GAME MACHINE

To make it possible to use a RAM storage area effectively.SOLUTION: A game machine of the present invention includes, in a predetermined substrate used for the progress of a game, a CPU, a ROM in which a program used in the CPU is stored, and a RAM in which a variable updated by the program is held....

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1. Verfasser: HOSHINA HITOSHI
Format: Patent
Sprache:eng ; jpn
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Beschreibung
Zusammenfassung:To make it possible to use a RAM storage area effectively.SOLUTION: A game machine of the present invention includes, in a predetermined substrate used for the progress of a game, a CPU, a ROM in which a program used in the CPU is stored, and a RAM in which a variable updated by the program is held. The CPU reads the program from the ROM, on the basis of the program, compares the value stored in a predetermined address of the RAM with a fixed value, and sets a carry flag if the value stored in the predetermined address is less than the fixed value.SELECTED DRAWING: Figure 122 【課題】RAMの記憶領域の有効利用が可能となる。【解決手段】本発明の遊技機は、遊技の進行に用いられる所定の基板において、CPUと、CPUに用いられるプログラムが格納されたROMと、前記プログラムにより更新される変数を保持するRAMと、を備える遊技機であって、CPUは、ROMからプログラムを読み出し、プログラムに基づいて、RAMの所定のアドレスに格納された値と、固定値とを比較し、所定のアドレスに格納された値が固定値未満であればキャリーフラグを立てる。【選択図】図122