Emulator Triggers for Legacy Game Haptics

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Solution Overview

Problem

The existing process of creating mini-games from legacy video games is time-consuming and expensive, requiring reverse engineering and recoding, which limits the ability to produce new content quickly and efficiently.

Innovation Solution

The method involves using triggers and snapshots to identify and generate new experiences in emulated games without altering the original code, allowing game designers to create mini-games by delivering game inputs that bring the emulated game to a specific state, where triggers are generated to produce desired outputs, and stored in the emulator's memory for future use.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If reverse engineering and recoding are used to create mini-games from legacy games, then new content can be generated, but the process becomes time-consuming and expensive

Engineering Contradiction:
Improveability to generate new contentVSAvoiddevelopment time and cost
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent extracts only the essential game state data and trigger conditions from legacy games without requiring full reverse engineering. By taking out only the necessary components (game states, triggers, and responses) rather than recreating entire mini-games from scratch, the system enables new content generation while significantly reducing development time and cost.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system creates simplified copies of legacy game mechanics through triggers and responses rather than full recoding. Instead of copying entire mini-game implementations, it copies the essential state transitions and event responses, allowing rapid generation of new content while maintaining compatibility with original games.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If mini-games are made shorter than full-length games, then new challenges can be provided, but larger quantities must be produced to satisfy player demand

Engineering Contradiction:
Improveability to provide new challengesVSAvoidquantity of mini-games required
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system dynamically generates mini-games by combining different triggers and responses in various sequences. Rather than creating fixed mini-games manually, the dynamic combination of game state triggers with corresponding responses allows for near-infinite variation, enabling large quantities of unique mini-games to be produced efficiently from a single legacy game.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent segments legacy games into discrete triggers and responses that can be independently combined. By breaking down game mechanics into modular trigger-response pairs, the system can recombine them in numerous ways to create different mini-games, thereby producing large quantities of content without linearly increasing development effort.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If multiple engineers are used to redevelop legacy games, then mini-games can be created with new features, but costs increase significantly

Engineering Contradiction:
Improvenew features in mini-gamesVSAvoidnumber of engineers required
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system enables self-service content creation by automatically analyzing legacy game code and generating trigger-response pairs without requiring multiple engineers. The automated process identifies game states, triggers, and responses independently, allowing a single developer or even automated systems to create mini-games with new features, thereby eliminating the need for large engineering teams.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces the mechanical process of manual reverse engineering and recoding by multiple engineers with an automated computational system. The system uses code analysis and pattern recognition to automatically extract triggers and responses, substituting human engineering effort with automated mechanisms that reduce both cost and complexity.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS9717989B2Adding triggers to cloud-based emulated games
Publication Date: 2017.08.01 SONY INTERACTIVE ENTERTAINMENT LLC
  • US9717989B2 patent drawing
  • US9717989B2 patent drawing
  • US9717989B2 patent drawing

AI summary

Embodiments of the present invention describe the addition of a haptic response to legacy games that were not originally programed to support haptics. The haptic capabilities may be added to the legacy game while it is being emulated by an emulator. The emulator is designed to generate a haptic stimulus that may be sent to the client device platform when a haptic trigger is present in the legacy game. The client device platform may then use the haptic stimulus to generate a haptic response. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.