Game program, game system, information processing device and information processing method
The game program monitors in-game data changes to execute online missions by transmitting progress to a server, enabling entertaining gameplay with combined game and mission screens.
Patent Information
- Application Number
- JP2022187150
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-24
- Publication Date
- 2025-12-24
- Estimated Expiration
- 2042-11-24
AI Technical Summary
Conventional information processing devices lack the capability to execute online missions when using emulators, as they do not utilize in-game data to facilitate such missions, especially when the original game does not provide them.
A game program that monitors a predetermined memory address during gameplay to determine the progress of a goal based on value changes, transmitting this progress to a server for online mission execution, and receiving information to generate a combined game screen with mission progress data.
Enables the execution of online missions by utilizing in-game data, providing a highly entertaining gaming experience through superimposed and combined game screens with mission progress information.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to game programs, and more particularly to executing online missions. [Background technology]
[0002] Conventionally, information processing devices that store emulator programs and game ROM data have been known (for example, Patent Document 1). With these devices, the emulator program can reproduce the operation of game devices released in the past, making it possible to play installed games. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2021-137277 Summary of the Invention [Problem to be solved by the invention]
[0004] On the other hand, the above-mentioned information processing devices do not take into consideration the use of in-game data to execute online missions, and if online missions are not provided in the original game, it is difficult to execute online missions when running a game using an emulator.
[0005] An object of the present disclosure is to provide a game program, a game system, an information processing device, and an information processing method that are capable of executing online missions by utilizing in-game data. [Means for solving the problem]
[0006] A game program according to an example of the present disclosure causes a computer of an information processing device to execute the game program using an emulator, monitor a predetermined address in a memory area used by the emulator's execution of the game program, the value of which changes when a predetermined event occurs during the game, determine the progress of a preset goal based on the change in the value at the predetermined address during the game, transmit the progress of the goal to a server provided so as to be able to communicate over a network, and receive from the server information regarding the progress of an online mission determined based on the progress of the goals transmitted by multiple players. With this configuration, the progress of the goal is determined based on the change in the value at the predetermined address during the game, the value of which changes when a predetermined event occurs during the game, and the progress of the goal is transmitted to the server, making it possible to execute online missions using data from the game.
[0007] The status of goal achievement is determined based on at least one of the following for a value at a predetermined address: whether or not the value changes during the game, the number of changes, the value at a predetermined timing, and the cumulative total of values over a predetermined period. With this configuration, the status of goal achievement is determined based on at least one of the following: whether or not the value at a predetermined address, which changes when a predetermined event occurs during the game, changes during the game, the number of changes, the value at a predetermined timing, and the cumulative total of values over a predetermined period, and the status of goal achievement is transmitted to the server, making it possible to execute online missions by further utilizing in-game data.
[0008] The value at the predetermined address is a value that is reset or changes again as the game progresses. With this configuration, it is possible to execute online missions by utilizing data that is a value that is reset or changes again as the game progresses during the game.
[0009] The value at the predetermined address is a value that changes when the player character performs a predetermined action in the game. With this configuration, it is possible to execute online missions in the game by utilizing data that is a value that changes when the player character performs a predetermined action.
[0010] The game program further causes the computer to generate and output a game screen in which information regarding the progress of the goal is superimposed on a game image based on the execution of the game program by the emulator when the value at the specified address changes. With this configuration, by outputting a game screen on which information regarding the progress of the goal is superimposed, it is possible to execute highly entertaining online missions by utilizing in-game data.
[0011] The game program further causes the computer to generate and output a game screen that combines a game image based on the execution of the game program by the emulator with an image showing the progress of the online mission obtained from the server. With this configuration, by outputting a game screen that combines an image showing the progress of the online mission obtained from the server, it is possible to execute highly entertaining online missions by utilizing in-game data.
[0012] A game system according to an example of the present disclosure includes a plurality of information processing devices and a server configured to communicate with the plurality of information processing devices via a network. Each of the plurality of information processing devices includes a computer. The computer executes a game program using an emulator, monitors a predetermined address in a memory area used by the emulator to execute the game program, where a value changes when a predetermined event occurs during the game, determines the progress of a preset goal based on the transition of the value at the predetermined address, and transmits the progress to the server. The server determines the progress of online missions set for the plurality of information processing devices based on the progress of the goals transmitted from the plurality of information processing devices, and transmits information regarding the progress of the online missions to the plurality of information processing devices based on the determination result. With this configuration, the progress of the goal is determined based on the transition of the value at the predetermined address during the game, where the value changes when a predetermined event occurs during the game, and the progress of the goal is transmitted to the server, making it possible to execute online missions using data from the game.
[0013] The status of goal achievement is determined based on at least one of the following for a value at a predetermined address: whether or not the value changes during the game, the number of changes, the value at a predetermined timing, and the cumulative total of values over a predetermined period. With this configuration, the status of goal achievement is determined based on at least one of the following: whether or not the value at a predetermined address, which changes when a predetermined event occurs during the game, changes during the game, the number of changes, the value at a predetermined timing, and the cumulative total of values over a predetermined period, and the status of goal achievement is transmitted to the server, making it possible to execute online missions by further utilizing in-game data.
[0014] The value at the predetermined address is a value that is reset or changes again as the game progresses. With this configuration, it is possible to execute online missions by utilizing data that is a value that is reset or changes again as the game progresses during the game.
[0015] The value at the predetermined address is a value that changes when the player character performs a predetermined action in the game. With this configuration, it is possible to execute online missions in the game by utilizing data that is a value that changes when the player character performs a predetermined action.
[0016] When the value at the specified address changes, the computer further generates and outputs a game screen in which information regarding the progress of the goal is superimposed on a game image based on the execution of the game program by the emulator. With this configuration, by outputting a game screen on which information regarding the progress of the goal is superimposed, it is possible to execute highly entertaining online missions by utilizing in-game data.
[0017] The computer further generates and outputs a game screen that combines a game image based on the execution of the game program by the emulator with an image showing the progress of the online mission obtained from the server. With this configuration, by outputting a game screen that combines an image showing the progress of the online mission obtained from the server, it is possible to execute highly entertaining online missions by utilizing in-game data.
[0018] An information processing device according to an example of the present disclosure includes a computer and a memory. The computer executes a game program using an emulator, monitors a predetermined address in a memory area used by the emulator's execution of the game program, whose value changes when a predetermined event occurs during the game, determines the progress of a preset goal based on the change in the value at the predetermined address during the game, transmits the progress to a server connected to a network, and receives from the server information regarding the progress of an online mission, the progress being determined based on the progress of the goals transmitted by multiple players. With this configuration, the computer determines the progress of the goal based on the change in the value at the predetermined address during the game, whose value changes when a predetermined event occurs during the game, and transmits the progress of the goal to the server, thereby enabling the computer to execute an online mission using data from the game.
[0019] The status of goal achievement is determined based on at least one of the following for a value at a predetermined address: whether or not the value changes during the game, the number of changes, the value at a predetermined timing, and the cumulative total of values over a predetermined period. With this configuration, the status of goal achievement is determined based on at least one of the following: whether or not the value at a predetermined address, which changes when a predetermined event occurs during the game, changes during the game, the number of changes, the value at a predetermined timing, and the cumulative total of values over a predetermined period, and the status of goal achievement is transmitted to the server, making it possible to execute online missions by further utilizing in-game data.
[0020] The value at the predetermined address is a value that is reset or changes again as the game progresses. With this configuration, it is possible to execute online missions by utilizing data that is a value that is reset or changes again as the game progresses during the game.
[0021] The value at the predetermined address is a value that changes when the player character performs a predetermined action in the game. With this configuration, it is possible to execute online missions in the game by utilizing data that is a value that changes when the player character performs a predetermined action.
[0022] When the value at the specified address changes, the computer generates and outputs a game screen in which information regarding the progress of the goal is superimposed on a game image based on the execution of the game program by the emulator. With this configuration, by outputting a game screen on which information regarding the progress of the goal is superimposed, it is possible to execute highly entertaining online missions by utilizing in-game data.
[0023] The computer generates and outputs a game screen that combines game images based on the execution of the game program by the emulator with images showing the progress of online missions obtained from the server. With this configuration, by outputting a game screen that combines images showing the progress of online missions obtained from the server, it is possible to execute highly entertaining online missions by utilizing in-game data.
[0024] In an information processing method according to one example of the present disclosure, a processor of a game device executes a game program using an emulator, the processor monitors a predetermined address in a memory area used by the emulator's execution of the game program, whose value changes when a predetermined event occurs during the game, determines the progress of a preset goal based on the change in the value at the predetermined address during the game, transmits the progress to a server that is communicable over a network, and receives from the server information about the progress of an online mission, the progress being determined based on the progress of the goals transmitted by multiple players. With this configuration, the progress of the goal is determined based on the change in the value at the predetermined address during the game, whose value changes when a predetermined event occurs during the game, and the progress of the goal is transmitted to the server, making it possible to execute online missions using data from the game.
[0025] The processor determines the progress of a preset goal for the game based on at least one of the following: whether or not a value at a predetermined address changes during the game, the number of changes, the value at a predetermined timing, and the cumulative total of values over a predetermined period. With this configuration, the progress of the goal is determined based on at least one of the following: whether or not a value at a predetermined address that changes when a predetermined event occurs during the game changes during the game, the number of changes, the value at a predetermined timing, and the cumulative total of values over a predetermined period, and the progress of the goal is transmitted to the server, making it possible to execute online missions by further utilizing data from the game.
[0026] The value at the predetermined address is a value that is reset or changes again as the game progresses. With this configuration, it is possible to execute online missions by utilizing data that is a value that is reset or changes again as the game progresses during the game.
[0027] The value at the predetermined address is a value that changes when the player character performs a predetermined action in the game. With this configuration, it is possible to execute online missions in the game by utilizing data that is a value that changes when the player character performs a predetermined action.
[0028] When the value at the specified address changes, the processor generates and outputs a game screen in which information regarding the progress of the goal is superimposed on a game image based on the execution of the game program by the emulator. With this configuration, by outputting a game screen on which information regarding the progress of the goal is superimposed, it is possible to execute highly entertaining online missions by utilizing in-game data.
[0029] The processor further generates and outputs a game screen that combines a game image based on the execution of the game program by the emulator with an image showing the progress of the online mission obtained from the server. With this configuration, by outputting a game screen that combines an image showing the progress of the online mission obtained from the server, it is possible to execute highly entertaining online missions by utilizing in-game data. [Effects of the Invention]
[0030] Based on the above, the game program, game system, information processing device, and information processing method of the present disclosure are capable of executing online missions by utilizing in-game data. [Brief explanation of the drawings]
[0031] [Figure 1] FIG. 1 is a diagram illustrating an outline of a configuration of an information processing system based on an embodiment. [Figure 2] FIG. 4 is a diagram illustrating an example of a menu screen 400 based on the embodiment. [Figure 3]FIG. 5 is a diagram illustrating an overview of a game screen 500 in a first mode based on an embodiment. [Figure 4] FIG. 6 is a diagram illustrating an overview of a game screen 600 in a second mode based on the embodiment. [Figure 5] FIG. 7 is a diagram illustrating an overview of another game screen 700 in the second mode based on the embodiment. [Figure 6] FIG. 10 is a diagram illustrating a program 17 stored in a storage unit 13 based on the embodiment. [Figure 7] FIG. 10 is a diagram illustrating functional blocks in a second mode of information processing device 10A based on the embodiment. [Figure 8] FIG. 2 is a diagram illustrating functional blocks of a server 30 based on the embodiment. [Figure 9] FIG. 10 is a flowchart illustrating a process flow of information processing device 10A in a first mode based on the embodiment. [Figure 10] FIG. 10 is a flowchart illustrating a process flow of information processing device 10A in a second mode based on the embodiment. [Figure 11] FIG. 10 is a flowchart illustrating online mission processing of information processing device 10A in a second mode based on the embodiment. [Figure 12] FIG. 10 is a diagram illustrating a method for determining the achievement status of a goal based on an embodiment. [Figure 13] FIG. 10 is a flowchart illustrating communication processing of information processing device 10A based on the embodiment. [Figure 14] FIG. 4 is a flow diagram illustrating processing by server 30 based on the embodiment. [Figure 15] FIG. 10 is a diagram illustrating a tally table compiled by tally unit 302 of server 30 based on the embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0032] This embodiment will be described in detail with reference to the drawings, in which the same or corresponding parts are designated by the same reference numerals and description thereof will not be repeated.
[0033] [A. Information Processing System Configuration] FIG. 1 is a diagram illustrating an outline of the configuration of an information processing system based on an embodiment.
[0034] 1, a configuration will be described in which an information processing system is implemented as a game system 1. The game system 1 includes a server 30 and a plurality of information processing devices 10A to 10C (hereinafter also collectively referred to as information processing devices 10) that are provided so as to be able to communicate with the server 30.
[0035] The information processing devices 10A to 10C each have the same configuration, and in this example, the information processing device 10A will be mainly described as a representative. Note that the number of the information processing devices 10A to 10C is not limited to the above, and a configuration in which more than one device is provided is also possible.
[0036] As an example, a configuration in which information processing device 10A based on the embodiment is implemented as a game device will be described.
[0037] The information processing device 10A is any computer. The information processing device 10A may be, for example, a portable (also called transportable) device such as a portable game device, a mobile phone, or a smartphone, a stationary device such as a personal computer or a home game console, or a large device such as an arcade game device for commercial use.
[0038] The hardware configuration of the information processing device 10A will be outlined below. The information processing device 10A has a CPU 12 and a main memory 18. The CPU 12 is an information processing unit for executing various types of information processing executed by the information processing device 10. The CPU 12 uses the main memory 18 to execute the various types of information processing.
[0039] The information processing device 10A includes a storage unit 13. The storage unit 13 stores a program 17 to be executed in the information processing device 10A.
[0040] The storage unit 13 may be a storage unit built into the information processing device 10A, such as a hard disk or memory, or a storage medium detachable from the information processing device 10A, such as an optical disk or cartridge, or may be both a storage unit and a storage medium. In such a case, the information processing device 10A may be configured as a game system, which is an example of an information processing system including the information processing device 10A and any storage medium.
[0041] The program 17 includes computer-readable instructions for implementing information processing as described below. It may also include a program for executing data communication with the server 30 as part of the processing, and a program for executing data communication with other information processing devices. The program 17 will be described in detail later.
[0042] The information processing device 10A has an input unit 11 that receives instructions from a user (player), such as an analog stick, a button, or a touch panel. The information processing device 10A also has a display unit 14 that displays images generated by the above information processing. However, the configuration is not limited to this, and various input and display forms can be adopted.
[0043] The information processing device 10A has a network communication unit 16. The network communication unit 16 may be connected to a network (not shown) and may perform data communication processing with an external device (for example, a server 30 or another information processing device).
[0044] The information processing device 10A may be configured with multiple devices. For example, the information processing device 10A may be configured such that a main body device having the CPU 12 and a device having the input unit 11 and / or the display unit 14 are separate entities. For example, in another embodiment, the information processing device 10A may be configured with a main body device and a terminal device having the input unit 11 and the display unit 14, or may be configured with a main body device and an operation device having the input unit 11. The information processing device 10A may not have the display unit 14, and may use a television as a display device.
[0045] In another embodiment, at least a part of the information processing executed by the information processing device 10A may be distributed and executed by a plurality of devices that can communicate via a network (wide area network and / or local network). Specifically, at least a part of the information processing executed by the information processing device 10 may be executed by the server 30.
[0046] The hardware configuration of the server 30 will be outlined below. The server 30 includes a CPU 120 and a main memory 180. The CPU 120 is an information processing unit for executing various types of information processing executed by the server 30. The CPU 120 uses the main memory 180 to execute various types of information processing.
[0047] The server 30 includes a storage unit 130. The storage unit 130 stores a mission management program 150 that is executed on the server 30.
[0048] The storage unit 130 may be a storage unit built into the server 30, such as a hard disk or memory, or may be a storage medium that is detachable from the server 30, such as an optical disk or cartridge, or may be both a storage unit and a storage medium. In such a case, the system may be configured as a game system, which is an example of an information processing system that includes the server 30 and any storage medium.
[0049] The mission management program 150 includes computer-readable instructions for implementing information processing as described below, and may also include a program for executing data communication with the information processing devices 10A to 10C as part of the processing, and a program for executing data communication with other information processing devices.
[0050] The server 30 includes a network communication unit 160. The network communication unit 160 may be connected to a network (not shown) and may execute data communication processing with the information processing devices 10A to 10C.
[0051] The server 30 may be configured by a plurality of devices. In another embodiment, at least a part of the information processing executed by the server 30 may be distributed and executed by a plurality of other servers that can communicate via a network (wide area network and / or local network).
[0052] [B. Overview of the Processing of This Embodiment] Next, an outline of the processing assumed in this embodiment will be described. In this embodiment, the information processing device 10A has a plurality of operation modes. In this example, as an example, it has two operation modes. Specifically, it is an operation mode of "playing alone" and an operation mode of "playing with missions".
[0053] FIG. 2 is a diagram illustrating an example of a menu screen 400 based on the embodiment. 2, menu screen 400 includes a menu area 402 and a menu operation reception area 404. In menu operation reception area 404, an operation mode of "play alone" and an operation mode of "play with missions" are provided so that each of them can be selected.
[0054] Within the menu area 402, a message is displayed that explains the operation mode selected in the menu operation reception area 404. In this example, the "Play with Missions" operation mode is shown to be selected, and messages 410 to 416 are displayed as explanations for the "Play with Missions" operation mode. Specifically, a message 410 of "Kick Mission" is displayed as the mission title. A message 412 of "Can everyone kick the enemy character a billion times?" is displayed as the mission content of the kick mission. A message 414 of "Earn points for everyone by clearing the mission" is displayed as information regarding the reward for clearing the mission. Furthermore, a message 416 of "Top performers will receive a limited item!" is displayed as information regarding an additional reward for clearing the mission.
[0055] An operation instruction image 406 is also displayed below the menu area 402. The operation instruction image 406 shows user operations on the operation buttons of the input unit 11 and the corresponding processing content. Specifically, by operating a specific operation button (corresponding to "A") among the operation buttons of the input unit 11, execution of the processing shown in the menu operation reception area 404 is decided.
[0056] By operating a specific operation button (corresponding to "B") among the operation buttons of the input unit 11, it is possible to return to the previous screen of the menu screen 400, although this is not shown.
[0057] [About the single-player mode] The single-player operation mode (hereinafter simply referred to as the first mode) includes an operation mode in which an emulator program is executed to emulate a predetermined game process executed on a predetermined game device. The predetermined game device is a game device separate from the information processing device 10A. In this embodiment, an 8-bit CPU game device is assumed as an example of the predetermined game device. Hereinafter, this game device will be referred to as the emulation target game machine. Hereinafter, the information processing device 10A assumed in this embodiment has a processor performance and image processing performance (processing capacity) higher than the emulation target game machine. In addition, in the following description, the game to be emulated will be referred to as the emulation target game. An example of the emulation target game is assumed to be a jump action game that is processed on a 2D screen and allows screen scrolling. The emulation target game was originally provided as a game cartridge for the emulation target game machine. In this embodiment, data stored in this game cartridge is stored in the storage unit 13 as game ROM data 173 (described later). Then, the game ROM data 173 is read into the emulator program, and the game program included in the game ROM data 173 is executed (emulated), thereby executing the game to be emulated.
[0058] FIG. 3 is a diagram illustrating an overview of a game screen 500 in the first mode based on the embodiment.
[0059] 3, a display area 506 for the emulation target game is provided in the center of the game screen 500. A display area 504 that can be used by other applications is also provided on the game screen 500, separate from the display area 506 for the emulation target game. In this example, as an example, a player character 508, an enemy character 509, a background image, etc. are displayed in the display area 506.
[0060] An enemy character 509 is shown standing on a block. A player character 508 is shown jumping above the block in order to kick and defeat the enemy character 509. The player can move or jump the player character 508 to any position by operating specific operation buttons (such as a cross key, an A button, or a B button) on the input unit 11. The game is a jump action game in which the player controls the player character 508 to avoid various obstacles and kick and defeat the enemy character 509 while progressing toward the goal point.
[0061] [About the mission mode] The mission play operation mode (hereinafter simply referred to as the second mode) will now be described.
[0062] In this embodiment, as a second mode, online missions are provided to the player separately from predetermined game processing.
[0063] In this example, the online mission is, for example, for multiple players to cooperate and kick an enemy character 1 billion times. Each player's mission is to kick an enemy character in the game. The number of times each player completes the mission is counted, and when the total number of times the mission has been completed reaches 1 billion, the overall mission, i.e., the online mission, is completed.
[0064] FIG. 4 is a diagram illustrating an overview of a game screen 600 in the second mode based on the embodiment.
[0065] 4, a display area 606 for the emulation target game is provided in the center of the game screen 600. A display area 604 that can be used for an online mission application is also provided on the game screen 600, separate from the display area 606 for the emulation target game. In this example, as an example, a player character 508, an enemy character 509, a background image, etc. are displayed in the display area 606.
[0066] The player character 508 is shown jumping above the block and kicking and knocking down the enemy character 509. By knocking down the enemy character 509, the enemy character 509 disappears.
[0067] Information regarding the progress of the mission goal achieved by the kick, in this example an image 610 of "+1" indicating the number of kicks, is displayed superimposed on the game image of the emulated game in the display area 606. The number increases to "+2," "+3," and so on according to the number of times multiple enemy characters 509 are kicked simultaneously.
[0068] In display area 604, information indicating the progress of online missions is displayed in the area to the right of display area 606. Specifically, display areas 620-650 are provided for displaying information indicating the progress of online missions. Display areas 620-650 are constantly displayed in the area to the right of display area 606 during the game until the online missions are completed, and messages are updated.
[0069] For example, information regarding the progress of the player's current online mission goal is displayed in the display area 620. For example, the number of kicks is displayed as 1.
[0070] Display area 630 shows information about the player's progress toward the total number of online mission goals accumulated to date. For example, the player's total number of kicks is displayed as 7,520. The player's ranking in terms of kick count is also displayed as 20th.
[0071] Display area 640 shows information about the progress of total online mission goals for each region. As an example, information about the progress of total online mission goals for players across Japan is shown for each region. As an example, the number of kicks made by players across Japan is displayed as 102,939.
[0072] Information about the total number of missions completed worldwide is displayed in a display area 650. For example, the total number of kicks performed by players worldwide is displayed as 129,802,939.
[0073] The information displayed in the display area 620 is based on data held by the information processing device 10A, while the information displayed in the display areas 630 to 650 is based on information processed and compiled by the server 30.
[0074] In this example, the information processing device 10A, as the second mode, determines the achievement status of a preset goal, which is a mission, i.e., the kick of the player character 508 to the enemy character 509. Specifically, the information processing device 10A determines the kick of the player character 508 to the enemy character 509 based on the transition of a value at a predetermined address during the game.
[0075] The information processing device 10A transmits the progress of the goal to a server 30 that is provided so as to be able to communicate over a network.
[0076] The server 30 collects data based on the progress of the goals sent by the multiple players and determines whether the online mission has been accomplished.
[0077] The server 30 generates information relating to the progress of the online missions based on the collected data and transmits the information to the information processing device 10A.
[0078] Information processing device 10A receives the information from server 30 and displays information indicating the progress of the online mission, and repeats this process until the online mission is completed.
[0079] As a result, players from all over the world can feel as if they are working together to complete an online mission in real time.
[0080] FIG. 5 is a diagram illustrating an overview of another game screen 700 in the second mode based on the embodiment.
[0081] 5, a display area 606 for the emulation target game is provided in the center of the game screen 700. A display area 604 that can be used for an online mission application is also provided on the game screen 700, separate from the display area 606 for the emulation target game. In this example, as an example, a player character 508, a background image, etc. are displayed in the display area 606.
[0082] In display area 604, information indicating the progress of the online missions is displayed in the area to the right of display area 606. Specifically, a display area 710 is provided for displaying information indicating the progress of the online missions.
[0083] In this example, a screen is shown when an online mission is accomplished. Specifically, as an example, the display area 710 displays a message saying "Congratulations on completing the mission," a message saying "Receive 10,000 points," and messages saying "Ranked 20th among top performers" and "Receive a limited item."
[0084] The information displayed in the display area 710 is displayed based on the information processed and compiled by the server 30.
[0085] The generated information can be used to know whether an online mission has been completed. As a result, it is possible to provide rewards (points) to participating players. It is also possible to provide additional rewards (limited items) to players who rank highly.
[0086] [C. Program 17 Structure] FIG. 6 is a diagram illustrating program 17 stored in storage unit 13 based on the embodiment.
[0087] 6, the program 17 includes a control program 170, an emulator program 171, a mission application program 172, and game ROM data 173.
[0088] The control program 170 is a program for controlling the basic operations of the information processing device 10A, and is also a program for displaying the menu screen 400 described in Fig. 2 and issuing an instruction to execute the first mode or the second mode.
[0089] The emulator program 171 is a program that emulates the operation of the game machine to be emulated.
[0090] The mission application program 172 is a program for executing online missions as a second mode.
[0091] The game ROM data 173 is the ROM data of the game to be emulated. [D. Functional Configuration] FIG. 7 is a diagram illustrating functional blocks in the second mode of information processing device 10A based on the embodiment.
[0092] 7, CPU 12 of information processing device 10A reads emulator program 171 and mission application program 172 to implement various functional blocks.
[0093] The CPU 12 includes an execution unit 200, a goal achievement monitoring unit 201, a goal achievement determination unit 202, an achievement information transmission unit 203, an achievement information reception unit 204, a synthesis unit 205, a display control unit 206, and an image generation unit 207.
[0094] As an example, the emulator program 171 realizes an execution unit 200, and the mission application program 172 realizes a goal achievement monitoring unit 201, a goal achievement determination unit 202, an achievement information transmission unit 203, an achievement information reception unit 204, a synthesis unit 205, a display control unit 206, and an image generation unit 207.
[0095] The execution unit 200 executes the emulation target game using the game ROM data 173 stored in the storage unit 13.
[0096] The goal achievement monitoring unit 201 monitors a predetermined address whose value changes when a predetermined event occurs during the game, out of the memory area used by the execution unit 200. This monitoring will be described later.
[0097] The goal achievement determination unit 202 determines the achievement status of a preset goal based on the transition of the value at a predetermined address during the game.
[0098] The achievement information transmitting unit 203 transmits the determined achievement status of the goal to the server 30 that is provided so as to be able to communicate over a network.
[0099] The achievement information receiving unit 204 receives from the server 30 information relating to the achievement status of the online mission, which is determined based on the achievement status of the goals transmitted by the multiple players.
[0100] The image generating unit 207 generates an image showing information relating to the determined achievement status of the goal. The image generating unit 207 also generates an image showing the achievement status of the online mission acquired from the server 30.
[0101] The compositing unit 205 generates a game screen by superimposing an image showing information relating to the achievement status of the determined goal on a game image generated based on the execution of the execution unit 200. The compositing unit 205 generates a game screen by combining the game image generated based on the execution of the execution unit 200 with an image showing the achievement status of the online mission acquired from the server 30.
[0102] The display control unit 206 displays the game screen generated by the synthesis unit 205 on the display unit 14. FIG. 8 is a diagram illustrating functional blocks of server 30 based on the embodiment.
[0103] Referring to FIG. 8, CPU 120 of server 30 reads mission management program 150 to implement various functional blocks.
[0104] The CPU 120 includes a receiving unit 300 , a transmitting unit 301 , a counting unit 302 , and an overall goal achievement determining unit 303 .
[0105] The receiving unit 300 receives the determined achievement status of the goal transmitted from each information processing device 10.
[0106] The counting unit 302 counts the determined achievement status of the goal received by the receiving unit 300. The overall goal achievement determination unit 303 determines whether the online mission has been achieved based on the achievement status of the goals transmitted from the plurality of information processing devices.
[0107] The transmitting unit 301 transmits information relating to the achievement status of the online mission to the plurality of information processing devices based on the determination result. The transmitting unit 301 transmits information relating to the achievement status of the online mission based on the determination result, as information relating to the achievement status of the online mission.
[0108] [E. Processing Procedure] Next, the details of the process based on the embodiment will be described. Note that the process described here is an example of a general-purpose process, and other processes may be added as appropriate within the scope of the embodiment.
[0109] [First mode processing] FIG. 9 is a flowchart illustrating a process flow of information processing device 10A in the first mode based on the embodiment.
[0110] 9, the CPU 12 reads the game ROM data 173 stored in the storage unit 13 (step S2). Specifically, the game ROM data 173 is arranged in the main memory .
[0111] Next, the CPU 12 reads the emulator program 171 stored in the storage unit 13 (step S4). Specifically, the emulator program 171 is allocated in the main memory .
[0112] Next, the CPU 12 allocates an emulator memory area to the main memory 18 (step S6). Various data in the game are stored in the allocated emulator memory area.
[0113] Next, the CPU 12 executes the program (step S8). Specifically, the CPU 12 executes the emulation target game based on the emulator program 171 and game ROM data 173 stored in the main memory 18.
[0114] Then, the process ends (END). [Second mode processing] FIG. 10 is a flowchart illustrating a process flow of information processing device 10A in the second mode based on the embodiment.
[0115] Referring to FIG. 10, the flow chart differs from that of FIG. 9 in that steps S5 and S7 are added.
[0116] Specifically, in step S4, the CPU 12 reads the emulator program 171, and then reads the mission application program 172 (step S5). Specifically, the mission application program 172 is allocated in the main memory .
[0117] In step S6, the CPU 12 allocates an emulator memory area to the main memory 18, and then allocates a mission application memory area (step S7). Various data of the mission application program is stored in the allocated mission application memory area.
[0118] Next, the CPU 12 executes the program (step S8). Specifically, the CPU 12 executes the emulation target game based on the emulator program 171 and game ROM data 173 stored in the main memory 18. Furthermore, the CPU 12 executes online missions based on the mission application program 172 stored in the main memory 18.
[0119] Then, the process ends (END). FIG. 11 is a flowchart illustrating online mission processing of information processing device 10A in the second mode based on the embodiment.
[0120] 11, the target achievement monitoring unit 201 checks a predetermined address in the emulator memory area (step S10). The target achievement monitoring unit 201 notifies the target achievement determination unit 202 of the value of the checked predetermined address.
[0121] Next, the goal achievement determination unit 202 determines the achievement status of the goal based on the transition of the value of the predetermined address notified from the goal achievement monitoring unit 201 (step S12). The method of determining the achievement status of the goal will be described later.
[0122] Next, the goal achievement determination unit 202 determines whether or not the goal has been achieved (step S14).
[0123] In step S14, if the goal achievement determination unit 202 determines that the goal achievement status has been achieved (YES in step S14), it sets the goal achievement status in the mission application memory area (step S16).
[0124] Next, the image generation unit 207 generates an image relating to the progress of the goal set in the mission app memory area (step S18). Specifically, it generates an image 610 of "+1" indicating the number of kicks described in FIG. 4 and a message image to be displayed in the display area 620. Note that the progress of the goal set in the mission app memory area is reset after a predetermined period of time has elapsed. As a result, the image 610 is erased after the predetermined period of time has elapsed. Also, the number of kicks displayed in the display area 620 becomes 0.
[0125] Next, the composition unit 205 composites the generated image onto the game image generated based on the execution of the execution unit 200 (step S19). Specifically, the composition unit 205 superimposes the image 610 of "+1" indicating the number of kicks described in Fig. 4 onto the game image generated based on the execution of the execution unit 200, and generates a game screen 600 by combining the image with a message image to be displayed in the display area 620.
[0126] Next, the display control unit 206 displays the generated game screen on the display unit 14 (step S20).
[0127] Next, the achievement information transmitting unit 203 executes a communication process (step S22). The communication process will be described in detail later.
[0128] Next, it is determined whether the game has ended (step S24). In step S24, if it is determined that the game has ended (YES in step S24), the process ends (END).
[0129] On the other hand, if it is determined in step S24 that the game is not over (NO in step S24), the process returns to step S10 and continues.
[0130] On the other hand, in step S14, if the goal achievement determination unit 202 determines that the goal achievement status is not established (NO in step S14), steps S16 to S20 are skipped and communication processing in step S22 is executed. Subsequent processing is similar.
[0131] FIG. 12 is a diagram illustrating a method for determining the achievement status of a goal based on the embodiment. 12A, in this example, a diagram illustrating a change in the value of a predetermined address when a player character 508 kicks an enemy character 509. FIG.
[0132] In this example, a predetermined address whose value changes when a predetermined event occurs during the game is monitored. Specifically, a predetermined address whose value changes when the player character kicks, which is the predetermined event, is monitored.
[0133] In this example, the value at a specific address ("030042F0") in the emulator memory area is monitored. More specifically, the case where the value at the far right changes from "00" to "1A" is shown.
[0134] By analyzing the data in the emulator memory area during execution of the emulation target game, it is possible to identify the association between a predetermined event, such as a kick to an enemy character, and a change in the value of the predetermined address.
[0135] The value at the predetermined address is a value that is reset or changes again as the game progresses.
[0136] The goal achievement monitoring unit 201 monitors the value of the predetermined address and notifies the goal achievement determination unit 202. The goal achievement determination unit 202 determines the goal achievement status, i.e., the status of the player character 508 kicking the enemy character 509, according to the change in the value.
[0137] In this example, the change in the value of the predetermined address when the player character 508 kicks the enemy character 509 has been described, but it is also possible to determine the progress of other goals.
[0138] For example, a case will be described in which the state in which the player character 508 is riding on the cooperation character 510 is determined as the achievement status.
[0139] Referring to FIG. 12(B), in this example, a state in which player character 508 rides on cooperation character 510 is shown.
[0140] As an example, a case is shown in which the code for the predetermined address ("0x0800052E") is set for the rightmost value of the predetermined address ("0x08000534").
[0141] By analyzing the data in the emulator memory area during execution of the emulated game, it is possible to identify the association between a predetermined event, in which the player character 508 is riding on the cooperation character 510, and the value of the predetermined address.
[0142] The value at the predetermined address is a value that is reset or changes again as the game progresses.
[0143] The goal achievement monitoring unit 201 monitors the value of the predetermined address and notifies the goal achievement determination unit 202. The goal achievement determination unit 202 can determine the status of goal achievement, i.e., the status of the player character 508 riding on the cooperation character 510, according to changes in the value.
[0144] FIG. 13 is a flow diagram illustrating communication processing of information processing device 10A based on the embodiment.
[0145] Referring to FIG. 13, achievement information transmitting unit 203 determines whether or not the achievement status of the goal is set in the mission application memory area (step S30).
[0146] In step S30, if the achievement information transmitting unit 203 determines that the achievement status of the goal has been set in the mission app memory area, it transmits the achievement status of the set goal to the server 30 (step S32). For example, the achievement information transmitting unit 203 associates the achievement status of the set goal with a device ID and a country ID that are preset to identify the information processing device 10A, and transmits them to the server 30. As an example, in this example, the device ID ("AAA") and country ID ("JP") assigned to the information processing device 10A are associated with the achievement status of the set goal (number of kicks (+1)), and transmit them to the server 30.
[0147] Next, the achievement information transmitting unit 203 executes a process of resetting the achievement status of the goal set in the mission application memory area (step S33).
[0148] Next, the achievement information transmitting unit 203 requests information regarding the progress of the online mission from the server 30 (step S34). For example, the achievement information transmitting unit 203 transmits to the server 30 a command requesting the information together with a device ID and a country ID that are preset to identify the information processing device 10A. As an example, in this example, the device ID ("AAA") and country ID ("JP") assigned to the information processing device 10A are transmitted to the server 30 together with the request command.
[0149] On the other hand, in step S30, if the achievement information transmitting unit 203 determines that the achievement status of the goal is not set in the mission application memory area (NO in step S30), it skips steps S32 and S33 and proceeds to step S34.
[0150] The achievement information receiving unit 204 determines whether or not the achievement information has been received from the server 30 (step S36).
[0151] In step S36, the achievement information receiving unit 204 maintains the state of step S36 until information is received, and if information is received (YES in step S36), it determines whether achievement information has been received as information regarding the status of achievement of the online mission (step S38).
[0152] In step S38, if the achievement information receiving unit 204 determines that it has received achievement information as information regarding the status of completion of the online mission (YES in step S38), the achievement information receiving unit 204 instructs the image generating unit 207, and the image generating unit 207 generates an image to show information regarding benefits corresponding to the completion of the online mission included in the achievement information (step S42).
[0153] Next, the composition unit 205 composites the generated image onto the game image generated based on the execution of the execution unit 200 (step S44). Specifically, a game screen 700 is generated in which a display area 710 for displaying information related to the awards awarded in response to the completion of online missions is composited onto the game image generated based on the execution of the execution unit 200 as described in FIG.
[0154] Next, the display control unit 206 displays the generated game screen on the display unit 14 (step S46).
[0155] Then, the process ends (returns). On the other hand, in step S38, if the achievement information receiving unit 204 determines that it will not receive achievement information as information regarding the status of completion of the online mission (NO in step S38), the achievement information receiving unit 204 instructs the image generating unit 207, and the image generating unit 207 generates an image to show the information based on the status information (step S40).
[0156] Next, the composition unit 205 composites the generated image onto the game image generated based on the execution of the execution unit 200 (step S44). Specifically, the composition unit 205 generates a game screen 600 in which display areas 630 to 650 for displaying information indicating the progress of the online missions are composited onto the game image generated based on the execution of the execution unit 200 as described in FIG.
[0157] Next, the display control unit 206 displays the generated game screen on the display unit 14 (step S46).
[0158] Then, the process ends (returns). FIG. 14 is a flow diagram illustrating the processing of server 30 based on the embodiment.
[0159] 14, CPU 120 of server 30 executes the following process by reading mission management program 150. In this example, the process between information processing device 10A will be described, but similar processes are also executed for other information processing devices 10B and 10C.
[0160] The receiving unit 300 determines whether or not the achievement status of the goal has been received from the information processing device 10A (step S50).
[0161] In step S50, if the receiving unit 300 determines that it has received the goal achievement status from the information processing device 10A (YES in step S50), it notifies the counting unit 302 of data relating to the goal achievement status, and the counting unit 302 counts the data (step S52). Specifically, the counting unit 302 refers to a counting table described later and updates the items assigned to the information processing device 10A (device ID ("AAA")) in the counting table.
[0162] FIG. 15 is a diagram illustrating a tallying table compiled by tallying unit 302 of server 30 based on the embodiment.
[0163] Referring to Figure 15, in this example, the aggregation table registers a region ID associated with a device ID and indicating the region to which the device ID belongs, the number of missions (kicks), and a ranking (rank).
[0164] Specifically, the country ID ("JP"), the number of missions ("7520"), and the ranking ("20") are registered in correspondence with the device ID (AAA).
[0165] Corresponding to the device ID (BBB), the country ID ("JP"), the number of missions ("2000"), and the ranking ("200") are registered.
[0166] Corresponding to the device ID (CCC), the country ID ("JP"), the number of missions ("4000"), and the ranking ("160") are registered.
[0167] Additionally, "102939" is registered as the total number of missions per country ID. Additionally, "1929802939" is registered as the total number of missions worldwide.
[0168] The tallying unit 302 updates the tallying table every time it receives the achievement status of the goal transmitted from each information processing device.
[0169] For example, if the number of kicks (+1) is received as the goal achievement status transmitted from device ID (AAA), the number of missions for the corresponding item is updated. Also, the number of missions totaled for each country ID and the number of missions worldwide are updated. Furthermore, a ranking is calculated based on the number of missions, and the ranking value is updated as necessary.
[0170] This process continues until the online mission is completed. 14 again, next, the overall goal achievement determination unit 303 determines whether or not the online mission (overall goal) has been achieved based on the counting result (step S56). As an example, the overall goal achievement determination unit 303 determines whether or not the total number of missions worldwide has reached 1 billion based on the counting result of the counting table.
[0171] In step S56, if the overall goal achievement determination unit 303 determines that the online mission has been achieved (YES in step S56), it sets the state to the goal achievement state (step S58). As an example, the overall goal achievement determination unit 303 sets the state to the goal achievement state when the total number of missions worldwide reaches 1 billion based on the aggregation results of the aggregation table.
[0172] On the other hand, in step S50, if the receiving section 300 determines not to receive the goal achievement status from the information processing device 10A (NO in step S50), steps S52 to S58 are skipped and the process proceeds to step S60.
[0173] Furthermore, in step S56, if the overall goal achievement determination unit 303 determines that the online mission has not been achieved (NO in step S56), step S58 is skipped and the process proceeds to step S60.
[0174] In step S60, the receiving section 300 determines whether or not there is a request from the information processing device 10A for information relating to the progress of the online mission (step S60).
[0175] In step S60, if the receiving unit 300 determines that the information processing device 10A has requested information regarding the status of achievement of the online mission (YES in step S60), it instructs the transmitting unit 301, and the transmitting unit 301 determines whether the overall goal achievement determination unit 303 has set the online mission to a goal achievement state (step S62).
[0176] In step S62, if the transmitting unit 301 determines that the online mission is set to a goal achievement state (YES in step S62), it transmits achievement information as information regarding the achievement status of the online mission (step S64). Specifically, the transmitting unit 301 transmits information regarding a benefit corresponding to the achievement of the online mission as the achievement information. Specifically, it transmits data such as "Congratulations on completing the mission" and "10,000 points as a gift." The transmitting unit 301 checks the ranking of the information processing device 10A. If the ranking is within a predetermined ranking (for example, within the top 50), the transmitting unit 301 transmits data such as "Top performer ranking 20th" and "Limited item gift" as ranking information.
[0177] As a result, information processing device 10A displays a screen in which the online mission is accomplished in display area 710 as described with reference to FIG.
[0178] Next, it is determined whether or not to end the online mission processing (step S66). In step S66, if the online mission processing is not to be ended (NO in step S66), the process returns to step S50 and the above processing is repeated.
[0179] On the other hand, if the online mission processing is to be ended in step S66 (YES in step S66), the processing ends (END).
[0180] On the other hand, if it is determined in step S62 that the online mission is not set to the goal achievement state (NO in step S62), the transmitting unit 301 transmits status information as information relating to the achievement status of the online mission (step S68). Specifically, the transmitting unit 301 transmits, as the status information, data on the number of missions ("7520") and ranking ("20") of the information processing device 10A corresponding to the device ID. The transmitting unit 301 also transmits, as the status information, data on "102939" as the total number of missions for each country ID and "1929802939" as the total number of missions worldwide.
[0181] As a result, information processing device 10A displays information on the achievement status of the total goal of online missions accumulated up to now by the player as information on the achievement status of online missions in display area 630 as described in Fig. 4. Information processing device 10A displays information on the achievement status of the total goal of online missions for each region as information on the achievement status of online missions in display area 640 as described in Fig. 4. Information processing device 10A displays information on the total achievement status of missions worldwide as information on the achievement status of online missions in display area 650 as described in Fig. 4.
[0182] Then, the process proceeds to step S66. The subsequent processes are similar. On the other hand, in step S60, if receiving section 300 determines that there is no request from information processing device 10A for information relating to the progress of the online mission (NO in step S60), it returns to step S50 and repeats the above processing.
[0183] [F. Notes] In the above embodiment, the goal achievement monitoring unit 201 determines whether a goal (mission) has been achieved based on whether or not there is a change in the value at a predetermined address when the player character 508 kicks the enemy character 509 during the game, but the present invention is not limited to this.
[0184] For example, if a game has multiple stages, the mission may be whether or not the player character 508 has played all of the stages. For example, the goal achievement monitoring unit 201 may monitor the value of a predetermined address corresponding to a stage name set for each stage, and the goal achievement determination unit 202 may determine whether the goal (mission) has been achieved based on whether the value of the predetermined address has changed to a value corresponding to all of the stages. Alternatively, the mission may be for the player character to defeat a specific enemy character or obtain a specific item. For example, the goal achievement monitoring unit 201 may monitor the value of a predetermined address corresponding to a specific enemy character or a specific item, and the goal achievement determination unit 202 may determine whether or not the goal (mission) has been achieved based on a change in the value of the predetermined address.
[0185] The mission may be the change of the player character 508 into multiple states during the game. For example, the goal achievement monitoring unit 201 may monitor the value of a predetermined address that changes each time the player character 508 changes into multiple states, and the goal achievement determination unit 202 may determine whether the goal (mission) has been achieved based on whether the value of the predetermined address has changed multiple times (the number of changes).
[0186] The occurrence of a specific event during the game may be a mission, not limited to the player character 508. For example, the goal achievement monitoring unit 201 may monitor the value of a predetermined address corresponding to a randomly occurring event, and the goal achievement determination unit 202 may determine whether the goal (mission) has been achieved based on a change in the value of the predetermined address.
[0187] The goal (mission) may be for the player character 508 to satisfy a specific condition in a specific state. For example, the goal (mission) may be for the player character 508 to defeat a specific number of enemy characters while in an invincible state. The goal achievement monitoring unit 201 may monitor the value of a first predetermined address at which the player character 508 changes to a specific state and the value of a second predetermined address at which the player character 508 changes when an enemy character is defeated, and the goal achievement determination unit 202 may determine whether the goal (mission) has been achieved based on whether the values of the first and second predetermined addresses satisfy a specific condition. Note that the determination of whether the goal (mission) has been achieved may be based on the value of another address, not limited to the values of the first and second predetermined addresses.
[0188] The state of whether a goal (mission) has been achieved may be determined by combining the value of a predetermined address and the play time. For example, the goal achievement determination unit 202 may determine whether a goal (mission) has been achieved based on whether the value of a predetermined address changes within a predetermined time. Alternatively, the state of whether a goal (mission) has been achieved may be determined based on the value of a predetermined address at a predetermined timing or the cumulative total of values over a predetermined period of time. Furthermore, the state of whether a goal (mission) has been achieved may be determined by combining other parameters in addition to the play time. For example, the movement distance and movement speed of the player character 508 may be calculated, and the goal achievement determination unit 202 may determine whether a goal (mission) has been achieved by calculating the movement distance and movement speed and combining them with a condition of whether the movement distance and movement speed are equal to or greater than a predetermined threshold.
[0189] In the flow diagram of Figure 13, the achievement information sending unit 203 is configured to send to the server 30 the achievement status of the set goal in step S32, and to send to the server 30 a request for information regarding the achievement status of the online mission in step S34, but this is not limited to this. For example, the achievement information sending unit 203 may be configured to send to the server 30 a request for information regarding the achievement status of the set goal and the achievement status of the online mission by combining steps S32 and S34.
[0190] In this example, a case has been described in which information processing devices 10A to 10C participating in an online mission transmit requests for information on the progress of the online mission to the server 30 and receive the information on the progress of the online mission from the server 30, but this is not particularly limited, and information on the progress of the online mission may be requested from other information processing devices 10 not participating in the online mission, and information on the progress of the online mission may be received from the server 30 in accordance with the request. This makes it possible to motivate players of other information processing devices 10 to participate in the online mission.
[0191] The embodiments disclosed herein should be considered to be illustrative in all respects and not restrictive. The scope of the present invention is defined by the claims, not by the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]
[0192] 1 Game system, 10, 10A, 10B, 10C Information processing device, 11 Input unit, 13, 130 Memory unit, 14 Display unit, 16, 160 Network communication unit, 17 Program, 18, 180 Main memory, 30 Server, 150 Mission management program, 170 Control program, 171 Emulator program, 172 Mission application program, 173 Game ROM data, 200 Execution unit, 201 Goal achievement monitoring unit, 202 Goal achievement determination unit, 203 Achievement information transmission unit, 204 Achievement information receiving unit, 205 Synthesis unit, 206 Display control unit, 207 Image generation unit, 300 Receiving unit, 301 Transmission unit, 302 Counting unit, 303 Overall goal achievement determination unit.
Claims
1. The computer of the information processing device Run the game program using an emulator, monitor a predetermined address in a memory area used by the execution of the game program by the emulator, the address being a value that changes when a predetermined event occurs during the game; determining the progress of a preset goal based on the transition of the value at the predetermined address during the game; transmitting the achievement status of the goal to a server that is communicable via a network; a game program that receives, from the server, information regarding the progress of an online mission, the progress being determined based on the progress of the goals transmitted by multiple players;
2. 2. A game program as described in claim 1, wherein the progress of the goal is determined based on at least one of the following: whether or not the value at the specified address changes during the game, the number of changes, the value at a specified timing, or the cumulative value over a specified period.
3. 3. The game program according to claim 2, wherein the value at the predetermined address is a value that is reset or changes again as the game progresses.
4. 4. The game program according to claim 3, wherein the value at the predetermined address is a value that changes when a player character performs a predetermined action in the game.
5. The computer further comprises: A game program described in any one of claims 1 to 4, which, when the value at the specified address changes, generates and outputs a game screen in which information regarding the progress of achievement of the goal is superimposed on a game image based on the execution of the game program by the emulator.
6. The computer further comprises: A game program according to any one of claims 1 to 4, which generates and outputs a game screen that combines a game image based on the execution of the game program by the emulator with an image showing the progress of the online mission obtained from the server.
7. A plurality of information processing devices; a server that is capable of communicating with the plurality of information processing devices via a network; each of the plurality of information processing devices includes a computer; The computer Run the game program using the emulator, monitors a predetermined address in a memory area used by the emulator when the emulator executes the game program, the address changing in value when a predetermined event occurs during the game; determining the progress of a preset goal based on the transition of the value at the predetermined address; Transmitting the achievement status to the server; The server determining whether or not the plurality of information processing devices have achieved the online missions set for the plurality of information processing devices based on the achievement status of the goal transmitted from the plurality of information processing devices; The game system transmits information regarding the progress of the online mission to the plurality of information processing devices based on the determination result.
8. 8. The game system of claim 7, wherein the progress of the goal is determined based on at least one of the following: whether or not the value at the specified address changes during the game, the number of changes, the value at a specified timing, or the cumulative total of the value over a specified period.
9. 9. The game system according to claim 8, wherein the value at the predetermined address is a value that is reset or changes again as the game progresses.
10. 10. The game system according to claim 9, wherein the value at the predetermined address is a value that changes when a player character performs a predetermined action in the game.
11. The computer further comprises: A game system described in any one of claims 7 to 9, which, when the value at the specified address changes, generates and outputs a game screen in which information regarding the progress of achievement of the goal is superimposed on a game image based on the execution of the game program by the emulator.
12. The computer further comprises: A game system according to any one of claims 7 to 9, which generates and outputs a game screen that combines a game image based on the execution of the game program by the emulator with an image showing the progress of the online mission obtained from the server.
13. A computer, a memory; The computer Run the game program using the emulator, monitors a predetermined address in a memory area used by the emulator when the emulator executes the game program, the address changing in value when a predetermined event occurs during the game; determining the progress of a preset goal based on the transition of the value at the predetermined address during the game; transmitting the achievement status to a server that is communicably provided over a network; an information processing device that receives, from the server, information regarding the progress of an online mission, the progress being determined based on the progress of the goals transmitted by a plurality of players;
14. 14. The information processing device according to claim 13, wherein the achievement status of the goal is determined based on at least one of the presence or absence of changes in the value at the specified address during the game, the number of changes, the value at a specified timing, and the cumulative total of the value over a specified period.
15. 15. The information processing device according to claim 14, wherein the value at the predetermined address is a value that is reset or changes again as the game progresses.
16. 16. The information processing device according to claim 15, wherein the value at the predetermined address is a value that changes when a player character performs a predetermined action in the game.
17. The computer An information processing device described in any one of claims 13 to 16, which, when the value at the specified address changes, generates and outputs a game screen in which information regarding the achievement status of the goal is superimposed on a game image based on the execution of the game program by the emulator.
18. The computer An information processing device according to any one of claims 13 to 16, which generates and outputs a game screen that combines a game image based on the execution of the game program by the emulator with an image showing the progress of the online mission obtained from the server.
19. The processor of the game device executes the game program using an emulator, The processor: monitors a predetermined address in a memory area used by the emulator when the emulator executes the game program, the address changing in value when a predetermined event occurs during the game; determining the progress of a preset goal based on the transition of the value at the predetermined address during the game; transmitting the achievement status to a server that is communicably provided over a network; An information processing method that receives, from the server, information regarding the progress of an online mission, the progress being determined based on the progress of the goals transmitted by multiple players.
20. 20. The information processing method of claim 19, wherein the processor determines the progress of a goal preset for the game based on at least one of the presence or absence of a change during the game, the number of changes, the value at a predetermined timing, and the cumulative total of the value over a predetermined period, regarding the value at the predetermined address.
21. 21. The information processing method according to claim 20, wherein the value at the predetermined address is a value that is reset or changes again as the game progresses.
22. 22. The information processing method according to claim 21, wherein the value at the predetermined address is a value that changes when a player character performs a predetermined action in the game.
23. An information processing method described in any one of claims 19 to 22, wherein the processor further generates and outputs a game screen in which information regarding the progress of achievement of the goal is superimposed on a game image based on the execution of the game program by the emulator when the value at the specified address changes.
24. An information processing method according to any one of claims 19 to 22, wherein the processor further generates and outputs a game screen that combines a game image based on the execution of the game program by the emulator with an image showing the progress of the online mission obtained from the server.
Citation Information
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