Game development support system, game development support method, information processing device, and information processing program

The game development support system synchronizes game logs and video by incorporating timing-indicating images, enhancing development efficiency by reducing the effort needed to check game program operations.

JP7781117B2Active Publication Date: 2025-12-05NINTENDO CO LTD
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Patent Information

Application Number
JP2023132435
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-16
Publication Date
2025-12-05
Estimated Expiration
2043-08-16

AI Technical Summary

Technical Problem

Synchronizing the timing of game logs and video during game development is time-consuming and inefficient in existing game development systems.

Method used

A game development support system that includes a game device and an information processing device, where the game device outputs game images with an identification image to indicate timing, and the information processing device synchronizes the log and video based on this timing information.

Benefits of technology

This system reduces the effort required to check the operation of a game program by enabling synchronized viewing of logs and video, facilitating efficient development.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To reduce time and efforts when checking an operation of a game program under development.SOLUTION: A game development support system (10) includes a game device (12) for executing a game program under development, and an information processing device (14). A computer (20) of the game device outputs a log while executing game processing, and generates a game image including an identification image for identifying timing at which the game image is output at least in a predetermined period. The information processing device acquires a log and moving image data capturing the game image from the game device, performs image analysis for the moving image data, identifies a frame in the moving image in which the identification image is included, identifies timing of output of the game image in which the identification image is included, and generates a browsing image in which the log and the moving image are displayed in a synchronized manner on the basis of the identified timing and the timing information included in the log.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a game development support system, a game development support method, an information processing device, and an information processing program, and more particularly to a game development support system, a game development support method, an information processing device, and an information processing program that allow, for example, viewing video captured from game images displayed during the execution of a game program under development, and logs generated and output during the execution of the game program under development. [Background technology]

[0002] An example of this type of information processing device is disclosed in Patent Document 1. In the game development system disclosed in Patent Document 1, a game program under development is executed on a game device, and logs used in game processing are generated and transmitted to the information processing device. The information processing device displays the logs acquired from the game device, and the game developer can visually check the logs generated during game processing. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent 7072625 Summary of the Invention [Problem to be solved by the invention]

[0004] During the development of a game program, it is common to capture video of the game screen, but since the timing at which the game screen is displayed is unknown from the video, it is time-consuming to synchronize the timing of the log and video and view them using an information processing device included in a game development system such as the background technology.

[0005] Therefore, a primary object of the present invention is to provide a novel game development support system, a novel game development support method, an information processing device, and an information processing program.

[0006] Another object of the present invention is to provide a game development support system, a game development support method, an information processing device, and an information processing program that can reduce the effort required when checking the operation of a game program under development. [Means for solving the problem]

[0007] (Configuration 1) Configuration 1 is a game development support system that includes at least a game device that executes a game program under development and an information processing device. The game program under development causes the computer of the game device to output a log during game processing execution and to generate game images that include an identification image that can identify the timing at which the game images are output, at least for a predetermined period during game processing execution. The information processing device acquires the log from the game device, acquires video data that captures the game images, performs image analysis on the video data, identifies frames in the video that include the identification image, identifies the timing at which the game image including the identification image was output, and generates a viewing image that includes at least the log and the video, and displays the log and the video in synchronization, based on the identified timing and timing information included in the log.

[0008] According to configuration 1, it is possible to identify when the video was captured and view it in synchronization with the log, thereby reducing the effort required to check the operation of a game program under development.

[0009] (Configuration 2) In configuration 2, in configuration 1, the identification image is an image of information that is placed at a predetermined position within the game image and indicates the timing at which the game image is being output.

[0010] According to configuration 2, the identification image is placed at a predetermined position within the game image, making it easy to identify the frame within the video that includes the identification information.

[0011] (Configuration 3) In a third aspect of the present invention, in the first or second aspect, the identification image is an image of text information indicating the number of frames from the start of the game or a predetermined timing after the start of the game.

[0012] According to configuration 3, the identification image is an image of text information indicating the number of frames, so that the timing at which the game image is output can be specified by the number of frames.

[0013] (Configuration 4) In configuration 4, in configuration 1, the identification image is an image of information that is placed at a predetermined position on the game image at a predetermined timing after the start of the game, and the computer of the game device further outputs information indicating the first timing at which the image of the information is placed at the predetermined position on the game image.

[0014] According to configuration 4, by detecting an information image from the video and combining it with information indicating the initial timing of output, it is possible to identify the timing at which the information image was placed in a predetermined position on the game image.

[0015] (Configuration 5) Configuration 5 is the configuration 4, wherein the identification image is an image of a pattern of a predetermined color.

[0016] According to configuration 5, since only a predetermined color is detected, an image of information can be detected with a simple configuration.

[0017] (Configuration 6) Configuration 6 is any one of configurations 1 to 5, wherein the game device captures game images to generate video data, and the information processing device receives the video data from the game device.

[0018] (Configuration 7) Configuration 7 is any one of configurations 1 to 5, in which the information processing device captures game images and generates video data.

[0019] (Configuration 8) Configuration 8 is any one of configurations 1 to 3, wherein the information processing device acquires video data obtained by capturing game images displayed on the display device with a capturing device.

[0020] (Configuration 9) Configuration 9 is any of configurations 1 to 5, wherein the game program under development further causes the computer of the game device to detect that a predetermined error has occurred during game execution, and when the error is detected, causes the computer to generate a game image including an identification image, and transmits video data of a predetermined period that includes at least the timing when the game image including the identification image was generated in response to the occurrence of the error to the information processing device.

[0021] (Configuration 10) Configuration 10 is a game development support method including at least a game device that executes a game program under development and an information processing device that executes an information processing program. The game program under development causes a computer of the game device to output a log during game processing execution and to generate game images that include an identification image that can identify the timing at which the game images are output, at least for a predetermined period during game processing execution. The information processing program causes the computer of the information processing device to acquire the log from the game device, acquire video data capturing game images, perform image analysis on the video data, identify frames in the video that include the identification image, identify the timing at which the game image including the identification image was output, and generate a viewing image that includes at least the log and the video, and in which the log and the video are displayed in synchronization, based on the identified timing and timing information included in the log.

[0022] (Configuration 11) Configuration 11 is an information processing device that acquires a log from a game device that is executing a game program under development, acquires video data that captures game images that include an identification image that allows the timing at which the game images are output to be identified, performs image analysis on the video data, identifies a frame in the video that includes the identification image, identifies the timing at which the game image that includes the identification image was output, and generates a viewing image that includes at least the log and the video, and in which the log and the video are displayed in synchronization, based on the identified timing and timing information included in the log.

[0023] (Configuration 12) Configuration 12 is an information processing program executed on an information processing device, which causes a processor of the information processing device to acquire a log from a game device that is executing a game program under development, acquire video data that captures game images that include an identification image that can identify the timing at which the game image is output, perform image analysis on the video data, identify a frame in the video that includes the identification image, identify the timing at which the game image that includes the identification image was output, and generate a viewing image that includes at least the log and the video, and in which the log and the video are displayed in synchronization, based on the identified timing and timing information included in the log.

[0024] In configurations 10 to 12, as in configuration 1, the effort required to check the operation of a game program under development can be reduced. [Effects of the Invention]

[0025] According to this invention, it is possible to reduce the effort required to check the operation of a game program under development.

[0026] The above and other objects, features and advantages of the present invention will become more apparent from the following detailed description of the preferred embodiments with reference to the drawings. [Brief explanation of the drawings]

[0027] [Figure 1] FIG. 1 is a diagram showing a non-limiting example of the configuration of a game development support system according to a first embodiment. [Figure 2] FIG. 2 is a block diagram showing a non-limiting example of the electrical configuration of the game device shown in FIG. [Figure 3] FIG. 3 is a block diagram showing a non-limiting example of the electrical configuration of the information processing device shown in FIG. [Figure 4] FIG. 4 is a diagram showing a non-limiting example of a game screen displayed on the display device of the game device shown in FIG. [Figure 5] FIG. 5 is a diagram showing a non-limiting example of a viewing screen displayed on the display device of the information processing device shown in FIG. [Figure 6] FIG. 6 is a diagram showing a non-limiting example for explaining the discrepancy between the game time of a game program executed on a game device and the recording time. [Figure 7] FIG. 7 is a diagram showing a non-limiting example of a game screen including an identification image. [Figure 8] FIG. 8 is a diagram showing a non-limiting example for explaining an identification image included in a game screen. [Figure 9] FIG. 9 is a diagram showing a non-limiting example of a memory map of the RAM of the game device shown in FIG. [Figure 10] FIG. 10 is a diagram showing a non-limiting example of the specific contents of the data storage area of ​​the RAM shown in FIG. [Figure 11] FIG. 11 is a diagram showing a non-limiting example of a memory map of the RAM of the information processing device shown in FIG. [Figure 12] FIG. 12 is a flow chart showing a non-limiting example of the overall processing of the game program of the processor built into the game device shown in FIG. [Figure 13] FIG. 13 is a flowchart showing a part of a non-limiting example of game image generation processing by the processor built into the game device shown in FIG. [Figure 14] FIG. 14 is a flowchart showing another part of a non-limiting example of the game image generation process by the processor built into the game device shown in FIG. 2, and follows FIG. [Figure 15] FIG. 15 is a flowchart showing a part of a non-limiting example of the analysis and identification process of the processor built in the information processing device shown in FIG. [Figure 16] FIG. 16 is a flowchart showing another part of a non-limiting example of the analysis and identification process of the processor built in the information processing device shown in FIG. 3, and follows FIG. [Figure 17] FIG. 17 is a flowchart showing a non-limiting example of a browsing process of the processor built in the information processing device shown in FIG. [Figure 18] FIG. 18 is a diagram showing a non-limiting example for explaining an identification image of the second embodiment included in the game screen. [Figure 19] FIG. 19 is a flowchart showing a part of a non-limiting example of game image generation processing by a processor built into the game device of the second embodiment. [Figure 20] FIG. 20 is a flowchart showing another part of a non-limiting example of the game image generation process by the processor built into the game device of the second embodiment. [Figure 21] FIG. 21 is a flowchart showing a part of a non-limiting example of the analysis and identification process of the processor built in the information processing device of the second embodiment. [Figure 22] FIG. 22 is a flowchart showing another part of a non-limiting example of the analysis and identification process of the processor built in the information processing device of the second embodiment, and follows FIG. [Figure 23] FIG. 23 is a flowchart showing another part of a non-limiting example of the analysis and identification process of the processor built into the information processing device of the second embodiment, and follows FIG. [Figure 24] FIG. 24 is a diagram showing a non-limiting example of the configuration of the game development support system of the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0028] <First Example> 1, a non-limiting example of a game development support system 10 includes a game device 12 and an information processing device 14, which are communicatively connected via wire or wirelessly. The game device 12 and the information processing device 14 can also be connected via a network such as a LAN and / or the Internet.

[0029] The game device 12 is a game device that executes a game program for a virtual game under development. In this first embodiment, unless otherwise specified, the term "game program" refers to a game program under development, not a commercial version of the game program. Similarly, the term "game device" refers to a development game device that executes a game program under development, not a commercial version of the game device.

[0030] Fig. 2 is a block diagram showing a non-limiting example of the electrical configuration of game device 12. As shown in Fig. 2, game device 12 includes a processor 20, which is connected to RAM 22, flash memory 24, a communication module 26, an input device 28, a display device 30, and a D / A converter 32. The D / A converter 32 is also connected to a speaker 34.

[0031] The processor 20 is responsible for overall control of the game device 12. Specifically, the processor 20 is a SoC (System-on-a-chip) that incorporates multiple functions such as a CPU function, a GPU function, and a video memory (VRAM).

[0032] The RAM 22 is a volatile storage medium and is used as a work memory or buffer memory for the processor 20. The flash memory 24 is a non-volatile storage medium and is used to store game programs and store (save) various types of data.

[0033] For example, the game program and necessary data are read from flash memory 24 and stored in RAM 22. Furthermore, the GPU built into processor 20 generates image data for displaying various screens on display device 30 in VRAM (also called frame buffer) using image generation data 304b (see FIG. 10) stored in RAM 22, and outputs the generated image data to display device 30.

[0034] The communication module 26 has a function of connecting to a wireless LAN, for example, in accordance with the IEEE802.11.b / g standard. Therefore, for example, the processor 20 uses the communication module 26 to transmit and receive data to and from other devices via an access point and a network such as the Internet. In this first embodiment, the other device is the information processing device 14. The communication module 26 may also have a function of connecting to a wired LAN. However, the communication module 26 can also be used to transmit and receive data directly to and from other devices.

[0035] Furthermore, communication module 26 may have a function for performing short-range wireless communication, different from the function for connecting to a wireless LAN. Specifically, communication module 26 has a function for transmitting and receiving infrared signals to and from other devices using a predetermined communication method (e.g., infrared), and a function for performing wireless communication with the same type of game device according to a predetermined communication protocol (e.g., multilink protocol). In this case, for example, processor 20 can use communication module 26 to directly transmit and receive data with other game devices of the same type. However, instead of infrared short-range wireless communication, short-range wireless communication according to another wireless communication standard such as Bluetooth (registered trademark) may be performed.

[0036] The input device 28 is, for example, a game controller equipped with various push buttons, keys, or switches provided on the game apparatus 12, and is used by a user or player (hereinafter simply referred to as "player") for various operations such as menu selection and application instructions. For example, the game controller is provided with an A button, a B button, an X button, a Y button, an L button, an R button, a cross button (and / or a slide stick), etc. However, in the case of a portable game apparatus 12, a touch panel may be provided as the input device 28 in addition to the push buttons, keys, or switches.

[0037] The display device 30 is a display device such as an LCD or an organic EL. However, if the game device 12 is a stationary game device, the display device 30 is provided separately from the main body of the game device 12.

[0038] The D / A converter 32 converts the audio data provided by the processor 20 into an analog audio signal and outputs it to a speaker 34. The audio data is data about sounds generated by characters or objects, sound effects, background music, and other music.

[0039] 2 is merely an example, and the electrical configuration of the game device 12 is not limited to this. For example, the input device 28 may be provided separately from the main body of the game device 12 and connected to the processor 20 so as to be able to communicate with it. Furthermore, the game device 12 may be configured to allow external memory such as an optical disc, USB memory, or memory card to be attached or detached.

[0040] The information processing device 14 is a general-purpose personal computer, a tablet terminal, or a server. Fig. 3 is a block diagram showing a non-limiting example of the electrical configuration of the information processing device 14. As shown in Fig. 3, the information processing device 14 includes a processor 40, which is connected to a RAM 42, an HDD 44, a communication module 46, an input device 48, and a display device 50.

[0041] The processor 40 is responsible for overall control of the information processing device 14. Specifically, the processor 40 is an SoC incorporating multiple functions such as a CPU function, a GPU function, and a VRAM.

[0042] The RAM 42 is a volatile storage medium and is used as a work memory and buffer memory for the processor 40. The HDD 44 is a non-volatile storage medium and is used to store information processing programs for outputting logs and video data, and to save various types of data.

[0043] For example, the information processing program and necessary data are read from the HDD 44 and stored in the RAM 42. Furthermore, the GPU built into the processor 40 generates image data for displaying various screens on the display device 50 in the VRAM using the image generation data 504b (see FIG. 11) stored in the RAM 42, and outputs the generated image data to the display device 50.

[0044] 2, and transmits and receives data to and from the game device 12. The input device 48 may be configured, for example, by a keyboard, a computer mouse, a touch panel, etc. If the information processing device 14 is a tablet terminal, the input device 48 may be configured by hardware buttons and a touch panel provided on the device body of the information processing device 14.

[0045] The display device 50 is a display device such as an LCD or an organic EL display. However, if the information processing device 14 is a desktop personal computer or server, the display device 50 is provided separately from the main body of the information processing device 14.

[0046] 3 is merely an example, and the electrical configuration of the information processing device 14 is not limited to this. For example, the information processing device 14 may further include a speaker. Furthermore, the information processing device 14 may be configured to allow external memory such as an optical disk, USB memory, or memory card to be attached or detached.

[0047] As an example, the game program is a game program for a virtual game such as an action game, in which a player character object moves within a virtual space, fights enemy character objects, obtains items, and uses items in accordance with the player's operations.

[0048] 4 shows a non-limiting example of a game screen 100 when a game program is executed. In the game screen 100 shown in FIG. 4, a player character object 102 and an enemy character object 104 are displayed facing each other. The player character object 102 is holding a gun object 106. Background objects other than the ground are omitted.

[0049] Game screen 100 is also an image of a game under development that is displayed when a game program is being executed, and at least one area 110 at the top or bottom of game screen 100 displays internal information about the game program that will not be displayed in the game image when the product version of the game program is executed. The internal information includes CPU and GPU usage rates, memory occupancy, player operation information, the progress of the virtual game, and the total time spent playing the virtual game (i.e., total play time). In FIG. 4, area 110 is shaded gray to make it easier to see.

[0050] Furthermore, during the execution of the game program processing (overall processing, which will be described later), the game device 12 generates a log of various parameters (hereinafter referred to as a "parameter log") used in this overall processing. The various parameters are parameters that indicate the properties and performance of character objects appearing in the virtual game, and specifically correspond to the HP, level, type and number of possessed items, movement speed, acceleration, various flags, etc. of the character object (here, the player character object 102).

[0051] Furthermore, during execution of the overall processing of the game program, the game device 12 generates a text or binary log (text log) of various parameters used in the overall processing. The text log is a log for displaying the names (or contents), numerical values, etc. of various parameters as character strings.

[0052] The parameter log and text log are generated for each frame (hereinafter referred to as "game frame"). The parameter log and text log are also appended with the number of game frames (hereinafter referred to as "game frame count") since the start of the overall processing of the game program (i.e., the start of the game). The parameter log and text log are stored from the start to the end of the overall processing of the game program. The start of the game is when a game program managed by the firmware or OS of the game device 12 is launched (or executed). However, the game frame count can also be the number of frames from a predetermined timing after the start of the game. The game frame is the unit time for updating the screen of the game device 12, and is set to 1 / 60 seconds, for example. The game frame can also be set to 1 / 30 seconds or 1 / 120 seconds.

[0053] Furthermore, when the execution of the overall processing of the game program is started, execution of a capture function provided in the game device 12 is instructed, and the game screen 100 from the start to the end of the virtual game is captured. In other words, video data is generated. As an example, the file format of the video data is MP4.

[0054] In this embodiment, the parameter log, text log, and video data for each game frame are output (or transmitted) to the information processing device 14, and the information processing device 14 acquires (or receives) the parameter log, text log, and video data.

[0055] However, this is just one example, and the game device 12 may transmit all parameter logs, text logs, and video data from the start of the game to the end of the game to the information processing device 14 after the game ends.

[0056] In another example, the game device 12 may store the parameter log, text log, and video data in a storage medium such as a memory card or an external HDD, and the information processing device 14 may acquire the parameter log, text log, and video data from this storage medium.

[0057] Alternatively, the video data can be generated by transmitting game image data generated by the game device 12 to the information processing device 14 and capturing the game image data with a capture device connected to the information processing device 14.

[0058] Fig. 5 shows a non-limiting example of viewing screen 200 displayed on display device 50 of information processing device 14. Viewing screen 200 shown in Fig. 5 includes display areas 202, 204, 206, and 208. As an example, on viewing screen 200, display areas 202 and 204 are provided side by side at the top of the screen, below which display area 206 is provided, and further below which display area 208 is provided.

[0059] A moving image produced by playing back moving image data is displayed in display area 202. A text log is displayed in display area 204. A parameter log is displayed in display area 206. An operation panel is provided in display area 208.

[0060] However, the parameter log, text log, and operation panel are omitted from Figure 5. The parameter log and text log are as described above. The operation panel is provided with multiple icons for playing, stopping, fast-forwarding, and rewinding the video, as well as a slide button for determining the playback position of the video.

[0061] On such a viewing screen 200, when a video is played, a parameter log and a text log of a game frame corresponding to a frame of the video being displayed (hereinafter referred to as a "video frame") are displayed by operation of a developer or the like.

[0062] Although not shown, on the initial viewing screen 200 when viewing starts, the display areas 202, 204, and 206 are blank.

[0063] However, video data typically does not include information about the timing at which game images are displayed, i.e., the number of game frames, making it difficult to synchronize and display the video with the parameter log and text log.

[0064] FIG. 6 is a diagram illustrating the discrepancy between game frames and recording time. In FIG. 6, the upper section shows changes in game images according to the progression of the number of game frames since the start of the game, i.e., the elapsed time (hereinafter referred to as "game time"). Simply put, as the player character object 102 moves to the right in accordance with the player's operation, an enemy character object 104 appears in front of the player character object 102. The player character object 102 attacks the enemy character object 104 using a gun object 106 in accordance with the player's operation, and a bullet fired from the gun object 106 hits the enemy character object 104, causing the enemy character object 104 to fall. However, multiple game images (here, 59 game frames) between two adjacent game images in the upper section of FIG. 6 are omitted.

[0065] 6, the bottom row shows the change in the video, i.e., the captured game images (hereinafter referred to as "captured images"), as the number of video frames, i.e., the elapsed time (hereinafter referred to as "recording time") from the start of recording. However, the multiple captured images (59 video frames in this case) between two adjacent captured images in the bottom row of FIG. 6 are omitted.

[0066] 6, for ease of understanding, the frame rate of the game image and the frame rate of the video are set to the same fixed value, but the frame rate of the game image may change during execution of the game program.

[0067] For example, even if a capture command is issued at the same time as the overall processing of a game program starts, it may take some time for the capture of game images to actually start, resulting in a discrepancy between the game time and the recording time. In the example shown in Figure 6, when the number of game frames from the start of the game is 120, i.e., when the game time is 2 seconds, the recording time is 0 seconds, resulting in a discrepancy of 2 seconds. Conversely, there may also be cases where the capture of game images starts first.

[0068] Therefore, even if the output of the parameter log and the text log starts at the same time as the playback of the video data starts, the number of game frames in the parameter log and the text log will almost never match with the number of game frames in the video.

[0069] For this reason, in this embodiment, in certain cases, a game image containing an identification image that allows identification of the timing at which the game image is being output is displayed, and the identification image is also included in the video data, so that the log and video are synchronized on the viewing screen 200.

[0070] FIG. 7 is a diagram showing a non-limiting example of a game screen 100 including an identification image. In the game screen 100 shown in FIG. 7, an identification image display area 120 is provided in the upper left corner of the screen. That is, the identification image is placed at a predetermined position on the game image. In the first embodiment, the identification image is an image of a marker of a predetermined color (e.g., green) and a string of characters indicating the number of game frames since the start of the game. Furthermore, the identification image is displayed (or drawn) for only a first predetermined time (1.1 seconds in the first embodiment).

[0071] FIG. 8 is an enlarged view of the upper left portion of the game screen 100. As shown in FIG. 8, the display area 120 includes a display area 120a and a display area 120b. The display area 120a is an area that displays a green marker. The display area 120b is an area of ​​the display area 120 other than the display area 120a, and is an area that displays a character string indicating the number of game frames. In FIGS. 7 and 8, a rectangular frame is displayed to clearly indicate the display area 120, but the rectangular frame does not need to be displayed on the actual game screen 100. In addition, in FIG. 8, the display area 120a is filled in gray to distinguish between the display area 120a and the display area 120b.

[0072] When the upper left vertex of the game screen 100 is set as the origin (0,0), the display area 120a is determined to range from length x1 to length x2 in the horizontal direction and from length y1 to length y2 in the vertical direction. The display area 120b is determined to range from length x2 to length x3 in the horizontal direction and from length y1 to length y2 in the vertical direction. Note that the lengths x1, x2, x3, y1, and y2 are each expressed as the number of pixels when game image data corresponding to the game screen 100 is generated in the VRAM.

[0073] The predetermined cases are when capturing of the game screen 100 is started at the start of the game, and when an error occurs during execution of the game program. An error is determined during the overall processing of the game program, and specifically, an error is determined when the player character object 102 is located in a place where it should not be.

[0074] The video data is generated from the start of the game to the end of the game. If an error occurs, video data is generated using the video data from the start of the game to the end of the game, with the end including a capture image containing the identification image displayed (or drawn) due to the error, and the beginning of the video data is a second predetermined time (for example, 5 minutes) before the end. The video data for the portion where the error occurred is generated by the developer, etc.

[0075] Therefore, the video data contains an identification image in a portion including the beginning or a portion including the end. Therefore, when a log and a video are viewed in the information processing device 14, the video data is analyzed and an identification image contained in the video data is detected prior to viewing. However, parallel processing may be used so that the analysis is performed simultaneously while the video is being viewed. In this case, the video is viewed asynchronously with the log until the analysis is complete.

[0076] In the process of analyzing the video data (hereinafter referred to as "image analysis process"), the video data is scanned for a third predetermined time period (e.g., 30 seconds) including the beginning of the video data and a third predetermined time period including the end of the video data, and identification images included in video frames constituting the video data are detected. Furthermore, the recording time of the video frame including the detected identification image and the corresponding number of game frames are determined.

[0077] Specifically, prior to image analysis processing, the video data is decoded according to the MP4 file format. In the image analysis processing, first, image data corresponding to the first video frame of the decoded video data is loaded into VRAM, and it is determined whether or not a green marker is drawn in the image data loaded into VRAM in an area corresponding to display area 120a. In other words, it is determined whether or not the color values ​​(i.e., RGB values) of pixels in the area corresponding to display area 120a indicate green.

[0078] If a green marker is detected in the area corresponding to display area 120a, character recognition processing is performed in the area corresponding to display area 120b. Specifically, OCR processing is performed in the area corresponding to display area 120b. Since OCR processing is a well-known technique, a detailed description will be omitted. Therefore, the number of game frames included in the image data expanded in VRAM is recognized or detected. Therefore, the recording time of the video frame corresponding to the image data expanded in VRAM and the corresponding number of game frames are identified.

[0079] On the other hand, if a green marker is not detected in the range corresponding to display area 120a, it is determined whether a green marker is drawn in a predetermined number (for example, 5) of video frames ahead. In other words, the video data is scanned while skipping video frames. This is to reduce the processing load of the image analysis process. Therefore, it is also possible to scan the video data without skipping video frames.

[0080] The first 30 seconds of video data are scanned, and if no green marker is detected, the video data is scanned from 30 seconds before the end to the end (hereinafter referred to as the "last 30 seconds"). Scanning the last 30 seconds of video data is the same as scanning the 30 seconds including the first video frame.

[0081] Because the identification image is drawn in the display area 120 at a predetermined position on the game image, the image analysis process can easily identify or detect the video frame corresponding to the image data including the identification image, since it is only necessary to search the area corresponding to this display area 120. Furthermore, because the identification image is a character string of game frame numbers, the timing at which the identification image was drawn on the game device 12 can be identified by the game frame number.

[0082] In the first embodiment, it is determined whether a green marker is drawn in the range corresponding to display area 120a. However, it may be determined whether a green marker is drawn in a first predetermined range including the range corresponding to display area 120a. As an example, the first predetermined range is approximately 1.2 to 2 times the size of the range corresponding to display area 120a. Similarly, it is determined that character recognition processing is performed in the range corresponding to display area 120b. However, it may be determined that character recognition processing is performed in a second predetermined range including the range corresponding to display area 120b. As an example, the second predetermined range is approximately 1.2 to 2 times the size of the range corresponding to display area 120b.

[0083] When the recording time and the corresponding number of game frames are identified, based on this information, the video data and the log are synchronized and displayed on the viewing screen 200. Here, a method for synchronizing the video data and the log will be described.

[0084] During execution of a game program, the frame rate may change depending on the processing load of processor 20. To accommodate this change in frame rate, i.e., a variable frame rate, the video data is analyzed to further identify the game time corresponding to the identified number of game frames, the video data is analyzed for the identified game time to calculate (or identify) the difference in the identified recording time (hereinafter referred to as the "time difference"), and the calculated time difference is used to generate viewing image data for viewing screen 200 in which the video data and the log are synchronized. As an example, the time difference is calculated by subtracting the identified recording time from the identified game time. Therefore, if the start of recording is later than the start of the game, the time difference is a positive value, and if the start of recording is earlier than the start of the game, the time difference is a negative value.

[0085] Furthermore, as described above, in order to identify the game time corresponding to the number of game frames, a log of information about the game time corresponding to the number of game frames, i.e., the time elapsed since the start of the game (hereinafter referred to as "time-corresponding information") is generated during execution of the game program, and the log of the time-corresponding information (hereinafter referred to as "time-corresponding information log") is output to the information processing device 14. In order to generate a log of the game time corresponding to the number of game frames, the game time is counted in microseconds.

[0086] However, the game device 12 may transmit all time-based information logs from the start of the game to the end of the game, along with all parameter logs, text logs, and video data from the start of the game to the end of the game, to the information processing device 14 after the game ends.

[0087] Alternatively, the game device 12 may store a time-corresponding information log together with the parameter log, text log, and video data in a storage medium such as a memory card or an external HDD, and the information processing device 14 may acquire the parameter log, text log, video data, and time-corresponding information log from this storage medium.

[0088] When a developer or the like starts the viewing process, a viewing screen 200 is displayed on the display device 50 of the information processing device 14. When a developer or the like issues a playback instruction using an operation panel displayed in the display area 208 of the viewing screen 200, playback of the video begins, and the parameter log and text log begin to be displayed in sync with the video. Basically, the video is played from the beginning, but if a developer or the like specifies a playback position, it is played from the specified playback position.

[0089] During video playback, the game time corresponding to the current recording time of the video data (hereinafter referred to as "current time") is calculated using the time offset. The game time is calculated by adding the time offset to the current time. Once the game time is calculated, the parameter log and text log of the game frame number corresponding to the calculated game time are displayed.

[0090] 9 is a diagram showing an example of a memory map 300 of the RAM 22 of the game device 12 shown in FIG. 2. As shown in FIG. 9, the RAM 22 includes a program storage area 302 and a data storage area 304. The game program of the first embodiment is stored in the program storage area 302. The game program includes a main processing program 302a, a communication program 302b, an image generation program 302c, an image display program 302d, an operation input detection program 302e, a game control program 302f, a frame number counting program 302g, a game time counting program 302h, an identification image drawing program 302i, a parameter log generation program 302j, a parameter log output program 302k, a text log generation program 302m, a text log output program 302n, a time-correlated information log generation program 302p, a time-correlated information log output program 302q, a capture program 302r, and a video data output program 302s.

[0091] The game program may be stored in advance in flash memory 24, or may be obtained from an external memory such as an optical disc, USB memory, or memory card that is detachable from game device 12. However, part of the game program may be stored in flash memory 24, and the other part may be obtained from external memory. The same applies to image generation data 304b, which will be described later.

[0092] The main processing program 302a is a program for processing the main routine of the game program of this first embodiment.

[0093] The communication program 302b is a program for communicating with an external device, which is the information processing device 14 in this first embodiment.

[0094] The image generation program 302c is a program for generating (or drawing) game image data corresponding to the game screen 100, i.e., the game image, using the image generation data 304b. If it is determined that an identification image is to be drawn, game image data including image data of the identification image is generated. However, if it is not determined that an identification image is to be drawn, game image data not including image data of the identification image is generated.

[0095] The image display program 302d is a program for outputting game image data generated in accordance with the image generation program 302c to the display device 30. Therefore, the game screen 100 is displayed on the display device 30.

[0096] The operation input detection program 302e is a program for detecting operation input data 304a input by the player to the operation input unit. In this first embodiment, the operation input unit is various push buttons, keys, or switches provided on the input device 28.

[0097] The game control program 302f is a program for executing game control processing for the virtual game of the first embodiment.

[0098] The frame number count program 302g is a program for counting the number of game frames from the start of the game.

[0099] The game time counting program 302h is a program for counting the game time from the start of the game.

[0100] The identification image drawing program 302i is a program for determining whether or not to draw an identification image (in the first embodiment, a green marker and the number of game frames).

[0101] The parameter log generation program 302j is a program for generating a parameter log for each game frame.

[0102] The parameter log output program 302k is a program for outputting a parameter log generated according to the parameter log generation program 302j. In this first embodiment, the parameter log is output to the information processing device 14. At this time, the communication program 302b is also executed.

[0103] The text log generation program 302m is a program for generating a text log for each game frame.

[0104] The text log output program 302n is a program for outputting a text log generated according to the text log generation program 302m. In this first embodiment, the text log is output to the information processing device 14. At this time, the communication program 302b is also executed.

[0105] The time-based information log generation program 302p is a program for generating a time-based information log for each game frame.

[0106] The time-based information log output program 302q is a program for outputting a time-based information log generated according to the time-based information log generation program 302p. In this first embodiment, the time-based information log is output to the information processing device 14. At this time, the communication program 302b is also executed.

[0107] The capture program 302r is a program for capturing game images and generating video data.

[0108] The video data output program 302s is a program for outputting video data generated in accordance with the capture program 302r. In this first embodiment, the video data is output to the information processing device 14. At this time, the communication program 302b is also executed.

[0109] Although not shown, the program storage area 302 also stores other programs such as a sound output program for generating and outputting sounds required in the virtual game, a program for changing the orientation of the virtual camera in accordance with the player's operation input, etc. The program storage area 302 also stores firmware or an OS, middleware, etc.

[0110] Fig. 10 shows a non-limiting example of the specific contents of the data storage area 304 of the RAM 22 shown in Fig. 9. As shown in Fig. 10, the data storage area 304 stores operation input data 304a, image generation data 304b, game frame number data 304c, game time data 304d, parameter data 304e, parameter log data 304f, text log data 304g, time-corresponding information log data 304h, video data 304i, an identification image drawing flag 304j, an error flag 304k, and the like.

[0111] The operation input data 304a is data input from the input device 28 and is stored in chronological order. Once the operation input data 304a has been used for processing by the processor 20, it is deleted.

[0112] The image generation data 304b includes data such as polygon data and texture data for generating game image data.

[0113] The game frame number data 304c is data on the number of game frames counted from the start of the game.

[0114] The game time data 304d is data on the game time counted in microseconds from the start of the game.

[0115] The parameter data 304e is data on various parameters, and is updated by the game control process.

[0116] The parameter log data 304f is data of a parameter log generated in the current game frame, and is updated for each game frame.

[0117] The text log data 304g is data of a text log generated in the current game frame, and is updated for each game frame.

[0118] The time-based information log data 304h is data of a time-based information log generated in the current game frame, and is updated for each game frame.

[0119] The video data 304i is data of the game image captured in the current game frame, and is updated for each video frame.

[0120] The identification image drawing flag 304j is a flag for determining whether or not to draw an identification image. When it is determined that an identification image is to be drawn in accordance with the identification image drawing program 302i, the identification image drawing flag 304j is turned on. On the other hand, when it is determined that an identification image is not to be drawn in accordance with the identification image drawing program 302i, the identification image drawing flag 304j is turned off.

[0121] The error flag 304k is a flag for determining whether or not an identification image is to be drawn when an error occurs. If an identification image is to be drawn when an error occurs, the error flag 304k is turned on, and if an identification image is not to be drawn when an error occurs, the error flag 304k is turned off.

[0122] Although not shown in the figure, the data storage area 304 stores other data necessary for executing the game program, and is provided with a counter or timer. For example, parameter data for each non-player object in the virtual space, such as the enemy character object 104, each background object, and the virtual camera, etc. are also stored.

[0123] Fig. 11 is a diagram showing an example of a memory map 500 of the RAM 42 of the information processing device 14 shown in Fig. 3. As shown in Fig. 11, the RAM 42 includes a program storage area 502 and a data storage area 504. The information processing program of this first embodiment is stored in the program storage area 502. The information processing program includes a main processing program 502a, a communication program 502b, an image generation program 502c, an image display program 502d, an operation input detection program 502e, an acquisition program 502f, a decoding program 502g, an image analysis program 502h, an identification program 502i, a time lag calculation program 502j, a video playback program 502k, and a log display program 502m.

[0124] The information processing program may be stored in advance in the HDD 44, or may be acquired from an external memory such as an optical disk, USB memory, or memory card that is detachable from the information processing device 14. However, it is also possible to store part of the information processing program in the HDD 44 and acquire the other part from the external memory. The same applies to image generation data 504b, which will be described later.

[0125] The main processing program 502a is a program for processing the main routine of the information processing program of this first embodiment.

[0126] The communication program 502b is a program for communicating with an external device, in this first embodiment, the game device 12.

[0127] Image generation program 502c is a program for generating (or drawing) viewable image data corresponding to viewer screen 200 using image generation data 504b, parameter log data 504c, text log data 504d, and video data 504f.

[0128] The image display program 502d is a program for outputting the viewer image data generated in accordance with the image generation program 502c to the display device 50. Therefore, the viewer screen 200 is displayed on the display device 50.

[0129] The operation input detection program 502e is a program for detecting operation input data 504a input to the operation input unit by a developer, etc. In this first embodiment, the operation input unit is various push buttons, keys, or switches provided on the input device 48.

[0130] The acquisition program 502f is a program for acquiring parameter log data 504c, text log data 504d, time-based information log data 504e, and video data 504f. In this first embodiment, the parameter log, text log, and video received from the game device 12 are acquired according to the communication program 502b.

[0131] The decoding program 502g is a program for decoding the video data 504f acquired from the game device 12. However, when decoding the video data 504f, a decoding program included in the video playback program 502k may be used.

[0132] The image analysis program 502h is a program for scanning the decoded video data 504f, detecting identification images contained in the image data corresponding to the video frames that make up the video data 504f, and detecting the number of game frames from the detected identification images.

[0133] The identification program 502i is a program for identifying the recording time of the video frame corresponding to the image data from which the number of game frames has been detected and the corresponding number of game frames.

[0134] The time lag calculation program 502j is a program for specifying the game time corresponding to the number of game frames specified according to the specification program 502i, and calculating (or specifying) the time lag.

[0135] The video playback program 502k is a program for playing video. The log display program 502m is a program for displaying a parameter log and text in synchronization with the video using a time lag calculated according to the time lag calculation program 502j. When playing video and displaying logs, the image generation program 502c and the image display program 502d are also executed.

[0136] Although not shown, other programs necessary for information processing are also stored in the program storage area 502. The program storage area 502 also stores an OS, middleware, and the like.

[0137] The data storage area 504 also stores operation input data 504a, image generation data 504b, parameter log data 504c, text log data 504d, time-based information log data 504e, video data 504f, and time lag data 504g.

[0138] The operation input data 504a is data input from the input device 48 and is stored in chronological order. The operation input data 504a is deleted after being used for processing by the processor 40. The image generation data 504b includes data for generating the browsing image data.

[0139] The parameter log data 504c is the parameter log data 304f acquired from the game device 12 from the start of the game to the end of the game.

[0140] The text log data 504d is the text log data 304g acquired from the game device 12 from the start of the game to the end of the game.

[0141] The time-based information log data 504e is the time-based information log data 304h acquired from the game device 12 from the start of the game to the end of the game.

[0142] The video data 504f is the video data 304i from the start of the game to the end of the game, which is obtained from the game device 12. The video data 504f may also be video data of a portion where an error occurred, which is generated using the video data 304i from the start of the game to the end of the game, which is obtained from the game device 12.

[0143] The time lag data 504g is data on the time lag calculated according to the time lag calculation program 502j.

[0144] Although not shown, the data storage area 504 stores other data necessary for information processing, and is provided with a counter or timer.

[0145] Fig. 12 is a flow diagram showing a non-limiting example of the processing (overall processing) of the game program by processor 20 shown in Fig. 2. Figs. 13 and 14 are flow diagrams showing a non-limiting example of the game image generation processing by processor 20 shown in Fig. 2. Figs. 15 and 16 are flow diagrams showing a non-limiting example of the analysis and identification processing by processor 40 shown in Fig. 3. Fig. 17 is a flow diagram showing a non-limiting example of the browsing processing by processor 40 shown in Fig. 3.

[0146] However, the processing of each step in the flowcharts shown in Figures 12 to 17 is merely an example, and the processing order of each step may be changed as long as similar results are obtained. Also, in this first embodiment, the processing of each step in the flowcharts shown in Figures 12 to 14 is basically described as being executed by processor 20, but some steps may be executed by a processor other than processor 20 or a dedicated circuit. Similarly, the processing of each step in the flowcharts shown in Figures 15 to 17 is described as being executed by processor 40, but some steps may be executed by a processor other than processor 40 or a dedicated circuit.

[0147] Below, we will explain the overall processing and game image generation processing with reference to Figures 12 to 14, and the analysis and identification processing and viewing processing with reference to Figures 15 to 17, but we will omit duplicate explanations of the same processing content.

[0148] When the power supply to the game device 12 is turned on, prior to the execution of the overall processing, the processor 20 executes a startup program stored in a boot ROM (not shown), which initializes each unit such as the RAM 22. When the player instructs the game device 12 to execute the game program of the first embodiment, the game device 12 starts the overall processing.

[0149] 12, when the overall processing starts, the processor 20 starts counting the number of game frames and the game time in step S1, and issues an instruction to execute a capture in step S3. Although not shown in the figure, the processor 20 executes a capture process in parallel with the overall processing. The capture process is a process of capturing the game screen 100 displayed on the display device 30, i.e., the game image, and generating video data 304i of the captured game image. The generated video data 304i is output to the information processing device 14. Therefore, the information processing device 14 acquires the video data 304i for each video frame.

[0150] In the next step S5, initial settings are performed. Here, processor 20 determines the positions and orientations of player character object 102, each non-player object (including enemy character object 104), each background object, and the virtual camera in the virtual space as initial positions and initial orientations. Processor 20 also sets initial values ​​for various parameters.

[0151] In the following step S7, operation input data transmitted or input from input device 28 is acquired, and in step S9, game control processing is executed. In the game control processing, processor 20 causes player character object 102 to perform an arbitrary action, obtain or use an item, etc., in accordance with the player's operation. Furthermore, in the game control processing, processor 20 causes enemy character object 104 to appear, causes enemy character object 104 to attack player character object 102, or performs an arbitrary action, such as causing an item to appear, regardless of the player's operation. Furthermore, when the game control processing is executed, parameter data 304e is updated.

[0152] In the next step S11, a game image generation process (see FIGS. 13 and 14) described below is executed. Briefly, processor 20 sets a virtual camera in the virtual space so that the player character object 102 is included in its field of view, executes a drawing process based on the virtual camera, and generates game image data corresponding to the image captured by the virtual camera. In other words, game image data is generated based on the results of the game control process in step S9. Although a detailed description will be omitted, the game image data also includes image data regarding internal information. In addition, in certain cases, the game image data also includes image data of an identification image.

[0153] Subsequently, in step S13, a game image is displayed. Here, processor 20 outputs the game image data generated in step S11 to display device 30.

[0154] Furthermore, in step S15, a parameter log is generated, in step S17, the generated parameter log is output to the information processing device 14, in step S19, a text log is generated, in step S21, the generated text log is output to the information processing device 14, in step S23, a time-corresponding information log is generated, and in step S25, the generated time-corresponding information log is output to the information processing device 14. Therefore, the information processing device 14 acquires the parameter log, text log, and time-corresponding information log for each game frame.

[0155] Then, in step S27, it is determined whether or not to end the virtual game. The determination in step S27 is made based on whether or not the player has given an instruction to end the virtual game. If "NO" in step S27, that is, if the virtual game is not to be ended, the process returns to step S7. On the other hand, if "YES" in step S27, that is, if the virtual game is to be ended, the overall process ends.

[0156] As shown in Fig. 13, when processor 20 starts the game image generation process, it determines in step S31 whether capture is being performed. If the determination in step S31 is "YES," that is, if capture is being performed, it determines in step S33 whether error flag 304k is on. If the determination in step S33 is "NO," that is, if error flag 304k is off, the process proceeds to step S43. On the other hand, if the determination in step S33 is "YES," that is, if error flag 304k is on, the process proceeds to step S51 shown in Fig. 14.

[0157] If step S31 is "NO", that is, if capture is not in progress, then in step S35 it is determined whether capture has started. Here, processor 20 determines whether there has been a notification from the capture function that capture processing has started. If step S35 is "NO", that is, if capture has not started, then the process proceeds to step S43.

[0158] On the other hand, if step S35 returns "YES," that is, if capture has started, then in step S37, counting of the drawing time of the identification image (1.1 seconds in this first embodiment) begins, in step S39 the identification image drawing flag 304j is turned on, and in step S41 game image data including image data of the identification image is generated, and the process returns to the overall processing. In this first embodiment, the identification image is a green marker and a character string indicating the current game frame number. The current game frame number is the game frame number indicated by the game frame number data 304c.

[0159] In step S43, it is determined whether the identification image drawing flag 304j is on. If the determination in step S43 is "NO," that is, if the identification image drawing flag 304j is off, the process proceeds to step S49. On the other hand, if the determination in step S43 is "YES," that is, if the identification image drawing flag 304j is on, it is determined in step S45 whether drawing of the identification image is to be terminated. Here, the processor 20 determines whether counting the drawing time of the identification image has ended.

[0160] If "NO" in step S45, that is, if drawing of the identification image is not to be completed, the process proceeds to step S41. On the other hand, if "YES" in step S45, that is, if drawing of the identification image is to be completed, the identification image drawing flag 304j is turned off in step S47, and game image data that does not include image data of the identification image is generated in step S49, and the process returns to the overall process.

[0161] 14, in step S51, it is determined whether the identification image drawing flag 304j is on. If the determination in step S51 is "YES," that is, if the identification image drawing flag 304j is on, the process proceeds to step S59. On the other hand, if the determination in step S51 is "NO," that is, if the identification image drawing flag 304j is off, the process starts counting the drawing time of the identification image in step S53, turns on the identification image drawing flag 304j in step S55, and generates game image data including image data of the identification image in step S57, after which the process returns to the overall process.

[0162] Furthermore, in step S59, it is determined whether drawing of the identification image has ended. If "NO" in step S59, the process proceeds to step S57. On the other hand, if "YES" in step S59, the identification image drawing flag 304j is turned off in step S61, the error flag 304k is turned off in step S63, and game image data that does not include image data of the identification image is generated in step S65, and the process returns to the overall process.

[0163] As shown in FIG. 15, when processor 40 starts the analysis and identification process, in step S101, it decodes the video data, in step S103 it expands image data corresponding to the first video frame into VRAM, and in step S105 it searches for a green marker in a predetermined area of ​​the image data expanded into VRAM (i.e., the range corresponding to display area 120a).

[0164] In the following step S107, it is determined whether a green marker is drawn in display area 120a. If the answer is "NO" in step S107, that is, if a green marker is not drawn in display area 120a, the process proceeds to step S117. On the other hand, if the answer is "YES" in step S107, that is, if a green marker is drawn in display area 120a, in step S109, character recognition processing (OCR processing in this first embodiment) is performed on another predetermined area of ​​the image data expanded in VRAM (i.e., the range corresponding to display area 120b).

[0165] In the next step S111, the recording time of the video frame corresponding to the image data expanded in VRAM and the corresponding number of game frames are identified. In step S113, the identified recording time is subtracted from the game time corresponding to the identified number of game frames to calculate a time lag. In step S115, the time lag calculated in step S113 is stored, and the analysis and identification process ends. That is, processor 40 stores time lag data 504g in RAM 42. Note that the identified number of game frames is the number of game frames recognized in the character recognition process. The same applies to step S129, which will be described later.

[0166] In step S117, it is determined whether the first 30 seconds of video data have been scanned. If step S117 is "NO," that is, if the first 30 seconds of video data have not been scanned, in step S119, image data corresponding to the video frame a predetermined number ahead (five in this first embodiment) is loaded into VRAM, and the process returns to step S105. On the other hand, if step S117 is "YES," that is, if the first 30 seconds of video data have been scanned, in step S121 shown in FIG. 16, image data corresponding to the video frame 30 seconds before the end of the video data is loaded into VRAM.

[0167] In the next step S123, a green marker is searched for in the area corresponding to display area 120a of the video data expanded in VRAM. In the following step S125, it is determined whether a green marker is drawn in display area 120a. If the answer is "NO" in step S125, the process proceeds to step S135. On the other hand, if the answer is "YES" in step S125, character recognition processing is performed in display area 120b of the image data expanded in VRAM in step S127. Next, in step S129, the recording time of the video frame corresponding to the image data expanded in VRAM and the corresponding number of game frames are identified, and in step S131, the time difference is calculated, and in step S133, the time difference calculated in step S131 is stored, thereby terminating the analysis and identification processing.

[0168] In step S135, it is determined whether the last 30 seconds of video data have been scanned. If step S135 returns "NO," that is, if the last 30 seconds of video data have not been scanned, then in step S137, a predetermined number of video frames (five in this first embodiment) ahead are loaded into VRAM, and the process returns to step S123. On the other hand, if step S135 returns "YES," that is, if the last 30 seconds of video data have been scanned, then the analysis and identification process ends.

[0169] 17, when processor 40 starts the viewing process, in step S201, processor 40 displays viewing screen 200 on display device 50. Here, initial viewing screen 200 is displayed. In the next step S203, it is determined whether or not a video playback instruction has been issued. Here, processor 40 determines whether playback has been instructed using the operation panel displayed in display area 208.

[0170] If the answer is "YES" in step S203, that is, if a command to play a moving image has been issued, the process proceeds to step S209. On the other hand, if the answer is "NO" in step S203, that is, if a command to play a moving image has not been issued, the process proceeds to step S205, where it is determined whether a recording time, that is, a playback position, has been issued.

[0171] If "NO" in step S205, that is, if the recording time has not been specified, the process returns to step S203. On the other hand, if "YES" in step S205, that is, if the recording time has been specified, the recording time, i.e., the playback position, is specified in step S207 according to the developer's instructions, and the process returns to step S203.

[0172] In step S209, playback of the video begins. If a playback position is not specified, processor 40 starts playback of video data 504f from the beginning, and if a playback position is specified, starts playback of video data 504f from the specified playback position. The video image obtained by playing video data 504f is displayed in display area 202 of viewing screen 200.

[0173] In the next step S211, time lag data 504g is used to identify the game time corresponding to the current time. The method for identifying (or calculating) the game time corresponding to the current time is as described above. In the following step S213, a parameter log of the number of game frames corresponding to the identified game time is output, and in step S215, a text log of the number of game frames corresponding to the identified game time is output. Therefore, a parameter log of the game time corresponding to the recording time of the video frame of video data 504f being played is displayed in display area 206 of viewing screen 200, and a text log of that game time is displayed in display area 204 of viewing screen 200. In other words, a viewing image in which the log and the video are synchronized is displayed. Processor 40 identifies the number of game frames corresponding to the game time by referring to time-corresponding information log data 504e.

[0174] Then, in step S217, it is determined whether the viewing has ended. Here, processor 40 determines whether an instruction to end the viewing has been given. If "NO" in step S217, that is, if the viewing has not ended, other processing is performed in step S219, and the process returns to step S211. As other processing, processor 40 may change the playback position, pause, fast-forward playback, or rewind playback in response to instructions from the developer, etc. On the other hand, if "YES" in step S217, that is, if the viewing has ended, the viewing process ends.

[0175] According to this first embodiment, in a predetermined case, a game image is displayed together with an identification image indicating the game frame number as the timing for displaying the game image, so that image data of the identification image can be included in video data from which the game image is captured. Therefore, by detecting the identification image included in the video, the recording time of the video frame and the number of game frames corresponding to this recording time can be identified, and the log and video can be viewed in sync based on the identified recording time and number of game frames. In other words, since it is possible to identify when the video was captured and view it in sync with the log, the effort required to check the operation of a game program under development can be reduced.

[0176] In the first embodiment, a green marker and a character string indicating the number of game frames are displayed as the identification image. This is to reduce the processor load due to OCR processing during scanning. If the processor load is not a consideration, the green marker may be omitted and only the character string indicating the number of game frames may be displayed. In such a case, steps S105, S107, S125, and S127 shown in FIG. 15 are deleted, and processing for determining whether a game frame number has been detected is added between steps S109 and S111 and between steps S129 and S131. Furthermore, if a game frame number is detected during the processing between steps S109 and S111, the processing proceeds to step S111; if a game frame number is not detected, the processing proceeds to step S117. If a game frame number is detected during the processing between steps S129 and S131, the processing proceeds to step S135; if a game frame number is not detected, the processing proceeds to step S135.

[0177] Furthermore, in the first embodiment, an identification image is displayed when capture is started and when an error occurs during execution of the game program, but this is not limited to this. An identification image may also be displayed when the player character object moves to a predetermined location or when the player instructs the display (or drawing) of an identification image. In such a case, the information processing device generates video data from when the player moves to the predetermined location to when the player leaves that location. Furthermore, when an instruction is given to display an identification image, video data is generated whose end is the position where the display of the identification image ended and whose start is a position that is a second predetermined time back from the end, just as in the case where an error occurs.

[0178] Furthermore, in the first embodiment, game images are captured by the game device, but game image data corresponding to the game images may be transmitted to the information processing device, and the game image data may be recorded on the information processing device. In such cases, the information processing device may be provided with a function for recording game image data, or may be connected to a capture device. In this case, the information processing device may acquire video data using its own function, or may acquire video data from a capture device connected to the information processing device. Furthermore, when recording begins on the information processing device, the information processing device may notify the game device that recording has begun.

[0179] Also, video data of the game screen displayed on the display device captured by a video camera may be transmitted to the information processing device. That is, the information processing device acquires video data from the video camera. However, if the file format of the video data captured by the video camera is not MP4, the file format is converted to MP4. When capturing video with a video camera, the game device is notified by a player's operation that recording has started. Also, when the game screen is captured by a video camera, the position of the origin of the game screen may deviate from the position of the origin of the video frame. If the position of the origin is deviated, the range for searching for an identification image is changed according to the deviation.

[0180] Furthermore, in the first embodiment, in a predetermined case, the game image is displayed together with an identification image indicating the number of game frames as the timing for displaying the game image. However, instead of the number of game frames, the game image may be displayed together with an identification image indicating the game time. In such a case, the analysis and identification process identifies the game time corresponding to the recording time, and calculates the time difference. This also allows the log and video to be viewed in sync.

[0181] In the first embodiment, the game time corresponding to the playback time of the video is identified in consideration of the case of a variable frame rate, and the parameter log and text log of the number of game frames corresponding to the game time are displayed, but if the frame rate is fixed, the parameter log and text log of the number of game frames corresponding to the playback time of the video can be displayed by other methods. As will be described later, in this case, the information processing device 14 does not use a time-correlated information log, and therefore the game device 12 does not generate or output a time-correlated information log.

[0182] Specifically, the number of video frames corresponding to the differential time is calculated using the time (hereinafter referred to as the "differential time") obtained by subtracting the recording time of the video frame for which the number of game frames has been specified (hereinafter referred to as the "specified time") from the current time of the video data being played, the frame rate of the game image in the game device 12, and the frame rate of the video.

[0183] When the frame rate of the game image (hereinafter referred to as the "first frame rate") in the game device 12 and the frame rate of the video data (hereinafter referred to as the "second frame rate") are the same, the number of game frames corresponding to the current time is the specified number of game frames plus the number of video frames corresponding to the difference time. Note that the first frame rate and the second frame rate are acquired from the information contained in the video and log after they are acquired, and are set in the information processing device 14.

[0184] Furthermore, when the first frame rate and the second frame rate are different, the number of video frames corresponding to the difference in time is converted according to the difference in frame rate. Specifically, the number of video frames corresponding to the difference in time is multiplied by the number obtained by dividing the first frame rate by the second frame rate. The number of game frames corresponding to the current time is obtained by adding the value obtained by converting the number of video frames corresponding to the difference in time to the specified number of game frames. However, if the current time is earlier than the specified time, the number of video frames corresponding to the difference in time is a negative value.

[0185] In either case where the first frame rate and the second frame rate are the same or different, the parameter log and text log for the number of game frames corresponding to the calculated current time are displayed on the viewing screen 200.

[0186] <Second Example> The game development support system 10 of the second embodiment is the same as that of the first embodiment except for the identification image displayed on the game device 12 and searched for by the information processing device 14, so we will only explain the differences and omit redundant explanations.

[0187] Figure 18 is an enlarged view of the upper left portion of the game screen 100 of the second embodiment. As shown in Figure 18, in the second embodiment, the display area 120 is set to be the same as the display area 120a of the first embodiment. In Figure 18, a rectangular frame is displayed to clearly show the display area 120, but in the actual game screen 100, the rectangular frame does not need to be displayed.

[0188] Moreover, in the second embodiment, during the drawing time, i.e., the first predetermined time (specifically, 1.1 seconds), markers of different colors are displayed in sequence as the identification image. That is, a predetermined color pattern is displayed. Specifically, during the first second of the drawing time, a red marker is displayed in the display area 120 as the identification image. During the next 0.05 seconds, a yellow marker is displayed in the display area 120 as the identification image. During the next 0.05 seconds, a green marker is displayed in the display area 120 as the identification image.

[0189] In the second embodiment, when the drawing time is 1 second, a red marker is displayed in the display area 120, but a yellow marker may be displayed instead. Also, in the second embodiment, when the drawing time is 1.05 seconds, a yellow marker is displayed in the display area 120, but a green marker may be displayed instead.

[0190] However, the display area 120 in the second embodiment may be provided at a position different from the display area 120a in the first embodiment. In such a case, the range in which the information processing device 14 searches for the color, i.e., the identification image, is set in the display area 120 set at a different position.

[0191] Furthermore, in the second embodiment, when drawing of a marker of each color starts, the color of the marker and the game frame number at which drawing of the marker of this color started (hereinafter referred to as "frame number correspondence information") are notified to the information processing device 14. For example, if the game frame number at which drawing of a red marker started is 7343, information indicating red and 7343 is notified to the information processing device 14 as the frame number correspondence information.

[0192] Since the red marker is displayed for one second, if the game frame is 1 / 60 seconds, the game frame number when drawing of the yellow marker starts is 7403. Therefore, when drawing of the yellow marker starts, information indicating yellow and 7403 is notified to the information processing device 14 as frame corresponding information.

[0193] Since the yellow marker is displayed for 0.05 seconds, if the game frame is 1 / 60 seconds, the game frame number when drawing of the green marker starts is 7406. Therefore, when drawing of the green marker starts, information indicating the color green and 7406 is notified to the information processing device 14 as frame corresponding information.

[0194] As described above, in the second embodiment, the displayed identification image is different from that in the first embodiment, and therefore part of the analysis and identification process executed by the information processing device 14 is different from that in the first embodiment. Here, the analysis and identification process in the second embodiment will be described.

[0195] In the analysis and identification process, first, the video data is decoded according to the MP4 file format. Image data corresponding to the first video frame of the decoded video data is loaded into VRAM, and it is determined whether or not a red, yellow, or green marker is displayed in the image data loaded into VRAM in an area corresponding to display area 120. In other words, it is determined whether the color values ​​(i.e., RGB values) of pixels in the area corresponding to display area 120 indicate red, yellow, or green.

[0196] When a red, yellow, or green marker is detected in the range corresponding to the display area 120, the number of game frames of the color of the detected marker is identified in correspondence with the recording time of the video frame corresponding to the image data in which the marker of this color was detected, by referring to the frame number correspondence information notified by the game device 12.

[0197] As described above, the red marker is displayed for 1 second, and the yellow and green markers are displayed for 0.05 seconds each. Therefore, in a video frame in which a red marker is detected, the number of game frames may be off by up to 1 second (60 game frames in the second embodiment). In contrast, in a video frame in which a yellow and green marker are detected, the number of game frames may be off by up to 0.05 seconds (3 game frames).

[0198] Therefore, in the second embodiment, in order to minimize the discrepancy between the recording time of a video frame and the number of game frames, when a green marker is detected in the range corresponding to display area 120, the recording time of the video frame corresponding to the image data in which the green marker is detected and the number of game frames corresponding to this recording time are specified, even if yellow and red markers are also detected. This number of game frames is the number of game frames corresponding to green in the frame number correspondence information notified by game device 12.

[0199] However, when a yellow or green marker is detected, it is also possible to specify the recording time of the video frame corresponding to the image data in which the yellow marker is detected and the number of game frames corresponding to this recording time. This number of game frames is the number of game frames corresponding to yellow in the frame number correspondence information notified by the game device 12.

[0200] If a green marker is not detected in the range corresponding to display area 120, but a yellow marker is detected, the recording time of the video frame corresponding to the image data in which the yellow marker was detected and the number of game frames corresponding to this recording time are identified, even if a red marker is also detected. This number of game frames is the number of game frames corresponding to yellow in the frame number correspondence information notified by game device 12.

[0201] If only a red marker is detected in the range corresponding to display area 120, the recording time of the video frame in which the red marker was first detected and the number of game frames corresponding to this recording time are identified. This number of game frames is the number of game frames corresponding to red in the frame number correspondence information notified by game device 12.

[0202] The game frame number is determined according to the recording time of the video frame in which the red marker was first detected because the red marker is displayed for one second in the game image and may be detected multiple times.

[0203] In the second embodiment as well, the identification image is drawn in the display area 120 at a predetermined position on the game image, and the image analysis process only requires detecting the color of the marker drawn in the area corresponding to this display area 120, making it possible to specify or detect the identification image with a simple configuration. Therefore, it is possible to easily specify the recording time of the video frame corresponding to the image data including the identification image and the corresponding number of game frames.

[0204] On the other hand, if no red, yellow, or green marker is detected in the range corresponding to display area 120, it is determined whether a red, yellow, or green marker is displayed for a predetermined number (e.g., 5) video frames ahead.

[0205] The first 30 seconds of video data are scanned, and if no red, yellow, or green marker is detected, the last 30 seconds of video data are scanned. The scanning of the last 30 seconds of video data is the same as the scanning of the first 30 seconds of video data.

[0206] Therefore, in the second embodiment, the identification image drawing program 302i stored in the program memory area 302 of the RAM 22 of the game device 12 displays a pattern of a predetermined color on the game device 12 in response to the start of recording and the occurrence of an error.

[0207] In the second embodiment, the program storage area 302 of the RAM 22 of the game device 12 further includes a program for notifying the information processing device 14 of the color to be displayed and the game frame number at which drawing of this color will begin, i.e., frame number correspondence information, at the timing at which drawing (or display) of each color will begin. When this program is executed, the communication program 302b is also executed.

[0208] In the second embodiment, the image analysis program 502h stored in the program storage area 502 of the RAM 42 of the information processing device 14 detects a red, yellow, or green marker displayed in an area corresponding to the display area 120 in image data corresponding to a video frame. When a green marker is detected, the identification program 502i identifies the recording time of the video frame and the game frame number corresponding to green from the frame number correspondence information notified by the game device 12 corresponding to the recording time. When a yellow marker is detected but no green marker is detected, the identification program 502i identifies the recording time of the video frame and the game frame number corresponding to yellow from the frame number correspondence information notified by the game device 12 corresponding to the recording time. When only a red marker is detected, the identification program 502i identifies the recording time of the video frame in which the red marker was first detected and the game frame number corresponding to red from the frame number correspondence information notified by the game device 12 corresponding to the recording time.

[0209] Note that if the difference between the recording time of a video frame and the game time corresponding to the number of game frames is 0.05 seconds or less, the log and video can be considered synchronized. Also, even if only a red marker is detected, it is rare that the recording time and game time actually differ by more than 1 second, so even in this case, the log and video can be considered synchronized.

[0210] Figures 19 and 20 are flow diagrams showing a part of the game image generation processing of Example 2. The game image generation processing shown in Figures 19 and 20 is a partly modified version of the game image generation processing shown in Figures 13 and 14. The game screen generation processing of Example 2 will be described with reference to Figures 19 and 20, but illustrations and descriptions of processes that are the same as the game image generation processing of Example 1 will be omitted.

[0211] As shown in FIG. 19, step S301 is provided between step S39 and step S41, step S303 and step S305 are provided after step S41, and steps S307, S309, S311 and S313 are provided between "NO" in step S45 and step S41.

[0212] Specifically, after the processing of step S39 is executed, in step S301, the color of the marker to be drawn (or displayed) is set to red, and the process proceeds to step S41. In step S41, a game image is generated that includes a marker of the set color in the display area 120. After the processing of step S41 is executed, in step S303, it is determined whether or not it is time to start drawing a marker of the current color.

[0213] If the determination in step S303 is "YES," that is, if it is the timing to start drawing a marker of the current color, then in step S305, information on the color and the number of game frames, i.e., frame number correspondence information, is notified to the information processing device 14, and the process returns to the overall processing. However, the number of game frames notified in step S305 is the current number of game frames.

[0214] On the other hand, if "NO" in step S303, that is, if it is not the timing to start drawing a marker of the current color, the process returns to the overall process.

[0215] If the result of step S45 is "NO", it is determined in step S307 whether 1.05 seconds have passed since the drawing of the identification image started. If the result of step S307 is "YES", that is, if 1.05 seconds have passed since the drawing of the identification image started, the color of the marker to be drawn is set to green in step S309, and the process proceeds to step S41.

[0216] On the other hand, if "NO" in step S307, that is, if 1.05 seconds have not elapsed since the drawing of the identification image started, it is determined in step S311 whether or not 1 second has elapsed since the drawing of the identification image started.

[0217] If "NO" in step S311, that is, if one second has not passed since the drawing of the identification image started, proceed to step S41. On the other hand, if "YES" in step S311, that is, if one second has passed since the drawing of the identification image started, the color of the drawn marker is set to yellow in step S313, and proceed to step S41.

[0218] 20, step S351 is provided between step S55 and step S57, step S353 and step S355 are provided after step S57, and steps S357, S359, S361, and S363 are provided between "NO" in step S59 and step S57. These processes will be explained below, but as they are the same as those explained with reference to FIG. 19, they will be explained briefly.

[0219] 20, after the process of step S55 is executed, the color of the marker to be drawn is set to red in step S351, and the process proceeds to step S41. After the process of step S41 is executed, it is determined in step S353 whether or not it is time to start drawing a marker of the current color.

[0220] If "YES" in step S353, in a step S355, information on the color and the number of game frames is notified to the information processing device 14, and the process returns to the overall process. On the other hand, if "NO" in step S353, the process returns to the overall process.

[0221] If step S59 is "NO", then in step S357 it is determined whether 1.05 seconds have elapsed since the drawing of the identification image began. If step S357 is "YES", then in step S359 the color of the marker to be drawn is set to green, and the process proceeds to step S57. On the other hand, if step S357 is "NO", then in step S361 it is determined whether 1 second has elapsed since the drawing of the identification image began.

[0222] If "NO" in step S361, the process proceeds to step S57. On the other hand, if "YES" in step S361, the color of the marker to be drawn is set to yellow in step S363, and the process proceeds to step S57.

[0223] 21 to 23 are flow charts showing non-limiting examples of the analysis and identification process of the processor 40 of the information processing device 14 according to the second embodiment. The analysis and identification process of the second embodiment will be described below, but the same processes as the analysis and identification process of the first embodiment will only be briefly described.

[0224] As shown in FIG. 21, when processor 40 starts the analysis and identification process, in step S401 it decodes the video data, in step S403 it expands image data corresponding to the first video frame into VRAM, and in step S405 it searches for a red, yellow, or green marker in a predetermined area of ​​the image data expanded into VRAM (i.e., the range corresponding to display area 120).

[0225] In the following step S407, it is determined whether a red, yellow, or green marker is drawn in display area 120. If "NO" in step S407, that is, if a red, yellow, or green marker is not drawn in display area 120, the process proceeds to step S427 shown in Fig. 22. On the other hand, if "YES" in step S407, that is, if a red, yellow, or green marker is drawn in display area 120, it is determined in step S409 whether the color of the marker is red.

[0226] If the answer is "YES" in step S409, that is, if the marker color is red, then in step S411, the recording time is identified and the number of game frames corresponding to the color red is identified by referring to the frame number correspondence information, and the process proceeds to step S417. The recording time is the recording time of the video frame corresponding to the image data developed in VRAM. This also applies to steps S415, S421, S439, S443, and S447, which will be described later.

[0227] On the other hand, if step S409 is "NO", that is, if the marker color is not red, then in step S413 it is determined whether the marker color is yellow. If step S413 is "YES", that is, if the marker color is yellow, then in step S415 the recording time is identified and the number of game frames corresponding to yellow is identified by referring to the frame number correspondence information, and then the process proceeds to step S417.

[0228] In step S417, the time lag is calculated, and in step S419, the time lag is stored, and the process proceeds to step S427. That is, in step S419, processor 40 stores time lag data 504g. Basically, in step S419, time lag data 504g is updated, but if the process of step S411 has already been executed (or has been executed once), the processes of steps S411, S417, and S419 are skipped. This is to identify the number of game frames corresponding to the recording time of the video frame corresponding to the image data in which the red marker was first detected. The same applies to steps S439, S451, and S453, which will be described later.

[0229] On the other hand, if step S413 is "NO," that is, if the marker color is green, step S421 identifies the recording time and references the frame number correspondence information to identify the number of game frames corresponding to green, then step S423 calculates the time lag, and step S425 stores the time lag, terminating the analysis and identification process. In step S425, time lag data 504g is updated. The same applies to step S447, which will be described later.

[0230] As shown in Fig. 22, in step S427, it is determined whether the first 30 seconds of video data have been scanned. If the answer is "NO" in step S427, in step S429, a predetermined number of video frames (five in this second embodiment) ahead are loaded into VRAM, and the process returns to step S405 shown in Fig. 21. On the other hand, if the answer is "YES" in step S427, in step S431 shown in Fig. 23, the video frame 30 seconds before the end of the video data is loaded into VRAM.

[0231] In the next step S433, a red, yellow, or green marker is searched for in display area 120 of the video frame expanded in VRAM. In the following step S435, it is determined whether a red, yellow, or green marker is present in the area corresponding to display area 120. If "NO" in step S435, the process proceeds to step S455. On the other hand, if "YES" in step S435, it is determined in step S437 whether the marker color is red.

[0232] If "YES" in step S437, in step S439, the recording time is identified, and the number of game frames corresponding to red is identified by referring to the frame number correspondence information, and the process proceeds to step S451. On the other hand, if "NO" in step S437, in step S441, it is determined whether the color of the marker is yellow.

[0233] If step S441 is "NO", then in step S443 the recording time is identified and the number of game frames corresponding to green is identified by referencing the frame number correspondence information. Subsequently, in step S445, the time offset is calculated, and in step S447, the time offset is stored, and the analysis and identification process ends. On the other hand, if step S441 is "YES", then in step S449, the recording time is identified and the number of game frames corresponding to yellow is identified by referencing the frame number correspondence information, and the process proceeds to step S451. In step S451, the time offset is calculated, and in step S453, the time offset is stored, and the process proceeds to step S455.

[0234] In step S455, it is determined whether 30 seconds of video data have been scanned from the end. If "NO" in step S455, in step S457, a predetermined number of video frames are loaded into VRAM, and the process returns to step S433. On the other hand, if "YES" in step S455, the analysis and identification process ends.

[0235] In the second embodiment, as in the first embodiment, it is possible to view the log in synchronization, thereby reducing the effort required to check the operation of a game program under development.

[0236] In the second embodiment, the time for which the yellow and green markers are drawn is shorter than the time for which the red marker is drawn, so if a red marker is detected when scanning video data, the interval between scanned video frames may be shortened. This increases the probability of detecting a yellow or green marker, allowing for more accurate synchronization between the log and video.

[0237] In the second embodiment, when drawing of a marker of each color starts, the information processing device 14 is notified of the marker color and the number of game frames when drawing of the marker of that color starts. However, the information processing device 14 may be notified of the marker color and the game time when drawing of the marker starts. In such a case, the analysis and identification process identifies the game time corresponding to the recording time, and calculates the time difference. This also allows the log and video to be viewed in synchronization.

[0238] Furthermore, although detailed explanation will be omitted, the modified examples in the first embodiment can also be appropriately adopted in the second embodiment.

[0239] <Third Example> The game development support system 10 of the third embodiment is the same as the game development support systems 10 of the first and second embodiments, except that when a game program for a communication game is executed on multiple game devices 12, the logs and videos for each game device 12 are displayed in synchronization. Here, a description of the same aspects as those of the first and second embodiments will be omitted, and only the differences will be described.

[0240] 24 includes two game devices 12 and an information processing device 14. In the third embodiment, the two game devices 12 communicate with each other, and a game program for a communication game is executed on each game device 12. Furthermore, each of the two game devices 12 communicates with the information processing device 14, and transmits logs and videos to the information processing device 14.

[0241] The method for synchronously displaying logs and videos for each game device 12 on information processing device 14 is as described in the first and second embodiments. Although not shown, in the third embodiment, viewing screen 200 shown in Fig. 5 is displayed in a list for each game device 12. However, display area 208, i.e., an operation panel, does not need to be provided on each viewing screen 200.

[0242] In the third embodiment, logs and videos are further synchronized between each game device 12. As an example, the time kept by each game device 12 is matched, and when a log is transmitted from a game device 12, information on the time kept by the game device 12 (i.e., hour, minute, second) (for convenience of explanation, referred to as "first time information") is added and notified to the information processing device 14, thereby synchronizing the logs and videos between each game device 12 using the first time information. However, the first time information may also be added to the video.

[0243] Alternatively, a log is transmitted from each game device 12 to the information processing device 14, and when the information processing device 14 receives the log, time information measured by the information processing device 14 (for convenience of explanation, referred to as "second time information") is added to the log of each game device 12, thereby synchronizing the logs and video between each game device 12 using the second time information. However, the second time information may also be added to the video.

[0244] The same applies to the case where there are three or more game devices 12 playing a communication game.

[0245] According to the third embodiment, it is possible to synchronize and display logs and videos on each of a plurality of game devices that execute a game program for a communication game, and it is also possible to synchronize and display logs and videos between a plurality of game devices. Therefore, as with the first and second embodiments, it is possible to reduce the effort required to check the operation of a game program under development.

[0246] The configuration of the game device, the various screens, and the specific numerical values ​​shown in the above-mentioned embodiments are merely examples and should not be considered limiting, and can be changed as appropriate depending on the actual product.

[0247] Furthermore, the order of the steps shown in the flow chart may be changed as appropriate, provided that the same effect or result is obtained. [Explanation of symbols]

[0248] 10...Game development support system 12...Game device 14...Information processing equipment 20,40...processor 22,42...RAM 24...Flash memory 26,46 ...Communication module 28,48...input device 30,50…display device 34...Speaker 44...HDD

Claims

1. The game device includes at least a game device that executes a game program under development and an information processing device. The game program under development is installed in the computer of the game device. Log output is performed during game processing, generating a game image so as to include an identification image that allows identification of the timing at which the game image is being output during at least a predetermined period during execution of the game processing; The information processing device includes: acquiring the log from the game device; Acquire video data capturing the game image; performing image analysis on the video data to identify a frame in the video that includes the identification image, and identifying the timing at which a game image that includes the identification image was output; A game development support system that generates a viewing image that includes at least the log and a video, and displays the log and the video in synchronization, based on the identified timing and timing information contained in the log.

2. 2. The game development support system according to claim 1, wherein the identification image is an image of information that is placed at a predetermined position within the game image and indicates the timing at which the game image is being output.

3. 3. The game development support system according to claim 2, wherein the identification image is an image of text information indicating the number of frames from the start of the game or a predetermined timing after the start of the game.

4. the identification image is an image of information that is placed at a predetermined position on the game image at a predetermined timing after the start of the game, 2. The game development support system according to claim 1, further causing the computer of said game device to output information indicating the first timing at which an image of said information is to be placed at said predetermined position on said game image.

5. 5. The game development support system according to claim 4, wherein the identification image is an image of a predetermined color pattern.

6. the game device captures the game image and generates the video data; 6. The game development support system according to claim 1, wherein said information processing device receives said video data from said game device.

7. 6. The game development support system according to claim 1, wherein the information processing device captures the game images and generates the video data.

8. 4. The game development support system according to claim 1, wherein the information processing device acquires video data of the game image displayed on the display device, the video data being captured by a camera.

9. The game program under development further includes: Detects that a specific error has occurred during game execution, generating the game image including the identification image when the error is detected; 6. A game development support system according to claim 1, further comprising: transmitting video data for a predetermined period of time including at least the timing at which the game image including the identification image was generated in response to the occurrence of the error to the information processing device.

10. The game device includes at least a game device that executes a game program under development and an information processing device that executes an information processing program, The game program under development is installed in the computer of the game device. Log output is performed during game processing, generating a game image so as to include an identification image that allows identification of the timing at which the game image is being output during at least a predetermined period during execution of the game processing; The information processing program is installed in the computer of the information processing device. acquiring the log from the game device; Acquire video data capturing the game image; performing image analysis on the video data to identify a frame in the video that includes the identification image, and determining the timing at which a game image that includes the identification image was output; A game development support method that generates a viewing image that includes at least the log and a video, and displays the log and the video in synchronization, based on the identified timing and timing information contained in the log.

11. 11. The game development support method according to claim 10, wherein the identification image is information that is placed at a predetermined position within the game image and indicates the timing at which the game image is being output.

12. 12. The game development support method according to claim 11, wherein the identification image is text information indicating the number of frames from the start of the game or a predetermined timing after the start of the game.

13. 11. A game development support method according to claim 10, wherein the identification image is information that is placed at a predetermined position on the game image at a predetermined timing after the start of the game, and the log includes information indicating the timing at which the information is included in the game image.

14. 14. The game development support method according to claim 13, wherein the identification image is a pattern of a predetermined color.

15. causing the game device to capture the game image and generate the video data; 6. The game development support method according to claim 1, wherein the information processing device receives the video data from the game device.

16. The game development support method according to claim 10 , further comprising causing the information processing device to capture the game image and generate the video data.

17. 13. The game development support method according to claim 10, further comprising causing the information processing device to acquire video data obtained by capturing the game image displayed on a display device using a capturing device.

18. The game program under development further includes: Detects that a specific error has occurred during game execution, generating the game image including the identification image when the error is detected; 15. A game development support method according to claim 10, further comprising transmitting to the information processing device video data for a predetermined period of time that includes at least the timing at which the game image including the identification image was generated in response to the occurrence of the error.

19. Acquire a log from a game device that is running a game program under development, acquiring video data capturing game images including an identification image that allows identification of the timing at which the game images are output; performing image analysis on the video data to identify a frame in the video that includes the identification image, and identifying the timing at which a game image that includes the identification image was output; An information processing device that generates a viewing image that includes at least the log and a video, and in which the log and the video are displayed in synchronization with each other, based on the identified timing and timing information included in the log.

20. An information processing program executed by an information processing device, A processor of the information processing device Acquire logs from a game device running a game program under development, acquiring video data capturing game images including an identification image that allows identification of the timing at which the game images are output; performing image analysis on the video data, identifying a frame in the video that includes the identification image, and identifying the timing at which a game image that includes the identification image was output; An information processing program that generates a viewing image that includes at least the log and a video, and in which the log and the video are displayed in synchronization, based on the identified timing and timing information included in the log.

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