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"A Data Distribution System And A Method For Distributing Data"

Abstract: This game machine system includes a set top box 51 as a receiving unit for receiving digital data distributed using a broadcast system or a communication system. In a game dedicated device 52, starting of a game software item is inhibited until a software start enable signal is received by the receiving unit. Next to the software start enable signal, data for substitution or insertion for data of part of the game software is sent. This data can be commercial ads. The game dedicated machine 52 can judge whether or not the commercial ads have been introduced into and are in operation in the game software and, if the commercial ads are not in the game software, the game dedicated machine 52 can be made so as to be out of operation.

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Patent Information

Application #
Filing Date
11 July 2005
Publication Number
13/2007
Publication Type
INA
Invention Field
ELECTRONICS
Status
Email
remfry-sagar@remfry.com
Parent Application

Applicants

SONY CORPORATION
7-35, KITASHINAGAWA 6-CHOME, SHINAGAWA-KU, TOKYO, JAPAN.

Inventors

1. KAN EBISAWA
7-35, KITASHINAGAWA 6-CHOME, SHINAGAWA-KU, TOKYO, JAPAN

Claims

1. A data distribution system for distributing data to a plurality of receiving devices, comprising: means for recognizing (11) a game program started on a receiving side device on reception of the supplied program identification information; means for generating (11) program start enable signal, which are signals in meeting with a game program recognized by said recognition means and which, if the game program is a regular game program, enable starting of the regular game program; and means for distributing (11) said program start enable signal and for distributing data for substitution or insertion of part of said game program started in accordance with said program start enable signal.

2. The data distribution system as claimed in claim 1, wherein said distribution means has encryption means for encrypting said program start enable signal to a state in which the encrypted program start enable signal is decodable only if the game program started on the side of the receiving side device is a regular program.

3. The data distribution system as claimed in claim 1, wherein said program start enable signal are the information generated from the time information.

4. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data only in one direction to said receiving device, said distribution means distributes said program start enable signal at a pre-set period.

5. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data only in one direction to said receiving device, said distribution means distributes said program start enable signal at a first period, while transmitting said data at a second period longer than said first period

6. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data only in one direction to said receiving device, said distribution means distributes said program start enable signal and the data in a pre-set format so that said receiving device can receive said data only when said receiving device has been able to start said start said game program in accordance with said program start enable signal.

7. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data in two directions to said receiving device, said distribution means distributes the program start enable signal only if a request is made for the program start enable signal by the receiving device.

8. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data in two directions to said receiving device, said distribution means distributes the program start enable signal and said data, responsive to a request from the receiving device, so that said receiving device can receive data before starting the game program prior to start of the game program responsive to said program start enable signal.

9. The data distribution system as claimed in claim 1, wherein said game program is recorded on a random-accessible recording medium of said receiving device and wherein said distributing means distributes the data by a format which correlates an address specifying the position of said data in said game program with said data.

10. A data distribution method for distributing data using the data distribution system as claimed in claim 1, comprising the steps of: recognizing a game program started on a receiving side device on reception of the supplied program identification information; generating program start enable signal, which are signals in meeting with a game program recognized by said recognition means and which, if the game program is a regular game program, enable starting of the regular game program; and distributing said program start enable signal and for distributing data for substitution or insertion of part of said game program started in accordance with said program start enable signal.

11. A data distribution system for distributing data to a plurality of receiving devices substantially as hereinbefore described with reference to and as illustrated in the accompanying drawings.

12. A data distribution method for distributing data substantially as hereinbefore described with reference to and as illustrated in the accompanying drawings.

Specification

The present invention relateslp data distribution system and a method for distributing data.
Technical Field This invention relates to a game machine system, capable of displaying commercial advertisements, a data distribution system and method for distributing data, a program executing method and apparatus for executing the software and a program starting controlling method and apparatus.
Background Art This invention has a technical pertinence to the Japanese patent Application No.7-166,682 of the same inventor filed in the name of the assignee of the present invention on June 30, 1995, entitled 'Game Machine System and Game Method Capable of Commercial Advertisements'.
Recently, game machines have been propagated not only in the dedicated game corner shops, but also in homes, such that the racing game software of a vehicle or the aircraft flight simulator game software, is marketed in large quantities.
In the game machine, if a game software item, such as a racing game software item, is started, the landscape faithfully representing a real Fl racing field is represented, on a display. Each racing car is run on a circuit course at an elevated speed in accordance with commands entered by an operator via an operating board, such as joystick .
Although commercial ads are p r e s e n t e d in the real Fl racing
f i e ld on a walling of a background circuit course, placards,
advertising towers or on a chassis of the vehicle, there lacks an
i n s t a n c e of p o s i t i v e l y i n c o r p o r a t i n g the corresponding commercial
ads in the game software.
The ads built on the game are limited to advertisements of the
software producing firms before or after the game of the game
software or on scene change, while there lacks an instance in which
positive commercial ads are made in particular scenes in the game
software.
Even if ads are sometimes displayed in the background, these
are formal ads for faith fully simulating the real landscape of the
circuit course, while there are no instances of commercial ads
t a k i n g p r o f i t a b i l i t y i n to account.
The current civil TV broadcasting firms are managed by
profits from the commercial ads, instead of b r o a d c a s t i n g fees being
charged to the receivers.
In similar manner, if commercial ads can be built into the
walling of the background circuit course, placards or a d v e r t i s i n g
towers of the game software, for meeting the demands of a t h i r d
firm, the advertisement fees can be charged to the a d v e r t i s i n g firm
so that the sale price of the game software can be lowered or
reduced to zero.
Moreover, since a p a r t i c u l a r game software is thought to be
used a number of times, if the c o n t e n t s of the ads can be o p t i o n a l l y
m o d i f i e d or u p d a t e d , these will prove to be effective commercial ads
to lead to expected advertisement income. This accounts for the
motive which has led to the present i n v e n t i o n .
The Japanese patent a p p l i c a t i o n No.7-166,682 discloses an
invention in which it is proposed to introduce commercial ads
d u r i n g the game.
The insertion of the commercial ads leads to cost reduction
and hence to increased sale volume of the game software.
However, there lacks a suitable method whereby it can be
judged whether or not the commercial ads are introduced and in
operation so that, if there are i n t r o d u c e d no commercial ads, the
operation of the software will cease.
If the commercial ads are i n t r o d u c e d and in operation, the
sponsors of the commercial ads have to bear and pay the charges.
Therefore, it is necessary to inhibit the operation of the software
without making the commercial ads. This, however, has not been
taken into account sufficiently in the i n v e n t i o n p e r t a i n i n g to the
Japanese Patent a p p l i c a t i o n No.7-1 66,682.
When a game software is first presented for sale, many users
use the software. However, as time elapses since the start of sale,
the number of the users is decreased.
If t h e number of t h e users is decreased, the u t i l i t y of t h e game
software as the commercial ads is decreased. In a game machine
which cannot be run unless the updated commercial ads are
introduced, it is necessary to d i s t r i b u t e the updated software data
a l t h o u g h the commercial ads are lowered in u t i l i t y , thus r a i s i n g the
cost of the so ft ware.
DISCLOSURE OF THE INVENTION
It is therefore an object of t h e present i n v e n t i o n to provide a
game machine system in which home game machines are connected
via a communication network to a host computer (controller) to
provide a game machine system and in which the game software
items used in the game machine system is designed so that the
commercial ads can be built into the game software responsive to
the demands of the a d v e r t i s i n g firms. It is also an object of the
present invention to provide a game method utilizing the game
machine system, a data d i s t r i b u t i o n system, a program executing
method and apparatus and a program start c o n t r o l l i n g method and
a p p a r a t u s , e x p l o i t i n g this game machine system.
It is another object of the present i n v e n t i o n to provide a game
m a c h i n e system in which commercial ads utilized in the game
machine system cam be s u i t a b l y easily updated, and a game method
u t i l i z i n g the game machine system, a data d i s t r i b u t i o n system, a
program executing method and apparatus and a program start
c o n t r o l l i n g method and apparatus, e x p l o i t i n g this game machine
system.
It is a further object of the present i n v e n t i o n to provide a
s u i t a b l e method for j u d g i n g whether or not commercial ads are
i n t r o d u c e d and in o p e r a t i o n in a game software item and for t a k i n g
measures so that the game software will not be in o p e r a t i o n if t h e
result of j u d g m e n t is negative.
It is a further object of the present invention to provide a
s y s t em for s t a r t i n g a game of a game software put on sale some
time before and the sale volume of which is decreased, even failing
t h e newly updated commercial ads, and a data d i s t r i b u t i o n system,
a program executing method and a p p a r a t u s and a program start
controlling method and apparatus, exploiting this game machine
system.
A broadcast system according to the present invention is such
a system capable of d i s t r i b u t i n g digital data, in which, in a
r e c e i v i n g side system, software start enable signals are r e p e a t e d l y
sent to a receiving side system at an i n t e r v a l and in which an
identification signal for the software and data for substitution or
i n s e r t i o n for a portion of t h e data d u r i n g o p e r a t i o n of the software
are d i s t r i b u t e d in an interval between the software start enable
signals. In this case, the data for s u b s t i t u t i o n or insertion may be
commercial ads.
The game can only be s t a r t e d when the software start enable
signal is sent to the receiving side. By containing the time
i n f o r m a t i o n i n the software s t a r t enable s i g n a l , the i n f o r m a t i o n can
be varied randomly.
A transmitting side system distributing the digital data by
e x p l o i t i n g the broadcast system, a c c o r d i n g t o the present i n v e n t i o n ,
i s such a system i n which a s o f t w a r e s t a r t e n a b l e s i g n a l , an
i d e n t i f i c a t i o n signal for a software started in the receiving side
system and data for s u b s t i t u t i o n or insertion for a p o r t i o n of the
data d u r i n g o p e r a t i o n of the software are stored in a storage device,
the software start enable signal is sent to the receiving side system
and the software i d e n t i f i c a t i o n signal and the data for s u b s t i t u t i o n
or i n s e r t i o n are sent in an interval between the software start
enable s i g n a l s . In this case, the data for s u b s t i t u t i o n or insertion
may be commercial ads.
The game can only be started when the software start enable
signal is sent to the receiving side. By containing the time
information in the software start enable signal, the information can
be varied randomly.
A receiving side system for receiving digital data distributed
by exploiting a broadcast system, according to the present
invention, is such a system which includes receiver means for
receiving the digital data and a game machine connected to the
receiver means and capable of running the software. The game
software is p r o h i b i t e d from starting in the game machine u n t i l the
software start enable signal is received by t h e receiver means. In
this case, the data for s u b s t i t u t i o n or i n s e r t i o n may be commercial
ads.
The game can only be started when the software start enable
signal is sent to the receiving side. By containing the time
i n f o r m a t i o n in the software start enable signal, the i n f o r m a t i o n can
be v a r i e d randomly.
An o p t i c a l disc used in a receiving side system adapted for
receiving data distributed by exploiting the broadcast system or the
communication system, according to the present i n v e n t i o n , is such
an o p t i c a l d i s c i n which a s o f t w a r e i d e n t i f i c a t i o n s i g n a l is
appended to a recorded software item and the receiving side system
can selectively use the d i s t r i b u t e d data.
A communication system for receiving/transmitting digital data,
according to the present invention, is such a communication system
in which, if an i d e n t i f i c a t i o n signal for a software to be s t a r t e d is
received from a receiving side system, a software start enable signal
is sent, at the same time as data for s u b s t i t u t i o n or i n s e r t i o n for a
portion of the data during operation of the software are d i s t r i b u t e d .
In this case, the data for substitution or insertion may be
commercial ads.
The game can only be s t a r t e d when the software start enable
signal is sent to the receiving side. By containing the time
information in the software start enable signal, the i n f o r m a t i o n can
be varied randomly.
A t r a n s m i t t i n g side system capable of receiving and
t r a n s m i t t i n g d i g i t a l data by e x p l o i t i n g the communication system,
according to the present i n v e n t i o n , is such a system in which a
software start enable signal, a signal capable of i d e n t i f y i n g a
software started on a receiving side system and data for substitution
or i n s e r t i o n for a portion of the data during o p e r a t i o n of the
software are stored in a storage device, and in which, if the signal
capable of identifying the started software is received from the
t r a n s m i t t i n g side system, a software start enable signal is sent to
the transmitting side system and data for substitution or i n s e r t i o n
for a portion of the data during operation of the software are
d i s t r i b u t e d . In this case, the data for s u b s t i t u t i o n or i n s e r t i o n may
be commercial ads.
The game can only be started when the software start enable
signal is sent to the receiving side. By containing the time
i n f o r m a t i o n in the software start enable signal, the i n f o r m a t i o n can
be varied randomly.
A receiving side system capable of receiving and t r a n s m i t t i n g
digital data by exploiting the communication system, according to
the present i n v e n t i o n , i n c l u d e s communication function means and
a game machine capable of operating a software item. The game
machine t r a n s m i t s , on s t a r t i n g the software, an i d e n t i f i c a t i o n signal
for the software adapted for s t a r t i n g , to a t r a n s m i t t i n g side system,
the s t a r t i n g of the software being i n h i b i t e d until acceptance of the
software start enable signal sent next. In this case, the data for
substitution or insertion may be commercial ads.
The game can only be started when the software start enable
signal is sent to the receiving side. By containing the time
i n f o r m a t i o n in the software start enable signal, the i n f o r m a t i o n can
be varied r a n d o m l y .
A data d i s t r i b u t i o n system for d i s t r i b u t i n g data to a p l u r a l i t y
of receiving devices, according to the present invention, i n c l u d e s
means for recognizing a software program started on a receiving
side device on reception of the s u p p l i e d program i d e n t i f i c a t i o n
information, means for generating program start enable signal, which
is a signal in meeting with a software program recognized by the
r e c o g n i t i o n means and which, if the software program is a regular
software program, enables s t a r t i n g of the regular software program,
and means for d i s t r i b u t i n g the program start enable signal and for
d i s t r i b u t i n g data for s u b s t i t u t i o n or i n s e r t i o n of part of the software
program started in accordance with the program start enable s i g n a l .
A program executing apparatus for executing a software
program, according to the present invention, includes reception
means for receiving program start enable signal d i s t r i b u t e d from a
data d i s t r i b u t i n g device and data for s u b s t i t u t i o n or i n s e r t i o n for
o r i g i n a l data of the software program and control means for
s u b s t i t u t i n g or i n s e r t i n g the original data of the software program
for the data responsive to the program start enable signal received
by the reception means for executing the software program.
A program start control a p p a r a t u s for c o n t r o l l i n g the s t a r t i n g
of a software program according to the present invention includes
receiving means for receiving from a data d i s t r i b u t i n g device data
for s u b s t i t u t i o n or i n s e r t i o n for original data of part of the
software program and an e n c r y p t e d program start enable signal and
l i m i t i n g means for enabling execution of a program of s u b s t i t u t i n g
or inserting the data for original data of part of the software
program if the encrypted p r o g r am start enable signal can be decoded
r e g u l a r l y . The l i m i t i n g means l i m i t s s t a r t i n g of t h e software p r o g r am
i f the encrypted program start enable signal cannot be decoded
r e g u l a r l y .
BRIEF DESCRIPTION OF THE DRAWINGS
Fig.l shows a scene in a racing game in an embodiment of the
present invention.
Fig.2 shows a scene in a racing game in an embodiment of the
present invention.
Fig.3 shows a t r a n s m i t t i n g side system for supplying CM data
e x p l o i t i n g a b r o a d c a s t i n g system in an embodiment of the present
i n v e n t i o n .
Fig.4 shows a game dedicated machine of an embodiment of a
reception side system in an embodiment of the present invention.
Fig.5 shows a system employing a personal computer of an
embodiment of the receiving side system embodying the present
i n v e n t i o n .
Fig.6 shows an example of a receiving side system embodying
the present invention.
Fig.7 shows an embodiment of a t r a n s m i t t i n g side system and
a receiving side system embodying the present invention.
F i g . 8 shows the manner in which, in a game d e d i c a t e d machine
embodying the present invention, an address of a buffer RAM
holding updated data is recorded in the main RAM and the data is
c a l l e d out d u r i n g the game.
Fig.9 shows d e t a i l s of the c a l l - o u t method in a main RAM of
Fig.8.
Fig.10 shows a case of using a personal computer embodying
t h e present i n v e n t i o n in which u p d a t e d data is recorded in other
p o r t i o n s of the main RAM, an address of the updated data is
recorded in a corresponding portion of the game software and in
which the data is called out d u r i n g t h e game.
F i g . 1 1 shows details of the c a l l - o u t method in the main RAM
in Figs. 1 0 and 1 1.
Fig.12 is a similar view to Fig.10 of the embodiment of the
present i n v e n t i o n showing the downloading of a game program.
Fig.13 shows new CM data as such being built into the main
RAM.
Fig.14 shows a broadcast format of data inclusive of the new
CM data sent from the t r a n s m i t t i n g side system t a k i n g advantage of
the broadcast system embodying t h e present i n v e n t i o n .
Fig.15 shows details of the PSE of the broadcast format shown
in Fig.14, program ID and the CM data.
Fig.16 shows the protocol in the case of u t i l i z i n g the
communication system embodying the present i n v e n t i o n .
Fig.17 shows an example of e n c o d i n g of PSE signals embodying
the present invention.
Fig.18 shows an instance of decoding of the PSE signals
embodying the present i n v e n t i o n .
Fig.19 shows a flowchart of encoding the PSE signals in
connection with Fig.17 in an embodiment of the present invention
and s p e c i f i c a l l y showing the flowchart of i n v e r s i o n of data and time
data.
Fig.20 shows a flowchart of encoding of PSE signals in
connection with Fig.17 in an embodiment of the present invention
and s p e c i f i c a l l y showing the manner of appendage of i n s e r t i o n data.
Fig.21 shows a flowchart of encoding of PSE signals in
connection with Fig.17 in an embodiment of the present invention
and s p e c i f i c a l l y showing the manner of a d d i t i o n of dummy data.
Fig.22 shows a flowchart of encoding of PSE signals in
connection with Fig.17 in an embodiment of the present i n v e n t i o n
and s p e c i f i c a l l y showing the manner of appendage of a header.
Fig.23 shows a flowchart of encoding the PSE signals in
connection with Fig.18 in an embodiment of the present i n v e n t i o n
and s p e c i f i c a l l y showing the flowchart of d e t e c t i o n of data and time
data.
Fig.24 shows a flowchart showing the d e c o d i n g of PSE signals
in connection with Fig.18 embodying the present invention and
s p e c i f i c a l l y showing s u b t r a c t i o n of dummy d a t a .
Fig.25 shows a flowchart showing the decoding of PSE signals
in connection with Fig.18 embodying the present invention and
s p e c i f i c a l l y showing e x t r a c t i o n of i n s e r t e d d a t a .
Fig.26 shows a flowchart showing the decoding of PSE signals
in connection with Fig.18 embodying the present invention and
s p e c i f i c a l l y showing r e - a r r a y i n g of d a t a and time d a t a .
Fig.27 shows a flowchart showing the processing of PSE
s i g n a l s in a game d e d i c a t e d machine or a p e r s o n a l computer PC
employing a broadcast system embodying t h e p r e s e n t i n v e n t i o n .
Fig.28 shows a flowchart showing t h e processing of CM signals
in a game dedicated machine or a personal computer employing a
b r o a d c a s t system embodying the present i n v e n t i o n .
Fig.29 shows a flowchart showing the processing of PSE
s i g n a l s in a game dedicated machine or a personal computer PC
employing a broadcast system embodying the present i n v e n t i o n .
Fig.30 shows a flowchart showing the a c q u i s i t i o n of CM data
in a game d e d i c a t e d machine or a personal computer PC employing
a b r o a d c a s t system embodying the present i n v e n t i o n .
BEST MODE FOR CARRYING OUT THE INVENTION
R e f e r r i n g to the drawings, preferred embodiments of the
present i n v e n t i o n will be explained in d e t a i l .
The embodiments of the present i n v e n t i o n are meant to
encompass a game machine system, a communication system and a
broadcast system in which a code for l i m i t i n g the s t a r t i n g of a game
program is sent from a CM data server on s t a r t i n g a game software
item such as to inhibit s t a r t i n g of the game in the absence of a CM
i n s e r t e d t h e r e i n .
F i g s . l and 2 i l l u s t r a t e a scene in a game.
Fig.l shows a scene when a software supplied as a CD-ROM
(game program) is d i r e c t l y started, in which CM data 1 and 3 are
o r i g i n a l old data while a car 2 and a flag 4 are also original old
data.
14
Fig.2 is a scene when a CM data p o r t i o n or a n o t h e r data
p o r t i o n is replaced by new data (updated data) by the broadcast or
communication system.
In the software supplied by the CD-ROM, a placard 1 is an
a d v e r t i s e m e n t of a timepiece, as shown in Fig.l. In Fig.2, it is an
a d v e r t i s e m e n t for hamburger. Similarly, a car 2 is different in color,
w h i l e a car 3 is not only different in color but is an advertisement
for a camera instead of for a cigarette in F i g . l . A flag 4 is a t r i -
color flag divided in the transverse d i r e c t i o n and a tri-color flag
divided in the l o n g i t u d i n a l direction. That is, by exchanging data of
part of the game software, different advertisements can be inserted
even in the same game.
These commercial advertisements and scenes of games, such
as cars or flags, that can be updated, are termed "CM data or the
like" in the present s p e c i f i c a t i o n and drawings.
T r a n s m i s s i o n Side System and Reception Side System
Figs.3 to 7 are block diagrams of a system for executing a
game software item capable of updating mainly the CM data or the
like.
Referring to the following table 1, the schematics of the
s y s t em now e x p l a i n e d will be comprehensively c l a r i f i e d .
(Table Removed) F i r s t , there is a d i f f e r e n c e as to whether the system used in
u p d a t i n g the CM data is a b r o a d c a s t system or the communication
system.
As the t r a n s m i s s i o n side system supplying updated new CM
data, the broadcasting system is shown in Fig.3 and the
communication system is shown in an upper part of Fig.6 and an
upper part of Fig.7. The difference between Figs.6 and 7 is that
the former transmits only the new CM data, while the latter
f u r n i s h e s , in a d d i t i o n to the CM data or the like, the game software
(game program) itself by so-called downloading.
Turning to the receiving side system, a game dedicated
machine and a personal computer (so-called 'PC') can be used as
the equipment used on the receiving side system in both the case of
using the b r o a d c a s t i n g system and t h e communicating system. In the
present s p e c i f i c a t i o n , the term 'game machine' means both t h e game
dedicated machine and the personal computer.
Figs.4 and 7 show the difference in the supplying route of the
new CM data or the like.
First, if the broadcasting system is used, and the game
dedicated machine is used as the equipment used on the receiving
side, the game program ( i n c l u d i n g old CM data or the l i k e ) is sent
by the CD-ROM p u r c h a s e d by the user. The new CM data or the like
i s then sent via t h i s b r o a d c a s t i n g system to the buffer RAM of the
game dedicated machine. The corresponding system is now
e x p l a i n e d in d e t a i l by r e f e r r i n g to Fig.4.
Next, if the b r o a d c a s t system is used, and a personal computer
i s used as the equipment used on the receiving side, the game
p r o g r am c o n t a i n i n g the old CM data is s i m i l a r l y s u p p l i e d by the CDROM.
The new CM data or the like is then supplied via this
broadcast system to a HDD (hard disc drive) of the personal
computer. The corresponding system is explained in detail with
reference to Fig.5.
Next, if the communication system is used, and a game
dedicated machine is used as the equipment used on the receiving
side, the game program c o n t a i n i n g the old CM data is s i m i l a r l y
s u p p l i e d by the CD-ROM. The new CM d'ata or the like is then
s u p p l i e d via this communication system to a buffer RAM of the
game dedicated machine.
The c o r r e s p o n d i n g system is explained in d e t a i l with reference
to Fig.6.
Next, if the communication system is used, and a personal
computer is used as the equipment used on the receiving side, the
game program containing the old CM data is s i m i l a r l y supplied by
the CD-ROM. The new CM data or the like is then supplied via
t h i s communication system to a HDD of the personal computer. The
corresponding system is e x p l a i n e d in detail with reference to Fig.7.
In Fig.7, the game program itself, c o n t a i n i n g the old CM data
or the like, is f u r n i s h e d by downloading from the t r a n s m i t t i n g side
computer system via communication system to the HDD of the
personal computer, and s u b s e q u e n t l y the new CM data or the like
i s f u r n i s h e d via this communication system to the HDD of the
personal computer. The c o r r e s p o n d i n g system is also explained in
d e t a i l with reference t o Fig.7.
The respective systems are hereinafter explained.
T r a n s m i t t i n g Side System
T r a n s m i t t i n g Side System Employing the Broadcast System
Fig.3 shows a block diagram of a t r a n s m i t t i n g side broadcast
system in case the broadcast system is used for t r a n s m i t t i n g the CM
data or the like suitably updated with lapse of time. The new CM
data or the like is herein sent to the receiving side system of each
home u s i n g one channel of a d i g i t a l m u l t i - c h a n n e l b r o a d c a s t .
This broadcast system i n c l u d e s a hard disc drive (HDD) 10, a
c o n t r o l computer 11, a timepiece 12, a synchronizer 13, a data
encoder 14, a mixer 16, a RS encoder 17, an interleaver 18, a
QAM/QPSK encoder 19 and a t r a n s m i t t e r 20. The broadcast system
also includes an antenna 21, a (broadcast or communication)
s a t e l l i t e 22 or a cable 23, depending on the type of the broadcast
system.
The CM data or the like is stored in the HDD 10 as a CM
server. The control computer 11 reads from the HDD 11 the
p r o g r am start enable signal (PSE signal) as later explained, a
p r o g r am ID ( i d e n t i f i c a t i o n ) , CM data and other data (CM data or
the like), at a pre-set time i n t e r v a l , in association with the
reference timepiece 12, and transfers the read-out data to the
s y n c h r o n i z e r 13. The t r a n s f e r r e d CM data or the l i k e is converted
by the s y n c h r o n i z e r 13 into a t i m e s y n c h r o n i z a t i o n signal which is
then encoded by the data encoder 14 and thence s u p p l i e d to the
mixer 1 6.
The supplied CM data or the like is m u l t i p l e x e d by the mixer
16 with video and audio signals for other channels encoded with
high efficiency encoding by a MPEG encoder 15. The multiplexed
signals are encoded with Reed-Solomon codes by the RS encoder 17
and i n t e r l e a v e d by the i n t e r l e a v e r 18 so as to be then modulated for
b r o a d c a s t i n g by the QAM/QPSK encoder 19.
I f the broadcasting s a t e l l i t e (BS) is used, the modulated
signals are modulated with QPSK modulation (four-phase phase
s h i f t i n g and m o d u l a t i o n ) . If t h e communication s a t e l l i t e (CS) or the
cable (CATV) is used, the modulated s i g n a l s are modulated with
QAM ( q u a d r a t u r e a m p l i t u d e m o d u l a t i o n ) .
In the case of the s a t e l l i t e b r o a d c a s t i n g , the m o d u l a t e d s i g n a l
are then sent via antenna 21 and s a t e l l i t e (BS/CS) 22 to the
r e c e i v i n g side (game dedicated machine or the personal computer)
of a home 24. In case of the CATV, the modulated signals are sent
via CATV cable 23 to the receiving system of the home 24. Thus,
the receiving side system employing the broadcast system is the
u n i d i r e c t i o n a l communication of s u p p l y i n g only the CM data or the
l i k e .
T r a n s m i t t i n g Side System E x p l o i t i n g t h e C o m m u n i c a t i o n System
The upper part of Fig.6 and an upper part of Fig.7 show block
diagrams of the t r a n s m i t t i n g side system in case of using the
communication system for t r a n s m i t t i n g the CM data or the like
s u i t a b l y u p d a t e d with lapse of time. Since t h i s t r a n s m i t t i n g side
system has data exchange with the receiving side system, it will be
explained in conjunction with the explanation of the receiving side
system with reference to Figs.6 and 7.
Receiving Side System
The receiving side system is h e r e i n a f t e r explained.
Receiving side Game Dedicated System Exploiting the Broadcast
System
Fig.4 shows such a receiving side system in which, if the
broadcast system is used, ands the game' dedicated machine is
u t i l i z e d as the game machine of the receiving side system, the game
program ( i n c l u d i n g the old CM data or the l i k e ) is s u p p l i e d by the
CD-ROM purchased by the user and subsequently the new CM data
or the l i k e is s u p p l i e d via t h i s broadcast system to the buffer RAM
of t h e game d e d i c a t e d machine.
If the broadcast system is used, data is supplied
u n i d i r e c t i o n a l l y , that is in a d i r e c t i o n from t h e broadcast system to
the receiving side system.
This receiving side system includes a set top box 51, as
receiving means for receiving signals sent via s a t e l l i t e 22 or over
cable 23 (such as new CM data), and a game d e d i c a t e d machine 52.
The set top box 51 include a tuner 25, a QAM/QPSK decoder 26,
a d e i n t e r l e a v e r 27, a RS decoder 28, a MPEG decoder 29, a data
decoder 69 and a serial i n t e r f a c e 30.
The game d e d i c a t e d machine 52 of Fig.4 may, for example, be
' P l a y s t a t i o n ' m a n u f a c t u r e d by SONY COMPUTER ENTERTAINMENT
INC. This game d e d i c a t e d machine 52 i n c l u d e s a buffer RAM 31, a
receiver 32, a sound processor unit 33, a sound RAM 34, a motion
JPEG decider 35, a DMA controller 36, a graphic processor unit 37,
a video RAM 38, a flash memory 39, a CD-ROM 40, a CD-ROM
d r i v e 41, a CD-ROM decoder 42, an OS ROM 43, a CPU 44, such
as R3000 series, a geometric t r a n s f e r engine 45, a main RAM 46
and a main bus.
The s i g n a l s sent over the s a t e l l i t e 22 or cable 23, such as new
CM data, are selected by the tuner 25 in the set top box 51, so as
to be then QPSK demodulated or QAM demodulated by the
QAM/QPSK decoder 26 in a reversed manner from the case of the
processing during m o d u l a t i o n . The demodulated signals are then
d e i n t e r l e a v e d by a d e i n t e r l e a v e r 27 and demodulated for the Reed-
Solomon code by the RS decoder 28. The r e s u l t i n g video and audio
signals of the usual broadcast program, independent of the game
software, are demodulated by the MPEG decoder 29 for r e s t o r a t i o n
to the video and a u d i o signals.
The new CM data or the like for the game dedicated machine,
are passed t h r o u g h a data decoder 69, which forms a pair with the
t r a n s m i t t i n g side data encoder 14 of Fig.3, so as to be s u p p l i e d via
s e r i a l interface 30 to the game dedicated machine 52. The data
received by the receiver 32 of the game dedicated machine 52 is
stored in the buffer RAM 31 adapted for absorbing the difference
i n t h e t r a n s f e r r a t e i n s i d e and o u t s i d e the game d e d i c a t e d machine.
When the CD-ROM disc 40, having recorded t h e r e i n the game
program ( i n c l u d i n g old CM data or the like), is loaded on the CDROM
drive 41 of the game dedicated machine 52, the game program
i s t r a n s f e r r e d via the CD-ROM decoder 42 to the main RAM 46 for
storage.
During this transfer, the new CM data or the like already in
the buffer RAM 31 may be assembled in the main program, or a subr
o u t i n e call may be assembled in the main program after t r a n s f e r
for calling out the new CM data or the like in the buffer RAM 31,
as will be e x p l a i n e d s u b s e q u e n t l y in d e t a i l . In any case, the CPU
causes the game to proceed based on the data in the main RAM 46.
The f u n c t i o n of the remaining portions of the game dedicated
machine 52 will be e x p l a i n e d b r i e f l y . The OS of t h e game dedicated
machine is stored in the OS ROM 43 and a DMA ( d i r e c t memory
access) c o n t r o l l e r 36 controls data transfer via the main bus. The
f l a s h memory 39, holding on memory the time data in the PSE
s i g n a l , as will be explained s u b s t a n t i a l l y , is used for s t a r t i n g the
next game. The geometric transfer engine 45 (coordinate
t r a n s f o r m a t i o n engine) effects coordinate c a l c u l a t i o n s on an object,
while the motion JPEG decider 35 defreezes the compressed p i c t u r e
data. The motion JPEG decider 35, CPU 44 and the geometric
t r a n s f e r engine 45, surrounded by a broken line, are c o n s t r u c t e d as
a o n e - c h i p 1C.
The graphic processor unit 37 for vide o u t p u t t i n g , as an
o u t p u t t i n g system, c o n t r o l s the p i c t u r e d i s p l a y e d on a m o n i t o r , not
shown. The video RAM 38 performs the role of the p i c t u r e feedout
buffer so t h a t the p i c t u r e is o u t p u t t e d by a monitor. The sound
o u t p u t t i n g sound processor unit 33 for o u t p u t t i n g the speech
controls the speech control from the speaker, while the sound RAM
34 performs the role of the feed-out buffer, as the video RAM 38,
so that the speech is o u t p u t t e d by the speaker, not shown.
Reception Side Personal Computer System E x p l o i t i n g the Broadcast
System
Fig.5 shows a receiving side system in which, when the
b r o a d c a s t system is s i m i l a r l y used and a p e f s o n a l computer (PC) is
used as the game machine of the receiving side system, the game
p r o g r am c o n t a i n i n g the old CM data or the like is s i m i l a r l y supplied
by the CD-ROM and the new CM data of the like is s u p p l i e d via
t h i s broadcast system to the HDD (hard disc drive) of the personal
computer.
The receiving side system shown in Fig.5 i n c l u d e s the set top
box 51, adapted fro receiving signal sent via s a t e l l i t e 22 or over
cable 23, and a personal computer (PC) 68. The set top box 51 is
s i m i l a r to that shown in Fig.4. The personal computer 68 is a
personal computer similar to the DOS/V machine and i n c l u d e s a CDROM
drive 41, a serial i n t e r f a c e 53, a sound card 54, a VGA 55,
a keyboard c o n t r o l l e r 56, a DMA c o n t r o l l e r 57, a BIOS ROM 58, a
SCSI i n t e r f a c e 59, a HDD 60, an IDE interface 61, a FDD 62, a
FDD c o n t r o l l e r 63, a CPU 64, an I/O bus, an I/O channel and a
main b u s .
On comparison with the system of Fig.4, the receiving side
system of Fig.5 differs from the system of Fig.4 in that a personal
computer (PC) 68 is used as a game machine in place of the game
d e d i c a t e d machine 52. The set top box 51 is not explained
s p e c i f i c a l l y because it is the same as that shown in Fig.4. The new
CM data sent over the serial interface 30 of the set top box 51 is
received by the serial interface 53 in the personal computer 68 and
t r a n s m i t t e d over the 10 bus, I/O channel and the main bus so as to
be recorded via IDE interface 61 on the HDD 60.
In the personal computer 68, s i m i l a r l y to the game d e d i c a t e d
machine 52, if the CD-ROM disc 40, having recorded thereon the
game program ( c o n t a i n i n g the old CM data or the like), is loaded
on the drive 41, the game program is transferred via the SCSI
i n t e r f a c e 59 to the main RAM 46 for storage. During this t r a n s f e r ,
the new CM data or the l i k e is read out from the HDD 60 so as to
be stored in other sites on the main RAM 46. A sub-routine call is
then assembled in the main program on the main RAM 46 for c a l l i n g
out the CM data or the like in other portions of the main RAM.
This method will be explained later in more d e t a i l . In any case, the
CPU 44 causes the game to proceed on the basis of d a t a in the main
RAM 46.
Turning to other components of the personal computer (PC)
68, the CPU 64 is e.g., a 486 series of INTEL INC. of USA, while
BIOS (Basic I/O system) ROM 58 has the computer OS loaded
t h e r e o n and the DMA (direct memory access) controller 57 effects
data t r a n s f e r control over the main bus.
The floppy disc drive (FDD) 62 effects data r e a d - w r i t e on or
from the floppy disc via a FDD c o n t r o l l e r 63.
The keyboard controller 56 receives signals from the keyboard
and the mouse. Turning to the output system, the video graphics
array (VGA) 55 o u t p u t s video signals to a monitor, not shown,
while the sound card 54 restores the encoded signals by e.g., MIDI
(music i n s t r u m e n t s d i g i t a l interface) for o u t p u t t i n g the restored
signals via a speaker.
Game dedicated system E x p l o i t i n g the Communication System
Fig.6 shows t h e t r a n s m i t t i n g side system and the receiving side
system when u t i l i z i n g t h e c o m m u n i c a t i o n system.
If the game dedicated machine is used, there is shown as a
game machine on the receiving side system a receiving system in
which the game p r o g r am c o n t a i n i n g the old CM data or the l i k e is
s u p p l i e d by the CD-ROM purchased by the user and in which the old
CM data or the like is s u p p l i e d via this communication system to
the buffer RAM of the game dedicated machine. The case of using
the communication system differs from the case of using the
broadcast system in t h a t the b i - d i r e c t i o n a l communication i s carried
out in the former case w i t h the t r a n s m i t t i n g side system.
The t r a n s m i t t i n g side system employing the c o m m u n i c a t i o n
system includes the HDD 10, as a server for the CM data or the
l i k e , control computer 11, timepiece 12, FDDI (fiber d i s t r i b u t e d
data interface) 47, and a modem 48, and is connected to a telephone
network 49.
The game dedicated machine 52 of the receiving side system
is similar to that of Fig.4 except that its receiving end is a modem
50.
In the game dedicated machine 52, if the CD-ROM disc 40 is
loaded on the drive 41, the p r o g r am ID signals as l a t e r explained
are read and sent via modem 50, t e l e p h o n e network 49 and host-side
modem 48 to the control computer 11.
In the control computer 11, the program start enable (PSE)
s i g n a l , as later explained, the p r o g r am ID signal and new CM data
stored in the hard disc drive as a server of the CM data, are sent
via modem 48 and telephone network 49 to a modem in the game
d e d i c a t e d machine 52.
The game dedicated machine 52 starts the operation by the
program start enable (PSE) signal for storage of the CM data or the
l i k e in the buffer RAM 31. The operation in the game dedicated
machine 52 is otherwise the same as that in the system of Fig.4 so
that the corresponding explanation is omitted for simplicity.
Receiving Side Personal Computer System E x p l o i t i n g Communication
System
Fig.7 shows a receiving system in which, if the c o m m u n i c a t i o n
system is used, and the personal computer is used as a game
machine of the receiving side system, the game program c o n t a i n i n g
the old CM data or the l i k e is s u p p l i e d by the CD-ROM and the new
CM data or the like is s u p p l i e d via t h i s c o m m u n i c a t i o n system to
the HDD of the personal computer.
F i g . 7 shows a receiving system in which the game software as
such, c o n t a i n i n g the old CM data or the l i k e , is p u l l e d out from the
t r a n s m i t t i n g side computer system via the communication system to
the HDD of the personal computer and in which new CM data or the
l i k e is s u p p l i e d via this communication system to the HDD of the
personal computer. Although the game software as such is
downloaded only once at first, the new CM data or the like is
s u p p l i e d each time the game software i s s u p p l i e d .
For downloading, the transmitting side system exploiting the
c o m m u n i c a t i o n system has the FDD 147, HDD 65 as a program
server, and a program server control computer 66, in a d d i t i o n to the
system of Fig.6.
In this system, the personal computer 68 is used as a game
machine in place of the game dedicated machine 52 of Fig.6. This
system differs from the system of Fig.5 in that its receiving end is
a modem 67. As in Fig.6, when the CD-ROM disc 40 is loaded on
the CD-ROM drive 41, the program ID signal, as l a t e r e x p l a i n e d , is
read via SCSI interface 59. This program ID signal is sent via
model 67, t e l e p h o n e network 49 and the host side modem 48 to the
control computer 11.
The control computer 11 sends the program start enable signal
(PSE signal) as later explained, the p r o g r am ID signal supplied
t h e r e t o and the CM data stored in the HDD 10 as a CM server to
the modem 67 in the game d e d i c a t e d machine 52. The CM data or
the l i k e is stored in the HDD 60 as in the system of Fig.5.
With this system, the game software is not a c q u i r e d by
p u r c h a s i n g the CD-ROM 40, but is obtained on downloading from
the host computer. The downloading request from the personal
computer 68 is sent via modem 67, telephone network 49, host side
modem 48 and FDD 147 to the program server c o n t r o l l i n g computer
66.
The program server c o n t r o l l i n g computer 66 is responsive to
the downloading request from the p e r s o n a l computer 68 to send the
pre-set program stored in the HDD 65 as a program server via FDD
147, modem 48 and t e l e p h o n e network 49 to the modem 67 in the
p e r s o n a l computer 68.
The personal computer 68 then causes the gam program to be
s t o r e d in the HDD 60.
On p r o g r am s t a r t i n g , the game program is read to the RAM 46
from the HDD 60 i n s t e a d of from the CD-ROM 40. Only one game
software d o w n l o a d i n g o p e r a t i o n suffices for one game sort. That is,
a l t h o u g h downloading needs to be carried out for each different
type of the game software items, the same sort of the game
software, once stored, needs only to be read from the HDD 60.
Conversely, the new CM data or the like, stored in the HDD 10, is
read out via t e l e p h o n e network 49 each time the game software is
s t a r t e d . This system is otherwise the same as the system of Fig.5
and hence i s not e x p l a i n e d s p e c i f i c a l l y .
Program Structure of Game Software (Entire Structure)
The following t a b l e 2 shows the program s t r u c t u r e on the main
RAM during execution of the game software used in the abovedescribed
various systems.
30
(Table Removed)The game machine of the receiving side system is classified
i n t o the game dedicated machine and the personal computer (PC),
as described above. The game program, i n c l u s i v e of the original old
CM data, is mainly recorded on the CD-ROM purchased by the user.
If the game program is downloaded, as an exceptional case, the
game program is directly recorded on the HDD of the personal
computer. The updated new CM data or the like is recorded from
the t r a n s m i t t i n g side via the broadcast system or the communication
system on the buffer RAM or on the HDD if the receiving side
system uses the game dedicated machine or the personal computer,
r e s p e c t i v e l y . The correspondence to the receiving side system,
e x p l a i n e d with reference to Figs.4 to 7, is shown in Table 2.
The game is executed in accordance with the game software on
the main RAM t r a n s f e r r e d from t h i s CD-ROM or from the HDD. If
the CM data or the like in the game software recorded on the main
RAM is modified or updated with progress of the game, the manner
of h a n d l i n g the new CM data is classified, as explained with
reference to Figs.8 to 13.
Stated briefly, the new CM data or the like is not assembled
into the game dedicated machine, but the address of the buffer RAM
of the u p d a t e d data is recorded in the main RAM and the u p d a t e d
data is called for in the buffer RAM, as shown in Fig.8. The callout
method is shown in d e t a i l in Fig.9.
The u p d a t e d data as such is not recorded in p e r t i n e n t p o r t i o n s
of the game software of the main RAM, but is recorded in other
p o r t i o n s of the same main RAM, while the address of the u p d a t e d
data is r e c o r d e d in the p e r t i n e n t p o r t i o n s of the game software and
the updated data is called out from the other a d d r e s s e s on the main
RAM, as shown in Fig.10. The call-out method is shown in detail
in Fig.11.
Fig.12 shows case similar to Fig.10 with the exception that the
game program is downloaded on the HDD 6.
Fig.13 shows a case of assembling the new CM data or the like
as such in the main RAM (sub-routine call).
Program S t r u c t u r e
C a l l i n g New CM Data on Buffer RAM on Main RAM
Fig.8 shows a first embodiment of the present invention in
which, when transferring the game software on the CD-ROM 40 to
the main RAM 46, in the game d e d i c a t e d machine 52, any new CM
data on the buffer RAM 31, if any, is left as is and only the data
of the sub-routine call is left in the main RAM 46, such that, if an
area of the CM data in the main program on the main RAM 46 to
be u p d a t e d is reached, the CM data is s u b - r o u t i n e called (called
out). This can be adopted in the system of Figs.4 and 6.
The CD-ROM 40 has recorded thereon program ID data 80,
PSE check data 81, game program PRG(l) data 82, old CM data
Old-CM(l) 83, game program PRG(2) data 84, game program
PRG(3) data 86, old CM data Old-CM(3) 87 and game program
PRG(4) data 88, in this order. The old CM data Old-CM(l) 83 to
Old-CM(3) 87 are not limited to the CM data but is the CM data or
the l i k e also encompassing the p i c t u r e s to be u p d a t e d , such as car
or flag colors explained with reference to Figs.l and 2. On the
buffer RAM 31 are recorded the program ID data 80, new CM data
New-CM(l) 91 and New-CM(2) 90.
When t r a n s f e r r i n g data of the addresses CO to C9 on the CDROM
40 to the main RAM 46, data of the addresses CO to C9 on
t h e CD-ROM 40 are d i r e c t l y t r a n s f e r r e d to the addresses MO to M9
on the main RAM 46. The addresses of the transferred CM data or
the like for u p d a t i n g on the main RAM 46 are c a l c u l a t e d and the
l e a d i n g end of the CM data or the l i k e to be updated is rewritten
to t h e s u b - r o u t i n e call command and to the j u m p command.
After this rewriting, the old CM data Old-CM(l) is rewritten
to call data C a l l ( l ) 93, while old CM data Old-CM(2) is r e w r i t t e n
to call data Call(2) 94 for calling new CM data new-CM(2). An
a d d r e s s B3 of the new CM data New-CM(l) 91 is recorded in the
call data 93, while an address B2 of the new CM data New-CM(2)
90 is recorded in the call data 94.
The c h a r a c t e r i s t i c portions of t h i s program are explained in
d e t a i l with reference to Fig.9. As explained with reference to
Fig.8, if the new CM data is on the buffer RAM 31, sub-routine
c a l l i n g is made to the address B3 on the buffer RAM 31 at the
l e a d i n g end of the call data C a l l ( l ) 93 of the program on the main
RAM 46. Conversely, the new CM data New-CM(l) (91) on the
b u f f e r RAM 31 is returned by return, so that, at an end of
p r o c e s s i n g , control is at a point next to the sub-routine call of the
c a l l data C a l l ( l ) 93 on the main RAM 46. Since this portion
c o n t a i n s a jump command of skipping to an address Magnetic disc
device 4 on the main RAM 46, the data of the previously w r i t t e n
d a t a of the addresses Magnetic head device 3 and Magnetic disc
device 4 are d i s r e g a r d e d .
C a l l i n g New CM data on the same Main RAM on the main RAM
Fig.10 shows a case in which, when t r a n s f e r r i n g the game
program data on the CD-ROM 40 to the main RAM 46, the new CM
d a t a on the HDD 60 is not t r a n s f e r r e d to a c o r r e s p o n d i n g area on
t h e main RAM 46, but is t r a n s f e r r e d to a d i f f e r e n t area. In the
game program on the main RAM 46, the' new CM data in this
d i f f e r e n t area is s u b r o u t i n e - c a l l e d . A l a r g e - c a p a c i t y main RAM,
capable of having data of the CD-ROM 40 and HDD 60
s i m u l t a n e o u s l y , may be conceived. This main RAM can be used in
the system of F i g s . 5 and 7.
As in Fig.8, if the addresses CO to C9 on the CD-ROM 40 are
t r a n s f e r r e d to the main RAM 46, data of t h e addresses CO to C9 on
the CD-ROM 40 are directly t r a n s f e r r e d to the addresses MO to M9
on the main RAM 46. The program ID80, CM data i n f o r m a t i o n 89
and the new CM data 1, 2 (91,90) at the addresses HO to H4 on the
HDD 60 are then t r a n s f e r r e d to the addresses M10 to M14 in a
different area from the game software of the main RAM 46.
The a d d r e s s on the main RAM 46 of t h e p o s t - t r a n s f e r CM data
for u p d a t i n g is calculated, based on the CM data i n f o r m a t i o n in the
d i f f e r e n t area on the RAM 46, and the l e a d i n g end of the data to b e -
rewritten is rewritten to a sub-routine call command and a jump
command. The old CM data Old-CM(l) 83 and the old CM data Old-
CM(2) 85 are r e w r i t t e n to call data C a l l ( l ) 93 for c a l l i n g the new
CM data New-CM(l) and to call data Call(2) 94 for c a l l i n g the new
CM data New-CM(2), respectively.
Fig.12 shows a case of downloading the game software in
which, in the personal computer 68, a program is had in HDD 60,
d a t a on the HDD 60 is transferred to the main RAM 46, and new
CM data or the like on the HDD 60 is transferred to an area
d i f f e r e n t from the same software on the main RAM 46 and in which
new CM data or the like on the main RAM 46 is s u b - r o u t i n e called
in the main program on the main RAM 46. This can be used in the
system of Fig.7. As compared with Fig.10, only the origin of
t r a n s f e r is changed from the CD-ROM 40 to the HDD 60 ( d i r e c t l y
recorded by the downloading).
The data of the addresses HO to H9 on t h e HDD 40 is d i r e c t l y
t r a n s f e r r e d to the addresses MO to M9 on the main RAM 46. The
program ID data 80, CM data information 89 and the new CM data
90, 91 at the a d d r e s s e s Head s u p p o r t i n g d r i v i n g unit 10 to H14 on
the HDD 60 are t r a n s f e r r e d to the addresses MO to M14 which
represent d i f f e r e n t areas from the game software t r a n s f e r r e d to the
main RAM 46. Then, based on the CM data i n f o r m a t i o n 89 on the
d i f f e r e n t area on the main RAM 46, the addresses of the main RAM
46 of the new p o s t - t r a n s f e r CM data are c a l c u l a t e d and the leading
end of t h e CM data being t r a n s f e r r e d is r e w r i t t e n to the s u b - r o u t i n e
call commands and the j u m p commands. The old CM d a t a Old-CM(l)
83 and the old CM data Old-CM(2) 85 on the main RAM 46 are
r e w r i t t e n to the call data C a l l ( l ) 93 and to call data Call(2) 94,
r e s p e c t i v e l y .
Fig.11 shows details of the r e w r i t t e n data in meeting with
Figs.10 and 12. As compared to Fig.9, already explained, the new
CM data or the like is not on the buffer RAM but on the main RAM
46. Sub-routine calling is to the address M13 of the different area
on the main RAM 46 at the l e a d i n g end of t h e call data C a l l ( l ) 93
on the main RAM 46. The new CM data New-CM(l) (91) is r e t u r n e d
by r e t u r n , so t h a t , at an end of processing, control is at a point
next to the sub-routine call of the call data C a l l ( l ) 93 on the main
RAM 46. Since t h i s p o r t i o n contains a jump command of s k i p p i n g
to an a d d r e s s Magnetic disc device 4 on the main RAM 46, t h e data
of the p r e v i o u s l y w r i t t e n data of t h e addresses Magnetic head device
3 and Magnetic disc device 4 are disregarded.
Instance of Assembling Updated CD Data on the main RAM
Fig.13 shows a case wherein, when t r a n s f e r r i n g the game
software on the CD-ROM 40 to the main RAM 46 in the game
d e d i c a t e d machine 52 exploiting the broadcast system or the
communication system, the new CM data or the like on the buffer
RAM 31 is also sent to the main RAM 46 so as to be assembled to
the main program. This can be used in the system of F i g s . 4 and 6.
In the CD-ROM 40, t h e r e are s e q u e n t i a l l y recorded program ID
data 80, PSE check data 81, game program PRG(l) data 82, old CM
data Old-CM(l) 83, game program PRG(2) data 84, old CM data
01d-CM(2) 85, game program PRG(3) data 86, old CM data Old-
CM(3) 87 and game program PRG(4) data 88, are recorded
s e q u e n t i a l l y . The old CM data Old-CM(l) to Old-CM(3) are not
l i m i t e d to the CM data but is the CM data or the like also
encompassing the p i c t u r e s to be u p d a t e d , such as car or flag colors
explained with reference to Figs.l and 2.
The addresses CO to C9 on the CD-ROM 40 are loaded on the
main RAM 46 (corresponding to the buffer RAM 31 of Figs.4 and
6). On the buffer RAM 31 are recorded the p r o g r am ID data 80, CM
data information 89, new CM data New-CM(l) 91 and New-CM(2)
90. The CM data i n f o r m a t i o n 89 is the CM data management
i n f o r m a t i o n f i l i n g the address of the buffer RAM 31 recording the
new CM data or the like and the address of the CD-ROM 40
r e c o r d i n g the c o r r e s p o n d i n g old CM data or the l i k e . Although the
CM data Old-CM(l) and CM data Old-CM(2) are u p d a t e d , the CM
data Old-CM(3) is not updated. Thus, the first old CM data or the
p r e - u p d a t i n g data are commended to be used.
If, during data t r a n s f e r from the CD-ROM 40 to the main RAM
46, there is an address on the CD-ROM 40 of the CM data or the
l i k e being u p d a t e d in the CM data i n f o r m a t i o n 89 of t h e buffer RAM
31, the origin of t r a n s f e r switches from the CD-ROM 40 to the
buffer RAM 31, such that pre-set new CM data form the buffer RAM
31 is t r a n s f e r r e d . After the end of t h i s t r a n s f e r , the processing
reverts to data t r a n s f e r from the CD-ROM 40.
The game software data are s e q u e n t i a l l y read out from the
address CO on the CD-ROM 40 so as to be s e q u e n t i a l l y stored
b e g i n n i n g from the address MO on the main RAM 46. When the site
of transfer is the a d d r e s s C3 of the CD-ROM 40, transfer switches
to the transfer of the CM data New-CM(2) 90 from the address B2
of the buffer RAM 31, because the old CM data Old-CM(2) 85 is to
be updated and the c o r r e s p o n d i n g address Cartridge 5 is at the CM
data i n f o r m a t i o n 89 on the buffer RAM 31. When the address B3 is
reached, t r a n s f e r again switches to transfer from the address C6 of
the CD-ROM 40.
Then, when the a d d r e s s of the CD-ROM 40 reaches Center hub
7, since the old CM data 01d-CM(3) 87 is not to be u p d a t e d , the
address Center hub 7 is not recorded in the CM data i n f o r m a t i o n 89
of the buffer RAM 31. Thus, data transfer is continued, with th«
CM data 3 r e m a i n i n g to be the old CM data Old-CM(3) 87, to
t e r m i n a t e data t r a n s f e r at address C9.
Thus, new CM data New-CM(l) 91 and new CM data New-
CM(2) 90 are written on the main RAM 46 in place of the old CM
d a t a Old-CM(l) 83 and old CM data Old-CM(2) 85 on the CD-ROM
40. However, the CM data 3 is w r i t t e n on the main RAM 46 as the
old CM data Old-CM(3) 87.
Since in general the capacity of the main RAM 46 is smaller
than that of the CD-ROM 40, the game is executed as necessary
d a t a is t r a n s f e r r e d from the buffer RAM 31 to the main RAM 46
when the corresponding address is reached in the course of
e x e c u t i o n of the game program. When the CM data area is reached
on the game software, reference is had to the CM data i n f o r m a t i o n
on the buffer RAM to capture the data from the buffer RAM if
necessary to execute the game.
Date Format Exploiting the Broadcast System and Communication
Protocol E x p l o i t i n g the C o m m u n i c a t i o n System
Data Format Exploiting Broadcast System
It has been explained by Table 2 that the new CM data or the
l i k e is supplied to the receiving side system by exploiting the
broadcast system or the communication system. Referring to Figs.14
to 16, the communication protocol during t r a n s m i s s i o n of the new
CM data in the communication system, such as the new CM data or
the l i k e in the b r o a d c a s t system.
In the broadcast system, new CM data is sent from the sending
s i d e broadcast s t a t i o n t o the receiving side system by u n i d i r e c t i o n a l
communication. Fig.14 shows the broadcast format of data
c o n t a i n i n g the new CM data s u p p l i e d from the broadcast s t a t i o n . As
shown therein, data made up of four blocks of A to D are
repeatedly broadcast at an interval corresponding to a CM i n t e r v a l
105.
Each of the blocks A to D are started at the program start
enable (PSE) signal 100. The length of each block, that is the
interval from the PSE signal to the next block PSE signal is termed
a PSE i n t e r v a l 117, and is of a pre-set data l e n g t h . The PSE 100 is
a program start enable signal. If t h e receiving side game dedicated
m a c h i n e or personal computer can confirm the arrival of t h e PSE
100, the game program is s t a r t e d . Stated d i f f e r e n t l y , the game
software s t a r t i n g is i n h i b i t e d if t h e a r r i v a l of the PSE 100 cannot
be confirmed. That is, the game software not having the CM d a t a or
t h e l i k e cannot be s t a r t e d .
As shown in the lower part of the figures, each of the
respective blocks A to D has, next to the PSE 100, the program ID,
also referred to as 'program code', and plural sets of CM data
(such as sets of 107 and 108) a s s o c i a t e d with the program ID. First,
t h e program ID is read, and the CM data coincident with the
program ID is captured into the game machine. The block A (code
101) has three new CM data associated with three program codes,
namely '#ASW000001', ' #AS WOO 1 2056' and '#BZQ4625023 '. To
t h e s e CM data are accorded the corresponding program
i d e n t i f i c a t i o n s i g n a l s a s h e a d e r s .
F i r s t , there is the PSE 100, followed by the program ID107
and associated CM data '#ASW000001' 108, followed by the
p r o g r am ID 109 and associated CM data '#ASW0012056' 110,
f i n a l l y followed by the program ID 111 and associated CM data
'#BZQ4625023' 112. Since the block length (PSE i n t e r v a l 117) is
c o n s t a n t , the deficit portion is made up for by the gap 106 to
complete a block. The block B is c o n s t i t u t e d by the CM data of
different sorts from the block A. These blocks A to D of t h e same
c o n t e n t s , making up the sole CM interval 105, are broadcast
r e p e a t e d l y s e q u e n t i a l l y .
In the course of the CM i n t e r v a l 105, at least one new CM
d a t a is t r a n s f e r r e d . If t h e r e is no a r r i v a l of CM data during the CM
i n t e r v a l 105, there is no broadcast CM data, such that the CM d a t a
i s not u p d a t e d . If the game software is an old one used for some
long time since its first sale, the number of u s e r s is few, such t h a t ,
if the CM data is updated, the effect is only small so that new CM
data is not broadcast. If the new CM data is not broadcast, the
game program can be started if the arrival of the PSE 100 is
confirmed. In this case, the old CM data or the latest updated CM
data on the game program is r e p r o d u c e d .
In the CM i n t e r v a l 105, the PSE i n t e r v a l 117 is set at a preset
interval, such as 1/4 interval. The software can be started by
r e c e i v i n g this PSE signal. For smoothing the startup of the
software, this i n t e r v a l is selected to be s h o r t e r t h a n the CM i n t e r v a l
105. The startup of the game software is inhibited if the arrival of
t h e PSE 100 cannot be confirmed, without dependency on
u p d a t i n g / n o n - u p d a t i n g .
Fig.15 shows details of the signal data formats of the PSE
144, program ID 145 and the new CM data 146.
The PSE 144 is made up of a PSE header (2 bytes) 120 and
PSE data (14 bytes) 121. The PSE data 121 has i n s e r t e d t h e r e i n the
software start enable code and time data. Since there is the time
data, the PSE data is varied with time such that the data is v a r i a b l e
each time the game software is s t a r t e d . Thus, the data security
( c o n f i d e n t i a l i t y ) i s secured such t h a t , by checking the PSE data, the
s t a r t u p of a game with n o n - u p d a t e d CM data is i n h i b i t e d effectively.
The PSE d a t a will be e x p l a i n e d in detail with reference to Figs.17,
18 and 27.
The program ID (program code) 145 has the program ID header
(2 bytes) 122, a data l e n g t h (8 bytes) 123 i n d i c a t i n g the length of
t h e next following data and the program ID data (16 bytes) 124.
The program ID data 124 is fixed at 16 bytes, so that the data
length 123 is always '16'.
The CM data 146 has a CM data header (2 bytes) 125, a total
CM data length (8 bytes) 126 and a total item number data 127
s p e c i f y i n g the t o t a l number of divisions or the total item number (8
bytes) specifying to which data sites corresponds the next following
CM data. These data are followed by the new CM data 128 for
u p d a t i n g .
The new CM data for u p d a t i n g 128 is divided by a number
c o r r e s p o n d i n g to the total item number n shown by the total item
number data 127. Each of the n portions of the CM data has a
d i v i s i o n header (2 bytes) 129, a d i v i s i o n data length (8 bytes) 130,
specifying the length of the next following divided data portions,
t h e d i v i s i o n number (8 bytes) 131 specifying the serial number of
the d i v i d e d data p o r t i o n s and the CD program address (32 bytes)
132 specifying the address of the main program on the CD-ROM,
followed by the new CM data New-CM(l) 133 for a c t u a l updating.
This s e q u e n c e is repeated up to the n ' t h divided data p o r t i o n (CM
data New-CM(n)) 138 specified by the total number of d i v i s i o n s ,
t h a t is the t o t a l i t em number data 127.
Communication Protocol U t i l i z i n g the Communication System
On the other hand, if the communication system is used, first
the game is s t a r t e d with the game dedicated machine or the personal
computer of the receiving side system and the program ID is read
and sent over the t e l e p h o n e network 49 to the sending side system
by way of preforming b i d i r e c t i o n a l communication. Fig.16 shows
schematics of the protocol in the communication system. The
exchanged data format is the same as that shown in Figs.14 and 15.
Referring to Figs.6, 7 and 16, if the game software stored in
the CD-ROM 40 is started, the program ID signals are a c q u i r e d
from the CD-ROM 40. These program ID signals are sent from the
home 24 to the CM server controlling computer 1 1 (arrow a in
Fig.16).
The CM server c o n t r o l l i n g computer 11, which has received
the program ID signals, retrieves the CM data a s s o c i a t e d with the
program ID signals from the HDD 10 which is the CM server. After
the end of the r e t r i e v a l , the CM server controlling computer 1 1
r e t u r n s the PSE signals 141, program ID 142 and the CM data 143,
in t h i s order (arrows b, c and d in Fig.16).
The second PSE signal is then acquired, as later e x p l a i n e d .
That is, the program ID signal is again sent from the home 24 to
t h e CM server c o n t r o l l i n g computer 11, while the PSE signal is
r e t u r n e d from the CM server the home 24.
In the home 24, the time i n f o r m a t i o n of the PSE signal,
i n d i c a t e d by arrow b of Fig.16, is compared at the home 24 to the
PSE signal i n d i c a t e d by arrow / to judge the two PSE signals to be
correct if t h e error is w i t h i n a pre-set allowable value to permit the
start of the game, whereas, if the error exceeds the allowable value,
the two PSE signals are judged to be in error to terminate the
operation. Meanwhile, if the long time has elapsed since the first
sale of the game software, such that there is no c o r r e s p o n d i n g CM
data on the HDD 10, only the PSE signals and the program ID are
r e t u r n e d . The receiving side system can confirm arrival of the PSE
signals to permit the start of the game software. Meanwhile, in t h i s
protocol, the p r o g r am ID is not indispensable, but is used only for
c o n f i r m a t i o n purposes.
Encoding and Decoding of PSE Signals
A specified insertion code, as set by the game software
producer, is inserted into the PSE signals, and the receiving side
system judges the coincidence or non-coincidence of the i n s e r t i o n
code for d e t e r m i n i n g whether or not the game can be s t a r t e d .
Encoding
The PSE has the time information and hence is changed with
time so that it is effective in safety, as described above. Referring
to Figs. 17 and 18, encoding and decoding examples for the PSE
signals in the CM server c o n t r o l l i n g computer 11 will be e x p l a i n e d .
Fig.17 is an example of encoding. For the PSE signals, the
time of the reference t i m e p i e c e 12 is used. This time is acquired as
the date and time of d i s t r i b u t i o n (year, month, day, hour, minute
and second) (1996.2.29, 18:05:38' and is s y m b o l i z e d as shown at B
in Fig.17. The symbolized signal is then r e - o r d e r e d so t h a t the MSB
side and the LSB side are i n t e r c h a n g e d with each other, as shown
at C in Fig.17, to provide the symbol sequence in the order of the
decreasing rate of change (second -> year). The l e a d i n g end at the
beginning of the game is formed by a sort of random numbers for
thereby specifying the point of i n s e r t i o n of the i n s e r t i o n data as
now explained.
The leading end number of the re-arrayed signal is acquired (D
in Fig.17). This number is '8' in the present embodiment. There is
no change up to the l e a d i n g end number (8) as counted from the
l e a d i n g end. However, the i n s e r t i o n code is inserted at the next
point (9th p o i n t ) . In the present embodiment, the i n s e r t i o n code is
' o k ' . After the i n s e r t i o n code, the n'th data ff. are shifted and
continued (E in Fig.17). Conversion is made to t h e 8-bit data in
accordance with JIS (F in Fig.17).
The dummy data code, o p t i o n a l l y set by the game software
producer, is a c q u i r e d . The dummy data may differ from one game
software to another. In the present embodiment, the dummy code
i s 'startok' (G in Fig.17). Similarly, the dummy code (G in
Fig.170) is also converted into JIS 8-bit data (H in Fig.17). These
two 8-bit data (F and H in Fig.17) are added t o g e t h e r b i t - b y - b i t to
give an a d d i t i o n data (I in Fig.17). To this a d d i t i o n data are
appended the PSE header '03h, f7h' and the r e s u l t i n g PSE is
encoded and t r a n s m i t t e d (J in F i g . 1 7 ) .
Encoding Flowchart
Figs.19 to 22 show the PSE encoding flowchart. The encoding
processing is carried out by t h e CM server c o n t r o l l i n g computer 11
in Figs.6, 7 and 1 6.
Fig.19 is a flowchart up to re-arraying at the time of PSE
encoding.
F i r s t , at step S170, the date and time data is acquired. Then,
at step S171, the date and time data is converted into a string of
-numerical figures N(j). The string of numerical figures prior to rea
r r a y i n g in N(j) and t h a t s u b s e q u e n t to r e - a r r a y i n g is M(j), where
specifies the serial number in the s t r i n g . The number of numerical
f i g u r e s in the date and t i m e data jmax is 12 in the embodiment of
Fig.17. At step S172, j is set to 1 (j = l ) . At steps S173, S174 and
S175, the operations of i n s e r t i n g the j ' t h data of N i n t o the (jmaxj
+ l ) t h place in M is repeated from j = l to i=jmax (=12). This rearrays
the s t r i n g of n u m e r i c a l values N(j) of the date and time data
so that the MSB side and the LSB side are i n t e r c h a n g e d to give the
s t r i n g of l e t t e r s M(j).
Fig.20 is a flowchart up to the a d d i t i o n of i n s e r t i o n data (E
in Fig.17), which is carried out next to affirmative judgment of step
S174 in Fig.19. Since the i n s e r t i o n data in Fig.17 is 'ok', imax = 2 .
Next, at step S177, j is set so that j=jmax + imax = 2. Then, at step
S177, j is set so that j=jmax + i m a x (=12 + 2 = 14). The data are s h i f t e d
by imax sequentially from the last letter. Then, at step S178,
M(j+jmax) = M(j). From the last p o r t i o n of the string, the s t r i n g up
to M(l)+l is shifted by imax. M(l) c o r r e s p o n d s to the leading end
number of the string M(j). Since the string is unchanged up to this
leading end number, the i n s e r t i o n and s h i f t i n g point is downstream
of M ( l ) + l s t l e t t e r . At the next step S180, j = j - l . The steps S178 to
S180 are repeated u n t i l the r e q u i r e m e n t of the step S179 is met. If
the condition of step S179 is met, processing transfers to step
S1181 to set i=l. Then, at step S182, M(M(l) + i) = I(i) to insert
the i n s e r t i o n code beginning from the M(l)+lst l e t t e r . The steps
S182, S183 and S184 are then repeated u n t i l the c o n d i t i o n i = Imax
is met at step S183. Is the condition of step S183 is met,
processing t r a n s f e r s to step S184 of Fig.21.
Fig.21 is a flowchart showing the process of PSE encoding of
Fig.17 up to the step of a d d i t i o n of dummy data (I in Fig.17), and
shows the sequence following the a f f i r m a t i v e decision at step S183
of Fig.20.
First, at strep s!84, the dummy letter s t r i n g D(k) is acquired
at step S184. Since the dummy data D(k) is ' s t a r t o k ' in Fig.17, the
number of l e t t e r s kmax is 7. Then, at step S185, j = l and k = l . At
step S186, M(j) and the dummy data D(k) in the same rank in the
sequence are s e q u e n t i a l l y summed b e g i n n i n g from the leading end.
At step S188, it is judged whether j - j m a x + imax. If the above
condition is not met, j is set so that j-j + 1 at step S188. Then, at
step S189, it is judged whether or not k = kmax. If t h i s c o n d i t i o n
is not met, k is set at step S191 to k = k + l. The steps as from step
S186 are t h e n repeated. If t h e dummy data becomes depleted e a r l i e r
t h a n the letter string, k is u p d a t e d and, at step S191, the dummy
d a t a is again added beginning from the leading end. If, at step
S187, j=jmax + imax, the above a d d i t i o n is t e r m i n a t e d and
processing t r a n s f e r s to step S192 of Fig.22.
Fig.22 is a flowchart for header appendage during PSE
encoding shown in Fig.17.
First, at step S192, the header H(i) is acquired. Since the PSE
header is of 2 bytes, lmax = 2. Then, at step S193, j = l and i=l are
set. Then, at step S194, data are shifted backwards by a header so
that the (jmax + imax + l m a x - l ) t h letter of M corresponds to
( j m a x + i m a x - l ) t h letter of M. At step S19'5, it is judged whether
nor not j=jmax + imax and, if t h i s c o n d i t i o n is not met, j=j + l is set
at step S196. The processing of steps S194, S195 and S196 is
repeated. If j-jmax + imax is met at step S195, processing t r a n s f e r s
to step S197. Then, at step S197, M(1) = H(1) is set. At step S198,
it is judged whether or not i = imax and, at step S199, i = i + l is set.
The processing of the steps S197, S198 and S199 is repeated so
that the PSE header is appended at the leading end. If i = i m a x is
met at step S198, the above processing is t e r m i n a t e d .
Decoding
Fig.18 is an example of decoding of PSE which is the reverse
operation of encoding of Fig.17.
The PSE data is received as shown at A in F i g . l S a n d the
header is first removed, as shown at B in Fig.18. Then, as shown at
C in Fig.18, the dummy code ' s t a r t o k ' is acquired, as shown at C
in Fig.18, and converted into the 8-bit data of JIS as d u r i n g
encoding at D in F i g . 1 8 . The s u b t r a c t i n g p r o c e s s i n g reversed from
t h a t d u r i n g encoding is performed for r e s t o r a t i o n to the JIS code
shown at F in Fig.18, before reverting to the JIS code shown at f
in Fig. 18.
The l e a d i n g number '8' is then acquired at G in Fig.18 for
s e t t i n g the p o s i t i o n of i n s e r t i o n of the i n s e r t i o n code. The i n s e r t i o n
code is extracted at H in Fig.18 and the date time code is i s o l a t e d
at I in Fig.18. The r e - a r r a y i n g for i n v e r t i n g the MSB and LSB sides
i s performed at J in Fig.18 for o b t a i n i n g the d i s t r i b u t i o n date and
time o f ' 1 9 9 6 . 2 . 2 9 18:05:38' shown at K in Fig.18 is o b t a i n e d .
Decoding Flowchart
Figs.23 to 26 show the PSE decoding flowchart. Fig.23 is a
flowchart showing the sequence o f P S E decoding shown i n Fig.18.
F i r s t , at step S200, the header H ( l ) is acquired. Since the PSE
header is of 2 bytes, lmax = 2. Then, at step S201, j = l and i=l are
set. Then, at step S202, it is j u d g e d by the PSE check 81 of F i g . 1 3
whether or not the s e q u e n t i a l l y entered input data ID is the same
as the leading data H(l) of the PSE header '03h, f7h'. If the input
data is the same as H ( l ) , processing t r a n s f e r s to step S204. At
step S204, it is j u d g e d whether or not l = l m a x . If t h i s c o n d i t i o n is
not met, 1 = 1+1 is set at step S205. The processing as from step
S 2 0 2 . i s repeated for s e q u e n t i a l l y j u d g i n g the next data. If the
c o n d i t i o n is not met at step S203, processing reverts to step S201
to repeat the processing. If the c o n d i t i o n of step S204 is met, that
i s if t h e data is the same up to the last data H(lmax), the header is
j u d g e d to have been detected and processing t r a n s f e r s to step S206.
After d e t e c t i n g the header, the ID is u p d a t e d at step S206 and, at
step S207, M(j) = ID is set. The next following data string is
c a p t u r e d to M(j). Then, at step S208, it is judged whether or not
j=jmax+imax. If t h i s c o n d i t i o n is not met, j=j + l is set at step S209
to repeat the processing as from step S206. If the condition at step
S208 is met, processing t r a n s f e r s to step S210 of Fig.24.
Fig.24 is a flowchart up to the s u b t r a c t i o n of dummy data at
t h e t i m e of PSE decoding shown in Fig.18.
First, at step S210, a dummy l e t t e r s t r i n g D(k) is acquired.
Since the dummy data is ' s t a r t o k ' in t h e embodiment of Fig.4, the
number of l e t t e r s kmax is 7. Then, at step S211, j = l and k=l are
set. Then, at step S212, M(j) = M(j) - D(k) is set, such that the
dummy data i s s e q u e n t i a l l y s u b t r a c t e d from t h e l e a d i n g end. At step
S213, it is j u d g e d whether or not j=jmax+imax. If t h i s c o n d i t i o n is
not met, j=j + l is set at step S214. At step S215, it is judged
whether or not k=kmax. If t h i s c o n d i t i o n is not met, K=K+1 is set
at step S216 and the processing as from step S212 is repeated. On
the other hand, if the condition of step S215 is met, that is if t h e
dummy data becomes d e p l e t e d before d e p l e t i o n of the l e t t e r s t r i n g
k=l is set at step S217 and the processing as from the step S212
i s repeated for again summing the dummy data from the l e a d i n g end.
Fig.25 is a flowchart up to e x t r a c t i o n of t h e i n s e r t i o n data at
t h e t i m e of PSE decoding shown in Fig.18.
F i r s t , at step S218, the i n s e r t i o n l e t t e r s t r i n g l ( i ) is acquired.
Since the i n s e r t i o n data is ' o k ' in Fig.17, imax is equal to 2. Then,
at step S219, j = M ( l ) and i=l are set. M(l) is the leading end l e t t e r
of the s t r i n g of l e t t e r s M(j). At step S220, it is j u d g e d whether or
not j is the numerical figure. If M(l) is the numerical figure, the
f i g u r e specifies the p o s i t i o n of the i n s e r t i o n code. If M(l) is not a
numerical figure, it i n d i c a t e s t h a t dummy data i s at the l e a d i n g end.
If the l e a d i n g end is the numerical figure, processing transfers to
step S221 to make judgment whether or not the l e t t e r string is the
same as the i n s e r t i o n code as from the M ( l ) + l s t l e t t e r at which the
i n s e r t i o n code is entered. If n o n - c o i n c i d e n t data occurs at step S221
in t h e course of d e c i s i o n , the data is j u d g e d to be not the PSE code
such that processing reverts to a c q u i s i t i o n of the PSE header of
Fig.23. If all the i n s e r t i o n codes are found to be c o i n c i d e n t , data
at back of the insertion code is shifted at step S227. Conversely,
i f the l e a d i n g end is not the numerical figure, data at back of t h e
i n s e r t i o n code 'ok' once becomes zero. Therefore, it is judged
whether or not the data is zero. If the data is not zero, the data is
found not to be the PSE code such that processing transfers to
acquisition of the PSE header of step S201 of Fig.23. The
subsequent o p e r a t i o n i s t h e same as the p r o c e s s i n g when the l e a d i n
end i s the numerical f i g u r e .
F i r s t , at step S229, j = l is set. Then, at step S230, the l e t t e r
s t r i n g M(j) is re-arrayed so that the MSB and LSB sides are
reversed from each other to give the string of numerical figures
52
N(j). Then, at step S231, it is judged whether j=jmax and, if t h i s
c o n d i t i o n is not met, j-j + 1 is set at step S232 to repeat the
processing as from step S230. If the c o n d i t i o n of step S231 is met,
processing t r a n s f e r s to step S233 to convert the s t r i n g of numerical
f i g u r e s N(j) into date and time data to t e r m i n a t e the decoding
processing.
PSE Signal Processing and CM Data A c q u i s i t i o n Method
The PSE signals, thus acquired, are processed on the receiving
s i d e in a different manner depending on whether the broadcast
system or t h e communication system is used, as now e x p l a i n e d .
PSE Signal p r o c e s s i n g a n d CM Data acquisiti'on in Game Machine
Figs. 27 and 28 are flowcharts showing the method for
processing the PSE signals and the acquiring the CM data in the
game machine e x p l o i t i n g the broadcast system.
Fig.27 shows the method of processing the PSE signals. At
step S240, / denotes the sequence of a c q u i s i t i o n of the PSE s i g n a l s .
At step S240, this / is i n i t i a l i z e d to 1 ( i = l ) . The flash memory 39
of Fig.4 holds the time information in the PSE signal received on
previous s t a r t u p . At step S241, the time i n f o r m a t i o n thus held is
acquired as TP(0). The personal computer (PC) holds the time
i n f o r m a t i o n in the PSE signal received on previous s t a r t u p on the
HDD 60, so that, in such case, the time i n f o r m a t i o n is acquired as
TP(0) from the HDD.
If the i ' t h PSE signal is acquired in the course of progress of
the game software, the time i n f o r m a t i o n i n c l u s i v e of t h e date and
time is simply i n c r e a s e d . Thus, it is checked if PSE(i) P S E ( i - l )
h o l d s and, if the result is NO, the game is i n t e r r u p t e d by
programming t e c h n i q u e s .
.The o p e r a t i o n of the time counter TC is e x p l a i n e d .
This time counter TC p e r p e t u a l l y c o u n t s the i n t e r n a l clocks.
This time counter TC, used for various a p p l i c a t i o n s , is h e r e i n used
for j u d g i n g whether or not the PSE signal will be received in the
l i m i t i n g time d u r a t i o n TO. TC = 0 at step S242 means r e s e t t i n g the
counter. At step S242, the counter is reset to wait for reception
of the PSE signal at the next step S243. If, however, the PSE
signal is not received w i t h i n a pre-set constant time TO ( t i n e - o u t ) ,
i t is j u d g e d at step S244 that the broadcast is not b e i n g received.
Thus, processing transfers to step S245 to display 'non-connection'
or ' i n t e r r u p t i o n ' to t e r m i n a t e the processing. Meanwhile, TO needs
to be longer t h a n the PSE i n t e r v a l 117.
On reception of the PSE signal, the value of TC is first
e n t e r e d to and held in the TIC at step S246. However, t h i s value
i s i r r e l e v a n t for the first check since it is used during the second
check. Then, at the next step s247, since the time i n f o r m a t i o n in
the PSE data of the received PSE signal is TP(i), that is i = l , it is
held in TP(1). Moreover, the time data in the flash memory 39 is
u p d a t e d at step S248 in the HDD 10 for evading a s i t u a t i o n in
which erroneous large time data shall be entered to c o n t i n u e error
code d i s p l a y in the next stage judgment symbol. At step S248, time
d a t a in the f l a s h memory 39 is u p d a t e d . In case of the personal
computer (PC) 68, t h e time i n f o r m a t i o n in the HDD 10 is n a t u r a l l y
u p d a t e d at step S248.
At step S249, the p r e v i o u s l y acquired time data TP(0) is
compared to the current TP(1). As a matter of course, the newly
a c q u i r e d time data must specify the backward time r a t h e r than the
forward time. If t h i s c o n d i t i o n , that is
TP(i) T P ( i - l )
i s not met, processing t r a n s f e r s to step S250 to d i s p l a y an error
code specifying that the signal is in error before t e r m i n a t i n g the
operation.
If the result of check at step S24'9 is YES, processing
t r a n s f e r s to step S251 to judge whether the PSE signal a c q u i s i t i o n
is the first occurrence, that is if i = l . If the result of judgement is
YES, the value of / is u p d a t e d at step S253. Then, processing
reverts to step S242 to reset the time counter TC for a c q u i r i n g the
second PSE signal at step S243.
If the result of judgment at step S249 is YES, processing
transfers to step S251 to judge whether the PSE signal has been
a c q u i r e d for the f i r s t time, that is whether or not i = l . If the r e s u l t
is YES, the value of / is u p d a t e d at step S253. Then, processing
reverts to step S242 to reset the time counter TC for a c q u i r i n g the
PSE signal a second time. Then, the time data in the PSE signal
received at step S247 is held in TP(2), at the same time as the time
data in the f l a s h memory 39 is u p d a t e d at step S248. At t h e next
step S249, TP(1) is compared to TP(2) as at the f i r s t time.
At t h i s step S249, since the time data TP(2) specifies the more
backward time than the forward time data TP(1), processing
t r a n s f e r s to the next step S251. Since / is not 1, processing
t r a n s f e r s to step S252. At this step S252, the value of TCI o b t a i n e d
on counting the clocks in the game machine is compared to the
difference between the received TP(1) and TP(2). Since the PSE is
s e q u e n t i a l l y t r a n s m i t t e d at the pre-set PSE i n t e r v a l , as explained
with reference to Fig.14, the difference between two consecutive
values, such as TP(1) and TP(2), must indicate a value
corresponding to the above PSE interval. Thus, if the allowable
error value, i n c l u s i v e of the PSE interval difference, is w i t h i n ±8T,
the two PSE signals are judged to be correct signals. Thus, the
software is started to terminate the o p e r a t i o n . That is, if the
allowable time difference as the a l l o w a b l e error is 8T and
TPDmin = TP(i) - T P ( i - l ) - 8T
and
TPDmax = TP(i) - T P ( i - l ) + 6T
it is j u d g e d at step S252 whether or not
TPDmin = TP(i) - TP(i-l) - 8T < TPDmax = TP(i) - T P ( i - l )
+ 8T h o l d s . If the allowable value is exceeded, processing t r a n s f e r s
to step S250 to d i s p l a y an ' e r r o r code' specifying t h a t the signal is
in error to t e r m i n a t e the operation.
Fig.28 shows the method for acquiring the CM data when
employing the broadcast system. In this figure, m denotes the
sequence of a c q u i s i t i o n of t h e program ID signal. At the f i r s t step
S255, m = 0 is set. At the next step S256, the program ID signal on
the CD-ROM is held as the PIDcd. At step S257, m is u p d a t e d each
time the program ID signal is a c q u i r e d . Then, at the next step S258,
the program ID signal of the CM data is entered from the set top
box to the PID(m). Then, at step S259, the received program ID
signal PID(m) is sequentially compared to the PIDcd of the
program ID signal on the CD-ROM and, incase of coincidence,
processing proceeds to a c q u i s i t i o n of the CM data downstream of
step S261.
Since the same CM data is r e p e a t e d l y b r o a d c a s t , as explained
with reference to Fig.14, if the f i r s t m=l a t ' s t e p S260a, p r o c e s s i n g
reverts to step S257 and, if otherwise, that is if m>l, processing
t r a n s f e r s to step S260b. At step S260b, processing reverts to step
S257 until the first received program ID signal PID(l) is received,
and, if the f i r s t received program ID signal PID(l) is received,
that is if PID(m) = PID(l), the o p e r a t i o n is t e r m i n a t e d as i n d i c a t i n g
that the CM data has made i t s r o u n d .
During reception of CM data as from step S261, j denotes the
number of the divided data written in the buffer RAM 31 of Fig.4
and BA(j) denotes the address at which the CM data has been
w r i t t e n in the buffer RAM 31 of Fig.4. If reference is also had to
F i g . 1 5 , the number of total d i v i s i o n s or the total item number n,
specifying to which number of data sites corresponds the CM data
i s specified by the total item number 127, whilst the division
number or the d i v i s i o n sequence k specifying the serial number of
the divided data p o r t i o n s is s p e c i f i e d by the divided data lengths
130, 135. The disc address DA(k) specifying the address of the
main program on the CD-ROM is specified by the disc addresses
132, 137.
At step S261, j = 0 and L(0) = 0 are set, whereas, at step S262,
n=total item number or the t o t a l number of d i v i s i o n s .
The buffer RAM 31, in which the CM data is written, is
divided into a CM data area for w r i t i n g the CM data and the CM
data information a d a p t e d for h o l d i n g the i n f o r m a t i o n of t h e CM data
h e l d on the buffer RAM 31. At step S263, j=j+l is set, by way of
u p d a t i n g . BA(j) is the current buffer address as found from the
buffer address B A ( j - l ) of t h e previous CM data and the divided data
l e n g t h L ( j - l ) . At step S264, the a c q u i r e d new CM data New-CM(k)
i s s e q u e n t i a l l y w r i t t e n in the CM data area of the buffer RAM 31,
while the d i v i d e d data length L(k) r e p r e s e n t i n g the length of the
d i v i d e d data is u p d a t e d to the CM data i n f o r m a t i o n of the buffer
RAM 31, and the disc address DA(k), which is the CD program
address specifying the address of the main program on the CD-ROM
acquired at step S265, is u p d a t e d . At step S267, these data and the
w r i t t e n address BA(k) of the buffer RAM 31 are w r i t t e n .
At step S268, if the number of the d i v i d e d written data j is
coincident with the number of d i v i s i o n s n specifying to which
number of data sites corresponds the CM data, it is judged that all
CM d a t a can be w r i t t e n , before t e r m i n a t i n g t h e processing.
PSE Signal P r o c e s s i n g i n t h e C o m m u n i c a t i o n System and A c q u i s i t i o n
of CM Data
Figs.29 and 30 show the method for processing the PSE signal
in case of u t i l i z a t i o n of the c o m m u n i c a t i o n system and the method
for a c q u i r i n g the CM data. In p a r t i c u l a r , Figs.29 and 30 show the
PSE signal processing method and the CM data a c q u i r i n g method,
respectively. If the communication system is used, the program ID
read by the receiving side system from the CD-ROM 40 is sent via
the telephone network 49 to the t r a n s m i s s i o n side system and
s u b s e q u e n t l y the PSE signal is supplied from the t r a n s m i t t i n g side
system to the r e c e i v i n g side system.
In Fig.29, s i m i l a r l y to Fig.27, / is i n i t i a l i z e d io 1 at step
S269, where /' denotes the sequence in which the PSE signal has
been acquired. In the flash memory 39 of Fig.4, the time
i n f o r m a t i o n in the p r e v i o u s l y PSE signal is held. At step S270, the
t i m e i n f o r m a t i o n t h u s h e l d i s a c q u i r e d as TP(0). S i m i l a r l y , since t h e
personal computer 68 shown in Fig.6 holds in the HDD 60 the time
i n f o r m a t i o n in the previously received PSE signal, the time
i n f o r m a t i o n is received as TP(0) from the HDD.
Then, at step S271, the time counter TC is reset (TC = 0) and,
at step S272, PIDcd of the program ID signal on the CD-ROM is
t r a n s m i t t e d (arrow a in Fig.16) to wait for reception of the PSE
signal at step S273. At step S274, if the PSE signal is not received
w i t h i n a pre-set time TO ( t i m e - o u t ) , the broadcast is deemed as
being not received, so t h a t , at step S275, ' n o n - c o n n e c t i o n ' is
d i s p l a y e d t o t e r m i n a t e the p r o c e s s i n g .
On r e c e p t i o n of t h e PSE signal (arrow b in Fig.16), processing
proceeds to a c q u i s i t i o n of CM data (arrows c and d in Fig.16).
F i r s t , at step S276a, the value of TC is entered to TIC. This is
i r r e l e v a n t to the first t r i a l since the value is used for the second
check. At step S276b, the time counter TC is again reset to zero
(TC = 0). This is because the CM data is a c q u i r e d first in case of
communication thus leaving vacant time u n t i l a c q u i s i t i o n of the PSE
s i g n a l . Then, at step S277, time data in the received PSE signal is
held in TP(1), at the same time as time data in the flash memory 39
i s updated. As a matter of course, in the case of the personal
computer 68, the time i n f o r m a t i o n in the HDD 10 is u p d a t e d at step
S278.
At the next step S279, the p r e v i o u s l y a c q u i r e d time data TP(0)
i s compared to the current TP(1). As a matter of course, the newly
a c q u i r e d time data must i n d i c a t e the backward t i m e w i t h respect t o
the previous value. If t h i s c o n d i t i o n is not met, an 'error code'
i n d i c a t i n g that the signal is in error is displayed at step S280 to
t e r m i n a t e the operation. If the decision is met, processing proceeds
to a c q u i s i t i o n of the CM data (arrows c and d in Fig.16).
In Fig.30, the program ID from the PID = t r a n s m i s s i o n system
i s set at the first step S285a. At the next step S285b, the received
p r o g r am ID signal PID is compared to the p r o g r am ID signal PIDcd
on the CD-ROM. It the two signals coincide with each other,
processing proceeds to a c q u i s i t i o n of the CM data as from step
S287. In case of n o n - c o i n c i d e n c e , p r o c e s s i n g t r a n s f e r s to step S286
to display 'ID error' specifying n o n - c o i n c i d e n c e of the program ID
signals to terminate the p r o c e s s i n g .
The steps S287 to S294 of the CM data a c q u i s i t i o n p o r t i o n
since comparison of t h e PID and PIDcd of the program ID signal at
step S285b as to signal coincidence and the affirmative decision are
the same as the steps S261 to S268 of Fig.28 and hence the
description is omitted for s i m p l i c i t y . That is, if the allowed time
difference, which is the allowed error value, is 5T, and
TPDmin = TP(i) - TP(i-l) - 6T
and
TPDmax = TP(i) - TP(i-l) + 6T
it is judged at step S282 whether or not
TPDmin = TP(i) - TP(i-l) - 8T < TPDmax = TP(i) - TP(i-l) + 6T
holds.
Conversely, should the allowed value be exceeded, processing
t r a n s f e r s to step S280 to display an 'error code' specifying that the
signal is in error to t e r m i n a t e the operation. Meanwhile, since the
time d e v i a t i o n since t r a n s m i s s i o n u n t i l reception is larger in case of
communication than in case of broadcast, 6T needs to be set to a
larger value.
With the game machine which has acquire the CM data as
described above, the program is allowed to proceed based on the
CM data.
In all of the above-described embodiments of the present
i n v e n t i o n , it is checked on s t a r t u p of the software whether or not
commercial ads are received and, if the commercial ads are not
received, the software start can be halted to inhibit i l l e g a l use.
Moreover, o p e r a t i o n start with an i l l e g a l signal can be e x c l u d e d on
software s t a r t u p .
That is, a game machine can be provided by connecting the
household game machines via a communication network or the l i k e
to a host computer. Moreover, the game machine and the game
p l a y i n g method employing the system can be p r o v i d e d in which
commercial ads can be b u i l t i n t o the game software u t i l i z e d in the
game machine system r e s p o n s i v e to the needs of a d v e r t i s i n g firms.
Also, the game machine and the 'game playing method
employing the system can be provided in which commercial ads b u i l t
i n t o the game software u t i l i z e d in the game machine system can be
o p t i m a l l y u p d a t e d e a s i l y .
In a d d i t i o n , a s u i t a b l e method can be provided in which it can
be judged whether commercial ads are built into the game software
and in o p e r a t i o n and in which, if the commercial ads are b u i l t into
the game software in t h i s manner, the corresponding operation is
i n h i b i t e d .
F u r t h e r m o r e , a s y s t em can be provided in which, if some time
has elapsed since first sale of a game software such that the number
of users and hence u t i l i t y of commercial ads is decreased, the game
can be started even failing transmission of newly updated
commercial ads.
Based on the above-described embodiments of the present
invention, the following examples of execution are recited.
Case of U t i l i z i n g Broadcast system
(1) A broadcast system capable of d i s t r i b u t i n g digital data in which
a signal enabling s t a r t i n g of a software repeatedly at an interval
(PSE) is sent to a receiver, such as a set top box, and in which a
signal for i d e n t i f y i n g a software i d e n t i f y i n g a software started on
a receiver side (program ID) and data for s u b s t i t u t i o n or i n s e r t i o n
(such as CM data) for s u b s t i t u t i o n of part of data used in the
software operation are d i s t r i b u t e d between the repeatedly sent
software start enable signal.
(2) A broadcast system capable of d i s t r i b u t i n g d i g i t a l data in which
a signal enabling start of a software, a signal for identifying a
software started on the side of a receiver, and data for s u b s t i t u t i o n
or i n s e r t i o n of part of data used during the operation of the
software are stored in a storage device, such as a hard disc drive,
in which
a signal enabling starting of a software repeatedly at an
i n t e r v a l (PSE) is sent to a receiver, such as a set top box, and in
which a signal for identifying a software identifying a software
s t a r t e d on a receiver side and data for s u b s t i t u t i o n or i n s e r t i o n of
part of data used in the software o p e r a t i o n are d i s t r i b u t e d between
the repeatedly sent software start enable signal.
(3) A game machine having a receiver capable of receiving d i g i t a l
data sent by broadcast and a game machine capable of r u n n i n g a
software, in which, in s t a r t i n g the software, the software is not
s t a r t ed until acceptance of a signal enabling starting of the
forwarded so ft ware.
(4) A game machine having a receiver capable of r e c e i v i n g digital
d a t a sent by broadcast and a game machine capable of running a
software, in which, if an i d e n t i f i c a t i o n signal which is the same as
t h e i d e n t i f i c a t i o n signal for a software which has been s t a r t e d and
d a t a for substitution or i n s e r t i o n for s u b s t i t u t i o n of part of data
of the software are received during software o p e r a t i o n , the data is
s u b s t i t u t e d or i n s e r t e d d u r i n g r u n n i n g of t h e software.
(5) A game machine having a receiver capable of receiving digital
d a t a sent by broadcast and a game machin'e capable of running a
software, in which, if an i d e n t i f i c a t i o n signal for a software which
has been started is not received during software operation, the
o p e r a t i o n of the game machine is c o n t i n u e d on the i n i t i a l software.
(6) A game machine having a receiver capable of receiving digital
data sent by broadcast and a game machine capable of runnin g a
software, in which, in s t a r t i n g the software, the software is not
s t a r t e d until acceptance of a signal enabling starting of the
forwarded software, and in which, if an i d e n t i f i c a t i o n signal which
i s the same as the i d e n t i f i c a t i o n signal for a started software and
data for s u b s t i t u t i o n or i n s e r t i o n of part of data of the software
are received during the software operation, the data is s u b s t i t u t e d
or i n s e r t e d during r u n n i n g of the software and, if t h e i d e n t i f i c a t i o n
signal for the software is not received, the o p e r a t i o n is c o n t i n u e d
on the i n i t i a l software.
(7) A broadcast system p e r t i n e n t to (1) above in which the data for
s u b s t i t u t i o n or insertion of part of data of the software are
commercial a d v e r t i s e m e n t .
(8) A broadcast system p e r t i n e n t to (2) above in which the data for
s u b s t i t u t i o n or insertion of part of data of the software are
commercial advertisement.
(9) A broadcast system p e r t i n e n t to (4) or (6) above in which the
data for s u b s t i t u t i o n or i n s e r t i o n of part of data of the software
are commercial advertisement.
(10) A software p e r t i n e n t to (4), (5), (6) or (9) in which there is
i n s e r t e d an i d e n t i f i c a t i o n signal for the software.
(11) An optical disc pertinent to (10) having also recorded the
software.
(12) A broadcast system p e r t i n e n t to (1) or (7) in which the signal
e n a b l i n g s t a r t i n g of the software is updated.
(13) A broadcast system pertinent to (2) or (8) in which the signal
e n a b l i n g s t a r t i n g of the software is u p d a t e d .
(14) A game machine p e r t i n e n t to (3), (6) or (9) in which, if the
signal e n a b l i n g starting of the software is not u p d a t e d , the software
is not s t a r t e d .
(15) A broadcast system pertinent to (12) in which the time
i n f o r m a t i o n is used as a signal enabling s t a r t i n g of a software for
updating.
(16) A broadcast system pertinent to (13) in which the time
i n f o r m a t i o n is used as a signal e n a b l i n g s t a r t i n g of a software for
u p d a t i n g .
(17) A broadcast system pertinent to (14) in which the time
i n f o r m a t i o n is used as a signal enabling s t a r t i n g of a software for
u p d a t i n g and in which, if the time i n f o r m a t i o n shows an u n u s u a l
value, the software is not updated or the operation is discontinued.
(18) A game machine p e r t i n e n t to (17) in which, if the time
i n f o r m a t i o n in a signal e n a b l i n g starting of the software is smaller
t h a n the previously received value, the software is not updated or
the operation is discontinued.
(19) A game machine pertinent to (17) in which, if the software
enable signal are received at least twice on startup, and the
difference between the previously received time i n f o r m a t i o n and the
tie information received next differs from an integrated clock value,
as found by i n t e g r a t i n g t h e clocks in the receiving system, since the
p r e v i o u s r e c e p t i o n ands the next reception, the software is not
s t a r t e d .
(20) A game machine pertinent to (17) in which, if the so ft ware
enable signal are received at least twice during operation of the
software, and the difference between the p r e v i o u s l y received time
i n f o r m a t i o n and the time information received next differs from an
integrated clock value, as found by integrating the clocks in the
receiving system, since the previous reception and the next
reception, the o p e r a t i o n i s d i s c o n t i n u e d .
Case of U t i l i z i n g Communication system
(1) A communication system capable of r e c e i v i n g / s e n d i n g digital
data in which, if a signal enabling identifying a software for
s t a r t i n g is received from a terminal side, a signal enabling s t a r t i n g
a software is sent to the t e r m i n a l , whilst data for s u b s t i t u t i o n or
i n s e r t i o n of part of data used in the operation of the software is
d i s t r i b u t e d .
(2) A communication system capable of r e c e i v i n g / s e n d i n g d i g i t a l
data in which a signal e n a b l i n g s t a r t i n g of a software and a signal
enabling i d e n t i f i c a t i o n of a software started on a receiver side and
data for s u b s t i t u t i o n or i n s e r t i o n of part of data used in the
o p e r a t i o n of the software are stored in a storage device such as a
hard disc drive and in which
if a signal enabling i d e n t i f y i n g a software for starting is
received from a terminal side, a signal enabling starting a software
i s sent to the t e r m i n a l , whilst data for s u b s t i t u t i o n or i n s e r t i o n of
part of d a t a used in the o p e r a t i o n of the software is d i s t r i b u t e d .
(3) A game machine having a communication f u n c t i o n and c a p a b l e
of o p e r a t i n g a software in which, on starting a software, a signal
capable of i d e n t i f y i n g a software to be started is t r a n s m i t t e d and in
which the software is not s t a r t e d u n t i l acceptance of a s u b s e q u e n t l y
sent signal enabling i d e n t i f i c a t i o n of a software.
(4) A game machine having a communication f u n c t i o n and capable
of o p e r a t i n g a software in which a signal capable of i d e n t i f y i n g a
software for starting is transmitted and, if subsequently data for
s u b s t i t u t i o n or i n s e r t i o n of part of software data is received, part
of d a t a is s u b s t i t u t e d or i n s e r t e d during r u n n i n g of t h e software for
executing the game.
(5) A game machine having a communication f u n c t i o n and capable
of operating a software in which a signal capable of i d e n t i f y i n g a
software for s t a r t i n g is t r a n s m i t t e d and, if s u b s e q u e n t l y data for
substitution or i n s e r t i o n of part of software data is not received,
the game is executed on t h e i n i t i a l software.
(6) A game machine having a communication function and capable
of operating a software in which, on starting a software, a signal
capable of i d e n t i f y i n g a software to be started is t r a n s m i t t e d , in
which the software is not s t a r t e d u n t i l acceptance of a subsequently
sent signal enabling i d e n t i f i c a t i o n of a software, and in which, if
subsequently data for s u b s t i t u t i o n or i n s e r t i o n of part of software
data is received, the operation is executed on s u b s t i t u t i n g or
inserting part of data during running of the software, whereas, if
data for s u b s t i t u t i o n or i n s e r t i o n of part 6f software data is not
received, the game is executed on the i n i t i a l software.
(7) A c o m m u n i c a t i o n system p e r t i n e n t to (1) in which data for
. s u b s t i t u t i o n or i n s e r t i o n of part of software data used during
r u n n i n g of the software are commercial ads.
(8) A communication system p e r t i n e n t to (2) in which data for
s u b s t i t u t i o n or i n s e r t i o n of part of software data used during
running of the software are commercial ads.
(9) A communication system pertinent to (4) or (6) in which data
for s u b s t i t u t i o n or i n s e r t i o n of part of software data used during
running of the software are commercial ads.
(10) A software used in (4), (5), (6) or (9) in which there is
i n s e r t e d an i d e n t i f i c a t i o n signal for a software.
(11) An optical disc p e r t i n e n t to (10) having also recorded the
software.
(12) A communication system p e r t i n e n t to (1) or (7) in which the
signal enabling starting of the software is u p d a t e d .
(13) A communication system p e r t i n e n t to (2) or (8) in which the
signal enabling s t a r t i n g of the software is u p d a t e d .
(14) A game machine pertinent to (3), (6) or (9) in which, if the
signal enabling s t a r t i n g of the software is not updated, the software
i s not started.
(15) A communication system pertinent to (12) in which the time
i n f o r m a t i o n is used as a signal e n a b l i n g s t a r t i n g of a software for
u p d a t i n g .
(16) A communication system pertinent to '(13) in which the time
i n f o r m a t i o n is used as a signal e n a b l i n g s t a r t i n g of a software for
u p d a t i n g .
(17) A game machine pertinent to (14) in which the time information
is used as a signal enabling s t a r t i n g of a software for u p d a t i n g and
in which, if the time i n f o r m a t i o n shows an unusual value, the
software is not updated or the operation is discontinued.
(18) A game machine pertinent to (17) in which, if the time
i n f o r m a t i o n in a signal e n a b l i n g s t a r t i n g of t h e software is smaller
than the previously received value, the software is not updated or
the operation i s d i s c o n t i n u e d .
(19) A game machine p e r t i n e n t to (17) in which, on startup of a
software, a signal capable of identifying the software is transmitted
and a signal enabling s t a r t u p of t h e software is received, in which
s u b s e q u e n t l y a signal capable of i d e n t i f y i n g the software is again
transmitted and a signal enabling startup of the software is
received, in which the number of clocks in the game machine since
p r e v i o u s r e c e p t i o n u n t i l next r e c e p t i o n i s i n t e g r a t e d , and i n which,
i f the difference between the previously received time i n f o r m a t i o n
and the s u b s e q u e n t l y r e c e i v e d time i n f o r m a t i o n differs s i g n i f i c a n t l y
from the integrated clock values, the software is not started.
(20) A game machine p e r t i n e n t to (17) in which, during r u n n i n g of
a software, a signal capable of i d e n t i f y i n g the software is
t r a n s m i t t e d and a signal enabling startup of the software is
received, in which s u b s e q u e n t l y a signal capable of i d e n t i f y i n g the
software is again t r a n s m i t t e d and a signal 'enabling startup of the
software is received, in which the number of clocks in the game
machine since previous r e c e p t i o n u n t i l next r e c e p t i o n i s i n t e g r a t e d ,
and in which, if the d i f f e r e n c e between the p r e v i o u s l y received t i m e
i n f o r m a t i o n and t h e s u b s e q u e n t l y received time i n f o r m a t i o n d i f f e r s
significantly from the i n t e g r a t e d clock values, the software is not
started.

We claim:
1. A data distribution system for distributing data to a plurality of receiving devices, comprising:
means for recognizing (11) a game program started on a receiving side device on reception of the supplied program identification information;
means for generating (11) program start enable signal, which are signals in meeting with a game program recognized by said recognition means and which, if the game program is a regular game program, enable starting of the regular game program; and
means for distributing (11) said program start enable signal and for distributing data for substitution or insertion of part of said game program started in accordance with said program start enable signal.
2. The data distribution system as claimed in claim 1, wherein said distribution means has encryption means for encrypting said program start enable signal to a state in which the encrypted program start enable signal is decodable only if the game program started on the side of the receiving side device is a regular program.
3. The data distribution system as claimed in claim 1, wherein said program start enable signal are the information generated from the time information.
4. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data only in one direction to said receiving device, said distribution means distributes said program start enable signal at a pre-set period.
5. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data only in one direction to said receiving device, said distribution means distributes said program start enable signal at a first period, while transmitting said data at a second period longer than said first period
6. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data only in one direction to said receiving device, said distribution means distributes said program start enable signal and the data in a pre-set format so that said receiving device can receive said data only when said receiving device has been able to start said start said game program in accordance with said program start enable signal.
7. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data in two directions to said receiving device, said distribution means distributes the program start enable signal only if a request is made for the program start enable signal by the receiving device.
8. The data distribution system as claimed in claim 1, wherein when transmitting the program start enable signal and said data via data transmitting broadcast medium capable of transmitting data in two directions to said receiving device, said distribution means distributes the program start enable signal and said data, responsive to a request from the receiving device, so that said receiving device can receive data before starting the game program prior to start of the game program responsive to said program start enable signal.
9. The data distribution system as claimed in claim 1, wherein said game program
is recorded on a random-accessible recording medium of said receiving device
and wherein
said distributing means distributes the data by a format which correlates an address specifying the position of said data in said game program with said data.
10. A data distribution method for distributing data using the data distribution
system as claimed in claim 1, comprising the steps of:
recognizing a game program started on a receiving side device on reception of the supplied program identification information;
generating program start enable signal, which are signals in meeting with a game program recognized by said recognition means and which, if the game program is a regular game program, enable starting of the regular game program; and
distributing said program start enable signal and for distributing data for substitution or insertion of part of said game program started in accordance with said program start enable signal.
11. A data distribution system for distributing data to a plurality of receiving
devices substantially as hereinbefore described with reference to and as
illustrated in the accompanying drawings.
12. A data distribution method for distributing data substantially as hereinbefore
described with reference to and as illustrated in the accompanying drawings.

Documents

Application Documents

# Name Date
1 1782-DEL-2005-GPA-(27-11-2009).pdf 2009-11-27
2 1782-DEL-2005-Drawings-(27-11-2009).pdf 2009-11-27
3 1782-DEL-2005-Description (Complete)-(27-11-2009).pdf 2009-11-27
4 1782-DEL-2005-Correspondence-Others-(27-11-2009).pdf 2009-11-27
5 1782-DEL-2005-Claims-(27-11-2009).pdf 2009-11-27
6 1782-DEL-2005-Abstract-(27-11-2009).pdf 2009-11-27
7 1782-DEL-2005-Petition-138-(03-12-2009).pdf 2009-12-03
8 1782-DEL-2005-Petition-137-(03-12-2009).pdf 2009-12-03
9 1782-DEL-2005-Form-3-(03-12-2009).pdf 2009-12-03
10 1782-DEL-2005-Correspondence-Others-(03-12-2009).pdf 2009-12-03
11 1782-del-2005-Correspondence-Others-(11-12-2009).pdf 2009-12-11
12 1782-del-2005-gpa.pdf 2011-08-21
13 1782-del-2005-form-5.pdf 2011-08-21
14 1782-del-2005-form-3.pdf 2011-08-21
15 1782-del-2005-form-2.pdf 2011-08-21
16 1782-del-2005-form-18.pdf 2011-08-21
17 1782-del-2005-form-1.pdf 2011-08-21
18 1782-del-2005-drawings.pdf 2011-08-21
19 1782-del-2005-description (complete).pdf 2011-08-21
20 1782-del-2005-correspondence-others.pdf 2011-08-21
21 1782-del-2005-claims.pdf 2011-08-21
22 1782-del-2005-abstract.pdf 2011-08-21
23 1782-del-2005-Correspondence Others-(17-04-2014).pdf 2014-04-17
24 1782-del-2005-GPA-(24-04-2014).pdf 2014-04-24
25 1782-del-2005-Correspondence Others-(24-04-2014).pdf 2014-04-24
26 1782-del-2005-Correspondence Others-(26-05-2014).pdf 2014-05-26
27 1782-del-2005-Claims-(26-05-2014).pdf 2014-05-26
28 1782DEL2005 PET.pdf 2014-06-02
29 1782-DEL-2005_EXAMREPORT.pdf 2016-06-30