PICTURE PROCESSOR AND CHARACTER FORM DESIGN DEVICE
PROBLEM TO BE SOLVED: To continuously change the form and the property of characters by continuously changing a parameter which defines the character in accordance with the movement of a cursor point. SOLUTION: The body center of a player character 200A is set in the intersection of orthogonal XY-ax...
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creator | KUSUKI MANABU FUTAKI YUKIO IKEJIRI KENICHI YAMAJIRI TATSUO SAKAI TOMOHITO |
description | PROBLEM TO BE SOLVED: To continuously change the form and the property of characters by continuously changing a parameter which defines the character in accordance with the movement of a cursor point. SOLUTION: The body center of a player character 200A is set in the intersection of orthogonal XY-axes on an initial screen 300a and a whole is slowly rotation-displayed. A coordinate display point cursor 250a is also positioned in the orthogonal XY-axis intersection. The coordinate display point cursor 250a is functioned as a virtual light source. When the coordinate display point curcor 250b is moved on the succeeding screen 300-b, the shadow of the character 200A is displayed in point symmetry position of the orthogonal XY-axis intersection of the coordinate display point cursor 250b in accordance with the position. Character names 260a and b, lock-on numbers 270a and b, status values 280a and b and status graph displays 290a and b are displayed in realitime in the both screens 300a and b. Thus, the characters are continuously changed. |
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SOLUTION: The body center of a player character 200A is set in the intersection of orthogonal XY-axes on an initial screen 300a and a whole is slowly rotation-displayed. A coordinate display point cursor 250a is also positioned in the orthogonal XY-axis intersection. The coordinate display point cursor 250a is functioned as a virtual light source. When the coordinate display point curcor 250b is moved on the succeeding screen 300-b, the shadow of the character 200A is displayed in point symmetry position of the orthogonal XY-axis intersection of the coordinate display point cursor 250b in accordance with the position. Character names 260a and b, lock-on numbers 270a and b, status values 280a and b and status graph displays 290a and b are displayed in realitime in the both screens 300a and b. 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Thus, the characters are continuously changed.</description><subject>AMUSEMENTS</subject><subject>CARD, BOARD, OR ROULETTE GAMES</subject><subject>GAMES</subject><subject>GAMES NOT OTHERWISE PROVIDED FOR</subject><subject>HUMAN NECESSITIES</subject><subject>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</subject><subject>SPORTS</subject><subject>VIDEO GAMES</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>1998</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNrjZDAK8HQOCQ1yVQgI8nd2DQ72D1Jw9HNRcPZwDHJ0DnENUnDzD_JVcHEN9nT3A1Jhns6uPAysaYk5xam8UJqbQdHNNcTZQze1ID8-tbggMTk1L7Uk3ivAw9DA2MjYxNTU0ZgYNQB2lSbj</recordid><startdate>19981208</startdate><enddate>19981208</enddate><creator>KUSUKI MANABU</creator><creator>FUTAKI YUKIO</creator><creator>IKEJIRI KENICHI</creator><creator>YAMAJIRI TATSUO</creator><creator>SAKAI TOMOHITO</creator><scope>EVB</scope></search><sort><creationdate>19981208</creationdate><title>PICTURE PROCESSOR AND CHARACTER FORM DESIGN DEVICE</title><author>KUSUKI MANABU ; FUTAKI YUKIO ; IKEJIRI KENICHI ; YAMAJIRI TATSUO ; SAKAI TOMOHITO</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_JPH10323455A3</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>1998</creationdate><topic>AMUSEMENTS</topic><topic>CARD, BOARD, OR ROULETTE GAMES</topic><topic>GAMES</topic><topic>GAMES NOT OTHERWISE PROVIDED FOR</topic><topic>HUMAN NECESSITIES</topic><topic>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</topic><topic>SPORTS</topic><topic>VIDEO GAMES</topic><toplevel>online_resources</toplevel><creatorcontrib>KUSUKI MANABU</creatorcontrib><creatorcontrib>FUTAKI YUKIO</creatorcontrib><creatorcontrib>IKEJIRI KENICHI</creatorcontrib><creatorcontrib>YAMAJIRI TATSUO</creatorcontrib><creatorcontrib>SAKAI TOMOHITO</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>KUSUKI MANABU</au><au>FUTAKI YUKIO</au><au>IKEJIRI KENICHI</au><au>YAMAJIRI TATSUO</au><au>SAKAI TOMOHITO</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>PICTURE PROCESSOR AND CHARACTER FORM DESIGN DEVICE</title><date>1998-12-08</date><risdate>1998</risdate><abstract>PROBLEM TO BE SOLVED: To continuously change the form and the property of characters by continuously changing a parameter which defines the character in accordance with the movement of a cursor point. SOLUTION: The body center of a player character 200A is set in the intersection of orthogonal XY-axes on an initial screen 300a and a whole is slowly rotation-displayed. A coordinate display point cursor 250a is also positioned in the orthogonal XY-axis intersection. The coordinate display point cursor 250a is functioned as a virtual light source. When the coordinate display point curcor 250b is moved on the succeeding screen 300-b, the shadow of the character 200A is displayed in point symmetry position of the orthogonal XY-axis intersection of the coordinate display point cursor 250b in accordance with the position. Character names 260a and b, lock-on numbers 270a and b, status values 280a and b and status graph displays 290a and b are displayed in realitime in the both screens 300a and b. Thus, the characters are continuously changed.</abstract><edition>6</edition><oa>free_for_read</oa></addata></record> |
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subjects | AMUSEMENTS CARD, BOARD, OR ROULETTE GAMES GAMES GAMES NOT OTHERWISE PROVIDED FOR HUMAN NECESSITIES INDOOR GAMES USING SMALL MOVING PLAYING BODIES SPORTS VIDEO GAMES |
title | PICTURE PROCESSOR AND CHARACTER FORM DESIGN DEVICE |
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