Method for manufacturing reduced iron briquettes

    公开(公告)号:US06652620B2

    公开(公告)日:2003-11-25

    申请号:US10179988

    申请日:2002-06-26

    IPC分类号: C22B1500

    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.

    Simultaneous or reciprocal image synthesis for a video game at different viewpoints
    2.
    发明授权
    Simultaneous or reciprocal image synthesis for a video game at different viewpoints 有权
    在不同视角下进行视频游戏的同时或相互图像合成

    公开(公告)号:US06561907B2

    公开(公告)日:2003-05-13

    申请号:US09843878

    申请日:2001-04-30

    IPC分类号: A63F1300

    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.

    摘要翻译: 来源侧和目标侧的图像被显示为可以通过淡出最后的场景并在新场景中衰落而实时移动的动态图像。 在将要在屏幕上显示的动态图像的视点改变的情况下,从改变视点的视点描绘的动态图像(源摄像机所示的图像)和描绘的动态图像(从目标摄像机描绘的图像) 从视点改变后的观点来看,是半透明合成的,并且产生合成图像。 此后,相对于合成图像,在改变其透明度的同时,将源摄像机图像(动态图像的一帧图像)和目标摄像机图像(动态图像的一帧图像)相互半透明地合成。 启用图像显示,其中在改变视点之前从视点描绘的动态图像的透明度被淡出,并且同时,在改变视点之后从视点描绘的动态图像的透明度可以是 褪色

    Recording medium having sequentially accessible data recording regions, data access method, game progress control method, and game machine
    3.
    发明授权
    Recording medium having sequentially accessible data recording regions, data access method, game progress control method, and game machine 有权
    具有顺序可访问数据记录区域的记录介质,数据访问方法,游戏进程控制方法和游戏机

    公开(公告)号:US06508712B1

    公开(公告)日:2003-01-21

    申请号:US09580422

    申请日:2000-05-30

    IPC分类号: A63F924

    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.

    摘要翻译: 一种复合数据集,其包括当视频游戏的新场景已经开始时要读出的多个数据,各个数据名称和用于以分离的方式读出数据的索引记录在 CD-ROM上的多个连续扇区。 在单个数据读取操作中,将复合数据集作为单个数据单元读取到RAM中。 通过指定相应的数据名称从RAM读取复合数据集的各个数据。

    Character display method in three-dimensional video game
    4.
    发明授权
    Character display method in three-dimensional video game 有权
    三维视频游戏中的字符显示方法

    公开(公告)号:US07170508B2

    公开(公告)日:2007-01-30

    申请号:US10293360

    申请日:2002-11-14

    IPC分类号: G06T15/00

    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.

    摘要翻译: 当玩家从输入装置指示玩家角色的移动时,控制部在当前帧期间获得玩家角色的位置。 控制部分获得在当前时段期间的玩家角色位置与前一帧期间虚拟相机视点位置之间的距离。 如果所获得的距离小于预定的临近近距离,则控制部分使视点的位置离开玩家角色。 如果获得的距离超过临界远距离,则控制部分将观察点的位置朝向玩家角色移动。 如果所获得的距离在临界近距离和临界远距离之间的范围内,则控制部分不移动视点的位置。

    Object displaying method, a recording medium and game apparatus
    5.
    发明授权
    Object displaying method, a recording medium and game apparatus 有权
    对象显示方法,记录介质和游戏装置

    公开(公告)号:US06756984B1

    公开(公告)日:2004-06-29

    申请号:US09605646

    申请日:2000-06-29

    IPC分类号: G06T1500

    CPC分类号: A63F13/52 A63F13/10 A63F13/57

    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.

    摘要翻译: 本发明提供了一种物体显示方法,记录介质和游戏装置,其通过使用公共参数组来实现构成图像的多个物体的产生,移动和消光。 当新场景开始时,在每个对象上分析通常指定给场景中出现的所有对象的对象参数组中的各个值,然后键入,生成条件,生成位置要求,移动模式和图像要求等, 被分析。 根据对象的生成条件,确定对象是否是生成。 当生成对象时,生成位置由对象的生成位置要求确定。 生成后物体的位置由物体的运动要求决定。 通过对象的显示持续时间来判断物体是否应熄灭。

    Video game with fast forward and slow motion features
    6.
    发明授权
    Video game with fast forward and slow motion features 有权
    具有快进和慢动作功能的视频游戏

    公开(公告)号:US08408997B2

    公开(公告)日:2013-04-02

    申请号:US10765975

    申请日:2004-01-29

    IPC分类号: A63F9/24

    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.

    摘要翻译: 通过玩家的操作改变游戏进度。 依次形成并显示多个帧图像。 通过从帧缓冲器切换帧图像来显示帧图像。 当单独形成帧图像时,预测多个帧图像的形成时间段。 根据帧图像的预测形成时间周期来确定由帧图像进行的游戏进行。

    Game display method, recording medium, and game display apparatus
    7.
    发明授权
    Game display method, recording medium, and game display apparatus 有权
    游戏显示方法,记录介质和游戏显示装置

    公开(公告)号:US06709334B1

    公开(公告)日:2004-03-23

    申请号:US09606212

    申请日:2000-06-29

    IPC分类号: G06F1700

    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.

    摘要翻译: 通过玩家的操作动态地改变游戏的进度。 虽然玩家正在按下高速模式键,但是在游戏进度/音乐速度确定的情况下,要形成的帧图像的游戏进度为四倍,例如实现4次游戏进行速度。 虽然玩家正在按下低速模式键,但是在相同的确定下,重复将帧图像的形成被跳过三次的操作,例如,其中一次形成 。 结果,实现了四分之一的游戏进行速度。 在任一种情况下,用于改变音乐速度的标志被改变为根据该模式的值,并且根据标志并根据图像来改变要再现的音乐的节奏。

    Recording medium having programs to display frames stored therein, game display method for executing frame-by-frame display, and game displaying apparatus
    8.
    发明授权
    Recording medium having programs to display frames stored therein, game display method for executing frame-by-frame display, and game displaying apparatus 有权
    具有存储在其中的帧的程序的记录介质,用于执行逐帧显示的游戏显示方法和游戏显示装置

    公开(公告)号:US06758752B1

    公开(公告)日:2004-07-06

    申请号:US09580571

    申请日:2000-05-30

    IPC分类号: A63F924

    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.

    摘要翻译: 具有不同处理负荷的图像的显示改变周期与负载一致。 在完成帧图像的生成之后,等待垂直同步信号的产生,并且改变帧缓冲器。 与帧缓冲器的改变同步,开始下一帧图像的生成。 使用一个帧周期作为单位来测量紧接在前的帧图像的生成时间。 测量值用作要生成的帧图像的生成时间的预测值。 因此,测量值被确定为下一帧图像应具有的游戏进行程度的值。 当确定游戏流程时,根据对应于游戏进行度值数量的帧周期之后的相对于位置和方位来计算构成下一帧图像的一组对象中的每一个的各个多边形。 基于计算结果,将表示各个多边形的图形的图像数据存储在帧缓冲器中。