponding to the button is executed (step S138), and then the stationary frame processing procedure is ended.

当没有收到操作指令信息时(步骤S133),则什么也不执行,并且控制转移到步骤S139。When no operation instruction information has been received (step S133), nothing is performed, and control is shifted to step S139.

接着,调用战斗程序,由此将控制转移到战斗程序,以便执行战斗时的处理(步骤S139)。Next, the combat program is called, whereby the control is transferred to the combat program so as to execute processing at the time of combat (step S139).

当战斗时的处理完成时,将角色对象的坐标值写入寄存器单元109的寄存器R1 152(步骤S140)。When the processing during the battle was completed, the coordinate value of the character object was written into the register R1 152 of the register unit 109 (step S140).

接着,计算背景对象的坐标值(步骤S141),并将所计算的背景的坐标值写入寄存器单元109的寄存器R2 153(步骤S142)。Next, calculate the coordinate value of the background object (step S141), and write the coordinate value of the calculated background into the register R2 153 of the register unit 109 (step S142).

接着,调用背景对象的生成指令。具体地说,把指示生成背景对象的生成指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S143)。Next, the generation command of the background object is called. Specifically, a generation instruction indicating generation of a background object is written into the register R0 151 of the register unit 109, and a control signal indicating that the instruction has been written into the register unit 109 is output to the graphics control unit 113 (step S143).

接着,调用攻击对象的生成指令。具体地说,把指示生成攻击对象的生成指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S144)。Next, call the generation command of the attack object. Specifically, write the register R0 151 of register unit 109 into the register R0 151 of instruction generation attack object, and output the control signal indicating that the instruction has been written into register unit 109 to graphics control unit 113 (step S144).

接着,调用角色对象的生成指令。具体地说,把指示生成角色对象的生成指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S151)。Next, call the generation command of the character object. Specifically, a generation instruction indicating generation of a character object is written into the register R0 151 of the register unit 109, and a control signal indicating that the instruction has been written into the register unit 109 is output to the graphics control unit 113 (step S151).

接着,把指示传送帧缓冲器106的帧图像给VRAM 115的屏幕显示指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S152),并且结束固定式帧处理程序的处理。Next, write the screen display instruction of the frame image of the transmission frame buffer 106 to the VRAM 115 into the register R0 151 of the register unit 109, and output the control signal indicating that the instruction has been written into the register unit 109 to the graphics control unit 113 (step S152), and the processing of the fixed frame processing program ends.

当所收到的操作指令信息对应于停止按钮时(步骤S133),生成保存屏幕,该保存屏幕包括一个消息,其用于向用户确认:1)在游戏结束之前,是否应该把角色数据、恢复阶段号和恢复步骤号保存在存储卡300中;或者2)是否能够在不保存以上信息的情况下结束游戏。然后,把所生成的保存屏幕写入帧缓冲器106中作为一帧图像(步骤S145)。接着,把指示传送帧缓冲器106的帧图像给VRAM 115的屏幕显示指令写入寄存器单元109的寄存器R0 151,并把指示该指令已被写入寄存器单元109的控制信号输出到图形控制单元113(步骤S146)。When the received operation instruction information corresponds to the stop button (step S133), a save screen is generated, and the save screen includes a message for confirming to the user: 1) before the end of the game, should the character data, recovery stage number and recovery step number are saved in the memory card 300; or 2) whether it is possible to end the game without saving the above information. Then, the generated saved screen is written into the frame buffer 106 as a frame image (step S145). Next, write the screen display instruction of the frame image of the transmission frame buffer 106 to the VRAM 115 into the register R0 151 of the register unit 109, and output the control signal indicating that the instruction has been written into the register unit 109 to the graphics control unit 113 (step S146).

接着,通过控制器控制单元101从操作控制器122接收与操作控制器122上的按钮相对应的操作指令信息。在此,操作指令信息指示是否执行保存。接着,判断所收到的操作指令信息的类型(步骤S147)。Next, the operation instruction information corresponding to the button on the operation controller 122 is received from the operation controller 122 through the controller control unit 101 . Here, the operation instruction information indicates whether to perform saving. Next, determine the type of the received operation instruction information (step S147).

当所收到的操作指令信息指示不执行保存时(步骤S147),游戏处理在那里结束。When the received operation instruction information indicates that saving is not performed (step S147), the game processing ends there.

当所收到的操作指令信息指示执行保存时(步骤S147),从主存储单元110中读取身高、体重、生命力、战斗力、资金、恢复阶段号和恢复步骤号(步骤S148),并用所读取的身高、体重、生命力、战斗力和资金来重写存储卡300的信息存储单元301中的角色数据321。另外,用所读取的恢复阶段号和恢复步骤号来重写恢复阶段号335和恢复步骤号335(步骤S149)。接着,结束固定式帧处理程序的处理。When the received operation instruction information indicates to perform preservation (step S147), read the height, weight, vitality, combat power, funds, recovery stage number and recovery step number (step S148) from the main storage unit 110, and use the read The character data 321 in the information storage unit 301 of the memory card 300 is rewritten according to the height, weight, vitality, combat power and funds of the memory card 300. In addition, the restoration stage number 335 and the restoration step number 335 are overwritten with the read restoration stage number and restoration step number (step S149). Next, the processing of the fixed frame processing program ends.

(c)战斗程序(c) Combat Procedures

以下借助于图13-14中的流程图来描述战斗程序。The combat procedure is described below with the aid of the flowcharts in Figs. 13-14.

战斗程序判断角色对象的坐标值是否存在于攻击范围内,该攻击范围的中心是攻击对象的坐标值。在此,该攻击范围是在游戏空间中攻击对象所拥有的攻击武器能够起作用的广阔范围。The combat program judges whether the coordinate value of the character object exists in the attack range, and the center of the attack range is the coordinate value of the attack object. Here, the attack range is a wide range in which the attack weapon possessed by the attack target can function in the game space.

战斗程序进一步判断攻击对象的坐标值是否存在于反击范围内,该反击范围的中心是角色对象的坐标值。在此,反击范围是在游戏空间中角色对象所拥有的反击武器能够起作用的广阔范围。The combat program further judges whether the coordinate value of the attacking object exists in the counterattack range, and the center of the counterattack range is the coordinate value of the character object. Here, the counterattack range is a wide range in which the counterattack weapon possessed by the character object can function in the game space.

而且,战斗程序判断是否存在由攻击对象发出的攻击,并判断是否存在由角色对象发出的反击。Also, the combat program judges whether there is an attack by the attack object, and judges whether there is a counterattack by the character object.

根据四个判断结果的组合,战斗程序的处理内容发生变化。According to the combination of the four judgment results, the processing content of the combat program changes.

(i)在攻击范围内、并且在反击范围内(i) within range of the attack and within range of the counterattack

在攻击范围内(步骤S171)、并且在反击范围内(步骤S172),当没有攻击(步骤S173)、并且没有反击时(步骤S174),什么也不执行就结束战斗程序。In the attack range (step S171) and in the counterattack range (step S172), when there is no attack (step S173) and no counterattack (step S174), nothing is executed and the combat procedure is ended.

在攻击范围内(步骤S171)、并且在反击范围内(步骤S172),当没有攻击(步骤S173)、但是有反击时(步骤S174),使主存储单元110中存储的资金加上1(步骤S175),并且使主存储单元110中存储的战斗力减去1(步骤S176),然后结束战斗程序。In the attack range (step S171) and in the counterattack range (step S172), when there is no attack (step S173), but there is a counterattack (step S174), the funds stored in the main storage unit 110 are added by 1 (step S174). S175), and subtract 1 from the combat power stored in the main storage unit 110 (step S176), and then end the combat procedure.

在攻击范围内(步骤S171)、并且在反击范围内(步骤S172),当有攻击(步骤S173)、并且没有反击时(步骤S177),使主存储单元110中存储的生命力减去1(步骤S178),然后结束战斗程序。In the attack range (step S171) and in the counterattack range (step S172), when there is an attack (step S173) and no counterattack (step S177), the vitality stored in the main storage unit 110 is subtracted by 1 (step S177). S178), and then end the combat procedure.

在攻击范围内(步骤S171)、并且在反击范围内(步骤S172),当有攻击(步骤S173)、并且有反击时(步骤S177),使战斗力减去1(步骤S179),然后结束战斗程序。In the attack range (step S171), and in the counterattack range (step S172), when there is an attack (step S173), and when there is a counterattack (step S177), the combat power is subtracted by 1 (step S179), and then the combat program is ended .

(ii)在攻击范围内、并在反击范围以外(ii) within the range of the attack and outside the range of the counterattack

在攻击范围内(步骤S171)、并且在反击范围以外(步骤S172),当没有攻击(步骤S180)、并且没有反击时(步骤S181),什么也不执行就结束战斗程序。In the attack range (step S171) and outside the counterattack range (step S172), when there is no attack (step S180) and no counterattack (step S181), nothing is executed and the combat procedure is ended.

在攻击范围内(步骤S171)、并且在反击范围以外(步骤S172),当没有攻击(步骤S180)、并且有反击时(步骤S181),则使战斗力减去1(步骤S182),并结束战斗程序。In the attack range (step S171) and outside the counterattack range (step S172), when there is no attack (step S180) and there is a counterattack (step S181), the combat power is subtracted by 1 (step S182), and the battle ends program.

在攻击范围内(步骤S171)、并且在反击范围以外(步骤S172),当有攻击(步骤S180)、并且没有反击时(步骤S183),使生命力减去1(步骤S184),然后结束战斗程序。In the attack range (step S171), and outside the counterattack range (step S172), when there is an attack (step S180) and no counterattack (step S183), the vitality is subtracted by 1 (step S184), and then the fighting procedure is ended .

在攻击范围内(步骤S171)、并且在反击范围以外(步骤S172),当有攻击(步骤S180)、并且有反击时(步骤S183),使生命力减去1(步骤S185),并使战斗力减去1(步骤S186),然后结束战斗程序。Within the attack range (step S171) and outside the counterattack range (step S172), when there is an attack (step S180) and there is a counterattack (step S183), the vitality is subtracted by 1 (step S185), and the combat power is reduced Go to 1 (step S186), and then end the combat routine.

(iii)在攻击范围以外、并在反击范围内(iii) outside the attack range and within the counterattack range

在攻击范围以外(步骤S171)、并且在反击范围内(步骤S191),当没有攻击(步骤S192)、并且没有反击时(步骤S193),什么也不执行就结束战斗程序。Outside the attack range (step S171) and within the counterattack range (step S191), when there is no attack (step S192) and no counterattack (step S193), nothing is executed and the combat procedure is ended.

在攻击范围以外(步骤S171)、并且在反击范围内(步骤S191),当没有攻击(步骤S192)、并且有反击时(步骤S193),使资金加上1(步骤S194),并使战斗力减去1(步骤S195),然后结束战斗程序。Outside the attack range (step S171) and within the counterattack range (step S191), when there is no attack (step S192) and there is a counterattack (step S193), add 1 to the fund (step S194), and reduce the combat power Go to 1 (step S195), and then end the combat routine.

在攻击范围以外(步骤S171)、并且在反击范围内(步骤S191),当有攻击(步骤S192)、并且没有反击时(步骤S196),什么也不执行就结束战斗程序。Outside the attack range (step S171) and in the counterattack range (step S191), when there is an attack (step S192) and no counterattack (step S196), nothing is executed and the fighting procedure is ended.

在攻击范围以外(步骤S171)、并且在反击范围内(步骤S191),当有攻击(步骤S192)、并且有反击时(步骤S196),使资金加上1(步骤S197),并使战斗力减去1(步骤S178),然后结束战斗程序。Outside the attack range (step S171) and within the counterattack range (step S191), when there is an attack (step S192) and a counterattack (step S196), add 1 to the fund (step S197), and reduce the combat power Go to 1 (step S178), then end the combat routine.

(iv)在攻击范围以外、并在反击范围以外(iv) Outside the range of the attack and outside the range of the counterattack

在攻击范围以外(步骤S171)、并且在反击范围以外(步骤S191),当没有攻击(步骤S201)、并且没有反击时(步骤S202),什么也不执行就结束战斗程序。Outside the attack range (step S171) and outside the counterattack range (step S191), when there is no attack (step S201) and no counterattack (step S202), nothing is executed and the combat procedure is ended.

在攻击范围以外(步骤S171)、并且在反击范围以外(步骤S191),当没有攻击(步骤S201)、并且有反击时(步骤S202),使战斗力减去1(步骤S203),并结束战斗程序。Outside the attack range (step S171) and outside the counterattack range (step S191), when there is no attack (step S201) and there is a counterattack (step S202), the combat power is subtracted by 1 (step S203), and the combat program ends .

(对象数据单元541)(object data unit 541)

如图5所示,对象数据单元541包括角色对象数据542、背景对象数据543、攻击对象数据544以及图中未示出的其它对象数据。As shown in FIG. 5 , the object data unit 541 includes character object data 542 , background object data 543 , attack object data 544 and other object data not shown in the figure.

角色对象数据542、背景对象数据543和攻击对象数据544分别是显示固定式游戏设备的角色对象、背景对象和攻击对象的三维形状的三维曲线数据。Character object data 542, background object data 543, and attack object data 544 are three-dimensional curve data showing the three-dimensional shapes of the character object, background object, and attack object of the stationary game device, respectively.

(2)固定式角色处理程序551(2) Fixed role handler 551

如图5所示,固定式角色处理程序551由程序单元552组成。程序单元552包括以下所示的固定式图像生成程序。As shown in FIG. 5 , the fixed role processing program 551 is composed of program units 552 . The program unit 552 includes a stationary image generation program shown below.

固定式图像生成程序是一种由机器语言格式的指令组成的计算机程序。这些机器语言格式要被固定式游戏设备100中的图形控制单元113解码和执行(稍后详细描述图形控制单元113),并且固定式图像生成程序被图形控制单元113所使用。A stationary image generating program is a computer program consisting of instructions in machine language format. These machine language formats are to be decoded and executed by the graphics control unit 113 in the stationary game device 100 (the graphics control unit 113 will be described in detail later), and the stationary image generation program is used by the graphics control unit 113 .

以下描述固定式图像生成程序的内容。为了更容易理解固定式图像生成程序的内容,以下描述利用图15-16所示的流程图来表示固定式图像生成程序,而不是利用机器语言格式的指令来表示。因此,如下借助于这些流程图来说明固定式图像生成程序。The contents of the stationary image generation program are described below. In order to make it easier to understand the contents of the fixed image generation program, the following description expresses the fixed image generation program using flowcharts shown in FIGS. 15-16 instead of using instructions in machine language format. Therefore, the stationary image generation procedure is explained below with the aid of these flowcharts.

固定式图像生成程序接收一个控制信号,该控制信号指示已完成从主控制单元108将指令写入寄存器单元109。该控制信号指示发自主控制单元108、且针对图形控制单元113的图像生成请求(步骤S301)。The stationary image generation program receives a control signal indicating completion of writing instructions from the main control unit 108 to the register unit 109 . The control signal indicates an image generation request issued from the main control unit 108 and directed to the graphics control unit 113 (step S301 ).

一旦收到该控制信号,就读取寄存器单元109的寄存器R0151的内容。寄存器R0 151存储了已由主控制单元108写入的指令(步骤S302)。Once the control signal is received, the content of the register R0151 of the register unit 109 is read. The register R0 151 stores the command that has been written by the main control unit 108 (step S302).

接着,判断从寄存器R0 151读取的内容,即指令,是否为屏幕显示指令(步骤S303)。如果被肯定地判定(步骤S303),则在稍后详述的垂直回扫时间期间,把固定式游戏设备100的帧缓冲器106中存储的帧图像传送给VRAM 115(步骤S310),并且控制将返回到步骤S301,以便重复处理。Then, judge whether the content read from the register R0151, i.e. the instruction, is a screen display instruction (step S303). If determined affirmatively (step S303), then during the vertical retrace time described in detail later, the frame image stored in the frame buffer 106 of the stationary game device 100 is transmitted to the VRAM 115 (step S310), and the control It will return to step S301 to repeat the process.

如果被否定地判定(步骤S303),即如果判断所读取的内容是角色对象生成指令、背景对象生成指令和攻击对象生成指令之一,则从寄存器单元109读取作为相应生成指令的目标的对象的坐标。具体地说,在生成指令是角色对象生成指令、背景对象生成指令和攻击对象生成指令之一的情况下,分别读取寄存器R1 152、寄存器R2 153和寄存器R3 154中的内容(步骤S304)。If it is negatively judged (step S303), that is, if it is judged that the read content is one of a character object generation instruction, a background object generation instruction, and an attack object generation instruction, then read from the register unit 109 as the target of the corresponding generation instruction. The coordinates of the object. Specifically, under the situation that generation instruction is one of character object generation instruction, background object generation instruction and attack object generation instruction, read the content in register R1 152, register R2 153 and register R3 154 respectively (step S304).

接着,从固定式游戏设备100的图形存储单元114中读取相应的对象数据(步骤S305)。Next, the corresponding object data is read from the graphics storage unit 114 of the stationary game device 100 (step S305).

在此,如果相应的对象数据对应于角色对象(步骤S306),则从寄存器单元109的寄存器R4 155中读取身高和体重(步骤S307),并利用所读取的身高和体重对所读取的角色数据执行校正。该校正是和图9的流程图中的步骤S103所执行的更新一样的处理操作(步骤S308)。Here, if the corresponding object data corresponds to the character object (step S306), the height and weight are read from the register R4 155 of the register unit 109 (step S307), and the read height and weight are used to compare the read Correction is performed on the character data. This correction is the same processing operation as the update performed at step S103 in the flowchart of FIG. 9 (step S308).

接着,利用对象数据来执行对象图像生成。稍后详细描述对象图像生成(步骤S309)。然后,控制将返回到步骤S301,以便重复处理。Next, object image generation is performed using the object data. The object image generation (step S309) will be described in detail later. Then, control will return to step S301 to repeat the process.

(对象图像生成的过程)(Process of object image generation)

接着,描述对象图像生成的过程。Next, the process of object image generation is described.

对象数据被进行透视投影变换,以生成线框(wire frame)数据(步骤S321)。然后,生成多边形数据(步骤S322),并执行隐藏平面消除和隐藏线消除处理(步骤S323),并生成阴影/影子数据(步骤S324)。The object data is subjected to perspective projection transformation to generate wire frame data (step S321). Then, polygon data is generated (step S322), hidden plane removal and hidden line removal processing are performed (step S323), and shadow/shadow data is generated (step S324).

注意,在非专利参考文献2和3中公开了透视投影变换、多边形数据生成、隐藏平面消除、隐藏线消除和阴影/影子生成,因此它们是公知的。因此,在本说明书中省略了对它们的说明。Note that perspective projection transformation, polygon data generation, hidden plane removal, hidden line removal, and shadow/shadow generation are disclosed in Non-Patent References 2 and 3, so they are well known. Therefore, their descriptions are omitted in this specification.

(3)固定式发展项表561(3) Form 561 of fixed development items

如图5所示,固定式发展项表561包括身高标志562、体重标志563、生命力标志564和战斗力标志565。As shown in FIG. 5 , the fixed development item table 561 includes a height symbol 562 , a weight symbol 563 , a vitality symbol 564 and a combat effectiveness symbol 565 .

身高标志562指示,当游戏在固定式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行身高更新。身高标志562取开或关值,其中开指示允许身高更新,而关指示不允许身高更新。在此在图5中,身高标志562被设置为开,这意味着在游戏在固定式游戏设备100中进行期间,允许对从服务器设备600获得的角色数据中所包括的身高进行更新。The height flag 562 indicates whether to allow height update of the character data obtained from the server device 600 when the game is played in the stationary game device 100 . The height flag 562 takes on or off values, where on indicates that height updates are allowed and off indicates that height updates are not allowed. Here in FIG. 5 , the height flag 562 is set to ON, which means that the height included in the character data obtained from the server device 600 is allowed to be updated while the game is being played in the stationary game device 100 .

上述规则也适用于其它标志。The above rules also apply to other signs.

体重标志563指示,当游戏在固定式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行体重更新。体重标志563取开或关值,其中开指示允许体重更新,而关指示不允许体重更新。在此在图5中,体重标志563被设置为开,这意味着在游戏在固定式游戏设备100中进行期间,允许对从服务器设备600获得的角色数据中所包括的体重进行更新。The weight flag 563 indicates whether to allow body weight update of the character data obtained from the server device 600 when the game is played in the stationary game device 100 . The weight flag 563 takes on or off values, where on indicates that weight updates are allowed and off indicates that weight updates are not allowed. Here in FIG. 5 , the weight flag 563 is set to ON, which means that during the game is played in the stationary game device 100 , the weight included in the character data obtained from the server device 600 is allowed to be updated.

生命力标志664指示,当游戏在固定式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行生命力更新。生命力标志664取开或关值,其中开指示允许生命力更新,而关指示不允许生命力更新。在此在图5中,生命力标志664被设置为关,这意味着在游戏在固定式游戏设备100中进行期间,不允许对从服务器设备600获得的角色数据中所包括的生命力进行更新。The vitality flag 664 indicates whether to allow vitality update of the character data obtained from the server device 600 when the game is played in the stationary game device 100 . The vitality flag 664 takes on or off values, where on indicates that vitality updates are allowed and off indicates that vitality updates are not allowed. Here in FIG. 5 , the vitality flag 664 is set to off, which means that the vitality included in the character data obtained from the server device 600 is not allowed to be updated while the game is being played in the stationary game device 100 .

战斗力标志665指示,当游戏在固定式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行战斗力更新。战斗力标志665取开或关值,其中开指示允许战斗力更新,而关指示不允许战斗力更新。在此在图5中,战斗力标志665被设置为关,这意味着在游戏在固定式游戏设备100中进行期间,不允许对从服务器设备600获得的角色数据中所包括的战斗力进行更新。The combat power flag 665 indicates whether to allow combat power update of character data obtained from the server device 600 when the game is played in the stationary game device 100 . Combat power flag 665 takes on or off values, where on indicates that combat power updates are allowed, and off indicates that combat power updates are not allowed. Here in FIG. 5 , the combat power flag 665 is set to off, which means that during the game is played in the stationary game device 100, the combat power included in the character data obtained from the server device 600 is not allowed to be updated.

1.4固定式游戏设备1001.4 Stationary game equipment 100

如图17所示,固定式游戏设备100由以下部分构成:控制器控制单元101、存储卡输入/输出单元102、驱动器单元103、通信单元104、连接单元105、帧缓冲器106、鉴别单元107、主控制单元108、寄存器单元109、主存储单元110、大容量存储单元111、图形控制单元113、图形存储单元114、VRAM 115、视频信号生成单元116、音频信号生成单元117、系统总线118和图像总线119。As shown in Figure 17, stationary game device 100 is made up of following parts: controller control unit 101, memory card input/output unit 102, driver unit 103, communication unit 104, connection unit 105, frame buffer 106, identification unit 107 , main control unit 108, register unit 109, main storage unit 110, mass storage unit 111, graphics control unit 113, graphics storage unit 114, VRAM 115, video signal generation unit 116, audio signal generation unit 117, system bus 118 and Image bus 119 .

控制器控制单元101、存储卡输入/输出单元102、驱动器单元103、通信单元104、连接单元105、帧缓冲器106、鉴别单元107、主控制单元108、主存储单元110、大容量存储单元111、图形存储单元114、音频信号生成单元117和视频信号生成单元116分别连接到系统总线118。另外,帧缓冲器106、图形控制单元113、图形存储单元114、VRAM 115和视频信号生成单元116分别连接到图像总线119。Controller control unit 101, memory card input/output unit 102, driver unit 103, communication unit 104, connection unit 105, frame buffer 106, discrimination unit 107, main control unit 108, main storage unit 110, mass storage unit 111 , the graphics storage unit 114, the audio signal generation unit 117, and the video signal generation unit 116 are connected to the system bus 118, respectively. In addition, the frame buffer 106, the graphics control unit 113, the graphics storage unit 114, the VRAM 115, and the video signal generation unit 116 are connected to the image bus 119, respectively.

如图1所示,操作控制器122和监视器120连接到固定式游戏设备100。另外,便携式游戏设备200通过电缆30连接到固定式游戏设备100。此外,DVD 500和存储卡300被加载到固定式游戏设备100上。As shown in FIG. 1 , an operating controller 122 and a monitor 120 are connected to the stationary game device 100 . In addition, the portable game device 200 is connected to the stationary game device 100 through the cable 30 . In addition, a DVD 500 and a memory card 300 are loaded onto the stationary game device 100.

(1)操作控制器122(1) Operation controller 122

操作控制器122在其表面上拥有向上按钮、向下按钮、向左按钮、向右按钮、决定按钮、开始按钮、停止按钮和其它按钮。当从用户收到针对各个按钮的操作时,与该操作所针对的按钮相对应的操作指令信息就被输出到固定式游戏设备100。The operation controller 122 possesses an up button, a down button, a left button, a right button, a decision button, a start button, a stop button, and other buttons on its surface. When an operation for each button is received from the user, operation instruction information corresponding to the button for the operation is output to the stationary game device 100 .

(2)控制器控制单元101、存储卡输入/输出单元102、驱动器单元103、通信单元104和连接单元105(2) Controller control unit 101, memory card input/output unit 102, drive unit 103, communication unit 104, and connection unit 105

控制器控制单元101连接到操作控制器122,从操作控制器122接收与按钮相对应的操作指令信息,并通过系统总线108把所收到的操作指令信息输出到主控制单元108。Controller The control unit 101 is connected to the operation controller 122 , receives operation instruction information corresponding to the buttons from the operation controller 122 , and outputs the received operation instruction information to the main control unit 108 through the system bus 108 .

另外,一旦把存储卡300加载到固定式游戏设备100上,存储卡输入/输出单元102就连接到存储卡300上,并在主控制单元108的控制下从存储卡300读取信息,并通过系统总线108把所读取的信息输出到主控制单元108。另外,存储卡输入/输出单元102通过系统总线118从主控制单元108接收信息,并把所收到的信息写入存储卡300。In addition, once the memory card 300 is loaded on the stationary game device 100, the memory card input/output unit 102 is connected to the memory card 300, and reads information from the memory card 300 under the control of the main control unit 108, and passes The system bus 108 outputs the read information to the main control unit 108 . In addition, the memory card input/output unit 102 receives information from the main control unit 108 via the system bus 118 and writes the received information into the memory card 300 .

驱动器单元103在主控制单元108的控制下,读取DVD 500中存储的信息,并通过系统总线118把所读取的信息输出到主控制单元108。The drive unit 103 reads the information stored in the DVD 500 under the control of the main control unit 108, and outputs the read information to the main control unit 108 through the system bus 118.

通信单元104连接到因特网20,并执行主控制单元108和连接到因特网20的外部设备之间的信息发送/接收。在该例子中,外部设备具体是服务器设备600。The communication unit 104 is connected to the Internet 20 , and performs information transmission/reception between the main control unit 108 and external devices connected to the Internet 20 . In this example, the external device is specifically the server device 600 .

另外,连接单元105通过电缆30连接到便携式游戏设备200,并通过电缆300从便携式游戏设备200接收信息,并把所收到的信息输出到主控制单元108。另外,连接单元105从主控制单元108接收信息,并通过电缆30把所收到的信息输出到便携式游戏设备200。In addition, the connection unit 105 is connected to the portable game device 200 through the cable 30 , receives information from the portable game device 200 through the cable 300 , and outputs the received information to the main control unit 108 . In addition, the connection unit 105 receives information from the main control unit 108 and outputs the received information to the portable game device 200 through the cable 30 .

(3)监视器120(3) Monitor 120

监视器120中包括扬声器121,监视器120从视频信号生成单元116接收包括垂直回扫时间和水平回扫时间的视频信号,并根据所收到的视频信号来显示图像。扬声器121从音频信号生成单元117接收音频信号,并把所收到的音频信号转换为声音,并输出声音。The monitor 120 includes a speaker 121 therein, receives a video signal including a vertical retrace time and a horizontal retrace time from the video signal generating unit 116, and displays an image according to the received video signal. The speaker 121 receives an audio signal from the audio signal generating unit 117, converts the received audio signal into sound, and outputs the sound.

(4)主存储单元110、大容量存储单元111和图形存储单元114(4) Main storage unit 110, mass storage unit 111 and graphics storage unit 114

主存储单元110由RAM组成,并存储固定式游戏程序131、固定式发展项表132、角色数据133,例如如图18所示。The main storage unit 110 is composed of RAM, and stores a fixed game program 131, a fixed development item table 132, and character data 133, as shown in FIG. 18, for example.

大容量存储单元111由硬盘单元组成,并存储游戏软件1、游戏软件2、...。游戏软件1、游戏软件2、...具有和DVD 500中存储的游戏软件一样的数据结构。The mass storage unit 111 is composed of a hard disk unit, and stores game software 1, game software 2, . . . The game software 1, the game software 2, . . . have the same data structure as the game software stored in the DVD 500.

图形存储单元114由RAM组成,并存储对象数据单元134、固定式角色处理程序135、角色数据136,例如如图19所示。The graphic storage unit 114 is composed of RAM, and stores an object data unit 134, a fixed character processing program 135, and character data 136, as shown in FIG. 19, for example.

(5)寄存器单元109(5) Register unit 109

如图20所示,寄存器单元109配备有5个寄存器:寄存器R0 151、寄存器R1 152、寄存器R2 153、寄存器R3 154和寄存器R4 155。每个寄存器的长度都是128位。As shown in FIG. 20, the register unit 109 is equipped with 5 registers: register R0 151, register R1 152, register R2 153, register R3 154 and register R4 155. Each register is 128 bits long.

寄存器单元109连接到主控制单元108和图形控制单元113两者。The register unit 109 is connected to both the main control unit 108 and the graphics control unit 113 .

每个寄存器单元的用途是预定义的。The purpose of each register cell is predefined.

寄存器R0 151存储由主控制单元108记录到寄存器R0 151中的指令。图21显示了要存储在寄存器R0 151中的指令的种类。如该图所示,要存储在寄存器R0 151中的指令是以下指令之一:角色对象生成指令156;背景对象生成指令157;攻击对象生成指令158;和屏幕显示指令159。Register R0 151 stores instructions recorded into register R0 151 by the main control unit 108. Figure 21 shows the kinds of instructions to be stored in register R0 151. As shown in the figure, the instruction to be stored in the register R0 151 is one of the following instructions: character object generation instruction 156; background object generation instruction 157; attack object generation instruction 158; and screen display instruction 159.

角色对象生成指令156、背景对象生成指令157和攻击对象生成指令158分别用于命令生成分别与角色对象、背景对象及攻击对象相对应的图像。屏幕显示指令用于命令从帧缓冲器106传送帧图像给VRAM 115。The character object generation instruction 156 , the background object generation instruction 157 and the attack object generation instruction 158 are used to instruct generation of images corresponding to the character object, the background object and the attack object respectively. The on-screen display command is used to command to transmit frame images from the frame buffer 106 to the VRAM 115.

另外,寄存器R1 152、寄存器R2 153和寄存器R3 154分别用于存储:角色对象坐标值;背景对象坐标值;和攻击对象坐标值。注意,每个寄存器的最高32位都用于存储X坐标值、Y坐标值和Z坐标值。In addition, register R1 152, register R2 153 and register R3 154 are respectively used to store: character object coordinate value; background object coordinate value; and attack object coordinate value. Note that the highest 32 bits of each register are used to store the X coordinate value, Y coordinate value and Z coordinate value.

另外,寄存器R4 155的最高64位用于存储身高,最低64位用于存储体重。In addition, the highest 64 bits of register R4 155 are used to store height, and the lowest 64 bits are used to store weight.

(6)帧缓冲器106(6) Frame buffer 106

帧缓冲器106具有用于存储一帧图像的区域。帧图像由矩阵结构中的256,000个像素组成(垂直线中640个以及水平线中400个)。The frame buffer 106 has an area for storing one frame of image. A frame image consists of 256,000 pixels in a matrix structure (640 in vertical lines and 400 in horizontal lines).

(7)鉴别单元107(7) Identification unit 107

在主控制单元108和外部设备之间进行通信或信息发送/接收之前,鉴别单元107利用挑战-应答方法、在主控制单元108的控制下执行与连接到固定式游戏设备100的外部设备的相互设备鉴别。Prior to communication or information transmission/reception between the main control unit 108 and the external device, the authentication unit 107 performs interaction with the external device connected to the stationary game device 100 under the control of the main control unit 108 using the challenge-response method. Device identification.

在此,因为挑战-应答方法是公知的,所以省略对它的说明。Here, since the challenge-response method is well known, its description is omitted.

鉴别单元107将设备鉴别结果输出到主控制单元108。在设备鉴别失败的情况下,鉴别单元107禁止主控制单元108与外部设备通信以及发送信息给外部设备/从外部设备接收信息,而在设备鉴别成功的情况下,鉴别单元107允许主控制单元108与外部设备通信以及发送信息给外部设备/从外部设备接收信息。The authentication unit 107 outputs the device authentication result to the main control unit 108 . Under the situation of equipment authentication failure, authentication unit 107 prohibits main control unit 108 from communicating with external equipment and sending information to/receiving information from external equipment, and under the situation of equipment authentication success, authentication unit 107 allows main control unit 108 Communicate with external devices and send/receive information to/from external devices.

在此,外部设备是便携式游戏设备200、存储卡300和服务器设备600之一。Here, the external device is one of the portable game device 200 , the memory card 300 and the server device 600 .

(8)主控制单元108(8) Main control unit 108

主控制单元108具体包括图中未示出的微处理器和RAM。RAM、主存储单元110或大容量存储单元111存储计算机程序。通过微处理器按照计算机程序进行操作,使主控制单元108实现其功能。The main control unit 108 specifically includes a microprocessor and a RAM not shown in the figure. The RAM, the main storage unit 110, or the mass storage unit 111 stores computer programs. The main control unit 108 realizes its functions through the operation of the microprocessor according to the computer program.

(菜单显示)(menu display)

当用户将固定式游戏设备100通电时,主控制单元108生成如图22所示的菜单屏幕160。菜单屏幕160包括多个选项161、163和165。When the user turns on the stationary gaming device 100, the main control unit 108 generates a menu screen 160 as shown in FIG. 22 . Menu screen 160 includes a number of options 161 , 163 and 165 .

选项161用于命令显示用户将从中进行选择的游戏名称列表。选项163用于命令通过因特网20从服务器设备600获得角色数据,并将角色数据写入存储卡300。选项164用于命令其它操作。Option 161 is used to command the display of a list of game titles from which the user will choose. The option 163 is for ordering to obtain character data from the server device 600 via the Internet 20 and to write the character data to the memory card 300 . Option 164 is used to command other operations.

当用户选择任一选项时,主控制单元108通过控制器控制单元101、从操作控制器122接收与所选定的选项相对应的指令信息,并执行与所收到的指令信息相对应的操作。When the user selects any option, the main control unit 108 receives instruction information corresponding to the selected option through the controller control unit 101 and the slave operation controller 122, and performs an operation corresponding to the received instruction information .

(游戏选择)(game selection)

当所收到的指令信息指示显示名称列表时,主控制单元108通过驱动器单元103从DVD 500中读取游戏名称,并从大容量存储单元111中读取多个游戏名称。然后,主控制单元108生成由所读取的游戏名称组成的游戏名称列表,并将所生成的游戏名称列表写入帧缓冲器106作为帧图像。接着,用户从游戏名称列表中选择一个游戏名称。注意,在该例子中,用户选择DVD 500中所存储的游戏。When the received instruction information indicates to display the title list, the main control unit 108 reads the title of the game from the DVD 500 through the drive unit 103, and reads a plurality of titles of the game from the mass storage unit 111. Then, the main control unit 108 generates a game name list composed of the read game titles, and writes the generated game name list into the frame buffer 106 as a frame image. Next, the user selects a game title from the list of game titles. Note that in this example, the user selects a game stored on DVD 500.

当用户选择一个游戏名称时,主控制单元108通过控制器控制单元101从操作控制器122获得与所选定的游戏名称相对应的游戏标识符。When the user selects a game title, the main control unit 108 obtains a game identifier corresponding to the selected game title from the operation controller 122 through the controller control unit 101 .

接着,主控制单元108控制鉴别单元107执行与存储卡300的设备鉴别,并且在设备鉴别成功的情况下,执行以下说明的游戏处理。在设备鉴别失败的情况下,主控制单元不执行此后的游戏处理。Next, the main control unit 108 controls the authentication unit 107 to perform device authentication with the memory card 300, and in the case of successful device authentication, executes game processing explained below. In the case of device authentication failure, the main control unit does not perform subsequent game processing.

(游戏选择)(game selection)

接着,主控制单元108从DVD 500中读取固定式游戏程序511,将固定式游戏程序511写入主存储单元110,读取对象数据单元541,将对象数据单元541写入图形存储单元114,读取固定式角色处理程序551,将固定式角色处理程序551写入图形存储单元114,读取固定式发展项表561,并将固定式发展项表561写入主存储单元110。另外,主控制单元108从存储卡300中读取角色数据321、恢复阶段号335和恢复步骤号336,并将角色数据321、恢复阶段号335和恢复步骤号336写入主存储单元110,并将角色数据中所包括的身高和体重写入图形存储单元114。Then, the main control unit 108 reads the fixed game program 511 from the DVD 500, writes the fixed game program 511 into the main storage unit 110, reads the object data unit 541, writes the object data unit 541 into the graphics storage unit 114, Read the fixed character processing program 551 , write the fixed character processing program 551 into the graphics storage unit 114 , read the fixed development item table 561 , and write the fixed development item table 561 into the main storage unit 110 . In addition, the main control unit 108 reads the character data 321, the restoration stage number 335 and the restoration step number 336 from the memory card 300, and writes the character data 321, the restoration stage number 335 and the restoration step number 336 into the main storage unit 110, and The height and weight included in the character data are written into the graphic storage unit 114 .

接着,主控制单元108从主存储单元110中存储的固定式游戏程序的程序单元中,一个一个地取指令,对所取的指令进行解码,并执行解码后的指令。以下,重复指令的取、解码和指令。Next, the main control unit 108 fetches instructions one by one from the program units of the fixed game program stored in the main storage unit 110 , decodes the fetched instructions, and executes the decoded instructions. Hereinafter, the fetching, decoding, and instruction of instructions are repeated.

(由固定式游戏设备100执行的角色数据获得操作)(Acquisition operation of character data performed by stationary game device 100)

当所收到的指令信息指示从服务器设备600获得角色数据、并将角色数据写入存储卡300时,主控制单元108通过存储卡输入/输出单元102从存储卡300中读取用户ID,通过驱动器单元103从DVD500中读取游戏标识符BID和公开密钥BPK。接着,主控制单元108利用公开密钥BPK对游戏标识符BID和用户ID执行数字签名SIG,由此生成签名数据。When the instruction information received indicates to obtain the character data from the server device 600, and when the character data is written into the memory card 300, the main control unit 108 reads the user ID from the memory card 300 through the memory card input/output unit 102, and passes through the driver. Unit 103 reads game identifier BID and public key BPK from DVD500. Next, the main control unit 108 performs a digital signature SIG on the game identifier BID and the user ID using the public key BPK, thereby generating signature data.

接着,主控制单元108通过通信单元104和因特网20,将用户ID、游戏标识符和签名数据发送给服务器设备600。Next, the main control unit 108 transmits the user ID, game identifier, and signature data to the server device 600 via the communication unit 104 and the Internet 20 .

主控制单元108通过因特网20和通信单元104从服务器设备600接收数字签名的验证结果。当所收到的验证结果指示失败时,主控制单元108生成显示该信息的显示屏幕,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0 151,并结束处理。The main control unit 108 receives the verification result of the digital signature from the server device 600 via the Internet 20 and the communication unit 104 . When the received verification result indicates failure, the main control unit 108 generates a display screen to display the information, writes the generated display screen in the frame buffer 106 as a frame image, and writes the instruction to the register unit 109. The control signal is output to the graphics control unit 113, the screen display instruction is written into the register R0 151 of the register unit 109, and the processing ends.

当所收到的验证结果指示成功时,主控制单元108通过通信单元104和因特网20将通信指令发送给服务器设备600,使得服务器设备600执行与存储卡300的通信。另外,主控制单元108通过存储卡输入/输出单元102向存储卡300输出通信指令,使得存储卡300与服务器设备600通信。When the received verification result indicates success, main control unit 108 sends a communication instruction to server device 600 via communication unit 104 and Internet 20 , causing server device 600 to perform communication with memory card 300 . In addition, the main control unit 108 outputs a communication instruction to the memory card 300 through the memory card input/output unit 102 so that the memory card 300 communicates with the server device 600 .

接着,主控制单元108通过因特网20和通信单元104,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果。另外,主控制单元108通过存储卡输入/输出单元102,从存储卡300接收服务器设备600与存储卡300之间的设备鉴别结果。当所收到的结果中的至少一个结果指示设备鉴别失败时,主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,并将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0 151,并结束处理。Next, the main control unit 108 receives the device authentication result between the server device 600 and the memory card 300 from the server device 600 via the Internet 20 and the communication unit 104 . In addition, the main control unit 108 receives the device authentication result between the server device 600 and the memory card 300 from the memory card 300 through the memory card input/output unit 102 . When at least one of the received results indicates that the device authentication has failed, the main control unit 108 generates a display screen to display a message indicating this fact, writes the generated display screen in the frame buffer 106 as a frame image, and A control signal indicating that the command has been written into the register unit 109 is output to the graphics control unit 113, a screen display command is written into the register R0 151 of the register unit 109, and the process ends.

当所收到的两个结果都显示设备鉴别成功时,主控制单元108通过因特网20和通信单元104从服务器设备600接收用户ID的搜索结果,并且当所收到的搜索结果显示该用户ID不存在时,主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,并将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0 151,通过存储卡输入/输出单元102将所收到的搜索结果输出到存储卡300,并结束处理。When the received two results show that the device authentication is successful, the main control unit 108 receives the search result of the user ID from the server device 600 through the Internet 20 and the communication unit 104, and when the received search result shows that the user ID does not exist , the main control unit 108 generates a display screen to display a message indicating this fact, writes the generated display screen in the frame buffer 106 as a frame image, and outputs a control signal indicating that the command has been written into the register unit 109 to The graphics control unit 113 writes the screen display instruction into the register R0 151 of the register unit 109, outputs the received search result to the memory card 300 through the memory card input/output unit 102, and ends the processing.

当所收到的搜索结果指示该用户ID存在时,主控制单元108通过因特网20和通信单元104从服务器设备600接收角色数据,并通过存储卡输入/输出单元102将所收到的角色数据输出到存储卡300。When the received search result indicates that the user ID exists, the main control unit 108 receives character data from the server device 600 through the Internet 20 and the communication unit 104, and outputs the received character data to the memory card 300 .

另外,主控制单元108通过存储卡输入/输出单元102,从存储卡300接收指示角色数据的写入已完成的完成信息,并通过通信单元104和因特网20将所收到的完成信息输出到服务器设备600。In addition, the main control unit 108 receives completion information indicating that writing of character data has been completed from the memory card 300 through the memory card input/output unit 102, and outputs the received completion information to the server through the communication unit 104 and the Internet 20. Device 600.

(当便携式游戏设备200获得角色数据时,由固定式游戏设备100执行的中继处理)(Relay processing performed by the stationary game device 100 when the portable game device 200 acquires character data)

当便携式游戏设备200通过固定式游戏设备100从服务器设备600获得角色数据时,主控制单元108通过存储卡输入/输出单元102从便携式游戏设备200接收用户ID、游戏标识符和签名数据,接收通信指令,接收完成信息,通过通信单元104和因特网20将用户ID、游戏标识符和签名数据发送给服务器设备600,发送所收到的通信指令,并发送所收到的完成信息。When the portable game device 200 obtains character data from the server device 600 through the stationary game device 100, the main control unit 108 receives the user ID, game identifier and signature data from the portable game device 200 through the memory card input/output unit 102, receives the communication Instruction, receive completion information, send user ID, game identifier and signature data to server device 600 through communication unit 104 and Internet 20, transmit received communication instruction, and transmit received completion information.

另外,主控制单元108通过因特网20和通信单元104从服务器设备600接收数字签名的验证结果,接收数字签名的验证结果,接收用户ID的搜索结果,接收角色数据,通过存储卡输入/输出单元102将所收到的验证结果发送给存储卡300,发送所收到的搜索结果,并发送所收到的角色数据。In addition, the main control unit 108 receives the verification result of the digital signature from the server device 600 via the Internet 20 and the communication unit 104, receives the verification result of the digital signature, receives the search result of the user ID, receives the character data, and receives the character data through the memory card input/output unit 102. The received verification result is sent to the memory card 300, the received search result is sent, and the received character data is sent.

(9)图形控制单元113(9) Graphics control unit 113

图形控制单元113具体由图中未示出的图形专用处理器组成。The graphics control unit 113 is specifically composed of a dedicated graphics processor not shown in the figure.

图形控制单元113取出图形存储单元114中所存储的固定式角色处理程序中所包括的指令,对所取出的指令进行解码,并执行解码后的指令。图形控制单元113重复取指令、对指令进行解码和执行指令。The graphics control unit 113 fetches instructions included in the fixed character processing program stored in the graphics storage unit 114, decodes the fetched instructions, and executes the decoded instructions. Graphics control unit 113 repeatedly fetches, decodes, and executes instructions.

(10)VRAM 115(10)VRAM 115

VRAM 115具有用于存储一帧图像的区域。帧图像由矩阵结构中的256,000个像素组成(垂直线中640个以及水平线中400个)。在此,帧图像具有和帧缓冲器106中所存储的帧图像一样的大小。The VRAM 115 has an area for storing an image of one frame. A frame image consists of 256,000 pixels in a matrix structure (640 in vertical lines and 400 in horizontal lines). Here, the frame image has the same size as the frame image stored in the frame buffer 106 .

(11)视频信号生成单元116(11) Video signal generation unit 116

视频信号生成单元116每1/60秒重复以下(a)-(b)。The video signal generating unit 116 repeats the following (a)-(b) every 1/60 second.

(a)生成垂直同步信号,并将它输出到监视器120。该时间周期被称为“垂直回扫时间”。(a) Generate a vertical synchronization signal and output it to the monitor 120 . This time period is called "vertical retrace time".

(b)重复以下(b1)-(b3)400次(400次对应于一帧图像的垂直线中的像素数)。(b) Repeat the following (b1)-(b3) 400 times (400 times correspond to the number of pixels in a vertical line of one frame image).

(b1)从VRAM 115读取一帧图像的一条水平线上的像素(640个像素)。(b1) Pixels (640 pixels) on one horizontal line of one frame image are read from the VRAM 115 .

(b2)利用所读取的帧图像来生成一行视频信号和水平同步信号。(b2) Using the read frame image, a video signal for one line and a horizontal synchronizing signal are generated.

(b3)将一行水平信号和水平同步信号输出到监视器120。(b3) Output the horizontal signal for one line and the horizontal synchronizing signal to the monitor 120 .

(12)音频信号生成单元117和扬声器121(12) Audio signal generation unit 117 and speaker 121

音频信号生成单元117在主控制单元108的控制下,从主存储单元110中读取数字音频信息,对所读取的音频信息进行解码,将解码后的音频信息转换成模拟音频信号,并将模拟音频信号输出到扬声器121。The audio signal generation unit 117 reads the digital audio information from the main storage unit 110 under the control of the main control unit 108, decodes the read audio information, converts the decoded audio information into an analog audio signal, and The analog audio signal is output to the speaker 121 .

扬声器121从音频信号生成单元117接收音频信号,并输出声音。The speaker 121 receives an audio signal from the audio signal generating unit 117, and outputs sound.

1.5存储卡3001.5 memory card 300

如图23所示,存储卡300由信息存储单元301、控制单元302、输入/输出单元303和鉴别单元304组成。As shown in FIG. 23 , the memory card 300 is composed of an information storage unit 301 , a control unit 302 , an input/output unit 303 and an authentication unit 304 .

存储卡300具体是一种由微处理器、ROM、RAM等组成的计算机系统。RAM中存储计算机程序。通过微处理器按照计算机程序进行操作,使存储卡300实现其功能。The memory card 300 is specifically a computer system composed of a microprocessor, ROM, RAM and the like. Computer programs are stored in RAM. The memory card 300 realizes its functions through the operation of the microprocessor according to the computer program.

存储卡300被加载到外部设备上,从外部设备接收信息,并将所收到的信息存储在其中。或者,存储卡300从内部读取信息,并将所读取的信息输出到外部设备。The memory card 300 is loaded onto an external device, receives information from the external device, and stores the received information therein. Alternatively, the memory card 300 reads information internally, and outputs the read information to an external device.

在此,外部设备是固定式游戏设备100、便携式游戏设备200和服务器设备600之一。Here, the external device is one of the stationary game device 100 , the portable game device 200 and the server device 600 .

(1)信息存储单元301(1) Information storage unit 301

如图23所示,信息存储单元301具有用于存储角色数据321、用户ID 334、恢复阶段号335和恢复步骤号336的区域。As shown in FIG. 23, the information storage unit 301 has an area for storing character data 321, a user ID 334, a restoration stage number 335, and a restoration step number 336.

用户ID 334是用于唯一标识存储卡300的用户的标识信息。当用户购买DVD 500或卡带400时,用户ID 334已通过销售代理所管理的销售设备被写入存储卡300中。The user ID 334 is identification information for uniquely identifying the user of the memory card 300. When the user purchased DVD 500 or cassette tape 400, user ID 334 was written in the memory card 300 by the sales equipment managed by the sales agent.

如图23所示,角色数据321由以下组成:角色ID 322、种族323、性别324、职业325、身高326、体重327、发型328、眼睛形状329、耳朵形状330、生命力331、战斗力332和资金333。角色数据和前面部分中所描述的一样,因此在此不再重复。As shown in Figure 23, character data 321 is made up of following: character ID 322, race 323, sex 324, occupation 325, height 326, weight 327, hairstyle 328, eye shape 329, ear shape 330, life force 331, combat power 332 and funds 333. The role data is the same as described in the previous sections, so it will not be repeated here.

恢复阶段号335和恢复步骤号336也和前面部分中所描述的一样,因此在此不再描述。The recovery stage number 335 and the recovery step number 336 are also the same as those described in the previous section, so they will not be described here again.

(2)控制单元302(2) Control unit 302

在发送信息给外部设备/从外部设备接收信息之前,控制单元302控制鉴别单元304执行与外部设备的相互设备鉴别。在设备鉴别成功的情况下,控制单元302继续与外部设备进行信息发送/接收,而在设备鉴别失败的情况下,控制单元302停止与外部设备进行信息发送/接收。The control unit 302 controls the authentication unit 304 to perform mutual device authentication with the external device before transmitting/receiving information to/from the external device. In the case of successful device authentication, the control unit 302 continues information transmission/reception with the external device, and in the case of device authentication failure, the control unit 302 stops information transmission/reception with the external device.

控制单元302通过输入/输出单元303接收信息,并将所收到的信息写入信息存储单元301。控制单元302也从信息存储单元301读取信息,并通过输入/输出单元303将所读取的信息输出到外部设备。The control unit 302 receives information through the input/output unit 303 and writes the received information into the information storage unit 301 . The control unit 302 also reads information from the information storage unit 301 and outputs the read information to an external device through the input/output unit 303 .

具体地说,控制单元302通过输入/输出单元303,从固定式游戏设备100或便携式游戏设备200接收关于用户ID的搜索结果。当所收到的搜索结果指示用户ID不存在时,控制单元302不执行此后的处理,而当所收到的搜索结果指示用户ID存在时,继续处理。Specifically, the control unit 302 receives the search result on the user ID from the stationary game device 100 or the portable game device 200 through the input/output unit 303 . When the received search result indicates that the user ID does not exist, the control unit 302 does not perform subsequent processing, and when the received search result indicates that the user ID exists, the processing continues.

另外,控制单元302通过输入/输出单元303,从固定式游戏设备100或便携式游戏设备200接收角色数据,并将所收到的角色数据写入信息存储单元301。In addition, the control unit 302 receives character data from the stationary game device 100 or the portable game device 200 through the input/output unit 303 and writes the received character data into the information storage unit 301 .

(3)输入/输出单元303(3) Input/output unit 303

输入/输出单元303在控制单元302的控制下,从信息存储单元301中读取信息、并将信息输出到外部设备,或者从外部设备接收信息、并将所收到的信息写入信息存储单元301。The input/output unit 303, under the control of the control unit 302, reads information from the information storage unit 301 and outputs the information to an external device, or receives information from an external device and writes the received information into the information storage unit 301.

(4)鉴别单元304(4) Identification unit 304

在控制单元302和加载了存储卡300的外部设备之间进行信息发送/接收之前,鉴别单元304在控制单元302的控制下、利用挑战-应答方法来执行与外部设备的相互设备鉴别。在此,因为挑战-应答方法是众所周知的,所以省略对它的说明。Before information transmission/reception between the control unit 302 and the external device loaded with the memory card 300, the authentication unit 304 performs mutual device authentication with the external device using a challenge-response method under the control of the control unit 302. Here, since the challenge-response method is well known, its description is omitted.

鉴别单元304将设备鉴别结果输出到控制单元302。在设备鉴别失败的情况下,鉴别单元304禁止控制单元302发送信息给外部设备/从外部设备接收信息,而在设备鉴别成功的情况下,鉴别单元304允许控制单元302与外部设备进行信息发送/接收。The authentication unit 304 outputs the device authentication result to the control unit 302 . In the case of failure in device authentication, the authentication unit 304 prohibits the control unit 302 from sending/receiving information to/from the external device, and in the case of successful device authentication, the authentication unit 304 allows the control unit 302 to send/receive information with the external device. take over.

1.6卡带4011.6 cassette 401

如图24所示,卡带400由信息存储单元401和输入/输出单元402组成。As shown in FIG. 24 , the cassette 400 is composed of an information storage unit 401 and an input/output unit 402 .

(1)信息存储单元401(1) Information storage unit 401

如图24所显示的信息存储单元401的一个例子,信息存储单元401预先存储固定式游戏程序411、固定式角色处理程序451和固定式发展项表461。这些是用于便携式游戏设备200中的计算机程序或计算机数据,并组成一个游戏软件程序。As an example of the information storage unit 401 shown in FIG. 24 , the information storage unit 401 stores a fixed game program 411 , a fixed character processing program 451 and a fixed development item table 461 in advance. These are computer programs or computer data used in the portable game device 200, and constitute a game software program.

通过信息存储单元401中存储的便携式游戏程序411、便携式角色处理程序451和便携式发展项表461进行的游戏,和通过DVD 500中存储的固定式游戏程序511、固定式角色处理程序551和固定式发展项表561进行的游戏是一样的。因此,在此省略对游戏的说明。The game carried out by the portable game program 411 stored in the information storage unit 401, the portable character processing program 451 and the portable development item table 461, and the fixed game program 511 stored in the DVD 500, the fixed character processing program 551 and the fixed game program. The game played by the development table 561 is the same. Therefore, description of the game is omitted here.

便携式游戏程序411由相关信息单元421、程序单元431和对象数据单元441组成。The portable game program 411 is composed of a related information unit 421 , a program unit 431 and an object data unit 441 .

(相关信息单元421)(Related Information Unit 421)

相关信息单元421包括游戏部分422、游戏标识符AID 423、公开密钥APK 424、游戏名称425以及图中未示出的音频信息。The relevant information unit 421 includes a game part 422, a game identifier AID 423, a public key APK 424, a game name 425, and audio information not shown in the figure.

游戏部分422指示便携式游戏程序411是用于便携式游戏设备中的游戏程序。The game section 422 indicates that the portable game program 411 is a game program for use in a portable game device.

游戏标识符AID 423是用于标识便携式游戏程序411的标识信息。The game identifier AID 423 is identification information for identifying the portable game program 411.

公开密钥APK 424是利用秘密密钥、通过公开密钥生成方法来生成的。在此,秘密密钥和在服务器设备600的信息存储单元601所拥有的游戏信息表621中找到的游戏标识符相对应,该游戏标识符和游戏标识符AID 423相同。公开密钥生成方法的一个例子如上所述。The public key APK 424 is generated by a public key generation method using a secret key. Here, the secret key corresponds to the game identifier found in the game information table 621 owned by the information storage unit 601 of the server device 600, which is the same as the game identifier AID 423. An example of the public key generation method is as described above.

游戏名称是用于标识由便携式游戏程序411实现的游戏的名称。The game title is a name for identifying a game realized by the portable game program 411 .

音频信息是角色声音、音乐和音效的编码数据。Audio messages are encoded data for character voices, music, and sound effects.

(程序单元431)(program unit 431)

程序单元431包括:用于便携式游戏的计算机程序(以下称为“便携式主程序”);用于处理一帧图像的计算机程序(以下称为“便携式帧处理程序”);以及用于处理战斗场景的计算机程序(以下称为“战斗场景程序”)。每种计算机程序都由多种机器语言格式的多条指令组成。机器语言格式是一种要被便携式游戏设备200的主控制单元208解码和执行的格式(稍后将详细描述主控制单元208)。便携式主程序、便携式帧处理程序和战斗场景程序被主控制单元208所使用。The program unit 431 includes: a computer program for portable games (hereinafter referred to as "portable main program"); a computer program for processing a frame image (hereinafter referred to as "portable frame processing program"); and a computer program for processing a battle scene computer programs (hereinafter referred to as "combat scene programs"). Every computer program consists of instructions in various machine language formats. The machine language format is a format to be decoded and executed by the main control unit 208 of the portable game device 200 (the main control unit 208 will be described in detail later). The portable main program, portable frame processing program and battle scene program are used by the main control unit 208 .

便携式帧处理程序被便携式主程序调用以供使用。另外,战斗场景程序被便携式帧处理程序调用以供使用。The portable frame handler is called for use by the portable main program. In addition, the battle scene program is called for use by the portable frame processing program.

以下描述每种计算机程序的内容。为了更容易理解每种计算机程序的内容,以下描述利用流程图来表示计算机程序,而不是利用机器语言格式的指令来表示计算机程序。The content of each computer program is described below. In order to make it easier to understand the contents of each computer program, the following description expresses the computer program by using a flowchart instead of expressing the computer program by using instructions in a machine language format.

(a)便携式主程序(a) Portable main program

以下借助于图25-26的流程图来描述便携式主程序。The portable main program is described below with the aid of the flowcharts of Figs. 25-26.

在此,对便携式主程序不进行详细说明,因为它类似于图9-10所示的固定式主程序。Here, the portable main program is not described in detail because it is similar to the fixed main program shown in Figs. 9-10.

便携式主程序读取恢复阶段号335和恢复步骤号336,并将所读取的恢复阶段号和恢复步骤号写入主存储单元210(步骤S401)。The portable main program reads the restoration stage number 335 and the restoration step number 336, and writes the read restoration stage number and restoration step number into the main storage unit 210 (step S401).

便携式主程序从存储卡300中读取角色数据321,并将所读取的角色数据写入主存储单元210(步骤S402)。The portable main program reads the character data 321 from the memory card 300, and writes the read character data into the main storage unit 210 (step S402).

接着,便携式主程序从主存储单元110中的角色数据中提取身高和体重,并更新主存储单元210中所存储的角色对象数据,以便根据身高与体重之比来改变角色的形状(步骤S403)。Next, the portable main program extracts height and weight from the character data in the main storage unit 110, and updates the character object data stored in the main storage unit 210 so as to change the shape of the character according to the ratio of height and weight (step S403) .

接着,在步骤S405-步骤S424中,重复以下步骤S406-步骤S423,直到通过开始由恢复阶段号所示的游戏阶段而完成由“n”所示的游戏阶段为止。Next, in step S405-step S424, the following steps S406-step S423 are repeated until the game stage indicated by "n" is completed by starting the game stage indicated by the recovery stage number.

(i)在步骤S406-步骤S413中,重复以下步骤S407-S412,直到通过开始由恢复步骤号所示的游戏步骤而完成由“m”所示的游戏步骤为止。(i) In step S406-step S413, the following steps S407-S412 are repeated until the game step indicated by "m" is completed by starting the game step indicated by the recovery step number.

判断主存储单元210中写入的生命力是否显示“0”(步骤S407)。It is judged whether the vitality written in the main storage unit 210 shows "0" (step S407).

当生命力被判定为显示“0”时(步骤S407),生成显示游戏结束的屏幕,并把所生成的屏幕写入主存储单元210的帧缓冲器中作为帧图像(步骤S408)。在垂直回扫时间期间,将帧缓冲器中的帧图像传送给VRAM 215(步骤S409)。然后,游戏结束。When the vitality is determined to show "0" (step S407), a screen showing the end of the game is generated, and the generated screen is written into the frame buffer of the main storage unit 210 as a frame image (step S408). During the vertical retrace time, the frame image in the frame buffer is transferred to the VRAM 215 (step S409). Then, game over.

当生命力被判定为不显示“0”时(步骤S407),判断游戏步骤中经过的时间是否超过最大值MAX(步骤S410),并且当经过的时间被判定为超过最大值MAX时(步骤S410),该游戏步骤结束,并且操作前进到下一游戏步骤。When the vitality is determined not to display "0" (step S407), it is judged whether the elapsed time in the game step exceeds the maximum value MAX (step S410), and when the elapsed time is determined to exceed the maximum value MAX (step S410) , the game step ends and operation proceeds to the next game step.

当经过的时间被判定为没有超过最大值MAX时(步骤S410),对经过的时间进行计数(步骤S411),并调用便携式帧处理程序,以便将控制转移到便携式帧处理程序,由此对一帧图像执行处理(步骤S412)。在对一帧图像的处理结束之后,操作返回到步骤S410,以便重复处理。When the elapsed time is determined not to exceed the maximum value MAX (step S410), the elapsed time is counted (step S411), and the portable frame processing program is called, so that the control is transferred to the portable frame processing program, whereby a Frame image execution processing (step S412). After the processing of one frame of image ends, the operation returns to step S410 to repeat the processing.

(ii)接着,判断主存储单元210中写入的身高标志是“开”还是“关”(步骤S414)。如果身高标志被判定为“关”(步骤S414),则控制转移到步骤S417。如果身高标志被判定为“开”(步骤S414),则把值“10”加到主存储单元210中所写入的身高上(步骤S415)。(ii) Next, it is judged whether the height flag written in the main storage unit 210 is "ON" or "OFF" (step S414). If the height flag is determined to be "OFF" (step S414), control transfers to step S417. If the height flag is judged to be "on" (step S414), the value "10" is added to the height written in the main storage unit 210 (step S415).

(iii)接着,判断主存储单元210中写入的体重标志是“开”还是“关”(步骤S417)。如果体重标志被判定为“关”(步骤S417),则控制转移到步骤S420。如果体重标志被判定为“开”(步骤S417),则把值“0.5”加到主存储单元210中所写入的体重上(步骤S418)。(iii) Next, it is judged whether the weight flag written in the main storage unit 210 is "ON" or "OFF" (step S417). If the weight flag is determined to be "OFF" (step S417), control transfers to step S420. If the weight flag is judged to be "on" (step S417), the value "0.5" is added to the weight written in the main storage unit 210 (step S418).

(iv)接着,判断主存储单元110中写入的生命力标志是“开”还是“关”(步骤S420)。如果生命力标志被判定为“关”(步骤S420),则控制转移到步骤S422。如果生命力标志被判定为“开”(步骤S420),则把值“10”加到主存储单元210中所写入的生命力上(步骤S421)。(iv) Next, it is judged whether the vitality flag written in the main storage unit 110 is "on" or "off" (step S420). If the vitality flag is determined to be "OFF" (step S420), control transfers to step S422. If the vitality flag is judged to be "on" (step S420), the value "10" is added to the vitality written in the main storage unit 210 (step S421).

(v)接着,判断主存储单元210中写入的战斗力标志是“开”还是“关”(步骤S422)。如果战斗力标志被判定为“开”(步骤S422),则把值“10”加到主存储单元210中所写入的战斗力上(步骤S423)。如果战斗力标志被判定为“关”(步骤S422),则什么也不执行。(v) Next, it is judged whether the combat power flag written in the main storage unit 210 is "ON" or "OFF" (step S422). If the combat power flag is judged to be "on" (step S422), the value "10" is added to the combat power written in the main storage unit 210 (step S423). If the combat power flag is judged to be "OFF" (step S422), nothing is executed.

(b)便携式帧处理程序(b) Portable frame handler

以下借助于图27-28所示的流程图来描述便携式帧处理程序。The portable frame processing procedure is described below with the aid of the flowcharts shown in Figs. 27-28.

注意,便携式帧处理程序类似于图11和12所示的固定式帧处理程序,因此以下给出其简化说明。Note that the portable frame handler is similar to the stationary frame handler shown in Figures 11 and 12, so a simplified description thereof is given below.

便携式帧处理程序计算游戏空间中当前攻击对象的坐标值(三维坐标)(步骤S431)。The portable frame processing program calculates the coordinate values (three-dimensional coordinates) of the current attacking object in the game space (step S431).

接着,将所计算的攻击对象坐标值写入主存储单元210(步骤S432)。Next, the calculated coordinate value of the attack object is written into the main storage unit 210 (step S432).

接着,从输入单元201接收与按钮相对应的操作指令信息,并判断所收到的操作指令信息的类型(步骤S433)。Next, the operation instruction information corresponding to the button is received from the input unit 201, and the type of the received operation instruction information is judged (step S433).

当所收到的操作指令信息对应于向上按钮、向下按钮、向左按钮和向右按钮的任一按钮时(步骤S433),分别执行以下操作:使角色对象的Y坐标值增加“1”(步骤S434);使角色对象的Y坐标值减小“1”(步骤S435);使角色对象的X坐标值减小“1”(步骤S436);以及使角色对象的X坐标值增加“1”(步骤S437)。When the received operation instruction information corresponds to any button of the up button, the down button, the left button and the right button (step S433), the following operations are respectively performed: the Y coordinate value of the character object is increased by "1" ( Step S434); reduce the Y coordinate value of the character object by "1" (step S435); reduce the X coordinate value of the character object by "1" (step S436); and increase the X coordinate value of the character object by "1" (step S437).

当所收到的操作指令信息对应于停止按钮时(步骤S433),控制转移到步骤S445。When the received operation instruction information corresponds to the stop button (step S433), control transfers to step S445.

当所收到的操作指令信息对应于决定按钮时(步骤S433),什么也不执行,并且控制转移到步骤S439。When the received operation instruction information corresponds to the decision button (step S433), nothing is executed, and control shifts to step S439.

当所收到的操作指令信息对应于其它按钮之一时(步骤S433),执行与该按钮相对应的处理(步骤S438),然后结束便携式帧处理程序。When the received operation instruction information corresponds to one of the other buttons (step S433), the processing corresponding to the button is executed (step S438), and then the portable frame processing program is ended.

当没有收到操作指令信息时(步骤S433),什么也不执行,并且控制转移到步骤S439。When no operation instruction information has been received (step S433), nothing is performed, and control shifts to step S439.

接着,调用战斗程序,由此将控制转移到战斗程序,以便执行战斗时的处理。在此,省略对战斗处理的详细说明,因为它和图13-14的流程图中是一样的(步骤S439)。Next, the combat program is called, whereby the control is transferred to the combat program in order to execute processing at the time of combat. Here, a detailed description of the combat processing is omitted because it is the same as in the flowcharts of FIGS. 13-14 (step S439).

当战斗处理完成时,将角色对象的坐标值写入主存储单元110(步骤S440)。When the combat processing is completed, the coordinate values of the character object are written into the main storage unit 110 (step S440).

接着,计算背景对象的坐标值(步骤S441),并把所计算的背景对象坐标值写入主存储单元110(步骤S442)。Next, calculate the coordinates of the background object (step S441), and write the calculated coordinates of the background object into the main storage unit 110 (step S442).

接着,确定背景对象并调用便携式帧处理程序(步骤S443)。然后,确定攻击对象并调用便携式帧处理程序(步骤S444)。然后,确定角色对象并调用便携式帧处理程序(步骤S451)。Next, determine the background object and call the portable frame processing program (step S443). Then, determine the attack object and call the portable frame processing program (step S444). Then, determine the character object and call the portable frame processing program (step S451).

接着,在垂直回扫时间期间,将主存储单元210的帧缓冲器中的帧图像传送给VRAM 215(步骤S452)。接着,结束便携式帧处理程序的处理。Next, during the vertical retrace time, the frame image in the frame buffer of the main storage unit 210 is transferred to the VRAM 215 (step S452). Next, the processing of the portable frame processing program ends.

当所收到的操作指令信息对应于停止按钮时(步骤S433),生成保存屏幕,该保存屏幕包括一个消息,其用于向用户确认以下:1)在游戏结束之前,是否应该把角色数据、恢复阶段号和恢复步骤号保存在存储卡300中;或者2)是否可以在不保存以上信息的情况下结束游戏。然后,把所生成的保存屏幕写入主存储单元210的帧缓冲器中作为帧图像(步骤S445)。接着,在垂直回扫时间期间,把帧缓冲器的帧图像传送给VRAM 215(步骤S152)。When the received operation instruction information corresponds to the stop button (step S433), a save screen is generated, and the save screen includes a message for confirming the following to the user: 1) before the end of the game, should the character data, recovery The stage number and recovery step number are saved in the memory card 300; or 2) whether it is possible to end the game without saving the above information. Then, the generated saved screen is written in the frame buffer of the main storage unit 210 as a frame image (step S445). Next, during the vertical retrace time, the frame image of the frame buffer is transferred to the VRAM 215 (step S152).

接着,从输入单元201接收与按钮相对应的操作指令信息。在此,操作指令信息指示是否执行保存。接着,判断所收到的操作指令信息的类型(步骤S447)。Next, operation instruction information corresponding to the button is received from the input unit 201 . Here, the operation instruction information indicates whether to perform saving. Next, determine the type of the received operation instruction information (step S447).

当所收到的操作指令信息指示不执行保存时(步骤S447),结束游戏处理。When the received operation instruction information indicates that saving is not performed (step S447), the game processing ends.

当所收到的操作指令信息指示执行保存时(步骤S447),从主存储单元210中读取身高、体重、生命力、战斗力、资金、恢复阶段号和恢复步骤号(步骤S448),并用所读取的身高、体重、生命力、战斗力和资金来重写信息存储单元301中的角色数据321。另外,用所读取的恢复阶段号和恢复步骤号来重写恢复阶段号335和恢复步骤号335(步骤S449)。接着,结束便携式帧处理程序的处理。When the received operation instruction information indicates to perform preservation (step S447), read height, weight, vitality, combat power, funds, recovery stage number and recovery step number (step S448) from the main storage unit 210, and use the read The character data 321 in the information storage unit 301 is rewritten by the height, weight, vitality, combat power and funds of the character. In addition, the restoration stage number 335 and the restoration step number 335 are overwritten with the read restoration stage number and restoration step number (step S449). Next, the processing of the portable frame processing program ends.

(c)战斗程序(c) Combat Procedures

战斗程序的细节和图13-14所示的程序一样。因此,在此省略对它的说明。The details of the combat procedure are the same as those shown in Figures 13-14. Therefore, its description is omitted here.

(对象数据单元441)(object data unit 441)

如图24所示,对象数据单元441包括角色对象数据442、背景对象数据443、攻击对象数据444和图中未示出的其它对象数据。As shown in FIG. 24 , the object data unit 441 includes character object data 442 , background object data 443 , attack object data 444 and other object data not shown in the figure.

角色对象数据442、背景对象数据443和攻击对象数据444分别是显示用于便携式游戏设备的角色对象、背景对象和攻击对象的三维形状的三维曲线数据。Character object data 442, background object data 443, and attack object data 444 are three-dimensional curve data showing three-dimensional shapes of character objects, background objects, and attack objects for the portable game device, respectively.

(便携式角色处理程序451)(portable character handler 451)

如图24所示,便携式角色处理程序451由程序单元452组成。程度单元452包括以下所示的便携式图像生成程序。As shown in FIG. 24 , the portable character processing program 451 is composed of program units 452 . The program unit 452 includes the portable image generation program shown below.

便携式图像生成程序是一种由机器语言格式的指令组成的计算机程序。这些机器语言格式要被便携式游戏设备200中的主控制单元208解码和执行(稍后详细描述主控制单元208),并且便携式图像生成程序被主控制单元208所使用。The Portable Image Generator is a computer program consisting of instructions in machine language format. These machine language formats are to be decoded and executed by the main control unit 208 in the portable game device 200 (the main control unit 208 will be described in detail later), and the portable image generation program is used by the main control unit 208 .

以下描述便携式图像生成程序的内容。为了更容易理解便携式图像生成程序的内容,以下描述利用图29所示的流程图来表示便携式图像生成程序,而不是利用机器语言格式的指令来表示。因此,如下借助于该流程图来说明便携式图像生成程序。The contents of the portable image creation program are described below. In order to make it easier to understand the contents of the portable image generating program, the following description expresses the portable image generating program using a flowchart shown in FIG. 29 instead of using instructions in a machine language format. Therefore, the portable image generating program is explained below by means of this flowchart.

便携式图像生成程序从主存储单元210中读取要生成的对象的坐标(步骤S464)。The portable image generating program reads the coordinates of the object to be generated from the main storage unit 210 (step S464).

接着,便携式图像生成程序从主存储单元210中读取相应的对象数据(步骤S465)。Next, the portable image generation program reads corresponding object data from the main storage unit 210 (step S465).

在此,如果相应对象数据对应于角色对象(步骤S466),则便携式图像生成程序从主存储单元210中读取身高和体重(步骤S467),并利用所读取的身高和体重来校正所读取的角色数据。注意,该校正是和图9流程图中的步骤S103所执行的更新一样的处理操作(步骤8468)。Here, if the corresponding object data corresponds to the character object (step S466), the portable image generation program reads the height and weight from the main storage unit 210 (step S467), and corrects the read height and weight using the read height and weight. Fetched character data. Note that this correction is the same processing operation as the update performed at step S103 in the flowchart of FIG. 9 (step 8468).

接着,将对象数据进行透视投影变换,以生成线框数据(步骤S471)。然后,生成多边形数据(步骤S472),并执行隐藏平面消除和隐藏线消除处理(步骤S473),并生成阴影/影子数据(步骤S474)Next, the object data is subjected to perspective projection transformation to generate wireframe data (step S471). Then, generate polygon data (step S472), perform hidden plane removal and hidden line removal processing (step S473), and generate shadow/shadow data (step S474)

(便携式发展项表461)(Portable Development Item Form 461)

如图24所示,便携式发展项表461包括身高标志462、体重标志463、生命力标志464和战斗力标志465。As shown in FIG. 24 , the portable development item table 461 includes a height mark 462 , a weight mark 463 , a vitality mark 464 and a combat power mark 465 .

身高标志462指示,当游戏在便携式游戏设备200中进行时,是否允许对从服务器设备600获得的角色数据进行身高更新。身高标志462取开或关值,其中开指示允许身高更新,而关指示不允许身高更新。在此在图24中,身高标志462被设置为关,这意味着在游戏在便携式游戏设备200中进行期间,不允许对从服务器设备600获得的角色数据中所包括的身高进行更新。The height flag 462 indicates whether to allow height update of the character data obtained from the server device 600 when the game is played in the portable game device 200 . The height flag 462 takes on or off values, where on indicates that height updates are allowed and off indicates that height updates are not allowed. Here in FIG. 24 , the height flag 462 is set to off, which means that the height included in the character data obtained from the server device 600 is not allowed to be updated while the game is being played in the portable game device 200 .

上述规则也适用于其它标志。The above rules also apply to other signs.

体重标志463指示,当游戏在便携式游戏设备100中进行时,是否允许对从服务器设备600获得的角色数据进行体重更新。体重标志463取开或关值,其中开指示允许体重更新,而关指示不允许体重更新。在此在图24中,体重标志463被设置为关,这意味着在游戏在便携式游戏设备200中进行期间,不允许对从服务器设备600获得的角色数据中所包括的体重进行更新。The weight flag 463 indicates whether to allow weight update of character data obtained from the server device 600 when the game is played in the portable game device 100 . Weight flag 463 takes on or off values, where on indicates that weight updates are allowed and off indicates that weight updates are not allowed. Here in FIG. 24 , the weight flag 463 is set to off, which means that the weight included in the character data obtained from the server device 600 is not allowed to be updated while the game is being played in the portable game device 200 .

生命力标志464指示,当游戏在便携式游戏设备200中进行时,是否允许对从服务器设备600获得的角色数据进行生命力更新。生命力标志464取开或关值,其中开指示允许生命力更新,而关指示不允许生命力更新。在此在图24中,生命力标志464被设置为开,这意味着在游戏在便携式游戏设备200中进行期间,允许对从服务器设备600获得的角色数据中所包括的生命力进行更新。The vitality flag 464 indicates whether to allow the vitality update of the character data obtained from the server device 600 when the game is played in the portable game device 200 . The vitality flag 464 takes on or off values, where on indicates that vitality updates are allowed and off indicates that vitality updates are not allowed. Here in FIG. 24 , the vitality flag 464 is set to ON, which means that the vitality included in the character data obtained from the server device 600 is allowed to be updated during the progress of the game in the portable game device 200 .

战斗力标志465指示,当游戏在便携式游戏设备200中进行时,是否允许对从服务器设备600获得的角色数据进行战斗力更新。战斗力标志465取开或关值,其中开指示允许战斗力更新,而关指示不允许战斗力更新。在此在图24中,战斗力标志465被设置为开,这意味着在游戏在便携式游戏设备200中进行期间,允许对从服务器设备600获得的角色数据中所包括的战斗力进行更新。The combat power flag 465 indicates whether or not combat power update is permitted for character data obtained from the server device 600 when the game is being played in the portable game device 200 . Combat power flag 465 takes on or off values, where on indicates that combat power updates are allowed, and off indicates that combat power updates are not allowed. Here in FIG. 24 , the combat power flag 465 is set to ON, which means that during the progress of the game in the portable game device 200, the combat power included in the character data obtained from the server device 600 is allowed to be updated.

1.7便携式游戏设备2001.7 Portable game equipment 200

如图30所示,便携式游戏设备200由以下构成:输入单元201、存储卡输入/输出单元202、卡带输入/输出单元203、连接单元205、主控制单元208、主存储单元210、鉴别单元212、VRAM 215、视频信号生成单元216、电子发声单元217、系统总线218、液晶显示单元220和扬声器221。As shown in Figure 30, portable game device 200 is made up of following: input unit 201, memory card input/output unit 202, cassette input/output unit 203, connection unit 205, main control unit 208, main storage unit 210, identification unit 212 , VRAM 215, video signal generation unit 216, electronic sound unit 217, system bus 218, liquid crystal display unit 220 and speaker 221.

输入单元201、存储卡输入/输出单元202、卡带输入/输出单元203、连接单元205、主控制单元208、主存储单元210、鉴别单元212、VRAM 215、视频信号生成单元216和电子发声单元217分别连接到系统总线218。Input unit 201, memory card input/output unit 202, cassette input/output unit 203, connection unit 205, main control unit 208, main storage unit 210, discrimination unit 212, VRAM 215, video signal generating unit 216 and electronic sounding unit 217 are connected to the system bus 218 respectively.

便携式游戏设备200通过电缆30连接到固定式游戏设备100。另外,卡带400和存储卡300被加载到便携式游戏设备200上。The portable game device 200 is connected to the stationary game device 100 through a cable 30 . In addition, the cassette 400 and the memory card 300 are loaded onto the portable game device 200 .

(1)输入单元201(1) Input unit 201

输入单元201拥有向上按钮、向下按钮、向左按钮、向右按钮、决定按钮、开始按钮、停止按钮和其它按钮。当从用户收到针对各个按钮的操作时,与该操作所针对的按钮相对应的操作指令信息就被生成,并通过系统总线118被输出到主控制单元208。The input unit 201 has an up button, a down button, a left button, a right button, a decision button, a start button, a stop button, and other buttons. When an operation for each button is received from the user, operation instruction information corresponding to the button for the operation is generated and output to the main control unit 208 through the system bus 118 .

(2)存储卡输入/输出单元202、卡带输入/输出单元203和连接单元205(2) Memory card input/output unit 202, cassette input/output unit 203 and connection unit 205

当存储卡300被加载到便携式游戏设备200上时,存储卡输入/输出单元202被连接到存储卡300,并且在主控制单元208的控制下,从存储卡300读取信息,通过系统总线218将所读取的信息输出到主控制单元208,通过系统总线218从主控制单元208接收信息,并将所收到的信息写入存储卡300。When the memory card 300 is loaded on the portable game device 200, the memory card input/output unit 202 is connected to the memory card 300, and under the control of the main control unit 208, reads information from the memory card 300 through the system bus 218 The read information is output to the main control unit 208 , received from the main control unit 208 via the system bus 218 , and written into the memory card 300 .

卡带输入/输出单元203在主控制单元208的控制下,从卡带400读取信息,并通过系统总线218将所读取的信息输出到主控制单元208。The cassette input/output unit 203 reads information from the cassette 400 under the control of the main control unit 208 , and outputs the read information to the main control unit 208 through the system bus 218 .

连接单元205通过电缆30连接到固定式游戏设备100,通过电缆30从固定式游戏设备100接收信息,并将所收到的信息输出到主控制单元208。连接单元205也从主控制单元208接收信息,并通过电缆30将所收到的信息输出到固定式游戏设备100。The connection unit 205 is connected to the stationary game device 100 through the cable 30 , receives information from the stationary game device 100 through the cable 30 , and outputs the received information to the main control unit 208 . The connection unit 205 also receives information from the main control unit 208 and outputs the received information to the stationary gaming device 100 through the cable 30 .

(3)液晶显示单元220和扬声器221(3) Liquid crystal display unit 220 and speaker 221

液晶显示单元220从视频信号生成单元216接收包括垂直回扫时间和水平回扫时间的视频信号,并根据所收到的视频信号来显示图像。The liquid crystal display unit 220 receives a video signal including a vertical retrace time and a horizontal retrace time from the video signal generation unit 216, and displays an image according to the received video signal.

扬声器221从电子发声单元217接收音频信号,将所收到的音频信号转换成声音,并输出该声音。The speaker 221 receives an audio signal from the electronic sound generating unit 217, converts the received audio signal into sound, and outputs the sound.

(4)主存储单元210(4) Main storage unit 210

主存储单元210由RAM组成,并存储诸如便携式游戏程序231、便携式角色处理程序235、便携式发展项表236、角色数据237、恢复阶段号和恢复步骤号这样的信息,如图31所示。便携式游戏程序231包括相关信息单元232、程序单元233和对象数据单元234。The main storage unit 210 is composed of RAM, and stores information such as a portable game program 231, a portable character processing program 235, a portable development item table 236, character data 237, recovery stage numbers, and recovery step numbers, as shown in FIG. 31 . The portable game program 231 includes a related information unit 232 , a program unit 233 and an object data unit 234 .

另外,主存储单元210配备有帧缓冲器。帧缓冲器具有用于存储一帧图像的区域。帧图像由矩阵结构中的64,000个像素组成(垂直线中320个、水平线中200个)。In addition, the main storage unit 210 is equipped with a frame buffer. A frame buffer has an area for storing one frame of image. A frame image consists of 64,000 pixels in a matrix structure (320 in vertical lines and 200 in horizontal lines).

(5)鉴别单元212(5) Identification unit 212

在主控制单元208和外部设备进行通信和信息发送/接收之前,鉴别单元212在主控制单元208的控制下,利用挑战-应答方法来执行与连接到便携式游戏设备200的外部设备的相互设备鉴别。Before the main control unit 208 and the external device perform communication and information transmission/reception, the authentication unit 212 performs mutual device authentication with the external device connected to the portable game device 200 using a challenge-response method under the control of the main control unit 208 .

在此,省略对挑战-应答方法的说明,因为它是公知的。Here, the description of the challenge-response method is omitted because it is well known.

鉴别单元212将设备鉴别结果输出到主控制单元208。在设备鉴别失败的情况下,鉴别单元212禁止主控制单元208与外部设备通信以及发送信息给外部设备/从外部设备接收信息,而在设备鉴别成功的情况下,鉴别单元212允许主控制单元208与外部设备进行通信以及信息的发送/接收。The authentication unit 212 outputs the device authentication result to the main control unit 208 . Under the situation of equipment authentication failure, authentication unit 212 prohibits main control unit 208 from communicating with external equipment and sending/receiving information to/from external equipment, and under the situation of equipment authentication success, authentication unit 212 allows main control unit 208 Communicate with external devices and send/receive information.

在此,外部设备是固定式游戏设备100和存储卡300之一。Here, the external device is one of the stationary game device 100 and the memory card 300 .

(6)主控制单元208(6) Main control unit 208

主控制单元208具体由图中未示出的微处理器和RAM组成。RAM存储计算机程序。通过微处理器按照计算机程序进行操作,使主控制单元208实现其功能。The main control unit 208 is specifically composed of a microprocessor and a RAM not shown in the figure. RAM stores computer programs. The main control unit 208 realizes its functions through the operation of the microprocessor according to the computer program.

(菜单显示)(menu display)

当用户将便携式游戏设备200通电时,主控制单元208生成和图22的菜单屏幕160一样的菜单屏幕。在垂直回扫时间期间,主控制单元208将所生成的菜单屏幕写入VRAM。该菜单屏幕包括至少三个选项。When the user turns on the portable game device 200, the main control unit 208 generates the same menu screen as the menu screen 160 of FIG. 22 . During the vertical retrace time, the main control unit 208 writes the generated menu screen into VRAM. The menu screen includes at least three options.

第一选项用于命令执行卡带400中记录的便携式游戏程序411。第二选项用于命令通过因特网20和固定式游戏设备100从服务器设备600获得角色数据,并将所获得的角色数据写入存储卡300。第三选项用于命令其它操作。The first option is for commanding the execution of the portable game program 411 recorded in the cassette 400 . The second option is for ordering to obtain character data from the server device 600 through the Internet 20 and the stationary game device 100 , and to write the obtained character data into the memory card 300 . The third option is used to command other operations.

当用户选择任一选项时,主控制单元208从输入单元201接收与所选定的选项相对应的指令信息,并执行与所收到的指令信息相对应的操作。When the user selects any option, the main control unit 208 receives instruction information corresponding to the selected option from the input unit 201, and executes an operation corresponding to the received instruction information.

(游戏执行)(game execution)

一旦从输入单元201收到命令执行便携式游戏程序411的指令信息,主控制单元208就控制鉴别单元212执行与存储卡300的设备鉴别。在设备鉴别成功的情况下,主控制单元208执行以下说明的游戏处理。在设备鉴别失败的情况下,主控制单元208不执行此后的游戏处理。Upon receiving instruction information commanding execution of the portable game program 411 from the input unit 201 , the main control unit 208 controls the authentication unit 212 to perform device authentication with the memory card 300 . In a case where the device authentication is successful, the main control unit 208 executes game processing explained below. In the case of device authentication failure, the main control unit 208 does not execute game processing thereafter.

(游戏处理)(game processing)

接着,主控制单元208从卡带400读取便携式游戏程序411,将便携式游戏程序写入主存储单元210,读取便携式角色处理程序451,将便携式角色处理程序451写入主存储单元210,读取便携式发展项表461,并将便携式发展项表写入主存储单元210。另外,主控制单元208从存储卡300中读取角色数据321、恢复阶段号335和恢复步骤号336,并将角色数据、恢复阶段号335和恢复步骤号336写入主存储单元210。Next, the main control unit 208 reads the portable game program 411 from the cassette 400, writes the portable game program into the main storage unit 210, reads the portable character processing program 451, writes the portable character processing program 451 into the main storage unit 210, and reads The portable development item table 461, and write the portable development item table into the main storage unit 210. In addition, the main control unit 208 reads the character data 321 , the restoration stage number 335 and the restoration step number 336 from the memory card 300 and writes the character data, the restoration stage number 335 and the restoration step number 336 into the main storage unit 210 .

接着,主控制单元208从主存储单元210的固定式游戏程序单元中,一个一个地取出指令,对所取出的指令进行解码,并执行解码后的指令。此后,重复指令的取出、解码和执行。Next, the main control unit 208 fetches instructions one by one from the fixed game program unit of the main storage unit 210 , decodes the fetched instructions, and executes the decoded instructions. Thereafter, the fetching, decoding, and execution of instructions are repeated.

(由固定式游戏设备100执行的角色数据获得操作)(Acquisition operation of character data performed by stationary game device 100)

当主控制单元208收到指示通过固定式游戏设备100从服务器设备600获得角色数据、并将角色数据写入存储卡300的指令信息时,主控制单元208通过存储卡输入/输出单元202从存储卡300中读取用户ID,并通过卡带输入/输出单元203从卡带400中读取游戏标识符AID和公开密钥APK。然后,主控制单元208利用公开密钥APK对游戏标识符AID和用户ID执行数字签名SIG,由此生成签名数据。When the main control unit 208 received instruction information indicating to obtain the character data from the server device 600 through the stationary game device 100, and write the character data into the memory card 300, the main control unit 208 reads the data from the memory card through the memory card input/output unit 202. Read the user ID in 300, and read the game identifier AID and public key APK from the cartridge 400 through the cartridge input/output unit 203. Then, the main control unit 208 executes a digital signature SIG on the game identifier AID and the user ID using the public key APK, thereby generating signature data.

接着,主控制单元208通过固定式游戏设备100和因特网20,将用户ID、游戏标识符AID和签名数据发送给服务器设备600。Next, the main control unit 208 transmits the user ID, the game identifier AID, and the signature data to the server device 600 via the stationary game device 100 and the Internet 20 .

主控制单元208通过因特网20、固定式游戏设备100和连接单元205,从服务器设备600接收数字签名的验证结果。当所收到的验证结果指示失败时,主控制单元208生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器中作为帧图像,在垂直回扫时间期间将帧图像从帧缓冲器发送到VRAM 215,并结束处理。The main control unit 208 receives the verification result of the digital signature from the server device 600 via the Internet 20 , the stationary game device 100 and the connection unit 205 . When the received verification result indicates failure, the main control unit 208 generates a display screen to display a message indicating this fact, writes the generated display screen into the frame buffer as a frame image, and writes the frame during the vertical retrace time. The image is sent from the frame buffer to the VRAM 215, and processing ends.

当所收到的验证结果指示成功时,主控制单元208通过连接单元205、固定式游戏设备100和因特网20,将通信指令发送给服务器设备600,使得服务器设备600与存储卡300通信。另外,主控制单元208通过存储卡输入/输出单元202将通信指令输出到存储卡300,使得存储卡300与服务器设备600通信。When the received verification result indicates success, the main control unit 208 sends a communication command to the server device 600 through the connection unit 205, the stationary game device 100 and the Internet 20, so that the server device 600 communicates with the memory card 300. In addition, the main control unit 208 outputs a communication instruction to the memory card 300 through the memory card input/output unit 202 so that the memory card 300 communicates with the server device 600 .

接着,主控制单元208通过因特网20、固定式游戏设备100和连接单元205,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果。另外,主控制单元208通过存储卡输入/输出单元202,从存储卡300接收服务器设备600与存储卡300之间的设备鉴别结果。当所收到的结果中的至少一个结果指示设备鉴别失败时,主控制单元208就生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器中作为帧图像,在垂直回扫时间期间将帧图像从帧缓冲器传送给VRAM 215,并结束处理。Next, the main control unit 208 receives the device authentication result between the server device 600 and the memory card 300 from the server device 600 via the Internet 20 , the stationary game device 100 and the connection unit 205 . In addition, the main control unit 208 receives the device authentication result between the server device 600 and the memory card 300 from the memory card 300 through the memory card input/output unit 202 . When at least one of the received results indicates that the device authentication has failed, the main control unit 208 generates a display screen to display a message indicating this fact, writes the generated display screen into the frame buffer as a frame image, and The frame image is transferred from the frame buffer to the VRAM 215 during the vertical retrace time and processing ends.

当所收到的两个结果都显示设备鉴别成功时,主控制单元208通过因特网20、固定式游戏设备100和连接单元205从服务器设备600接收用户ID搜索结果,并且当所收到的搜索结果显示用户ID不存在时,主控制单元208生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器中作为帧图像,并在垂直回扫时间期间将帧图像从帧缓冲器传送给VRAM 215。主控制单元208也通过存储卡输入/输出单元202将所收到的搜索结果输出到存储卡300,并结束处理。When the received two results show that the device authentication is successful, the main control unit 208 receives the user ID search result from the server device 600 through the Internet 20, the stationary game device 100 and the connection unit 205, and when the received search result shows that the user When the ID does not exist, the main control unit 208 generates a display screen to display a message indicating this fact, writes the generated display screen into the frame buffer as a frame image, and writes the frame image from the frame buffer during the vertical retrace time. to the VRAM 215. The main control unit 208 also outputs the received search results to the memory card 300 through the memory card input/output unit 202, and ends the processing.

另外,当所收到的搜索结果指示用户ID存在时,主控制单元208通过因特网20、固定式游戏设备100和连接单元205从服务器设备600接收角色数据,并通过存储卡输入/输出单元202将所收到的角色数据输出到存储卡300。In addition, when the received search result indicates that the user ID exists, the main control unit 208 receives character data from the server device 600 through the Internet 20, the stationary game device 100 and the connection unit 205, and transfers the character data through the memory card input/output unit 202. The received character data is output to the memory card 300 .

另外,主控制单元208通过存储卡输入/输出单元202从存储卡300接收指示写入角色数据已完成的完成信息,并通过连接单元205、固定式游戏设备100和因特网20将所收到的完成信息发送给服务器设备600。In addition, the main control unit 208 receives completion information indicating that writing of character data has been completed from the memory card 300 through the memory card input/output unit 202, and transmits the received completion information through the connection unit 205, the stationary game device 100, and the Internet 20. The information is sent to the server device 600 .

(便携式角色处理程序的执行)(Execution of Portable Role Handler)

主控制单元208也取出主存储单元210中存储的便携式角色处理程序中所包括的指令,对所取出的指令进行解码,并执行解码后的指令。主控制单元208重复指令的取出、解码和执行。The main control unit 208 also fetches instructions included in the portable character processing program stored in the main storage unit 210, decodes the fetched instructions, and executes the decoded instructions. The main control unit 208 repeats the fetching, decoding and execution of instructions.

(7)VRAM 215(7) VRAM 215

VRAM 215具有用于存储一帧图像的区域。帧图像由矩阵结构中的64,000个像素组成(垂直线中320个、水平线中200个)。在此,帧图像具有和帧缓冲器中存储的帧图像一样的大小。The VRAM 215 has an area for storing an image of one frame. A frame image consists of 64,000 pixels in a matrix structure (320 in vertical lines and 200 in horizontal lines). Here, the frame image has the same size as the frame image stored in the frame buffer.

(8)视频信号生成单元216(8) Video signal generation unit 216

视频信号生成单元216每1/60秒重复以下(a)-(b)。The video signal generating unit 216 repeats the following (a)-(b) every 1/60 second.

(a)生成垂直同步信号,并将它输出到液晶显示单元220。该时间周期被称为“垂直回扫时间”。(a) Generate a vertical synchronization signal and output it to the liquid crystal display unit 220 . This time period is called "vertical retrace time".

(b)重复以下(b1)-(b3)200次(200次对应于一帧图像的垂直线中的像素数)。(b) Repeat the following (b1)-(b3) 200 times (200 times correspond to the number of pixels in a vertical line of one frame image).

(b1)从VRAM 215读取一帧图像的一条水平线上的像素(320像素)。(b1) Pixels (320 pixels) on one horizontal line of one frame image are read from the VRAM 215 .

(b2)利用所读取的帧图像来生成一行视频信号和水平同步信号。(b2) Using the read frame image, a video signal for one line and a horizontal synchronizing signal are generated.

(b3)将一行水平信号和水平同步信号输出到液晶显示单元220。(b3) Output the horizontal signal for one line and the horizontal synchronization signal to the liquid crystal display unit 220 .

(9)电子发声单元217和扬声器221(9) electronic sound unit 217 and loudspeaker 221

电子发声单元217在主控制单元208的控制下,从主存储单元210读取数字音频信息,对所读取的音频信息进行解码,将解码后的音频信息转换成模拟音频信号,并将模拟音频信号输出到扬声器221。Under the control of the main control unit 208, the electronic sound unit 217 reads digital audio information from the main storage unit 210, decodes the read audio information, converts the decoded audio information into an analog audio signal, and converts the analog audio The signal is output to the speaker 221 .

扬声器221从电子发声单元217接收音频信号,将所收到的音频信号转换成声音,并输出该声音。The speaker 221 receives an audio signal from the electronic sound generating unit 217, converts the received audio signal into sound, and outputs the sound.

1.8便利店终端7001.8 Convenience store terminal 700

如图32所示,便利店终端700由显示单元701、输入单元702、控制单元703、存储卡输入/输出单元704、通信单元705、现金接收单元706和储藏器707组成。As shown in FIG.

(1)显示单元701和输入单元702(1) Display unit 701 and input unit 702

显示单元701在控制单元703的控制下显示各种类型的信息。The display unit 701 displays various types of information under the control of the control unit 703 .

输入单元702从便利店终端700的操作者接收指令,并把和所收到的指令相对应的指令信息输出到控制单元703。The input unit 702 receives an instruction from the operator of the convenience store terminal 700 and outputs instruction information corresponding to the received instruction to the control unit 703 .

(2)控制单元703(2) Control unit 703

控制单元703从输入单元702接收指示从服务器设备600获得角色数据的指令信息。一旦收到该指令信息,控制单元703就通过通信单元705和因特网20,向服务器设备600发送用于命令在存储卡300和服务器设备600之间进行相互设备鉴别的鉴别指令。然后,控制单元703通过存储卡输入/输出单元704将鉴别指令输出到存储卡300。The control unit 703 receives instruction information instructing to obtain character data from the server device 600 from the input unit 702 . Upon receiving the instruction information, the control unit 703 transmits an authentication instruction for instructing mutual device authentication between the memory card 300 and the server device 600 to the server device 600 via the communication unit 705 and the Internet 20 . Then, the control unit 703 outputs the authentication instruction to the memory card 300 through the memory card input/output unit 704 .

接着,控制单元703通过因特网20和通信单元705,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果。另外,控制单元703通过存储卡输入/输出单元704,从存储卡300接收服务器设备600与存储卡300之间的设备鉴别结果。如果所收到的结果中的至少一个结果指示设备鉴别失败,则控制单元703生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕输出到显示单元701,控制显示单元701显示该显示屏幕,并结束处理。Next, the control unit 703 receives the device authentication result between the server device 600 and the memory card 300 from the server device 600 via the Internet 20 and the communication unit 705 . In addition, the control unit 703 receives the device authentication result between the server device 600 and the memory card 300 from the memory card 300 through the memory card input/output unit 704 . If at least one of the received results indicates that the device authentication has failed, the control unit 703 generates a display screen to display a message indicating this fact, outputs the generated display screen to the display unit 701, and controls the display unit 701 to display the message. The screen is displayed, and processing ends.

当所收到的两个结果都显示设备鉴别成功时,控制单元703通过因特网20和通信单元705从服务器设备600接收游戏销售信息,利用所收到的游戏销售信息生成游戏列表,将所生成的游戏列表输出到显示单元701,并控制显示单元701显示该游戏列表。When the two results received show that the device authentication is successful, the control unit 703 receives the game sales information from the server device 600 through the Internet 20 and the communication unit 705, uses the received game sales information to generate a game list, and stores the generated game information. The list is output to the display unit 701, and the display unit 701 is controlled to display the game list.

接着,控制单元703从输入单元702接收用户所选择的游戏的游戏标识符,从现金接收单元706接收指示收到与所选定游戏相对应的现金的收到信息,并通过通信单元705和因特网20将所收到的游戏标识符发送到服务器设备600。Next, the control unit 703 receives the game identifier of the game selected by the user from the input unit 702, receives received information indicating that cash corresponding to the selected game has been received from the cash receiving unit 706, and transmits the information through the communication unit 705 and the Internet. 20 sends the received game identifier to the server device 600.

接着,控制单元703通过因特网20和通信单元705从服务器设备600接收角色数据,并通过存储卡输入/输出单元704将所收到的角色数据输出到存储卡300。Next, the control unit 703 receives character data from the server device 600 through the Internet 20 and the communication unit 705 , and outputs the received character data to the memory card 300 through the memory card input/output unit 704 .

(3)存储卡输入/输出单元704(3) Memory card input/output unit 704

当存储卡300被加载到便利店终端700上时,存储卡输入/输出单元704被连接到存储卡300,并且在控制单元703的控制下,从存储卡300读取信息、并将所读取的信息输出到控制单元703,或者从控制单元703接收信息、并将所收到的信息输出到存储卡300。When the memory card 300 is loaded on the convenience store terminal 700, the memory card input/output unit 704 is connected to the memory card 300, and under the control of the control unit 703, information is read from the memory card 300 and the read output to the control unit 703 , or receive information from the control unit 703 and output the received information to the memory card 300 .

(4)通信单元705(4) Communication unit 705

通信单元705通过因特网20连接到服务器设备600,并通过因特网20发送信息给服务器设备600/从服务器设备600接收信息。The communication unit 705 is connected to the server device 600 via the Internet 20 , and transmits/receives information to/from the server device 600 via the Internet 20 .

(5)现金接收单元706和储藏器707(5) Cash receiving unit 706 and storage 707

现金接收单元706接收与用户所选择的游戏的销售价格相对应的现金额,并把指示收到现金的收到信息输出到控制单元703。The cash receiving unit 706 receives the cash amount corresponding to the sales price of the game selected by the user, and outputs receipt information indicating that the cash is received to the control unit 703 .

储藏器707存储由现金接收单元706接收的现金。The hopper 707 stores cash received by the cash receiving unit 706 .

1.9游戏系统10的操作1.9 Operation of Game System 10

以下描述游戏系统10的操作。The operation of the game system 10 is described below.

(1)固定式游戏设备100的操作(1) Operation of the stationary game device 100

以下借助于图33所示的流程图,来描述由固定式游戏设备100执行的操作。Operations performed by the stationary game device 100 will be described below with the aid of a flowchart shown in FIG. 33 .

当用户将固定式游戏设备100通电时,主控制单元108生成菜单屏幕160,并且监视器120显示所生成的菜单屏幕160(步骤S501)。When the user turns on the stationary game device 100, the main control unit 108 generates the menu screen 160, and the monitor 120 displays the generated menu screen 160 (step S501).

当用户选择菜单屏幕160中所包括的选项之一时,主控制单元108通过控制器控制单元101,从操作控制器122接收与所选定的选项相对应的指令信息(步骤S502)。When the user selects one of the options included in the menu screen 160, the main control unit 108 receives instruction information corresponding to the selected option from the operation controller 122 through the controller control unit 101 (step S502).

当所收到的指令信息指示显示名称列表时(步骤S503),主控制单元108通过驱动器单元103从DVD 500和大容量存储单元111中读取多个游戏名称(步骤S504),生成由所读取的游戏名称组成的游戏名称列表,然后监视器120显示该游戏名称列表(步骤S505)。When the received instruction information indicates the display title list (step S503), the main control unit 108 reads a plurality of game titles from the DVD 500 and the mass storage unit 111 by the drive unit 103 (step S504), and generates A list of game titles composed of game titles, and then the monitor 120 displays the list of game titles (step S505).

当用户选择游戏名称之一时,主控制单元108通过控制器控制单元101,从操作控制器122获得与所选定的游戏名称相对应的游戏标识符(步骤S506)。When the user selects one of the game titles, the main control unit 108 obtains a game identifier corresponding to the selected game title from the operation controller 122 through the controller control unit 101 (step S506).

接着,主控制单元108控制鉴别单元107执行与存储卡300的设备鉴别,并且鉴别单元107执行设备鉴别(步骤S507)。在设备鉴别成功的情况下(步骤S508),主控制单元108执行游戏处理(步骤S509)。接着,控制返回到步骤S501以重复处理。在设备鉴别失败的情况下(步骤S508),不执行此后的游戏处理,并且控制返回到步骤S501以重复处理。Next, the main control unit 108 controls the authentication unit 107 to perform device authentication with the memory card 300, and the authentication unit 107 performs device authentication (step S507). In a case where the device authentication is successful (step S508), the main control unit 108 executes game processing (step S509). Then, control returns to step S501 to repeat the process. In the case of device authentication failure (step S508), the game processing thereafter is not performed, and control returns to step S501 to repeat the processing.

当主控制单元108从服务器设备600获得指示获得角色数据、并将角色数据写入存储卡300中的指令信息时(步骤S503),在固定式游戏设备100中主控制单元108执行获得角色数据的处理(步骤S510),并返回到步骤S501以重复处理。When the main control unit 108 obtains from the server device 600 instruction information indicating to obtain character data and write the character data in the memory card 300 (step S503), the main control unit 108 executes the process of obtaining character data in the stationary game device 100 (step S510), and return to step S501 to repeat the process.

当收到指示其它处理指令之一的信息时(步骤S503),主控制单元108执行由所收到的信息指示的处理(步骤S512),并返回到步骤S501以重复处理。When receiving information indicating one of the other processing instructions (step S503), the main control unit 108 executes the processing indicated by the received information (step S512), and returns to step S501 to repeat the processing.

(2)固定式游戏设备100所执行的游戏处理(2) Game processing performed by the stationary game device 100

以下利用图34的流程图来描述固定式游戏设备100所执行的游戏处理。注意,以下描述的操作是图33所示流程图的步骤S509的更多细节。The game processing performed by the stationary game device 100 will be described below using the flowchart of FIG. 34 . Note that the operations described below are more details of step S509 of the flowchart shown in FIG. 33 .

主控制单元108从DVD 500读取固定式游戏程序511,将固定式游戏程序511写入主存储单元110(步骤S531),读取对象数据单元541,将对象数据单元541写入图形存储单元114(步骤S532),读取固定式角色处理程序551,将固定式角色处理程序551写入图形存储单元114(步骤S533),读取固定式发展项表561,并将固定式发展项表561写入主存储单元110(步骤S534)。另外,主控制单元108从存储卡300读取角色数据321、恢复阶段号335和恢复步骤号336,将角色数据321、恢复阶段号335和恢复步骤号336写入主存储单元110,并将所读取的角色数据321中所包括的身高和体重写入图形存储单元114(步骤S535)。The main control unit 108 reads the fixed game program 511 from the DVD 500, writes the fixed game program 511 into the main storage unit 110 (step S531), reads the object data unit 541, and writes the object data unit 541 into the graphics storage unit 114 (step S532), read the fixed type role processing program 551, write the fixed type role processing program 551 into the graphics storage unit 114 (step S533), read the fixed type development item table 561, and write the fixed type development item table 561 into the primary storage unit 110 (step S534). In addition, the main control unit 108 reads the character data 321, the restoration stage number 335 and the restoration step number 336 from the memory card 300, writes the character data 321, the restoration stage number 335 and the restoration step number 336 into the main storage unit 110, and writes the The height and weight included in the read character data 321 are written in the graphic storage unit 114 (step S535).

接着,主控制单元108从主存储单元110中存储的固定式游戏程序的程序单元中,一个一个地取出指令(步骤S536),对所取出的指令进行解码(步骤S537),并执行解码后的指令(步骤S538)。此后,控制返回到步骤S536,由此重复指令的取出、解码和执行。Next, the main control unit 108 fetches instructions one by one from the program units of the fixed game program stored in the main storage unit 110 (step S536), decodes the fetched instructions (step S537), and executes the decoded instruction (step S538). Thereafter, control returns to step S536, whereby fetching, decoding, and execution of instructions are repeated.

(3)固定式游戏设备100所执行的角色数据获得操作(3) Character data acquisition operation performed by the stationary game device 100

以下利用图35-36的流程图,来描述固定式游戏设备100在从服务器设备600获得角色数据、并将角色数据写入存储卡300的过程中所执行的操作。注意,以下描述的操作是图33所示流程图的步骤S510的更多细节。The following uses the flowcharts of FIGS. 35-36 to describe the operations performed by the stationary game device 100 in obtaining character data from the server device 600 and writing the character data into the memory card 300 . Note that the operations described below are more details of step S510 of the flowchart shown in FIG. 33 .

一旦收到指示从服务器设备600获得角色数据、并将角色数据写入存储卡300中的指令信息(步骤S601),主控制单元108就通过存储卡输入/输出单元102从存储卡300读取用户ID(步骤S602),通过驱动器单元103从DVD 500读取游戏标识符BID和公开密钥BPK(步骤S603),然后利用所读取的公开密钥BPK对游戏标识符BID和用户ID执行数字签名SIG,由此生成签名数据(步骤S604),然后通过通信单元104和因特网20,将用户ID、游戏标识符BID和签名数据发送给服务器设备600(步骤S605)。Once receiving instruction information indicating to obtain character data from the server device 600 and to write the character data into the memory card 300 (step S601), the main control unit 108 reads the user data from the memory card 300 through the memory card input/output unit 102. ID (step S602), read game identifier BID and public key BPK (step S603) from DVD 500 by drive unit 103, then utilize the read public key BPK to carry out digital signature to game identifier BID and user ID The SIG, thereby generating signature data (step S604), then transmits the user ID, game identifier BID, and signature data to the server device 600 via the communication unit 104 and the Internet 20 (step S605).

控制单元602通过因特网20和通信单元605从固定式游戏设备100接收用户ID、游戏标识符BID和签名数据(步骤S605),从信息存储单元601所拥有的游戏信息表621中读取与所收到的游戏标识符BID相对应的秘密密钥(步骤S606),并利用所读取的秘密密钥对游戏标识符BID、用户ID和签名数据执行数字签名验证“VRFY”,由此获得验证结果(步骤S607)。接着,控制单元602通过通信单元605和因特网20,把通过数字签名验证“VRFY”所获得的验证结果发送给固定式游戏设备100(步骤S609、S610)。当验证结果指示失败时(步骤S608),控制单元602不执行此后的处理。Control unit 602 receives user ID, game identifier BID and signature data (step S605) from fixed game device 100 through Internet 20 and communication unit 605, reads and receives from the game information table 621 that information storage unit 601 has. Get the secret key corresponding to the game identifier BID (step S606), and use the read secret key to perform digital signature verification "VRFY" on the game identifier BID, user ID and signature data, thereby obtaining the verification result (step S607). Next, the control unit 602 transmits the verification result obtained by the digital signature verification "VRFY" to the stationary game device 100 via the communication unit 605 and the Internet 20 (steps S609, S610). When the verification result indicates failure (step S608), the control unit 602 does not perform processing thereafter.

另外,控制单元108通过因特网20和通信单元104从服务器设备600接收数字验证的验证结果(步骤S609、步骤S610)。当所收到的验证结果指示失败时(步骤S611),主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0151,并且监视器120显示该帧图像(步骤S612),然后结束处理。In addition, the control unit 108 receives the verification result of the digital verification from the server device 600 via the Internet 20 and the communication unit 104 (step S609, step S610). When the received verification result indicates failure (step S611), the main control unit 108 generates a display screen to display a message indicating this fact, writes the generated display screen into the frame buffer 106 as a frame image, and writes the instruction to The control signal that has been written into the register unit 109 is output to the graphics control unit 113, the screen display instruction is written into the register R0151 of the register unit 109, and the monitor 120 displays the frame image (step S612), and then the process ends.

当所收到的验证结果指示成功时(步骤S611),主控制单元108通过通信单元104和因特网20向服务器设备600发送通信指令,使得服务器设备600与存储卡300通信(步骤S613),并且主控制单元108也通过存储卡输入/输出单元102向存储卡300输出通信指令,使得存储卡300与服务器设备600通信(步骤S614)。When the received verification result indicates success (step S611), the main control unit 108 sends a communication instruction to the server device 600 through the communication unit 104 and the Internet 20, so that the server device 600 communicates with the memory card 300 (step S613), and the main control unit The unit 108 also outputs a communication instruction to the memory card 300 through the memory card input/output unit 102, so that the memory card 300 communicates with the server device 600 (step S614).

当验证结果指示成功时(步骤S608),控制单元602通过因特网20和通信单元605从固定式游戏设备100接收通信指令(步骤S613),并且服务器设备600和存储卡300执行相互设备鉴别(步骤S615)。When the verification result indicates success (step S608), the control unit 602 receives a communication instruction from the stationary game device 100 through the Internet 20 and the communication unit 605 (step S613), and the server device 600 and the memory card 300 perform mutual device authentication (step S615 ).

控制单元302从鉴别单元304接收设备鉴别结果,并通过输入/输出单元303将所收到的结果输出到固定式游戏设备100(步骤S617)。当设备鉴别结果指示失败时(步骤S619),控制单元302结束处理。The control unit 302 receives the device authentication result from the authentication unit 304, and outputs the received result to the stationary game device 100 through the input/output unit 303 (step S617). When the device authentication result indicates failure (step S619), the control unit 302 ends the processing.

接着,主控制单元108通过因特网20和通信单元104,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果(步骤S616),并且也通过存储卡输入/输出单元102,从存储卡300接收服务器设备600与存储卡300之间的设备鉴别结果(步骤S617)。当所收到的结果的至少一个指示设备鉴别失败时(步骤S620),主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,将屏幕显示指令写入寄存器单元109的寄存器R0151,并且监视器120显示该帧图像(步骤S621),并结束处理。Next, the main control unit 108 receives the device authentication result between the server device 600 and the memory card 300 from the server device 600 through the Internet 20 and the communication unit 104 (step S616), and also receives the result from the memory card input/output unit 102 through the memory card input/output unit 102. The card 300 receives the device authentication result between the server device 600 and the memory card 300 (step S617). When at least one of the received results indicates that the device authentication has failed (step S620), the main control unit 108 generates a display screen to display a message indicating this fact, and writes the generated display screen into the frame buffer 106 as a frame image , the control signal indicating that the command has been written into the register unit 109 is output to the graphics control unit 113, the screen display command is written into the register R0151 of the register unit 109, and the monitor 120 displays the frame image (step S621), and ends the process .

控制单元602从鉴别单元606接收鉴别结果,并通过通信单元605和因特网20将所收到的鉴别结果发送给固定式游戏设备100(步骤S616)。在此,当鉴别结果指示失败时(步骤S618),控制单元602不执行此后的处理。The control unit 602 receives the authentication result from the authentication unit 606, and transmits the received authentication result to the stationary game device 100 via the communication unit 605 and the Internet 20 (step S616). Here, when the authentication result indicates failure (step S618), the control unit 602 does not execute the processing thereafter.

另一方面,当鉴别结果指示成功时(步骤S618),控制单元602在用户购买信息表631中搜索所收到的用户ID(步骤S622),并且当在用户购买信息表631中不存在所收到的用户ID时(步骤S623),控制单元602通过通信单元605和因特网20向固定式游戏设备100发送指示这一事实的搜索结果(步骤S624)。On the other hand, when the authentication result indicates success (step S618), the control unit 602 searches the received user ID in the user purchase information table 631 (step S622), and when the received user ID does not exist in the user purchase information table 631 When the user ID is found (step S623), the control unit 602 transmits a search result indicating this fact to the stationary game device 100 via the communication unit 605 and the Internet 20 (step S624).

当所收到的两个结果都指示设备鉴别成功时(步骤S621),主控制单元108通过因特网20和通讯单元104从服务器设备600接收关于用户ID的搜索结果(步骤S624),并且当所收到的搜索结果指示用户ID不存在时(步骤S625),主控制单元108生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕写入帧缓冲器106中作为帧图像,将指示指令已被写入寄存器单元109的控制信号输出到图形控制单元113,并将屏幕显示指令写入寄存器单元109的寄存器R0 151,并且监视器120显示该帧图像(步骤S626)。另外,主控制单元108通过存储卡输入/输出单元102将所收到的搜索结果输出到存储卡300(步骤S627),然后结束处理。When the received two results indicate that the device authentication is successful (step S621), the main control unit 108 receives the search result about the user ID from the server device 600 through the Internet 20 and the communication unit 104 (step S624), and when the received When the search result indicates that the user ID does not exist (step S625), the main control unit 108 generates a display screen to display a message indicating this fact, writes the generated display screen in the frame buffer 106 as a frame image, and writes the display screen indicating that the command has been The control signal written into the register unit 109 is output to the graphics control unit 113, and a screen display instruction is written into the register R0 151 of the register unit 109, and the monitor 120 displays the frame image (step S626). In addition, the main control unit 108 outputs the received search results to the memory card 300 through the memory card input/output unit 102 (step S627), and then ends the process.

当设备鉴别结果指示成功(步骤S619)、并且所收到的搜索结果指示用户ID不存在时(步骤S628),控制单元302结束处理。When the device authentication result indicates success (step S619), and the received search result indicates that the user ID does not exist (step S628), the control unit 302 ends the processing.

当所收到的用户ID存在于用户购买信息表631中(步骤S623),则控制单元602从游戏信息表621中读取与所收到的游戏标识符相对应的角色数据(步骤S629),并通过通信单元605和因特网20将所读取的角色数据发送给固定式游戏设备100(步骤S630)。When the received user ID exists in the user purchase information table 631 (step S623), the control unit 602 reads the role data corresponding to the received game identifier from the game information table 621 (step S629), and The read character data is transmitted to the stationary game device 100 through the communication unit 605 and the Internet 20 (step S630).

当所收到的搜索结果显示用户ID存在时(步骤S625),则主控制单元108通过因特网20和通信单元104从服务器设备600接收角色数据(步骤S630),并通过存储卡输入/输出单元102将所收到的角色数据输出到存储卡300(步骤S631)。When the received search result shows that the user ID exists (step S625), then the main control unit 108 receives the role data from the server device 600 through the Internet 20 and the communication unit 104 (step S630), and passes the memory card input/output unit 102 to The received character data is output to the memory card 300 (step S631).

控制单元302通过输入/输出单元303接收角色数据(步骤S631),将所收到的角色数据写入信息存储单元301(步骤S632),并且当写入完成时,通过输入/输出单元303将指示写入完成的完成信息输出到固定式游戏设备100(步骤S633)。The control unit 302 receives the role data (step S631) by the input/output unit 303, writes the received role data into the information storage unit 301 (step S632), and when the writing is completed, indicates by the input/output unit 303 Completion information that writing is complete is output to the stationary game device 100 (step S633).

主控制单元108通过存储卡输入/输出单元102,从存储卡300接收指示角色数据写入完成的完成信息(步骤S633),并通过通信单元104和因特网20将所收到的完成信息发送给服务器设备600(步骤S634)。The main control unit 108 receives the completion information indicating that the character data writing is completed from the memory card 300 through the memory card input/output unit 102 (step S633), and sends the received completion information to the server through the communication unit 104 and the Internet 20 device 600 (step S634).

接着,控制单元602通过因特网20和通信单元605,从固定式游戏设备100接收指示角色数据写入完成的完成信息(步骤S634),并对用户ID所标识的用户执行记帐处理(步骤S635)。Next, the control unit 602 receives completion information indicating that character data writing is completed from the stationary game device 100 via the Internet 20 and the communication unit 605 (step S634), and performs billing processing for the user identified by the user ID (step S635) .

(4)便携式游戏设备200所执行的角色数据获得操作(4) Character data acquisition operation performed by the portable game device 200

以下利用图37-38的流程图,来描述便携式游戏设备200在通过因特网20和固定式游戏设备100从服务器设备600获得角色数据、并将角色数据写入存储卡300的过程中所执行的操作。The following uses the flowcharts of FIGS. 37-38 to describe the operations performed by the portable game device 200 in obtaining character data from the server device 600 through the Internet 20 and the stationary game device 100, and writing the character data into the memory card 300. .

便携式游戏设备200在获得角色数据过程中所执行的操作几乎和图35-36流程图所示的、固定式游戏设备100在获得角色数据过程中所执行的操作一样,因此以下省略详细说明。The operations performed by the portable game device 200 in obtaining character data are almost the same as those performed by the stationary game device 100 in obtaining character data shown in the flowcharts of FIGS. 35-36 , so detailed description is omitted below.

用图37-38流程图中便携式游戏设备200所执行的操作,来代替图35-36流程图中说明的固定式游戏设备100所执行的操作。便携式游戏设备200通过固定式游戏设备100从服务器设备600获得角色数据。Operations performed by the portable game device 200 in the flowcharts of FIGS. 37-38 are used to replace the operations performed by the stationary game device 100 illustrated in the flowcharts of FIGS. 35-36. The portable game device 200 obtains character data from the server device 600 through the stationary game device 100 .

对图37-38的流程图和图35-36的流程图进行比较,被分配具有相同的4个最高位字符的附图标记的步骤相互对应(例如“S601”)。Comparing the flowcharts of FIGS. 37-38 and the flowcharts of FIGS. 35-36 , steps assigned reference numerals having the same four highest characters correspond to each other (for example, "S601").

(5)便携式游戏设备200所执行的游戏处理(5) Game processing performed by the portable game device 200

以下利用图39的流程图来描述便携式游戏设备200所执行的游戏处理。The following describes game processing performed by the portable game device 200 using the flowchart of FIG. 39 .

鉴别单元212执行与存储卡300的相互设备鉴别(步骤S701)。在设备鉴别失败的情况下(步骤S702),便携式游戏设备200不执行此后的游戏处理。The authentication unit 212 performs mutual device authentication with the memory card 300 (step S701). In the event that the device authentication fails (step S702), the portable game device 200 does not perform subsequent game processing.

在设备鉴别成功的情况下(步骤S702),主控制单元208从卡带400读取便携式游戏程序411,将所读取的便携式游戏程序411写入主存储单元210(步骤S703),读取便携式角色处理程序451,将所读取的便携式角色处理程序451写入主存储单元210(步骤S705),读取便携式发展项表461,将所读取的便携式发展项表461写入主存储单元210(步骤S706)。另外,主控制单元208从存储卡300中读取角色数据、恢复阶段号335和恢复步骤号336,并将角色数据、恢复阶段号335和恢复步骤号336写入主存储单元210(步骤S707)。In the case of successful device authentication (step S702), the main control unit 208 reads the portable game program 411 from the cassette 400, writes the read portable game program 411 into the main storage unit 210 (step S703), and reads the portable character The processing program 451 writes the read portable character processing program 451 into the main storage unit 210 (step S705), reads the portable development item table 461, and writes the read portable development item table 461 into the main storage unit 210 (step S705). Step S706). In addition, the main control unit 208 reads the character data, the restoration stage number 335 and the restoration step number 336 from the memory card 300, and writes the character data, the restoration stage number 335 and the restoration step number 336 into the main storage unit 210 (step S707) .

接着,主控制单元208从主存储单元210中存储的便携式游戏程序的程序单元中,一个一个地取出指令(步骤S708),对所取出的指令进行解码(步骤S709),并执行解码后的指令(步骤S710)。此后,主控制单元208返回到步骤S708,由此重复指令的取出、解码和执行。Next, the main control unit 208 fetches instructions one by one from the program units of the portable game program stored in the main storage unit 210 (step S708), decodes the fetched instructions (step S709), and executes the decoded instructions (step S710). Thereafter, the main control unit 208 returns to step S708, thereby repeating fetching, decoding, and execution of instructions.

(6)便利店终端700所执行的角色数据获得操作(6) Character data acquisition operation performed by the convenience store terminal 700

以下利用图40的流程图,来描述便利店终端700在通过因特网20从服务器设备600获得角色数据、并将角色数据写入存储卡300的过程中所执行的操作。The operation performed by the convenience store terminal 700 in obtaining character data from the server device 600 through the Internet 20 and writing the character data into the memory card 300 will be described below using the flowchart of FIG. 40 .

控制单元703从输入单元702接收指示从服务器设备600获得角色数据的指令信息(步骤S801),通过通信单元705和因特网20,把指示执行存储卡300与服务器设备600之间的相互设备鉴别的鉴别指令发送给服务器设备600(步骤S802),并且通过存储卡输入/输出单元704将鉴别指令输出到存储卡300(步骤S803)。The control unit 703 receives instruction information (step S801) from the input unit 702 indicating to obtain character data from the server device 600, and through the communication unit 705 and the Internet 20, the identification of the mutual device authentication between the instruction execution memory card 300 and the server device 600 The instruction is sent to the server device 600 (step S802), and the authentication instruction is output to the memory card 300 through the memory card input/output unit 704 (step S803).

服务器设备600和存储卡300执行相互设备鉴别(步骤S804)。The server device 600 and the memory card 300 perform mutual device authentication (step S804).

控制单元602通过通信单元605和因特网20,将设备鉴别的鉴别结果发送给便利店终端700(步骤S805)。当鉴别结果指示失败时(步骤S807),控制单元602不执行此后的处理。The control unit 602 transmits the authentication result of the device authentication to the convenience store terminal 700 via the communication unit 605 and the Internet 20 (step S805). When the authentication result indicates failure (step S807), the control unit 602 does not execute the processing thereafter.

另外,输入/输出单元303将设备鉴别的鉴别结果输出到便利店终端700(步骤S806)。当该鉴别结果指示失败时(步骤S808),控制单元302不执行此后的处理。In addition, the input/output unit 303 outputs the authentication result of the device authentication to the convenience store terminal 700 (step S806). When the authentication result indicates failure (step S808), the control unit 302 does not execute the processing thereafter.

当鉴别结果指示成功时(步骤S807),控制单元602从游戏销售信息表641中读取所有游戏销售信息(步骤S809),并通过通信单元605和因特网20将所读取的游戏销售信息发送给便利店终端700(步骤S810)。When the authentication result indicates success (step S807), the control unit 602 reads all game sales information from the game sales information table 641 (step S809), and sends the read game sales information to The convenience store terminal 700 (step S810).

接着,控制单元703通过因特网20和通信单元705,从服务器设备600接收服务器设备600与存储卡300之间的设备鉴别结果(步骤S805),并且也接收服务器设备600与存储卡300之间的设备鉴别结果(步骤S806)。当所收到的结果中的至少一个指示设备鉴别失败时(步骤S820),控制单元703生成显示屏幕来显示指示这一事实的消息,将所生成的显示屏幕输出到显示单元701,并控制显示单元701显示该显示屏幕(步骤S821),并结束处理。Next, the control unit 703 receives the device authentication result between the server device 600 and the memory card 300 from the server device 600 via the Internet 20 and the communication unit 705 (step S805), and also receives the device authentication result between the server device 600 and the memory card 300 (step S805). Identification result (step S806). When at least one of the received results indicates that the device authentication has failed (step S820), the control unit 703 generates a display screen to display a message indicating this fact, outputs the generated display screen to the display unit 701, and controls the display unit 701 to display the display screen (step S821), and end the processing.

当所收到的两个结果都显示设备鉴别成功时(步骤S820),控制单元703通过因特网20和通信单元705从服务器设备接收游戏销售信息(步骤S810),利用所收到的游戏销售信息来生成游戏列表,将所生成的游戏列表输出到显示单元701,并控制显示单元701显示该游戏列表(步骤S811)。When the two results received show that the device authentication is successful (step S820), the control unit 703 receives the game sales information from the server device through the Internet 20 and the communication unit 705 (step S810), and uses the received game sales information to generate game list, output the generated game list to the display unit 701, and control the display unit 701 to display the game list (step S811).

接着,控制单元703从输入单元702接收用户所选择的游戏的游戏标识符(步骤S812),从现金接收单元706接收指示收到与所选定游戏相对应的现金的收到信息(步骤S813),并通过通信单元705和因特网20将所收到的游戏标识符发送给服务器设备600(步骤S814)。Next, the control unit 703 receives the game identifier of the game selected by the user from the input unit 702 (step S812), and receives receipt information indicating that cash corresponding to the selected game has been received from the cash receiving unit 706 (step S813) , and transmit the received game identifier to the server device 600 through the communication unit 705 and the Internet 20 (step S814).

接着,控制单元602通过因特网20和通信单元605从便利店终端700接收游戏标识符(步骤S814),从游戏信息表621读取与该游戏标识符相对应的角色数据(步骤S815),通过通信单元605和因特网20将所读取的角色数据发送给便利店终端700(步骤S816)。Next, the control unit 602 receives the game identifier from the convenience store terminal 700 through the Internet 20 and the communication unit 605 (step S814), reads the character data corresponding to the game identifier from the game information table 621 (step S815), and communicates Unit 605 and Internet 20 transmit the read character data to convenience store terminal 700 (step S816).

接着,控制单元703通过因特网20和通信单元705从服务器设备600接收角色数据(步骤S816),并通过存储卡输入/输出单元704将所收到的角色数据输出到存储卡300(步骤S817)。Next, the control unit 703 receives character data from the server device 600 through the Internet 20 and the communication unit 705 (step S816), and outputs the received character data to the memory card 300 through the memory card input/output unit 704 (step S817).

控制单元302通过输入/输出单元303从便利店终端700接收角色数据(步骤S817),并将所收到的角色数据写入信息存储单元301(步骤S818)。The control unit 302 receives character data from the convenience store terminal 700 through the input/output unit 303 (step S817), and writes the received character data into the information storage unit 301 (step S818).

2.总结2. Summary

如到目前为止所述的,本发明的固定式游戏设备和便携式游戏设备有它们自己的游戏软件程序,并且通过将游戏软件程序存储在适于相应游戏设备的记录介质上,来将其提供给用户。As described so far, the stationary game device and the portable game device of the present invention have their own game software program, and by storing the game software program on a recording medium suitable for the corresponding game device, it is provided to user.

另外,表示诸如游戏中的形状和能力这样的游戏中出现的角色的特征的角色数据,被存储在存储卡中。In addition, character data representing features of characters appearing in the game, such as in-game shape and ability, are stored in the memory card.

固定式游戏设备和便携式游戏设备分别从它们自己的记录介质中读取游戏软件程序,从存储卡读取角色数据,以便按照相应的游戏软件程序进行游戏。在游戏进行过程中,使游戏中出现的角色具有由从存储卡中读取的角色数据所表示的形状和能力。The stationary game device and the portable game device read game software programs from their own recording media and character data from memory cards, respectively, so as to play games according to the corresponding game software programs. During the progress of the game, the character appearing in the game is made to have the shape and ability represented by the character data read from the memory card.

这样,在如系统体系结构、内部处理器类型和数目以及屏幕显示能力这样的各方面具有互不相同的规格的固定式游戏设备和便携式游戏设备中,可以使同一角色出现在同一游戏的过程中。In this way, in stationary game devices and portable game devices having mutually different specifications in aspects such as system architecture, type and number of internal processors, and screen display capabilities, it is possible to make the same character appear during the same game .

在游戏期间,角色的形状和能力以各种方式变化。During the game, the character's shape and abilities change in various ways.

例如,当在游戏过程中间用户在固定式游戏设备上暂停游戏时,固定式游戏设备把诸如能力和形状这样的角色特征和指示游戏被暂停的时间的信息一起存储到存储卡中。当用户在便携式游戏设备上恢复该游戏时,便携式游戏设备从存储卡中读取如能力和形状这样的角色特征、以及指示游戏被暂停的时间的信息,并通过使具有游戏被暂停时的能力和形状的角色出现来继续进行游戏,反之亦然。For example, when the user pauses the game on the stationary gaming device in the middle of a game session, the stationary gaming device stores character characteristics such as abilities and shape in the memory card along with information indicating when the game was suspended. When the user resumes the game on the portable game device, the portable game device reads character characteristics such as abilities and shape from the memory card, and information indicating when the game was suspended, and and shape characters appear to continue the game, and vice versa.

这样,用户能够在固定式游戏设备和便携式游戏设备之一中进行游戏,并且在暂停之后,他能够在另一游戏设备中继续进行同一游戏。In this way, the user can play a game in one of the stationary game device and the portable game device, and after a pause, he can continue the same game in the other game device.

3.其它变型例子3. Other modification examples

到目前为止,已根据实施例描述了本发明。然而不用说,本发明不应该限于上述实施例,并且包括以下情况。So far, the present invention has been described based on the embodiments. Needless to say, however, the present invention should not be limited to the above-described embodiments, and includes the following cases.

(1)作为游戏系统10的变型例子,游戏系统10a可以由固定式游戏设备100a、便携式游戏设备200a、存储卡300a、卡带400a、DVD500a、服务器设备600a和便利店终端700a组成。(1) As a modified example of the game system 10, the game system 10a may be composed of a stationary game device 100a, a portable game device 200a, a memory card 300a, a cassette 400a, a DVD 500a, a server device 600a, and a convenience store terminal 700a.

在游戏系统10a中,以下结构是可能的。即,当从服务器设备600a获得角色数据、并将其写入存储卡300a时,服务器设备600a对角色数据进行加密由此生成已加密角色数据,并发送已加密角色数据。作为响应,存储卡300a接收已加密角色数据,对所收到的已加密角色数据进行解密由此生成角色数据,并存储所生成的角色数据。In the game system 10a, the following structures are possible. That is, when character data is obtained from the server device 600a and written into the memory card 300a, the server device 600a encrypts the character data thereby generating encrypted character data, and transmits the encrypted character data. In response, the memory card 300a receives the encrypted character data, decrypts the received encrypted character data to thereby generate character data, and stores the generated character data.

固定式游戏设备100a、便携式游戏设备200a、存储卡300a、卡带400a、DVD 500a、服务器设备600a和便利店终端700a的结构分别类似于游戏系统10中的对应部分,即固定式游戏设备100、便携式游戏设备200、存储卡300、卡带400、DVD 500、服务器设备600和便利店终端700。以下描述聚焦于它们之间的不同之处。The structure of fixed game device 100a, portable game device 200a, memory card 300a, cassette 400a, DVD 500a, server device 600a and convenience store terminal 700a is similar to the corresponding part in game system 10 respectively, i.e. fixed game device 100, portable Game device 200, memory card 300, cassette 400, DVD 500, server device 600, and convenience store terminal 700. The following description focuses on the differences between them.

服务器设备600a还包括加密单元,并在其中存储与角色数据关联的角色密钥。存储卡300a还包括加密单元。DVD 500a还在其中存储只有该DVD才有的介质唯一信息。卡带400a还在其中存储只有该卡带才有的卡带唯一信息。在此,介质唯一信息和卡带唯一信息分别存储在不可能被重写的区中。The server device 600a also includes an encryption unit, and stores therein a character key associated with the character data. The memory card 300a also includes an encryption unit. DVD 500a also stores therein media unique information unique to that DVD. The cartridge 400a also stores therein unique information unique to the cartridge. Here, the media unique information and the cassette unique information are respectively stored in areas that cannot be rewritten.

(a)以下利用图41来描述,在通过固定式游戏设备100a从服务器设备600a获得角色数据、并将其写入存储卡300a的过程中所执行的操作。(a) Next, using FIG. 41, the operation performed in obtaining character data from the server device 600a by the stationary game device 100a and writing it into the memory card 300a will be described.

服务器设备600a从DVD 500a获得介质唯一信息(步骤S851),利用所获得的介质唯一信息作为密钥来对角色密钥执行加密算法E2,由此生成已加密角色密钥(步骤S853),并通过固定式游戏设备100a将已加密角色密钥发送给存储卡300a。The server device 600a obtains the unique information of the medium from the DVD 500a (step S851), uses the obtained medium unique information as a key to perform the encryption algorithm E2 on the role key, thereby generating an encrypted role key (step S853), and passes The stationary game device 100a sends the encrypted character key to the memory card 300a.

另外,服务器设备600a利用角色密钥作为密钥来对角色数据执行加密算法E1,由此生成已加密角色数据(步骤S852),并通过固定式游戏设备100a将已加密角色数据发送给存储卡300a(步骤S854)。In addition, the server device 600a executes the encryption algorithm E1 on the character data using the character key as a key, thereby generating encrypted character data (step S852), and transmits the encrypted character data to the memory card 300a through the stationary game device 100a. (step S854).

存储卡300a通过固定式游戏设备100a从服务器设备600a接收已加密角色数据(步骤S854),并接收已加密角色密钥(步骤S855)。The memory card 300a receives the encrypted character data from the server device 600a through the stationary game device 100a (step S854), and receives the encrypted character key (step S855).

存储卡300a通过固定式游戏设备100a从DVD 500a获得介质唯一信息(步骤S856),利用所获得的介质唯一信息作为密钥来对已加密角色密钥执行解密算法D2,由此生成角色密钥(步骤S857)。接着,存储卡300a利用所生成的角色密钥作为密钥来对已加密角色数据执行解密算法D1,由此生成角色数据,并把所生成的角色数据保存在其中(步骤S858)。The memory card 300a obtains the medium unique information from the DVD 500a through the fixed game device 100a (step S856), uses the obtained medium unique information as a key to perform the decryption algorithm D2 on the encrypted role key, thereby generating the role key ( Step S857). Next, the memory card 300a executes the decryption algorithm D1 on the encrypted character data using the generated character key as a key, thereby generating character data, and saves the generated character data therein (step S858).

当执行程序时,存储卡300a将其中存储的角色数据输出到固定式游戏设备100a(步骤S859)。When the program is executed, the memory card 300a outputs the character data stored therein to the stationary game device 100a (step S859).

在此,加密算法E1的一个例子是基于离散对数问题来保证安全性的椭圆曲线加密。另外,解密算法D1是用于对通过加密算法E1生成的密文进行解密的算法。Here, an example of the encryption algorithm E1 is elliptic curve encryption whose security is guaranteed based on the discrete logarithm problem. In addition, the decryption algorithm D1 is an algorithm for decrypting the ciphertext generated by the encryption algorithm E1.

另外,加密算法E2的一个例子基于DES(数据加密标准)。另外,解密算法D2是用于对通过加密算法E2生成的密文进行解密的算法。In addition, an example of the encryption algorithm E2 is based on DES (Data Encryption Standard). In addition, the decryption algorithm D2 is an algorithm for decrypting the ciphertext generated by the encryption algorithm E2.

(b)以下利用图42来描述,在通过固定式游戏设备100a和便携式游戏设备200a从服务器设备600a获得角色数据、并将其写入存储卡300的过程中所执行的操作。(b) Operations performed in obtaining character data from the server device 600a and writing it to the memory card 300 by the stationary game device 100a and the portable game device 200a will be described below using FIG. 42 .

服务器设备600a从卡带400a获得卡带唯一信息(步骤S861),并利用所获得的卡带唯一信息作为密钥来对角色密钥执行加密算法E2,由此生成已加密角色密钥(步骤S863),并通过固定式游戏设备100a和便携式游戏设备200a将已加密角色密钥发送给存储卡300a(步骤S865)。The server device 600a obtains the unique information of the cassette from the cassette 400a (step S861), and uses the obtained unique information of the cassette as a key to perform the encryption algorithm E2 on the role key, thereby generating an encrypted role key (step S863), and The encrypted character key is transmitted to the memory card 300a through the stationary game device 100a and the portable game device 200a (step S865).

另外,服务器设备600a利用角色密钥作为密钥来对角色数据执行加密算法E1,由此生成已加密角色数据(步骤S862),并通过固定式游戏设备100a和便携式游戏设备200a将已加密角色数据发送给存储卡300a(步骤S864)。In addition, the server device 600a executes the encryption algorithm E1 on the character data using the character key as a key, thereby generating encrypted character data (step S862), and transmits the encrypted character data through the stationary game device 100a and the portable game device 200a. Send to the memory card 300a (step S864).

存储卡300a通过固定式游戏设备100a和便携式游戏设备200a从服务器设备600a获得已加密角色数据(步骤S864),并接收已加密角色密钥(步骤S865)。The memory card 300a obtains encrypted character data from the server device 600a through the stationary game device 100a and the portable game device 200a (step S864), and receives the encrypted character key (step S865).

存储卡300a通过便携式游戏设备200a从卡带400a获得卡带唯一信息(步骤S866),并利用卡带唯一信息作为密钥来对已加密角色密钥执行解密算法D2,由此生成角色密钥(步骤S867)。接着,存储卡300a利用所生成的角色密钥作为密钥来对已加密角色数据执行解密算法D1,由此生成角色数据,并将角色数据存储在其中(步骤S868)。The memory card 300a obtains the unique information of the cassette from the cassette 400a through the portable game device 200a (step S866), and uses the unique information of the cassette as a key to perform the decryption algorithm D2 on the encrypted role key, thereby generating the role key (step S867) . Next, the memory card 300a executes the decryption algorithm D1 on the encrypted character data using the generated character key as a key, thereby generating character data, and stores the character data therein (step S868).

在执行游戏过程中,存储卡300a将其中保存的角色数据输出到便携式游戏设备200a(步骤S869)。During execution of the game, the memory card 300a outputs the character data saved therein to the portable game device 200a (step S869).

(c)根据上述变型例子,在没有DVD 500a或卡带400a的情况下,不能对已加密角色密钥进行解密,因此也不能对已加密角色数据进行解密。因此,提高了角色数据传输的安全性。(c) According to the above modification example, without the DVD 500a or the cassette 400a, the encrypted character key cannot be decrypted, and therefore the encrypted character data cannot be decrypted either. Therefore, the security of character data transmission is improved.

(2)在实施例中,当存储卡300从服务器设备600获得角色数据时,服务器设备600执行针对用户的、关于与所提供角色数据相对应的货币量的记帐处理。然而,存储卡300可以进一步具有电子货币功能,从服务器设备600接收关于货币量的记帐信息,并根据所收到的记帐信息在存储卡300内执行记帐处理。(2) In the embodiment, when the memory card 300 acquires character data from the server device 600, the server device 600 performs billing processing for the user regarding the amount of money corresponding to the provided character data. However, the memory card 300 may further have an electronic money function, receive billing information on the amount of money from the server device 600, and perform billing processing within the memory card 300 based on the received billing information.

存储卡300在其中禁止外部访问的区域中存储了它自己的秘密密钥、以及可用来代替货币的电子货币。另外,存储卡300预先存储用于标识服务器设备600的记帐源ID。此外,服务器设备600预先存储与存储卡300的秘密密钥相对应的公开密钥,并且也存储用于标识它自己的记帐源ID。The memory card 300 stores its own secret key, and electronic money that can be used instead of money, in an area where external access is prohibited. In addition, the memory card 300 prestores an accounting source ID for identifying the server device 600 . Furthermore, the server device 600 stores in advance a public key corresponding to the secret key of the memory card 300, and also stores an accounting source ID for identifying itself.

以下利用图43的流程图来描述在服务器设备600和存储卡300之间执行的记帐处理。注意,在此说明的记帐处理是图36流程图中的步骤S635的替换方案。Billing processing performed between the server device 600 and the memory card 300 is described below using the flowchart of FIG. 43 . Note that the accounting processing described here is an alternative to step S635 in the flowchart of FIG. 36 .

服务器设备600计算记帐量(步骤S872),获得用于标识服务器设备600的记帐源ID(步骤S872),利用预先得到的存储卡300的公开密钥来对记帐量和记帐源ID执行数字签名SIG,由此生成签名数据(步骤S873),并通过因特网20和固定式游戏设备100将记帐量、记帐源ID和签名数据发送给存储卡300(步骤S874-步骤S875)。The server device 600 calculates the billing amount (step S872), obtains the billing source ID (step S872) for identifying the server device 600, and uses the public key of the memory card 300 obtained in advance to pair the billing amount and the billing source ID The digital signature SIG is executed, thereby generating signature data (step S873), and the billing amount, billing source ID and signature data are sent to the memory card 300 via the Internet 20 and the stationary game device 100 (step S874-step S875).

存储卡300利用存储卡300中预先存储的秘密密钥,来对记帐量、记帐源ID和签名数据执行数字签名验证VRFY(步骤S876)。当验证结果指示失败时(步骤S877),存储卡300通过固定式游戏设备100和因特网20,将指示验证失败的失败信息发送给服务器设备600(步骤S878-步骤S879)。The memory card 300 performs digital signature verification VRFY on the billing amount, billing source ID, and signature data using the secret key prestored in the memory card 300 (step S876). When the verification result indicates failure (step S877), the memory card 300 sends failure information indicating verification failure to the server device 600 through the stationary game device 100 and the Internet 20 (step S878-step S879).

当验证结果指示成功时(步骤S877),存储卡300进一步判断预存的记帐源ID是否和所收到的记帐源ID一致,并且当它们相互不一致时(步骤S880),通过固定式游戏设备100和因特网20将指示这一事实的失败信息发送给服务器设备600(步骤S882-步骤S883)。When the verification result indicates success (step S877), the memory card 300 further judges whether the pre-stored billing source ID is consistent with the received billing source ID, and when they are inconsistent with each other (step S880), the fixed game device 100 and the Internet 20 transmit failure information indicating this fact to the server device 600 (step S882-step S883).

当它们相一致时(步骤S880),存储卡300从其中存储的电子货币中减去所收到的记帐量(步骤S881)。When they coincide (step S880), the memory card 300 subtracts the received billing amount from the electronic money stored therein (step S881).

(3)在上述实施例中,游戏系统包括固定式游戏设备和便携式游戏设备。然而,游戏系统可以包括个人计算机而不是固定式游戏设备,以及可以包括便携式信息终端设备和便携式电话、而不是便携式游戏设备。在这种情况下,个人计算机将被设计成具有和固定式游戏设备一样的结构,而便携式信息终端设备和便携式电话将被设计成具有和便携式游戏设备一样的结构。(3) In the above embodiments, the game system includes a stationary game device and a portable game device. However, the game system may include a personal computer instead of a stationary game device, and may include a portable information terminal device and a portable phone instead of a portable game device. In this case, the personal computer will be designed to have the same structure as the stationary game device, and the portable information terminal device and the portable phone will be designed to have the same structure as the portable game device.

另外,在上述实施例中,游戏系统包括固定式游戏设备和便携式游戏设备。然而,游戏设备可以包括另一个固定式游戏设备,而不是具有与固定式游戏设备不同的内部结构的便携式游戏设备。In addition, in the above-described embodiments, the game system includes a stationary game device and a portable game device. However, the gaming device may include another stationary gaming device instead of a portable gaming device having a different internal structure from the stationary gaming device.

(4)在上述实施例中,游戏系统包括固定式游戏设备和便携式游戏设备。然而,游戏系统可以包括:由制造商A生产的游戏设备A,而不是固定式游戏设备;以及由制造商B生产的游戏设备B,而不是便携式游戏设备。(4) In the above embodiments, the game system includes a stationary game device and a portable game device. However, the game system may include: a game device A produced by a manufacturer A instead of a stationary game device; and a game device B produced by a manufacturer B instead of a portable game device.

在此,假定游戏设备A和游戏设备B在许多方面不同,如系统体系结构、内部处理器类型和数目以及屏幕显示能力。例如,假定游戏设备A具有和上述实施例的固定式游戏设备一样的结构,而假定游戏设备B具有和上述实施例的便携式游戏设备一样的结构。Here, it is assumed that game device A and game device B are different in many respects, such as system architecture, type and number of internal processors, and screen display capabilities. For example, it is assumed that the game device A has the same structure as the stationary game device of the above-mentioned embodiment, and the game device B is assumed to have the same structure as the portable game device of the above-mentioned embodiment.

同样在这种情况下,正如实施例中一样,每种游戏设备都可以使同一角色出现在同一游戏进行过程中。Also in this case, as in the embodiment, each game device can cause the same character to appear during the same game progress.

(5)在上述实施例中,指示角色特征的角色数据在游戏期间变化。当游戏被暂停时,变化后的角色数据被写入存储卡中。然而,作为选择,有可能只把初始状态和变化后状态之间的角色数据的差异写入存储卡。(5) In the above-described embodiments, the character data indicating the characteristics of the character is changed during the game. When the game is paused, the changed character data is written to the memory card. Alternatively, however, it is possible to write only the difference in character data between the initial state and the changed state to the memory card.

(6)每种游戏软件程序都可以被构造成使角色数据的改变程度随不同的游戏设备而变。(6) Each game software program can be constructed so that the degree of change of character data varies with different game devices.

例如,以下配置是可能的。即,对于固定式发展项表和便携式发展项表,体重标志都被设置为开,并且固定式主程序包括用于在图9-10的步骤S118中使体重增加“1.0”的指令。而且,便携式主程序包括最初如图25-26的步骤S418所示的使体重增加“0.5”的指令。For example, the following configurations are possible. That is, the weight flag is set to ON for both the stationary development chart and the portable development chart, and the stationary main program includes instructions for increasing the weight by "1.0" in step S118 of FIGS. 9-10. Also, the portable main program includes an instruction to increase the body weight by "0.5" initially as shown in step S418 of FIGS. 25-26.

利用以上配置,可以通过改变每种游戏设备的角色数据的程度,来根据游戏设备类型改变角色发展程度。With the above configuration, it is possible to change the degree of character development according to the type of game device by changing the degree of character data for each type of game device.

另外,固定式游戏发展项表和便携式发展项表可以包括角色数据改变程度。In addition, the fixed game development item table and the portable development item table may include character data change degrees.

具体地说,以下配置是可能的。在固定式发展项表中,体重标志和指示角色体重的改变的程度1.0相互关联。固定式主程序在图9-10的步骤S118读取指示角色体重改变程度的程度1.0,并且把使体重增加所读取的程度1.0的指令包括在其中。Specifically, the following configurations are possible. In the fixed progression table, the weight flag is associated with a degree of 1.0 indicating the change in the character's weight. The fixed main program reads the degree 1.0 indicating the degree of change in the character's weight at step S118 in FIGS. 9-10, and includes an instruction to increase the weight by the read degree 1.0.

另外,有可能使多个角色出现在一个游戏中,并且每个角色都具有它自己的发展项表,并且多个发展项表将被存储在DVD或卡带中。In addition, it is possible to have multiple characters appear in one game, and each character has its own progression sheet, and the multiple progression sheets will be stored on DVD or cassette.

(7)在上述实施例中,固定式发展项表和便携式发展项表中的每一个都被构造成被预存在DVD 500或卡带400中。然而,这些表可以不必预存在DVD 500或卡带400中,并且当它们要被使用时被写入存储卡300,如以下方式。(7) In the above-described embodiments, each of the fixed development item table and the portable development item table is configured to be prestored in the DVD 500 or the cassette 400. However, these tables may not necessarily be pre-stored in DVD 500 or cassette 400, and are written into memory card 300 when they are to be used, as follows.

首先,服务器设备600预先存储和游戏软件相关联的固定式发展项表和便携式发展项表。First, the server device 600 stores in advance a fixed development item table and a portable development item table associated with the game software.

存储卡300按以下路径之一从服务器设备600获得固定式发展项表和便携式发展项表:通过固定式游戏设备100和因特网20;通过便携式游戏设备200、固定式游戏设备100和因特网20;以及通过便利店终端700和因特网20。然后,存储卡300将固定式发展项表和便携式开发项表存储在其中。The memory card 300 obtains the fixed development item table and the portable development item table from the server device 600 by one of the following paths: through the fixed game device 100 and the Internet 20; through the portable game device 200, the fixed game device 100 and the Internet 20; and Through the convenience store terminal 700 and the Internet 20 . Then, the memory card 300 stores therein the fixed development item table and the portable development item table.

固定式游戏设备100从存储卡300读取固定式游戏发展项表以供使用,并且便携式游戏设备200读取便携式发展项表以供使用。The stationary game device 100 reads the fixed game development table from the memory card 300 for use, and the portable game device 200 reads the portable development table for use.

在此,可以将固定式游戏设备100和便携式游戏设备200配置成根据用户的操作指令来重写存储卡300中存储的固定式发展项表和便携式发展项表的相应之一。Here, the stationary game device 100 and the portable game device 200 may be configured to rewrite a corresponding one of the stationary development table and the portable development table stored in the memory card 300 according to a user's operation instruction.

当多个角色出现在游戏中、并且多个角色相应地有多个发展项表时,有可能将某些发展项表预存在DVD或卡带中,并且从服务器设备获得其它发展项表、并将它们存储到存储卡中。When multiple characters appear in the game, and multiple characters have correspondingly multiple development item tables, it is possible to pre-store some development item tables in DVD or cassette, and obtain other development item tables from the server device, and They are stored to the memory card.

(8)在上述实施例中,固定式发展项表和便携式发展项表分别存储在DVD 500和卡带400中,固定式游戏设备100从DVD 500读取固定式发展项表以供使用,并且便携式游戏设备200从卡带400读取便携式发展项表以供使用。然而,也有可能将这些表写入存储卡300中以供使用,如下所述。(8) In the above embodiment, the fixed development item table and the portable development item table are respectively stored in the DVD 500 and the cassette 400, the fixed game device 100 reads the fixed type development item table from the DVD 500 for use, and the portable The game device 200 reads the portable development table from the cartridge 400 for use. However, it is also possible to write these tables into the memory card 300 for use, as described below.

存储卡300通过固定式游戏设备100或便携式游戏设备200,从DVD 500或卡带400获得固定式发展项表或便携式发展项表,并存储所获得的固定式发展项表和便携式发展项表。The memory card 300 obtains the fixed development item table or the portable development item table from the DVD 500 or the cassette 400 through the fixed game device 100 or the portable game device 200, and stores the obtained fixed development item table and the portable development item table.

此后,固定式游戏设备100从存储卡300读取固定式发展项表以供使用,并且便携式游戏设备200从存储卡300读取便携式发展项表以供使用。Thereafter, the stationary game device 100 reads the fixed development table from the memory card 300 for use, and the portable game device 200 reads the portable development table from the memory card 300 for use.

在此,固定式游戏设备100和便携式游戏设备200可以根据用户的操作指令,来分别重写存储卡300中存储的固定式发展项表和便携式发展项表。Here, the fixed game device 100 and the portable game device 200 can respectively rewrite the fixed development item table and the portable development item table stored in the memory card 300 according to the user's operation instruction.

(9)本发明可以是上述的任一方法。本发明也可以是通过在计算机上执行这些方法而实现的计算机程序,或由该计算机程序组成的数字信号。(9) The present invention may be any of the methods described above. The present invention may also be a computer program realized by executing these methods on a computer, or a digital signal composed of the computer program.

此外,本发明可以是以记录在计算机可读记录介质上的形式存在的计算机程序或数字信号,如软盘、硬盘、CD-ROM、MO、DVD、DVD-ROM、DVD-RAM、BD(蓝光光盘)和半导体存储器。另外,本发明可以是记录在这些记录介质中的计算机程序或数字信号。In addition, the present invention may be a computer program or a digital signal recorded on a computer-readable recording medium, such as a floppy disk, a hard disk, a CD-ROM, an MO, a DVD, a DVD-ROM, a DVD-RAM, a BD (Blu-ray Disc), etc. ) and semiconductor memory. In addition, the present invention may be a computer program or a digital signal recorded in these recording media.

另外,本发明可以是通过电子通信电路、无线/有线通信电路、由因特网所代表的网络、数据广播等发送的计算机程序或数字信号。In addition, the present invention may be a computer program or a digital signal transmitted through an electronic communication circuit, a wireless/wired communication circuit, a network represented by the Internet, data broadcasting, or the like.

另外,本发明可以是配备有微处理器和存储器的计算机系统,其中存储器中存储计算机程序、并且微处理器按照该计算机程序工作。Also, the present invention may be a computer system equipped with a microprocessor and a memory in which a computer program is stored and the microprocessor operates in accordance with the computer program.

另外,可以通过以记录在任一记录介质上的形式传送程序或数字信号、或者通过经由网络等传送该程序或数字信号,来在另一独立计算机系统上执行本发明。In addition, the present invention can be executed on another independent computer system by transmitting the program or digital signal in a form recorded on any recording medium, or by transmitting the program or digital signal via a network or the like.

(10)本发明可以是实施例和变型例子的任意组合。(10) The present invention may be any combination of the embodiments and modified examples.

工业实用性Industrial Applicability

本发明能够可管理地、持续性地、重复地被应用于向用户提供计算机游戏软件的工业中,以及被应用于生产和销售固定式游戏设备、便携式游戏设备以及可执行计算机游戏软件的计算机系统的工业中。The present invention can be applied in a manageable, continuous and repeated manner in the industry that provides computer game software to users, and in the production and sale of stationary game devices, portable game devices, and computer systems that can execute computer game software in the industry.

Claims (14)

1, a kind of games system comprises first game execution apparatus and second game execution apparatus with mutually different internal structure, wherein
Described first game execution apparatus comprises:
The first program reading unit is used for reading first games of indicating the process of playing from the first game records medium;
First role's reading unit is used for reading from portable recording medium the character data of the role's that occurs of the described recreation of indication feature;
First input block is used for receiving input operation from the user; And
The first recreation performance element, be used for according to the described input operation of receiving with by the indicated described process of described first games at described first input block, carry out described recreation, and according to the described character data that is read by described first role's reading unit described role is appeared in the described recreation, and
Described second game execution apparatus comprises:
The second program reading unit is used for reading from the second game records medium second games of process of the described recreation of indication;
Second role's reading unit is used for reading described character data from described portable recording medium;
Second input block is used for receiving input operation from described user; And
The second recreation performance element, be used for according to the described input operation of receiving with by the indicated described process of described second games at described second input block, carry out described recreation, and described role is appeared in the described recreation according to the described character data that is read by described second role's reading unit.
2, a kind of game execution apparatus of playing according to games comprises:
The program reading unit is used for reading the games of indicating the process of playing from the game records medium;
Role's reading unit is used for reading from portable recording medium the character data of the role's that occurs of the described recreation of indication feature;
Input block is used for receiving input operation from the user; And
The recreation performance element is used for carrying out described recreation according to described input operation and described process, and according to described character data described role is appeared in the described recreation.
3, game execution apparatus according to claim 2 also comprises:
Request unit is used for from the described character data of server apparatus request;
Acquiring unit is used for obtaining described character data by network from described server apparatus; And
Writing unit, the character data that is used for being obtained writes described portable recording medium.
4, game execution apparatus according to claim 2 also comprises:
Discriminating unit is used to check the reliability of described portable recording medium, wherein
When guaranteeing described reliability, described role's reading unit reads described character data.
5, game execution apparatus according to claim 2, wherein
In the described game records medium also storage be used to indicate whether to allow change the License Info of described role's feature,
Described role's reading unit also reads described License Info from described game records medium, and
When the License Info that is read was indicated for certain, along with the carrying out of described recreation, described recreation performance element changed described role's feature, and worked as the License Info that is read when indicating in the negative, and described recreation performance element forbids changing described role's feature.
6, game execution apparatus according to claim 5 also comprises:
Role's writing unit is used for when described recreation performance element changes described role's feature, and character data rewrites the described character data in the described portable recording medium after the change of the feature of the described role after changing with indication, wherein
Described role's reading unit also reads described change back character data from described portable recording medium, and
Along with the carrying out of described recreation, described recreation performance element according to the change of being read after character data change described role's feature.
7, game execution apparatus according to claim 5 also comprises:
Writing unit, the License Info that is used for being read writes described portable recording medium.
8, game execution apparatus according to claim 5, wherein
Also store explicitly for described role in the described game records medium and allow the degree that changes with described License Info, and
Along with the carrying out of described recreation, described recreation performance element changes described role's feature according to the degree of the described change of storing in the described game records medium.
9, a kind of portable recording medium comprises:
Memory cell, the wherein character data of the role's who occurs in the storage indication recreation feature;
Discriminating unit is used to check the reliability of game execution apparatus; And
Output unit is used for when guaranteeing described reliability, reads described character data from described memory cell, and the character data that is read is outputed to described game execution apparatus.
10, a kind of game actuating method that uses by game execution apparatus, the games of the process that described game execution apparatus is played as indicated carry out described recreation, and described game actuating method comprises:
The program read step is used for reading the games of indicating the process of playing from the game records medium;
Role's read step is used for reading from portable recording medium the character data of the role's that occurs of the described recreation of indication feature;
Input step is used for receiving input operation from the user; And
Game execution step is used for carrying out described recreation according to described input operation and described process, and according to described character data described role is appeared in the described recreation.
11, a kind of recreation performing a programme that uses by game execution apparatus, the games of the process that described game execution apparatus is played as indicated carry out described recreation, and described recreation performing a programme is carried out described game execution apparatus:
The program read step is used for reading the games of indicating the process of playing from the game records medium;
Role's read step is used for reading from portable recording medium the character data of the role's that occurs of the described recreation of indication feature;
Input step is used for receiving input operation from the user; And
Game execution step is used for carrying out described recreation according to described input operation and described process, and according to described character data described role is appeared in the described recreation.
12, recreation performing a programme according to claim 11 also makes described game execution apparatus carry out:
Request step is used for from the described character data of server apparatus request;
Obtain step, be used for obtaining described character data from described server apparatus by network; And
Write step, the character data that is used for being obtained writes described portable recording medium.
13, recreation performing a programme according to claim 12 is recorded in the computer readable recording medium storing program for performing.
14, a kind of computer readable recording medium storing program for performing is wherein stored by the employed recreation performing a programme of the game execution apparatus of playing according to games, and described games are indicated the process of described recreation, wherein
Described recreation performing a programme is carried out described game execution apparatus:
The program read step is used for reading the games of indicating the process of playing from the game records medium;
Role's read step is used for reading from portable recording medium the character data of the role's that occurs of the described recreation of indication feature;
Input step is used for receiving input operation from the user; And
Game execution step is used for carrying out described recreation according to described input operation and described process, and according to described character data described role is appeared in the described recreation.
CNA2004800320019A 2003-10-29 2004-10-28 Game system Pending CN1874828A (en)

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US20070155486A1 (en) 2007-07-05
WO2005039715A2 (en) 2005-05-06

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