GAME CONSOLE
20190366200 ยท 2019-12-05
Inventors
- HIROSHI YOSHINO (KYOTO-SHI, JP)
- KEIZO OHTA (KYOTO-SHI, JP)
- YOSHITAKA YASUMOTO (KYOTO-SHI, JP)
- Kenji NISHIDA (Kyoto-shi, JP)
- KENICHI SUGINO (KYOTO-SHI, JP)
- MASATO IBUKI (KYOTO-SHI, JP)
Cpc classification
A63F13/92
HUMAN NECESSITIES
A63F2300/6669
HUMAN NECESSITIES
G06F3/0488
PHYSICS
A63F13/2145
HUMAN NECESSITIES
A63F2300/301
HUMAN NECESSITIES
G06F1/1643
PHYSICS
G06F1/1616
PHYSICS
A63F13/235
HUMAN NECESSITIES
A63F13/26
HUMAN NECESSITIES
G09G2340/10
PHYSICS
A63F13/215
HUMAN NECESSITIES
A63F13/00
HUMAN NECESSITIES
A63F13/98
HUMAN NECESSITIES
G06F1/3287
PHYSICS
G09G2320/0247
PHYSICS
A63F13/95
HUMAN NECESSITIES
A63F9/24
HUMAN NECESSITIES
G06T1/20
PHYSICS
A63F13/77
HUMAN NECESSITIES
G06F3/04892
PHYSICS
A63F2300/63
HUMAN NECESSITIES
A63F13/214
HUMAN NECESSITIES
A63F2300/6692
HUMAN NECESSITIES
Y02D10/00
GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
G06F1/1656
PHYSICS
G06F1/169
PHYSICS
G09G5/399
PHYSICS
International classification
A63F13/00
HUMAN NECESSITIES
H04N21/478
ELECTRICITY
A63F13/235
HUMAN NECESSITIES
A63F13/2145
HUMAN NECESSITIES
A63F13/77
HUMAN NECESSITIES
G06F3/14
PHYSICS
A63F13/215
HUMAN NECESSITIES
A63F9/24
HUMAN NECESSITIES
G06T1/20
PHYSICS
G09G5/399
PHYSICS
A63F13/92
HUMAN NECESSITIES
G06F3/0488
PHYSICS
G06F1/3287
PHYSICS
A63F13/98
HUMAN NECESSITIES
A63F13/26
HUMAN NECESSITIES
A63F13/95
HUMAN NECESSITIES
G09G5/36
PHYSICS
G09G3/00
PHYSICS
Abstract
A portable, handheld game console includes a main body incorporating a touch-sensitive display screen and a variety of input devices. The input devices can include shoulder buttons located on a peripheral side surface of the main body, as well as input devices located on the main body adjacent the touch-sensitive display screen.
Claims
1-31. (canceled)
32. A handheld electronic gaming device, comprising: a housing; a display screen on a top surface of the housing; a directional input to the left of the display screen; a cross-shaped arrangement of four input buttons to the right of the display screen, wherein the directional input and the cross-shaped arrangement of four input buttons are arranged substantially symmetrically with respect to the display screen; a left shoulder button and a right shoulder button that are symmetrical with respect to the housing; a first speaker that is located towards the left side of the display screen; a second speaker is located towards the right side of the display screen; an audio interface configured to connect to an external audio output device; and image processing circuitry configured to cause three dimensional images to be displayed on the display screen, and the image processing circuitry is configured to cause three dimensional images to be displayed on a second display screen separate from the housing.
33. The handheld electronic gaming device according to claim 32, further comprising a power button on the housing.
34. The handheld electronic gaming device according to claim 32, further comprising an input device to the right of the display screen and between the cross-shaped arrangement of four input buttons and the right shoulder button.
35. The handheld electronic gaming device according to claim 32, further comprising a volume control on a side surface of the housing.
36. The handheld electronic gaming device according to claim 35, wherein the audio interface is on the side surface of the housing.
37. The handheld electronic gaming device according to claim 32, further comprising a game card slot with an opening on a side surface of the housing.
38. The handheld electronic gaming device according to claim 37, further comprising a memory card slot with an opening different from the opening of the game card slot.
39. The handheld electronic gaming device according to claim 37, wherein the game card slot is between the left shoulder button and the right shoulder button.
40. The handheld electronic gaming device according to claim 32, wherein the first speaker, the second speaker, the directional input and the cross-shaped arrangement of four input buttons are located such that when the user holds the gaming device with both hands in order to operate the directional input and the cross-shaped arrangement of four input buttons, the user's hands are not positioned in front of the first speak and the second speaker.
41. The handheld electronic gaming device according to claim 32, wherein the first speaker and the second speaker are located such that when the user holds the gaming device with both hands in order to operate the directional input and the cross-shaped arrangement of four input buttons, the user's hands do not block sounds emanating from the first speaker and the second speaker.
42. The handheld electronic gaming device according to claim 32, further comprising: a rechargeable battery; and a power port for charging the rechargeable battery on a peripheral surface of the housing.
43. A handheld electronic gaming device, comprising: a housing; a display screen on a top surface of the housing and that is centered on the top surface with respect to left and right sides of the housing; a directional input on the top surface of the housing to the left of the display screen; a cross-shaped arrangement of four input buttons on the top surface of the housing to the right of the display screen, wherein the directional input and the cross-shaped arrangement of four input buttons are arranged substantially symmetrically on the top surface of the housing with respect to the display screen; a left shoulder button and a right shoulder button on a side surface of the housing, wherein the left shoulder button and the right shoulder button are arranged symmetrically on the housing; a first speaker that is located to the left of the display screen; a second speaker is located to the right of the display screen; an audio interface configured to connect to an external audio output device; and image processing circuitry configured to cause three dimensional images to be displayed on the display screen, and the image processing circuitry is configured to cause three dimensional images to be displayed on a second display screen separate from the housing.
44. The handheld electronic gaming device according to claim 43, further comprising a power button on the housing.
45. The handheld electronic gaming device according to claim 43, further comprising an input device on the housing to the left of the display screen and between the directional input and the left shoulder button.
46. The handheld electronic gaming device according to claim 43, further comprising an input device on the housing to the right of the display screen and between the cross-shaped arrangement of four input buttons and the right shoulder button.
47. The handheld electronic gaming device according to claim 43, further comprising a volume control on a side surface of the housing.
48. The handheld electronic gaming device according to claim 43, further comprising a memory card slot with an opening between the left shoulder button and the right shoulder button.
49. The handheld electronic gaming device according to claim 43, wherein the first speaker, the second speaker, the directional input and the cross-shaped arrangement of four input buttons are located such that when the user holds the gaming device with both hands in order to operate the directional input and the cross-shaped arrangement of four input buttons, the user's hands are not positioned in front of the first speak and the second speaker.
50. The handheld electronic gaming device according to claim 43, wherein the first speaker and the second speaker are located such that when the user holds the gaming device with both hands in order to operate the directional input and the cross-shaped arrangement of four input buttons, the user's hands do not block sounds emanating from the first speaker and the second speaker.
51. The handheld electronic gaming device according to claim 43, further comprising: a rechargeable battery; and a power port for charging the rechargeable battery on the side surface of the housing.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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[0036]
DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS
[0037] Referring to
[0038] A first display screen 32 is recessed within the upper face 26 of the main body 12 with dimensions of approximately 2 inches in length and 1 inches in width, yielding a diagonal screen dimension of 3 inches. The screen in the exemplary embodiment is a backlit, color liquid crystal display (LCD). This screen is touch sensitive and may be activated by a stylus, described further herein. A power button 34 is located in the upper left corner of face 26 and is used to turn the game on and off. A cross-shaped directional control button 36 is located adjacent and below the power button 34, and is used for game play control.
[0039] In the upper right corner of the main body 12, there are side-by-side start and select buttons 38, 40, respectively, with X/Y/A/B buttons 42 located adjacent and below the start and select buttons. Buttons 38, 40 and 42 are also used for game play control. A microphone 44 is located below the left edge of screen 32 for use with specially designed games having a microphone feature. A battery recharge indicator LED 46 and a power indicator LED 48 are also located on the upper face 26, adjacent the lower edge thereof, below the right edge of screen 32.
[0040] With reference now especially to
[0041] As best seen in
[0042] The stylus 71 is a plastic pencil-shaped device with a rounded tip 73 and is used to activate the touch screen 32.
[0043] A pair of left, right control buttons (or shoulder buttons) 72, 74 are located on the peripheral edge 30, at the corners where the upper portion 60 of the peripheral edge 30 meets the side portions 76, 78 of the peripheral edge. The location of these buttons and the location of previously described buttons 34, 36 and 42 facilitate manipulation game control by the user's thumbs and index fingers when the game is held with two hands in a natural and intuitive manner.
[0044] The lower (or outer) face 28 of the main body is provided with a battery cover 80 (
[0045] The cover body 14 also has an upper (or inner) face 82 (
[0046] As already noted, the game card slot 58 is sized and adapted to receive a conventional game card designed for the by now well known Nintendo Gameboy Advance System. Accordingly, the game card per se for slot 58 does not form any part of this invention and need not be described further.
[0047] The new game or memory card 100 designed especially for use with this game device is shown in
[0048] The game or memory card 100 is preferably of molded plastic construction and has substantially planar upper and lower surfaces 102, 104, respectively, a forward edge 106, rearward edge 108 and side edges 110, 112. The forward end of the upper surface 102 is formed with a rectangular recess 114 in which a plurality of terminal strips 116 are located, extending from a rear wall 118 of the recess to the forward edge 106 of the card. The rearward wall 115 of the recess is substantially perpendicular to the upper and lower surfaces 102, 104 but, as a practical matter, is sloped by no more than about 3 degrees simply to facilitate removal of the card from the mold during manufacture of the card. The terminal strips 116 are parallel to each other and are separated by raised ribs 120 that also extend from the rear wall 118 to the forward edge 106. The free ends 122 of the ribs 120 are chamfered as best seen in
[0049] An enlarged radius 124 is formed at forward corner 126 where the side edge 110 meets forward edge 106. A first notch 128 is formed in corner 126, defined by a vertical notch side wall 130, a vertical notch back wall 132 and a flat notch bottom wall 134. The latter is parallel to the upper and lower card surfaces 102, 104, while notch side wall 130 is parallel to side edges 110, 112, and notch back wall is perpendicular to the notch side wall 130 and parallel to the card forward edge 106. The depth of the notch is about half the approximate inch thickness of the card, and the length of the notch is about inch, which in turn, is about half the length of the recess 114. Rearwardly of the notch 128, along the card side edge 110, there is formed a second notch 136 that opens to the side of the card, defined by parallel side walls 140, 142 and a back wall 144. Side walls 140, 142 are parallel to forward and rearward card edges 106, 108 while back wall 144 is parallel to card side edges 110, 112. An angled surface 145 connects back wall 144 to the edge 110. Here again, the depth of the notch is about half the thickness of the card, and the length of the notch is about inch.
[0050] Notches 128 and 136 cooperate with components of a push-push mechanism inside the game slot 64 to provide controlled, spring-loaded movement of the game card during insertion and ejection.
[0051] The opposite forward corner 146 of the card where side edge 112 meets forward edge 106 is defined by a smaller radius than radius 124. Note that the forward surfaces 148, 150 of the card on either side of the recess 114 are also chamfered to substantially the same degree as the chamfer on ribs 120.
[0052] Side edge 112 is stepped along its entire length in the upper plane of the card only, as defined by horizontal shoulder 152 that is parallel to upper and lower surfaces 102, 104 and a recessed edge portion shoulder 154 that is parallel to the side edges 110, 112. This shoulder insures correct orientation of the card when inserted into a game console slot.
[0053] The rearward edge 108 of the card is substantially uniform in profile from side edge 110 to side edge 112, with both rearward corners 156, 158 rounded by a radii similar to the radius at corner 146.
[0054] The dimensions of the card are matched to the game machine entry slot, and in the exemplary embodiment, the card 100 is substantially square, with a length dimension (front-to-back) of 1, and a width dimension (side-to-side) of 1.
[0055]
[0056]
[0057]
[0058] Furthermore, the CPU 223 is electrically connected to the external memory I/F 226, in which the cartridge 217 is inserted. The cartridge 217 is a storage medium for storing the game program and, specifically, includes a program ROM 217a for storing the game program and a backup RAM 217b for rewritably storing backup data. The game program stored in the program ROM 217a of the cartridge 217 is loaded to the work RAM 224 and is then executed by the CPU 223. In the present embodiment, an exemplary case is described in which the game program is supplied from an external storage medium to the portable game machine 200. However, the game program may be stored in a non-volatile memory incorporated in advance in the portable game machine 200, or may be supplied to the portable game machine 200 via a wired or wireless communication circuit.
[0059]
[0060] The three-dimensional image processing unit 231 is connected to the 3D line buffer 232. The 3D line buffer 232 is a buffer memory for temporarily retaining image data for one scanning line of the first LCD 211 (or the second LCD 212). The image data generated by the three-dimensional image processing unit 231 is stored in this 3D line buffer 232 sequentially by one line.
[0061] The 3D line buffer 232 is connected to a capture circuit 233 and an LCD selector (SEL LCD) 235. The capture circuit 233 sequentially reads image data for one line stored in the 3D line buffer 232 and then sequentially stores the read image data in the VRAM 221, which will be described further below, thereby capturing the game image generated by the three-dimensional image processing unit 231.
[0062] The capture circuit 233 is connected to a VRAM selector (SEL VRAM) 234. The VRAM 221 is provided with two VRAMs, that is, a first VRAM 221a and a second VRAM 221b. Instead of these two first and second VRAMs 221a and 221b, a single VRAM may be used with its two different storage areas being used as the first VRAM 221a and the second VRAM 221b. The VRAM selector 234 switches an output destination of the capture circuit 233 between the first VRAM 221a and the second VRAM 221b.
[0063] The first VRAM 221a and the second VRAM 221b are connected to a VRAM selector (SEL VRAM) 236. The VRAM selector 236 switches a source of data to the two-dimensional image processing unit 237 between the first VRAM 21a and the second VRAM 221b.
[0064] The two-dimensional image processing unit 237 is connected to a 2D line buffer 238. As with the 3D line buffer 232, the 2D line buffer 238 is a buffer memory for temporarily retaining image data for one scanning line of the second LCD 212. The image data generated by the two-dimensional image processing unit 237 is stored in this 2D line buffer 238 sequentially by one line.
[0065] The 2D line buffer 238 is connected to an LCD selector 235. The LCD selector 235 switches an output destination of the 3D line buffer 232 between the first LCD 211 and the second LCD 212, and an output destination of the 2D line buffer 238 between the first LCD 211 and the second LCD 212. In the present embodiment, the LCD selector 235 performs control such that, when the output of the 3D line buffer 232 is supplied to the first LCD 11, the output of the 2D line buffer 38 is supplied to the second LCD 212, and when the output of the 3D line buffer 232 is supplied to the second LCD 212, the output of the 2D line buffer 238 is supplied to the first LCD 211.
[0066] The portable game machine 200 has the above-described structure. Generally, the game image generated by the three-dimensional image processing unit 231 is supplied via the 3D line buffer 232 and the LCD selector 235 to the first LCD 211, while the game image generated by the two-dimensional image processing unit 237 is supplied via the 2D line buffer 238 and the LCD selector 235 to the second LCD 212. As a result, the three-dimensional game image generated by the three-dimensional image processing unit 231 is displayed on the first display screen 211a, while the two-dimensional game image generated by the two-dimensional image processing unit 237 is displayed on the second display screen 212a. However, the present embodiment has a feature in which the above-structured portable game machine 200 is used to display different three-dimensional game images on two display screens, that is, the first display screen 211a and the second display screen 212a. Hereinafter, the operation of the portable game machine 200 according to the present embodiment is described.
[0067] The portable game machine 200 alternately performs operations with periods of one frame. Hereinafter, the operation of the portable game machine 200 is described as being divided into a process in an odd-numbered frame and a process in an even-numbered frame. Note that the odd-numbered frame and the even-numbered frame are merely so called for convenience. In other words, if one frame is assumed to be an odd-numbered frame, frames before and after that frames are even-numbered frames. Conversely, if one frame is assumed to be an even-numbered frame, frames before and after that frames are odd-numbered frames.
[0068]
[0069]
[0070] In the present embodiment, the three-dimensional image processing unit 231 generates a game image representing a state in a virtual three-dimensional game space captured by virtual cameras different for odd-numbered and even-numbered frames.
[0071] Examples of the game screen displayed on the first display screen 211a and the second display screen 212a based on the above-described operation of the portable game machine 200 are illustrated in
[0072] As such, in the present embodiment, a real-time image and a captured image are alternately displayed on the first display screen 11a and the second display screen 212a. Then, on the first display screen 211a, a game image representing the state of the virtual three-dimensional game space captured by the first virtual camera is displayed, while on the second display screen 212a, a game image representing the state of the virtual three-dimensional game space captured by the second virtual camera is displayed. Note that, as evident from
[0073] With reference to
[0074] In
[0075] The CPU 223 then determines whether the current frame is an odd-numbered frame (S14).
[0076] When the current frame is an odd-numbered frame, the CPU 223 allocates the first LCD 211 as the output destination of the 3D line buffer 232 and the second LCD 212 as the output destination of the 2D line buffer 238 (S15). Furthermore, the CPU 223 allocates the first VRAM 221a as the output destination of the capture circuit 233 (S16), and the second VRAM 221b to the two-dimensional image processing unit 237 (S17). Thereafter, an odd-numbered frame rendering/displaying process (S18) is performed, and then the procedure goes to step S23. Details of the odd-numbered frame rendering/displaying process are described further below.
[0077] On the other hand, when the current frame is an even-numbered frame, the CPU 223 allocates the second LCD 212 as the output destination of the 3D line buffer 232 and the first LCD 211 as the output destination of the 2D line buffer 238 (S19). Furthermore, the CPU 223 allocates the second VRAM 221b as the output destination of the capture circuit (S20) and the first VRAM 221a to the two-dimensional image processing unit 237 (S21). Thereafter, an even-numbered frame rendering/displaying process (S22) is performed, and then the procedure goes to step S23. Details of the even-numbered frame rendering/displaying process are described further below.
[0078] In step S23, the CPU 223 determines whether the game is over. If the game continues, the procedure returns to step S12. If the game is over, the procedure ends.
[0079] Next, the details of the odd-numbered frame rendering/displaying process are described with reference to
[0080] First, the geometry engine of the three-dimensional image processing unit 231 converts vertex coordinates (in the world coordinate system) of each polygon in the virtual three-dimensional game space to the two-dimensional projection coordinate system (S32). When conversion of the vertex coordinates of each polygon is completed, an instruction for starting a display process is issued from the GPU 222 to the rendering engine of the three-dimensional image processing unit 231 and the 2D rendering engine of the two-dimensional image processing unit (S33). Upon reception of this instruction, the rendering engine of the three-dimensional image processing unit 231 and the 2D rendering engine of the two-dimensional processing unit concurrently perform their respective processes.
[0081] Upon reception of the display process starting instruction, the rendering engine of the three-dimensional image processing unit 231 generates image data for the first one line through a rendering process based on the results of conversions of the vertex coordinates of each polygon, and then stores the generated image data in the 3D line buffer 232 (S34). Then, the image data for one line stored in this 3D line buffer 232 is supplied to the first LCD 211, and is then displayed on the first display screen 211a (S35). Also, the image data for one line stored in the 3D line buffer 232 is stored in a predetermined area of the first VRAM 221a by the capture circuit 233 (S36). Then, after waiting for an H blank timing (horizontal blanking period) in order to establish horizontal synchronization (S37), the rendering engine performs a process similar to the above for the next line. That is, the rendering engine of the three-dimensional image processing unit 231 generates image data for the next one line, and then stores the generated image data in the 3D line buffer 232 (S34). Thereafter, until all lines have been completely processed (that is, until the entire screen has been completely processed), processes of steps S34 through S37 are repeated.
[0082] Upon reception of the display process starting instruction, the 2D rendering engine of the two-dimensional image processing unit 237 reads image data for the first one line of the game image stored in the second VRAM 221b, and then stores the read image data in the 2D line buffer 238 (S39). Then, the image data for one line stored in this 2D line buffer 238 is supplied to the second LCD 212, and is then displayed on the second display screen 212a (S40). Then, after waiting for an H blank timing (horizontal blanking period) in order to establish horizontal synchronization (S41), the 2D rendering engine performs a process similar to the above. That is, the 2D rendering engine of the two-dimensional image processing unit 237 reads image data for the next one line from the second VRAM 221b, and then stores the read image data in the 2D line buffer 238 (S39). Thereafter, until all lines have been completely processed (that is, until the entire screen has been completely processed), processes of steps S39 through S41 are repeated.
[0083] When all lines have been completely processed by the rendering engine of the three-dimensional image processing unit 231 and the 2D rendering engine of the two-dimensional image processing unit 237, the odd-numbered frame rendering/displaying process ends.
[0084] Next, the details of the even-numbered frame rendering/displaying process are described with reference to
[0085] First, the geometry engine of the three-dimensional image processing unit 231 converts vertex coordinates (in the world coordinate system) of each polygon in the virtual three-dimensional game space to the camera coordinate system (S51). Furthermore, the geometry engine of the three-dimensional image processing unit 231 converts these vertex coordinates (in the camera coordinate system) to the two-dimensional projection coordinate system (S52). When conversion of the vertex coordinates of each polygon is completed, an instruction for starting a display process is issued from the GPU 222 to the rendering engine of the three-dimensional image processing unit 231 and the 2D rendering engine of the two-dimensional image processing unit (S53). Upon reception of this instruction, the rendering engine of the three-dimensional image processing unit 231 and the 2D rendering engine of the two-dimensional processing unit concurrently perform their respective processes.
[0086] Upon reception of the display process starting instruction, the rendering engine of the three-dimensional image processing unit 231 generates image data for the first one line through a rendering process based on the results of conversions of the vertex coordinates of each polygon, and then stores the generated image data in the 3D line buffer 232 (S54). Then, the image data for one line stored in this 3D line buffer 232 is supplied to the second LCD 212, and is then displayed on the second display screen 212a (S55). Also, the image data for one line stored in the 3D line buffer 232 is stored in a predetermined area of the second VRAM 221b by the capture circuit 233 (S56). Then, after waiting for an H blank timing (horizontal blanking period) in order to establish horizontal synchronization (S57), the rendering engine performs a process similar to the above for the next line. That is, the rendering engine of the three-dimensional image processing unit 231 generates image data for the next one line, and then stores the generated image data in the 3D line buffer 232 (S54). Thereafter, until all lines have been completely processed (that is, until the entire screen has been completely processed), processes of steps S54 through S7 are repeated.
[0087] Upon reception of the display process starting instruction, the 2D rendering engine of the two-dimensional image processing unit 237 reads image data for the first one line of the game image stored in the first VRAM 221a, and then stores the read image data in the 2D line buffer 238 (S59). Then, the image data for one line stored in this 2D line buffer 238 is supplied to the first LCD 211, and is then displayed on the first display screen 211a (S60). Then, after waiting for an H blank timing (horizontal blanking period) in order to establish horizontal synchronization (S61), the 2D rendering engine performs a process similar to the above. That is, the 2D rendering engine of the two-dimensional image processing unit 237 reads image data for the next one line from the first VRAM 221a, and then stores the read image data in the 2D line buffer 238 (S59). Thereafter, until all lines have been completely processed (that is, until the entire screen has been completely processed), processes of steps S59 through S61 are repeated.
[0088] When all lines have been completely processed by the rendering engine of the three-dimensional image processing unit 231 and the 2D rendering engine of the two-dimensional image processing unit 237, the even-numbered frame rendering/displaying process ends.
[0089] As described above, according to the portable game machine 200 of the present embodiment, by using the single three-dimensional image processing unit 231, different three-dimensional game images can be simultaneously displayed on the first LCD 211 and the second LCD 212 without flicker on the display screens.
[0090] As described above, when generating a normal two-dimensional game image, the two-dimensional image processing unit 237 disposes a two-dimensional image representing a character on the virtual screen called a sprite and a two-dimensional image representing a background on the virtual screen called a screen, and then synthesizes these virtual screens to generate a game image to be eventually displayed. There might be the case where a plurality of screens are present.
[0091] The capture circuit 233 stores the game image captured in each odd-numbered frame in the sprite area 221c of the VRAM 221 and the game image captured in each even-numbered frame in the screen area 221d of the VRAM 221. When generating a normal two-dimensional game image, the two-dimensional image processing unit 237 generates a two-dimensional game image formed by synthesizing the sprite and the screen and then outputs the generated image to the 2D line buffer 238. In the exemplary modification, however, in each odd-numbered frame, the two-dimensional image processing unit 237 generates a game image formed of only the screen, and then outputs the generated game image via the 2D line buffer 238 to the second LCD 212. In each even-numbered frame, the two-dimensional image processing unit 237 generates a game image formed of only the sprite, and then outputs the generated game image via the 2D line buffer 238 to the first LCD 211. As a result, game images similar to those shown in
[0092] As such, selecting a desired virtual screen from a plurality of virtual screens for display is a function originally provided to the two-dimensional image processing unit 237. Therefore, no special function has to be added to the two-dimensional image processing unit. Also, an additional storage area for temporarily storing the game image captured by the capture circuit 233 is not required, thereby suppressing cost required for the portable game machine 200.
[0093] As one embodiment of the present invention, the portable game machine having a hardware structure as shown in
[0094] While the invention has been described in connection with what is presently considered to be the most practical and preferred embodiment, it is to be understood that the invention is not to be limited to the disclosed embodiment, but on the contrary, is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.