摘要:
A method for cooling hot reduced iron briquettes at low cost without degrading the strength is provided. The method includes a primary cooling step of cooling the hot reduced iron briquettes by steam at a cooling rate of 4.0° C./s or less, a secondary cooling step of cooling the reduced iron briquettes by steam and sprayed water at a cooling rate of 4.0° C./s or less, and a final cooling step of cooling the reduced iron briquettes by sprayed water at a cooling rate of 3.5° C./s or more to a temperature in a final product temperature range. The steam generated by evaporation of sprayed water during the final cooling step is used in the primary and/or secondary cooling step.
摘要:
Images at a source side and a target side are displayed as a dynamic image that can move in real time by fading out the last scene and fading in a new scene. In the case of changing a viewpoint of a dynamic image to be displayed on a screen, a dynamic image (image depicted from a source camera) depicted from a viewpoint before changing the viewpoint and a dynamic image (image depicted from a target camera) depicted from a viewpoint after having changed the viewpoint are translucently synthesized, and a synthesized image is generated. Thereafter, with respect to the synthesized image, the source camera image (one frame image of the dynamic image) and the target camera image (one frame image of the dynamic image) are reciprocally translucently synthesized while changing the transparencies thereof. The image display is enabled, in which the transparency of the dynamic image depicted from the view point before changing the viewpoint is faded out, and at the same time, the transparency of the dynamic image depicted from the viewpoint after having changed the viewpoint can be faded in.
摘要:
A composite data set which includes a plurality of data to be read out when a new scene of a video game has started, the respective data names, and an index to be used for reading out the data in a separated manner, is recorded on a plurality of consecutive sectors on a CD-ROM. The composite data set is read into a RAM as a single data unit in a single data reading operation. The individual data of the composite data set are read from the RAM by specifying the respective data names.
摘要:
When a player instructs a movement of a player character from an input device, a control section obtains a position of the player character during a current frame period. The control section obtains a distance between the position of the player character during the current period and a position of a view point of a virtual camera during a previous frame period. If the obtained distance is less than a predetermined critical near distance, the control section moves the position of the view point away from the player character. If the obtained distance exceeds a critical far distance, the control section moves the position of the view point towards the player character. If the obtained distance is in the range between the critical near distance and the critical far distance, the control section does not move the position of the view point.
摘要:
The present invention provides an object displaying method, a recording medium and game apparatus whereby generation, movement and extinction of a plurality of objects constituting an image by using a common parameter group are realized. When a new scene starts, respective values in an object parameter group which is commonly designated to all objects appearing in the scene are analyzed on every object, and then type, generation conditions, generation position requirements, movement mode and image requirements, etc., are analyzed. In accordance with the generation condition of the object, whether or not the object is to be generation is determined. When the object is generated, the generation position is determined by the generation position requirements of the object. The position of the object after being generated is determined by the movement requirements of the object. It is judged by the display duration of the object whether the object should be extinguished or not.
摘要:
Changing a game progress by the operation of a player. A plurality of frame images are sequentially formed and displayed. The frame images are displayed by switching the frame images from a frame buffer. When the frame images are individually formed, the formation time periods of the plurality of frame images are predicted. The game progress made by the frame images is determined in dependence upon the predicted formation time periods of the frame images.
摘要:
Changing a game progressing speed dynamically by the operation of a player. While a high-speed mode key is being depressed by the player, at a game progress/musical tempo determination, the game progress of a frame image to be formed is quadrupled, for example, to realize a game progressing speed of four times. While a low-speed mode key is being depressed by the player, at the same determination, there are repeated the operations in which the formation of the frame image is skipped by three times, for example, and in which the formation is then once made. As a result, there is realized a quarter game progressing speed. In either case, a flag for changing a musical tempo is changed to a value according to the mode, and the tempo of the music to be reproduced is changed on the basis of the flag and according to the image.
摘要:
Display change cycle of images having a different processing load is coincident with the load. After completion of the generation of a frame image, the generation of a vertical synchronization signal is awaited, and a frame buffer is changed. In synchronization with the change of the frame buffer, the generation of a next frame image is started. A generation time of the immediately preceding frame image is measured using one frame cycle as a unit. The measured value is used as a predicted value of the generation time of a frame image to be generated. The measured value is thus determined as it is as a value of the game progression degree that the next frame image should have. When the game flows have been determined, respective polygons constituting each of a group of objects constituting the next frame image are calculated with respect to the position and orientation after lapse of the frame period corresponding to the number of the game progression degree value. Based on the calculation results, image data representing the figures that shows the respective polygons are stored in the frame buffer.