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Home CPUs Video-game-videographics-program-fabricating-system-and-method-with-unit-based-program-processing

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 Video game/videographics program fabricating system and method with unit based program processing

Details
Inventors: Suzuki, Toshiaki; Yamato, Satoshi; Koganezawa, Nobuhito; Ozaki, Yuichi;
Assignee: Nintendo Co., Ltd. (Kyoto, JP)
Primary Examiner: Jankus; Almis R.
Assistant Examiner: Feild; Joseph H.
Attorney, Agent or Firm: Nixon & Vanderhye P.C.

A videographics/video game fabricating system includes a multiprocessor based game processor console which includes a main central processing unit (CPU) which controls editing operations and operating system task execution and a game CPU for executing the model video game which is loaded into a pluggable RAM cartridge. The model video game provides a starting point from which a user can readily create an original video game including desired aspects of the model software. The system permits a user to modify any of the game's moving objects, background screens, music or sound effects. The main CPU and game CPU cooperate in the game execution and editorial process such that an editing screen generated by the main CPU is superimposed on a game screen generated by the program executing CPU. The game processing console includes ports for interconnection with a wide variety of peripheral devices including a standard television set, keyboard, game hand controllers, mouse, modem board, an interface board for coupling the game processor to a personal computer system, floppy disk drive, an external RAM game cartridge and a user's ID card. The system utilizes unique "unit" based data structures in which moving objects are processed on a unit basis and where each object is assigned a unit ID which is associated with a wide range of object, game characteristics, game processing and location data including status information, present screen display location, object format, character size, pose information, collision threshold information, tempo information, attribute data, animation data together with address pointers identifying other processing related information associated with the identified object. A wide range of information is likewise stored in data structures associated with background screens referred to as "stage" data.

DETAILED DESCRIPTION Commercially available video game systems permit a user to select, at various points in a game, a wide range of game playing options which control the remainder of game play.
For example, a user may control the movement of a display character to exit a display screen in various alternative ways.
Depending upon the user's exit choice, the display character enters a different world.
Such user selected game playing options are part of the original game program, which is not altered in any way.
In the prior art, a rudimentary attempt has been made to permit a user to modify, in limited respects, the intended manner in which a video game program operates.
In this product, a game changing device is physically inserted into a conventional video game cartridge which in turn is coupled to a microprocessor based video game console.
The game changing device includes a read-only memory (ROM) storing codes likely to be changed during the course of a game.
The device monitors the video game microprocessor's address and data bus and transmits to the microprocessor a replacement code if there is a match with expected values.
The replacement code modifies game play characteristics such as the number of lives of a character, the number of missiles which may be fired, etc.
The user has no control over a game editing process with this product and has no ability to radically change game play in the manner that is practically realizable in accordance with the present invention.
Moreover, game play can only be changed to permit operations and graphic displays originally contemplated within the realm of possible operations by the game programmer.
Professional video game designers have heretofore had access to game program authoring tools to aid in designing an original games.
In such programming authoring systems, considerable program designer activity is often required to modify a game under development in even very simple respects.
For example, changes that are made to characters in a game are typically first made in an original character array, specified by the artist who formulated the character images



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