Data link for multi-player game system using telephone lines

Data link for multi-player game system using telephone lines

United States Patent [191



[11] Patent Number: 5,757,890

[45] Date of Patent: May 26, 1998




[75] Inventor: gzlilfesan Venkataknshnan. Fremont.

Primary Examiner—Curtis Kuntz

Assistant Examiner?stephen W. Palan

Attorney, Agent, or Firm—Phi1ip H. Albert; Townsend and

Townsend and Cmw


[73] Assignee: Phylon Communications, Inc..

Fremom Cami


[22] Flled: Dec‘ 4’ 1995

An improved data transfer system is provided to transfer game data over a telephone line with low delay even while a voice conversation is being transferred over the same telephone line. Voice data and game data are framed. in a modi?ed HDLC framing scheme. with game data inserted.

[51] Int. Cl.l5 .................................................. .. H04M 11/00 if “3668mm into a mum

[52] US. Cl. . . .. 379/9313; 379/9331; time need/661110 complete the frame 15 not added to the delay

379/9109; 379/493 of the game data. The inserted game data need not be of a

[58} Field of Search ............................ .. 379/9001. 93.01, ?xed "mg‘h' as ‘t ‘8 Clem?“ “"th“? ‘ht "we dam Py 3“

379/9108. 93.09. 93.13. 93.31; 463/41; 6s°aPe.seq‘fe“°e 9°‘ f°““d 1“ Fh? “m “1° ava?abk

455/6} 348/17_ 370/442. 493“ 498 528_ bandwidth 15 ef?ciently used since frames of voice data are

’ ’ 37‘5/222’ not necessarily sent during periods of silence and frames of game data or other data can be sent using the entire tele

[56] References Cited

U.S. PATENT DOCUMENTS phone line bandwidth. The data is framed at a point beyond the output of pre-existing games and data transfer programs. to allow for transparent insertion of voice into the frame stream.

4,570,930 2/1986 Matheson ........................... .. 379/9313

5,463,616 10/1995 Kruse et a1. . 379193.08

5,502,727 3/1996 Catazaro . 379/9308

11 Claims, 6 Drawing Sheets

i .'



30 l

| f








Voice ____ ‘gigital 98." Wailing Bypass


I 52





HDL° [11%

INTERFACE <—{———o framer/

(RS232, etc.) | def'ame'

from Computer :

System 20 :

I 62


: Frame





' mage out“!






‘ can

CCD CAMERA t llllllilliillilliglllll



S akers p6


! i 58

AFE i )2 i s i i

I t








I g‘









| ll



Abort Flags


Hag Voice Data




Voice Data


Hag _ .

PIayLinkTM Frame (2nd mode, variation 2)

US. Patent May 26, 1998 Sheet 4 of 6 5,757,890


Flag Address Control Data


FCS Flag

Fig. 4 HDLC Frame (1st Mode)

Start Voice Packets Abort

Flag Flag

n-byte data


Voice End

Packets Flag

Fig. 5 Modi?ed HDLC Frame (2nd Mode, variation 1)

Abort Flags




Vo|ce Data




volce Data



Fig. 6 PlayLinkTM Frame (2nd mode, variation 2)

US. Patent May 26, 1998 Sheet 5 0f 6 5,757,890



Wait for

Game Data or Timeout

No Voice Data


Check if

Voice Data is


Pause In Voice





Received r

‘ Voice


V Present


Send Game Game Packet Sent Pause Game

Data Packet Data Source


Send Game Data

Using Escape


Game Data Received


Send Voice


Until Silent

Game Data Sent


Fig. 7 (3rd Mode)

US. Patent May 26, 1998


Sheet 6 0f 6






Game Computer



Call Waiting



CODEC "’ l

Program Control










LINE 112






are each in separate racing vehicles. the game consoles must be quickly updated with the remote position data so that each layer is aware of the other’s position.


A portion of the disclosure of this patent document contains material which is subject to copyright protection.

The copyright owner has no objection to the xerographic reproduction by anyone of the patent document or the patent

An improved data link for game data is provided by virtue of the present invention. which allows game data to be transmitted over telephone lines with low delay. even while

simultaneously transmitting voice over the telephone line.

The simultaneous transmission is useful where the players disclosure in exactly the form it appears in the Patent and

Trademark O?ice patent ?le or records. but otherwise reserves all copyright rights whatsoever. which to communicate by voice with the other players and still use only one telephone line.

BACKGROUND OF THE INVENTION communicating game data between two or more players

In one embodiment of the present invention. a local data plus voice (D+V) modem accepts digital data at a data port. accepts analog voice signals at a voice port. digitizes the

The present invention relates to the ?eld of 15

voice signals. compresses them. packages the digital voice

communications. and more speci?cally. to a data link for data into frames and inserts the game data into voice data frames as the game data arrives at the D+V modern. An over telephone lines. _ escape sequence delimits game data from the voice data so

A video game or computer game is a multi-player game when the progress of the game is determined by more than that a remote D+V modem can extract the game data from

20 the voice data. one player. The simplest implementation of such a game is

More generally. the game data stream can be any non to have a single computer system and inputs for the multiple game data which is of a low data rate relative to the voice players. The drawback of this system is that all the players data and which needs to be transmitted with low delay.

must be physically nearby. Alternatively, a high-speed link between the players might by used to bring the various


One advantage to the present invention is full use of the available bandwidth through the use of data framing without the delays which would occur if data of one type arrives at

player inputs together. This. however. requires hardware

which is not ordinarily available to the casual game player.

being transmitted.

US. application Ser. No. 081309.327. ?led Sep. 19. 1994

Herein. the term “modem” refers to conventional analog

and assigned to the assignee of the present application

modems as well as ISDN serial interface devices which link entitled “REAL-TIME AND NON-REAL-TIME DATA to ISDN lines. Strictly speaking. an ISDN device is not a modem. since “modem" is short for modulator/demodulator a data link wherein voice data and video game 35 control data are sent over a single telephone line. In a two-player used with analog lines. however “modem" has taken on a general meaning of a device which couples a computer embodiment of the system disclosed therein. the video game

35 data comprises two unidirectional data streams which allow communication line to a telephone line. two game players to play a video game which responds to inputs from both players. The disclosure of that patent application is included herein by reference for all purposes. the inventions herein may be realized by reference to the remaining portions of the speci?cation and the attached


The typical operation of a multi-game system uses one game console per player. Each game console is a special

BRIEF DESCRIPTION OF THE DRAWINGS purpose game device, a personal computer running a game

FIG. 1 is a high—level block diagram of a communication program or a combination of each. The multi-player aspect of the game is handled by having each game console accept system which allows voice signals and data to be commu nicated between two stations:

inputs directly from its local player and accept inputs

remotely for the other players. For e?iciency. the remote


FIG. 2 is a more detailed block diagram of one station in

the communication system of FIG. 1;

data is often summarized and/or compressed so that the remote data can be timely transmitted over telephone lines.

For example. while local input might include each key press

or input device movement of the local player. the remote data sent out from the local game is often limited to control information which affects the play of the game from the

perspective of the remote players.

FIG. 3 is a chart showing examples of the data transmit table over the D+V communications system and the proto cols used at several network levels for these types of data;

FIG. 4 is a schematic diagram of an HDLC (High-level

Data Link Control) frame. as used with the present inven


This remote data needs to be communicated quickly. so as used to transmit video game control data or other low not to confuse the remote players. For example. if the game

55 character of the local player moves. the remote game con delay-tolerant data and voice data at the same time; and

FIG. 6 is a schematic diagram of a PlayLinkTM frame used sole needs to be noti?ed of the movement quickly so that the for variable-length low delay data transmission over voice remote player is not reacting to the old location of the local data. game character.

FIG. 7 is a state diagram of a process for sending voice

One prior art method of transmitting game data over and game data over a single telephone line. telephone lines is to transmit data packets between a local modem and a remote modem using the v.42 packet transfer

FIG. 8 is a block diagram of a speci?c embodiment of the

present invention.

protocol. Typically. the minimum delay between a game action being taken at a remote game console and that action

DESCRIPTION OF THE PREFERRED being communicated to the local game console is 28 to 150


EMBODIMENTS milliseconds. For some game information. this is acceptable.

But for fast action scenes. such as where the game characters

FIG. 1 shows a communication system 10 according to the present invention. Communication system 10 allows for

5.757, 890



the transfer of data from one site 12 to another site 12a

through a public switched telephone line 16. Site 12. which

is essentially similar to site 12a. is shown with a computer system 20. a data communication subsystem 22. a D+V

(data+voice) modem 24 and a telephone handset 26. D+V cable 28. and to handset 26 via a twisted pair 30. D+V modem 24 is also connected to line 16. Station 12a includes a computer system 200. a data communications subsystem

22a. a D+V modem 24a. and a handset 26a. numbered ISO-3309. “Data Communication-High-Level

Data Link Control Procedure—-Frame Structure”.

30. and is also coupled to HDLC controller 52 to provide digitized compressed voice data to HDLC controller 52. A data port of HDLC controller 52 is coupled to subsystem 22

(see FIG. 2) to receive data from computer system 20. This coupling. in one embodiment. is a standard RS-232 connection. while in another embodiment. it is a parallel data bus. HDLC controller 52 is also shown coupled to image CODEC 40 and MIDI instrument 42 using those devices’ standard interfaces. In a video game application. voice might be obtained from a headset/microphone or a


It should be apparent that other variations are possible.

For example. D+V modem 24 can be integral to subsystem

22 and/or system 20. as would be the case if system 20 is a lap-top computer and D+V modem 24 is an internal telephone/modem. Also. handset 26 need not be as depicted. but could be a headset or other microphone and/or earphone combination. For high performance game systems. a hands free headset with earphones for stereo game sound com bined with the remote player’s voice and an attached micro phone is typically used. For other applications. handset 26 is interchangeable with other devices which communicate real-time data. If D+V modem 24 is internal to subsystem

22. then cable 28 might be replaced by an internal bus with

similar functionality.

thereto into frames. while multiplexing the frames at its output to modern module 54. HDLC controller 52 also de-packetizes received frames and directs them to the proper outputs. Because frames are only sent when data is presented to HDLC controller 52. the channel bandwidth provided by line 16 is used e?iciently.

When a call waiting signal is received at a local site 12. voice-only mode. Typically. a call waiting signal is seen as a disturbance on the line. When D+V modem 24 detects the

In operation. computer system 20 transfers data between

disturbance. it switches to a voice-only mode. D+V modern itself and system 20a over line 16. while voice communi cation occurs between handset 26 and handset 260. all using

only line 16. In many applications. computer systems 20.

240 at the remote site should also detect the disturbance and go into voice-only mode. At that point. the players can communicate by voice and the local player can proceed in a

20a and subsystems 22. 22a cannot be easily modi?ed. With

30 the D+V modem. such systems do not need to be modi?ed. conventional manner to handle the waiting call. i.e.. inform the remote player that the local player will be taking the call. because the interface over cable 28 is transparent to voice traffic. This is possible since most modern communications

“?ash” the hook to switch to the waiting call. and then return to the ?rst call when ?nished with the waiting call. subsystems are con?gured for handshalcing with a modem

While the call waiting is being handled in voice-only

which allows a modem to slow down the passage of data

35 from the communications subsystem to the modern when the mode. the modem modules 54 at the local and remote sites are not transmitting. To allow each player to control their modem has di?iculty keeping up. The effect of voice trans mission on data transmission at cable 28 is only to create an apparent slowdown in the D+V modem’s data transmission rate. and only when voice data is being transferred. Of course. in some embodiments. D+V modem 24 accepts

D+V modem. a pop-up program is provided at computer system 20 and computer system 20a. Where the computer systems 20. 20a are DOS-based personal computers. the pop-up program is a terrninate-and-stay resident (TSR) program The TSR gives a player the opn'on to pause the con?guration commands over cable 28 which are not found in a standard data communications interface. game or hang up the line and gives the local player the option to ?ash the hook to take the waiting call. If both

As shown in FIG. 1. D+V modem 24 also accepts other players choose to pause the game. they can pick up the game data sources. which carry either non-real-time data 32 or

45 real-time data 34. Each of these sources of data is multi where it left off.

Once the local player is ?nished with the waiting call. he plexed onto line 16 as explained below in connection with or she can signal. via the TSR. that the waiting call should

FIG. 3. be dropped and D+V modem 24 should ?ash the hook to

FIG. 2 is a more detailed block diagram of one site. 12. return to the original call. Then both players signal. via the of communication system 10. Site 12 is shown with D+V


TSR. that the two D+V modems should go into D+V mode modem 24 in greater detail. an image CODEC (analog coder/decoder) 40 and a CCD camera 41 as a typical source and destination of non-real-time data. and a MIDI instru game can continue where it left off. The TSR can also include the capability to pause a game. have the phone line dropped entirely. and then pick up where it left off by ment 42 as a typical source and destination of real-time data.

D+V modem 24 is shown including a voice CODEC 50


which codes/decodes voice signals including compression/ decompression. an HDLC (?igh-Level Data Link

redialing to re-establish the connection. resync the modems and then unpanse the game.

The analog call waiting bypass and digital call waiting

Qontrol) ?ramer/deframer 52 (HDLC controller. for short).

bypass are illustrated in FIG. 2. Each call waiting bypass is a voice-only mode. since modern module 54 is bypassed. In frames such as frame 56. and an analog front end (AFE) 58. which is coupled to modern module 54. An output of AFB the case of a digital bypass. AFE 58 reroutes all incoming

58 is coupled to a data access arrangement (DAA) 60. which is in turn coupled to line 16. Frame storage 62 is also as voice data. In the case of an analog bypass. relays 64 and

66 switch the telephone line 16 directly to twisted pair 30. provided for buffering frames Where data is framed faster than the capacity of telephone line 16.

Except where noted otherwise. HDLC controller 52 oper

In either case. the voice communications have the use of the

65 entire bandwidth of the telephone line.

If the local player chose to permanently switch to the waiting call. the local D+V modem drops the current


5 6

(original) call and switches to the waiting call as described above. Once the call is over, the local modem hangs up the line altogether. This latter option is typically not needed for

TABLE 2-continued point-to-point connections. but is used in cases where the remote modem is part of a modem pool and the remote modem or computer system is programmed to drop a line after a set period of inactivity. In some embodiments. the

TSR or pop-up will stay active (on-screen) for the duration of the waiting call and then give the user an opportunity to

Data Stream Type






The Control ?eld contains one or two bytes. per the V.42 speci?cation. The FCS ?eld is calculated by performing a re-establish the connection to the remote D+V modem before handing control back to the communicating process. check sum on the address. control and data ?elds.

This is very useful if the user wants to restart a game with the same state as when the game was interrupted by the call

waiting signal.

data stream type. and each ?ame contains only data from one type of data stream. HDLC controller 52 can easily are transferrable over a telephone line. For each of the data separate received frames for each data stream multiplexed

FIG. 3 is a chart showing several sources of data which

15 onto line 16. And since ?ames for the various data types can be freely intermixed. the ‘full bandwidth of the channel is types. an exemplary application is shown. although other dynamically allocated to the various data streams. applications are possible. As indicated. all the various data

If data ?om all data streams is presented to HDLC types use the HDLC protocol at the link network layer (of the standardized seven layer network model).

20 controller 52 faster than the channel can carry the data. some of the data is framed and bufferred into frame storage 62.

As FIG. 3 illustrates, di?’erent error correcting schemes

Alternately, where provided. HDLC controller 52 will send

control signals back to the source of a non-real-time data are used for real-time data and non-real-time data. Real-time data may be error-corrected using forward error correction

(FEC). while non-real-time data may be corrected using the stream to indicate that modem 24 is temporarily busy (e.g..

V.42 standard’s protocols. wherein a block received in error results in the receiving modem requesting re-transmission.

Although voice may use FEC. some voice ?ames might have too many errors and thus be unrecoverable. If the error

22 over an RS-232 line which uses software handshaking to hold up data at the sending end). When real-time data anives fast enough to occupy the entire channel. the non-real-time is not recoverable, then the receiving modem replaces the ' signal which would have resulted ?om the frame with so long as the sender and the receiver of a data stream agree

The D+V modem at the remote site can be configured to silence or the previous voice ?ame to avoid crackling and assignments of values for data stream addresses are possible

ignore any unrecoverable packets which contain voice data

pops due to noise. The V.42 standard is de?ned in CClTI‘

Recommendation V.42. “Error Correcting Procedures for

DCEs Using Asynchronous to Synchronous Conversion”.

with the present invention. An HDLC ?ame comprises the translate to silence or average the erred gap. This way. a

35 listener is not subjected to noises and pops which might occur if mors in the voice ?ames were present in the voice

signal presented to the listener.

?elds shown in Table l. The addresses that may be assigned in a typical implementation for several data stream types are shown in Table 2. below. As should be apparent. other and replace the voice data with voice data which would

Remote video game data is real-time data which presents particular problems. as remote video game data is extremely time-sensitive and once presented to a local modem such as modem 24 shown in FIG. 1. it must be quickly transported to the remote modem 240 and to the remote game system on the meaning of the addresses.

TABLE 1 45

200. Fortunately. the bandwidth required for this data is relatively low. Game communication generally falls into one

of two types: 1) input update and 2) state update. In an input

update system. a remote machine sends a local machine data

Fields of an HDLC ?ame.

indicating the inputs (keyboard. joystick. mouse. etc.) the

remote machine received and both the remote and local

Field Contents data streams are held up or bu?’erred. so that the real-time data arrives at the remote site in real time.

Start Flag 01111110

Arkiress Identi?es the data stream type (see Table 2).

Control The V.42 speci?cation speci?es the use of this

?eld for data. For voice, this ?eld is optional.


FCS Frame Check Sum (calculated per the HDLC standard)

End Flag 01111110 (Could be combined with Start Flag of next frame) game machines calculate what the effect of those inputs is. be it character movement. scoring. option selection. or the like. In a state update system. the remote machine acts on the inputs to change the state of the game and the remote machine communicates the new state of the game. The advantage to an input update system is that very little data


55 need be communicated in a given time period. but the

advantage of state update systems is that each computer

need only perform the input calculation for its local inputs.

Typically. input update is used for fast action games and state update' is used for real time games such as chess.

Data Stream Type





Data Blocks








34 used to transmit video game control data or other low delay data. The video game control data packets are of a pre

65 the value of N. so that no bandwidth need be used to signal the end of a video game control data packet. If regular would need to be accumulated into a frame. which causes an




unacceptable delay. or each N-byte packet would be trans mitted as a separate packet. which would also cause a delay. describes the states of a state machine implemented in a

D+V modem such as Dt-V modem 24. since the transmission of the data must wait at least until any packet transmission in progress when the video game data is presented to the modem has completed. The use of an entire frame for each N-byte packet is also very wasteful of bandwidth for low values of N. such as N=4 or N=5. since the other ?elds of the frame might be larger than the data data. If game data is sent to the D+V modem before a waiting period is over. the state machine transitions to state

S2 and a game data packet is sent. If not. the state machine presence of voice data. If no voice data is present. the state


As shown in FIG. 5. the modi?ed HDLC frame contains machine returns to state S1. but if voice data is present. the state machine transitions to state S4. Once a game packet has the same ?elds as an HDLC frame. except that the Address.

Control. and FCS fields are optionally removed. The N-byte

packet is simply placed between voice packets with an

been sent at state S2. the state machine also transitions to state S4.

In state S4. the D+V modem pauses the game data source escape code. The escape code is known as an “Abort Flag". and is inserted in between the voice packet being transmitted so no game data is lost. If the game data source is a game which expects to send data via a UART (universal asyn chronous receiver-transmitter) port. which the D+V modern the local modem. That way. the remote video game data need not be delayed until the end of the frame. The Address and Control ?elds are not needed in this application. since all frames are addresses as voice packets. The FCS ?ag is eliminated. because otherwise the insertion of the N-byte data packet would cause a check sum error. The elimination implements or emulates. then to pause the source the D+V modem simple sends a signal to indicate that the UARI‘ is busy sending a signal. This is especially useful for games

20 which were not written to take into account the possibility of having a voice and data modem. The state machine then transitions to state S5. Where the D+V modem sends voice of these various ?elds leads to more e?icient use of band packets over the line until silence is encountered width.

The insertion of the N-byte packet is detectable at the remote modem. since the Abort Flag is not a bit sequence which would occur within a voice packet. In one embodiment, the Abort Flag is the bit sequence “1111111.”

The end of the frame is still detectable because the End Flag is also a bit sequence which would not occur in a voice

While in state S5. if game data is received. the state machine transitions to state S6. where the game data is inserted into a voice packet using the escape sequence (abort

?ag) as shown in FIG. 6 and the state machine returns to state S5. If silence is encountered. the state machine returns to state 81. The game data is typically sent sixty times per second. to match the screen refresh rate. If four bytes of in the N-byte packet can take on any possible bit sequence

without ambiguity.

Where regularly spaced. ?xed length packet transmissions

are not suitable or appropriate for a pre-con?gured game. the game data were send each time. the channel width between the two machines would be 1920 bits/second (4 bytes/

period><60 periodslsecond><8 bits/byte).


FIG. 8 is a block diagram of one speci?c embodiment of a modem card 100 according to the present invention.

PlayLinlrTM framing protocol can be used. An example of a

PlayLinkl'M frame is shown in FIG. 6. In this protocol. the

remote D+V modern and the local D+V modem perform a handshake after which it is agreed that all packets will be is in turn coupled to a telephone line 112. If game computer

108 is a general-purpose personal computer. modem card voice packets and that voice data and game data will not

100 could be a card designed to be inserted into the personal contain the bit sequences associated with the Abort Flag.

Voice data is then sent delimited by frame ?ags and game computer's add-on card slots.

Headset 102 provides a game player with the game’s data is sent by interrupting a voice frame. inserting an Abort

Flag in the transmitting data stream. followed by game data and a second Abort Flag. If any voice data remains for the

45 current frame. it is transmitted followed by the next frame sound as well as the remote player’s voice and headset 102 also receives the local player’s voice for transmission to the remote player’s D+V modem. Analog mixer 104 combines the voice from modem card 100 and the game sound from

?ag. With this protocol. data delay can be as low as 17 msec. game computer 108. Analog mixer 104 might be included on

In a ?rst mode of operation described above with refer ence to FIG. 4. voice packets have priority and are sent if used with game computer 108. present and data is sent if no voice is present. The maximum size of a packet is 20-30 bytes and the modern checks for pending voice data between each packet.

Modern card 100 is shown comprising a coder-decoder

(CODEC) 120 for converting digital compressed voice data into an analog voice signal. a digital signal processing (DSP)

chip 122 which acts at the processor to control modem card

In a second mode of operation. voice packets are sent until data is pending. Typically, the modem sends voice until at least 1 to 10 bytes of data are pending. Once data is ready to be sent. the data is inserted in the voice packet being sent


100 and perform the necessary computations. an AFE 12A to translate the digital signals coming from DSP chip 122 to analog signals suitable for transmission over telephone line at the time. In one variation. the data is sent in ?xed length

112 and to digitize incoming analog signals to digital signals sub-packets preceded by an abort ?ag.

which are provided to DSP chip 122. DSP chip 122 has

FIG. 7 is a state diagram of a third mode of operation for interfaces to CODEC 120 and game computer 108. as well sending voice and game data over a single telephone line. as to a ROM (readonly memory) 126. an SRAM (static

One problem with using a single line is that both voice and random access memory) 128 and an EEPROM (electrically game data have a high priority. Voice data has a high priority erasable programmable ROM) 130. ROM 126 and so that the voice data is not received with annoying gaps at

EEPROM 130 together contain the instructions which tell the other end. Game data is high priority so that even fast action games can be played with the local and remote


DSP chip 122 how to combine the voice signal from

CODEC 120 and the game data from game computer 108 machine being substantially in sync. This state diagram and send it out as well as telling DSP chip 122 how to


9 10

separate incoming game data from voice packets and con vert the voice packets into a voice signal. The bulk of the purpose program running in the background with which modem card 100 can communicate. When one player (using program is found in EEPROM 130. which in one particular implementation is a 128K by 8 EEPROM. This allows the program used by DSP chip 122 to be updated over telephone line 112 by downloading new versions of the DSP software.

ROM 126 need only contain the routines for handling the downloading process. SRAM 128. in the particular

implementation. comprises three 3K by 8 RAM chips.

Variations of modem card 100 are possible to take advan tage of the environment of modem card 100. For example. where most of the functions of modem card are implemented

on an application-speci?c integrated circuit (ASIC). analog

mixer 104 and CODEC 120 might be combined into a mixer/CODEC on a chip. Another environmental advantage is where the modem card 100 will be used with a personal computer of a known design and capacity. In such cases. the local players as an example) gets call a call waiting signal. the local DSP chip detects the signal and sends a message to the special purpose signaling program. which interrupts the game with a message to the screen that a call is waiting. The signaling program gives the local player the option of what to do about the waiting call. If the local player chooses to ignore the waiting call. the local DSP chip does nothing and the signaling program returns to the back ground. If the local player chooses to take the waiting call. the local player will inform the remote player that the remote player should indicate to the remote computer 200 that the game should be temporarily paused. Once the waiting call is complete. the local player tells to the remote player that game play should resume. and each player signals their respective TSR or pop-up that the data link should resume.

ROM 126 and SRAM 128 need not actually be present on modem card 100. Instead. their functionality can be handled

by the personal computer.

The above description is illustrative and not restrictive.

Many variations of the invention will become apparent to

20 those of skill in the art upon review of this disclosure. The scope of the invention should. therefore. be determined not

set forth in the accompanying Appendix.

with reference to the above description. but instead should

The operation of modem card 100 typically begins with a game player (referred to here as the “local” player) powering up the local game computer 108. putting on headset 102 and


dialing the telephone number of the remote player. Dialing

be detmmined with reference to the appended claims along with their full scope of equivalents.

The attached Appendix A is a Design Reference Docu ment entitled “Phylon PHY2000 PC Adapter Card Refer can be provided by either game computer 108 or an interface ence Design” which describes a speci?c embodiment of a

to DSP chip 122. The remote player will usually respond by

modem programmed to perform dynamic voice and data (or answering the telephone manually. At this point. no game

30 data is being transferred and modem card 100 is operating other non-real-time and real-time data streams) multiplexing over telephone lines sold as a PC-compatible add-in card. essentially as a conventional telephone. using headset 102 in

Appendix B is “Phylon PlayLink Talk ‘n’ Play Interactive place of the conventional handset.


If the remote player is agreeable. the remote player powers up the remote game computer and remote headset.

Each player then initiates a handshake process in which both

35 the local modem card and the remote modem card con?rm that they both have the D+V capability. If the handshake is

Appendix C is a Technical Data Manual for the PHY1412

Safari Chip-Set for Remote Gaming.

Appendix D is a Hardware 8: Software Installation

Manual for PHY2000 PC. successful. the modem cards indicate to their respective

Appendix E is a “Phylon PHY2000 MessageLink Soft game computers that transmission of game data is possible. ware User’s Manual.”

Game computer 108 could be configured to handle call waiting. One way to implement this is to have a special

Appendix F is a “Phylon PHY2000 PC PhyLink Software

User’s Manual.”

5 ,757,890


PC Adapter Card

Reference Design


15 16


PC Adapter Card Reference Design

Phylon's PHYZOOO PC Adapter Card is a high performance simultaneous voice and data. and high speed fax and data internal modem‘ The adapter card utilizes Phylon‘s PHYZOOO communications chip-set which consists of two

CMOS VLSI chips: the high performance PHYll8 DSP and the PHY2l2 analog front-end (AFE). This solution provides very high level integration and leads to a cost-effective. reliable and highly manufacturable product,

The PHYZOOO features a true SoftComTM architecture optimized for the PC environment, Communications

DSP code is booted from system disk to the PHYZOOO for execution upon system power-up, Modem configuration, function. and operation can be changed dynamically. This permits the PHYZOOO to instantly respond to any application programs performance demands. Easy installation and setup is insured because the COM port and

IRQ are automatically selected: the selections can also be modi?ed in software.

The PHYZOOU Supports BizLink. digital simultaneous voice and data (DSVD) operation on a single telephone line for collaborative computing applications. DSVD operation is enhanced with adaptive channel bandwidth allocation which optimizes voice and data rates and permits full modem speed for data during voice silences.

The PHYZOOO also supports PlayLinkT“. an implementation of DSVD optimized to realize maximum real-time performance in interactive remote gaming applications. When executed. PLAYLINK.EXE‘s user-friendly graphical user interface (GUI) operation also greatly reduces and simpli?es modem setup, dial-up and connection, and game initialization procedures.

This book dicusses and illustrates a complete PC adapter card modem reference design based on the

PH V2000 clilp-set The design is offered as an example for on which to base subsequent proprietary designs. or to utilize it as is after completion of appropriate agreements and acknowledgments.

PlayLinlt Talk ‘N’ Play Interactive Games


Modem Features/Capabimi"

_ , . . p . l '

Cf’mPa“b""Y “ "h a" “5M5 nmdem games

' Simultaneous mice and real-time game data

' Game s>nchronizauon

- Ver)v lo“ data delay (I? ms)

. Supports Ca“ wailing during game play

, Fmmdh DOS and Wmdowvbascd GUIS

BizLink Collaborative Computing

' Compatible with whiteboard shared Windows


' Call Waiting support

' Friendly Windows-based GUI

Telephony l

' DSVD for collaborative computing (to be soft ware upgraded to v.62 upon approval of standards)


\ ' lTU-T V34. V.32bis. V33. V23. V,22bis, V21

V.2l. Bell 2l2 and I03 at data rates of 28800

26400. 24000. 2l600, l9200. 16800. I900, lZ’OOOi

9600. 7200. 4800. 2400. 1300 and 300 biLs

' VAZ/VAZbis

' Software upgradeable

. Group 3 FAX. V17 V 29 V271" and v 2] Chan_ nel 2 with V.2l carrier detection concurrent with high-speed image data reception

' Full-duplex speakerphone‘ Dialer OUls

' AI'ISWEI'll’lg macliinc recording and playback with concurrent DTMF detection

' Faxlvolcc Mail switching

_ inlelggg?'e‘ UART with ‘K by“: ‘meme. buffers m under Windows”





PHY200 C Adapter Card


layout, bill of materials, and supporting software features including a list of supported AT commands.

You may, with completion of appropriate agreements and acknowledgments;

(I) use the Phylon design as a model/example on which to base your own proprietary modern design.

(2) modify the Phylon design to meet your own unique requirements, or

(3) after appropriate quali?cation utilize the Phylon design as is.

Phylon can provide the associated schematic and library ?les on diskette in OrCAD Release IV (16-bit) or

OrCAD SDTBBB, version 1.21 (32-bit) formats. They may also be downloaded in compressed format

(PHYQOOOZIP) from the Phylon BBS; that phone number is (510) 656-0916. They may also be obtained from Phylon's Internet website (http://wwwphyloncoml).

PCB layout ?les (gerber ?les. netlist, etc.) as well as supporting software will be provided under license or appropriate agreements.



5,757, 890


PHY2£ PC Adapter Card

Hardware Design




21 22

3% PHYLQN 22 PHY200\ c Adapter Card

Block Diagram and Interface Signals

A funcnonal diagram and the related interface signals are shown in Figure l. S1gnal descnption and charactenstlcs are summarized in adjacent tables‘

‘ f








A0 - A9





‘0W ,





DSP 1m

(max ‘- PF7)

‘5v Ncc) ~





‘ MIC I" Headphone

Interface '

Micrc» phune


-12v v‘ Headphone

' Interface

, stem

' Head







PHY2000 m.



1 AR‘






—-> Ph

‘ one

"- L'ne



Regulator -5v (Vnm)



‘ Cur ' ‘ "l

Disptay interface


Figure 1. PHY2000 PC Adapter Card Functional Block Diagram and Interface Signals

5 ,757,890

23 24

‘*3 PHY; 0 PC Adapter Card








PHYZOOO Interface Signals


Bldir. 16'b1t Data Bus

Output IO-bat ISA Address Bus

Input Address Enable

Input Read Enable

Input Wnte Enable


AGND Ground Analog Ground

GN'D Ground Digital Ground




Power +5V Supply

Power -12V Supply to Mixer Circuit

Power +12V Supply to Mixer Circuit

MIC IN Input Microphone lnput

MIXER Output Voice ()utput 10 Mix"

[OCS16\ Output l?-lnt U0 Chip Select

IOCHRDY Output 1/0 Channel Ready




Output COM Port Interrupts


Output DSP Interrupt w ISA Bus

(PI-‘7 +1RQX. x=7,10.1l.l2. or 15)

SPEAKER Output Audio Output

ATX+.ATX- Output Transmitter Analog Output

AR+. AR- Input Recezver Analog Input

OHRC Output Off-Hook Relay Control

RD\ Input Ring Detect



Output Constellauon Output - X Axis

Output Constellatmn Output _ Y Ant

PHYZOOD Recommended Operatlng Conditions

Parameter Min Max Symbol

VIm Supply Voltage

Tm“ Amlnent Operating Temperature












Adapter Card

PHYZODO Reference Design PC Adapter Card Schematics

The PHY2000 pinout diagram is shown in Figure 2‘ Reference design PC adapter card schematics are shown in Figures 3 through 7‘

A recommended Bill of Matenals follows the associated schematics‘

V I 1 I i I Y

kkklilil?k élélilililili










1 1716


-zgii Q

7 in



Figure 2. PHY2000 Pinout Diagrams

Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF