A software emulator for emulating a handheld video game platform such as GAME BOYÂ, GAME BOY COLORÂ and/or GAME BOY ADVANCEÂ on a low-capability target platform (e. g. , a seat-back display for airline or train use, a personal digital assistant, a cell phone) uses a number of features and optimizations to provide high quality graphics and sound that nearly duplicates the game playing experience on the native platform. Some exemplary features include use of bit BLITing, graphics character reformatting, modeling of a native platform liquid crystal display controller using a sequential state machine, and selective skipping of frame display updates if the game play falls behind what would occur on the native platform.
Charles P. Eck - Redmond WA, US Scott Elliott - Redmond WA, US Hiroshi Kamada - Redmond WA, US Patrick Link - Redmond WA, US David McCarten - Redmond WA, US
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
A63F013/00
US Classification:
463 42
Abstract:
A video game distribution network for use in airlines, trains, hotels, cruise ships, set top boxes, cable television systems, satellite and other wireless systems or other communications systems, distributes special purpose game binary image files to general purpose computing/display devices. Software emulators running on the general purpose computing/display devices model the game source platform and interpret and/or compile the game files to provide interactive video game play. Software emulators for emulating a handheld video game platform such as GAME BOY, GAME BOY COLOR and/or GAME BOY ADVANCE on a low-capability target platform (e. g. , a seat-back display for airline or train use, a personal digital assistant, a cell phone) may provide any number of features and optimizations to provide high quality graphics and sound that nearly duplicates the game playing experience on the native platform.
Charles P. Eck - Redmond WA, US Scott Elliott - Redmond WA, US Hiroshi Kamada - Redmond WA, US Patrick Link - Redmond WA, US David McCarten - Redmond WA, US
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
A63F 9/24
US Classification:
463 42, 463 43
Abstract:
A video game distribution network for use in airlines, trains, hotels, cruise ships, set top boxes, cable television systems, satellite and other wireless systems or other communications systems, distributes special purpose game binary image files to general purpose computing/display devices. Software emulators running on the general purpose computing/display devices model the game source platform and interpret and/or compile the game files to provide interactive video game play. Software emulators for emulating a handheld video game platform such as GAME BOY, GAME BOY COLOR and/or GAME BOY ADVANCE on a low-capability target platform (e. g. , a seat-back display for airline or train use, a personal digital assistant, a cell phone) may provide any number of features and optimizations to provide high quality graphics and sound that nearly duplicates the game playing experience on the native platform.
Jim A. Sloate - Duvall WA, US Scott Elliott - Federal Way WA, US Hiroshi Kamada - Redmond WA, US Kelly Lindseth - Seattle WA, US Patrick Link - Carnation WA, US David McCarten - Bothell WA, US
Assignee:
Nintendo Co., Ltd. - Higashiyami-ku, Kyoto
International Classification:
A63F 13/00
US Classification:
463 42, 463 9, 463 30, 463 1
Abstract:
Multiple video game players access an encrypted video game library stored on a shared mass storage device. A multiplexer multiplexes data read from the mass storage device to provide output streams to multiple video game playing units consuming video game instructions. A secure bus communicates video game instructions from the shared mass storage device to each of the video game playing units. Video game software or other entertainment content is distributed to the shared mass storage device via electronic download in multi-level encrypted form. Before being transported, the content is encrypted and then further encrypted. Once the content has been successfully transported, it is decrypted to remove the further encryption layer—leaving the first encryption layer intact for protecting the video game during storage on mass storage at the remote distribution location.
Wireless User Network For Handheld Information Terminals
Donald W. James - Kirkland WA, US Patrick J. Link - Carnation WA, US David J. McCarten - Bothell WA, US
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
H04B 1/38
US Classification:
455557, 455418, 455419
Abstract:
An example user network provides information and entertainment for users via handheld information terminals. The “look and feel” and personality of the handheld information terminals can be location-specific so that the most relevant information and entertainment can be provided to users in a useful and appealing manner.
A software emulator for emulating a handheld video game platform such as GAME BOY, GAME BOY COLOR and/or GAME BOY ADVANCE on a low-capability target platform (e. g. , a seat-back display for airline or train use, a personal digital assistant, a cell phone) uses a number of features and optimizations to provide high quality graphics and sound that nearly duplicates the game playing experience on the native platform. Some exemplary features include use of bit BLITing, graphics character reformatting, modeling of a native platform liquid crystal display controller using a sequential state machine, and selective skipping of frame display updates if the game play falls behind what would occur on the native platform.
Method And Apparatus For Secure Delivery And Evaluation Of Prototype Software Over A Network
Robert Crombie - Maple Valley WA, US Patrick Link - Carnation WA, US Ben Ong - Seattle WA, US David McCarten - Bothell WA, US
Assignee:
Nintendo Co., Ltd. - Kyoto-fu
International Classification:
H04L 9/32
US Classification:
726002000
Abstract:
Prototype software is securely delivered and evaluated by electronic transfer over a network. The software is secured by multiple levels of encryption to prevent unauthorized copying, modification, and/or use of the prototype software. Electronic transfer of the prototype software minimizes the time and cost associated with providing prototype software for testing to remote third party testers. Once the software has been transferred electronically to the third party tester, the software developer electronically maintains control of that software by restricting access to an authorized third party, monitoring testing, and deleting any files related to the prototype software from the third party test workstation.
A software emulator for emulating a handheld video game platform such as GAME BOY, GAME BOY COLOR and/or GAME BOY ADVANCE on a low-capability target platform (e.g., a seat-back display for airline or train use, a personal digital assistant, a cell phone) uses a number of features and optimizations to provide high quality graphics and sound that nearly duplicates the game playing experience on the native platform. Some exemplary features include use of bit BLITing, graphics character reformatting, modeling of a native platform liquid crystal display controller using a sequential state machine, and selective skipping of frame display updates if the game play falls behind what would occur on the native platform.