IP Library Granted Patent US 7,991,890
Granted Patent B2
US 7,991,890 · App. 10/954,680 · Granted Aug 2, 2011

Game console communication with a device

Assignee: Microsoft Corporation
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Quick Facts
Patent No.
US 7,991,890
App. No.
10/954,680
Granted
Aug 2, 2011
Kind
B2
Abstract

Communication between a game console having a communication port and a portable device is facilitated by determining that a portable device has been directly connected to the communication port, determining the protocol associated with the portable device, and communicating with the portable device using a driver associated with the determined protocol. An ancillary application may handle the communication between the game console and the portable device while a game or entertainment application executes concurrently on the game console. The game application may execute in a reserved predetermined amount of hardware resources of the game console while the ancillary application may execute concurrently using the remaining hardware resources.

Claims (44)

1. A computer implemented method for communication between a game console having a communication port and a portable device, the method comprising:

reserving a first predetermined amount of hardware resources of a game console for executing a game application, the first predetermined amount of hardware resources reserved for later use by only the game application and made unavailable to other applications regardless of amount of resources used by the game application;

reserving a second predetermined amount of hardware resources different than the first predetermined amount of hardware resources which allow communication between the game application and an ancillary application to allow one or the other of the game application and the ancillary application having user input focus to transmit user input information to the other of the game application and the ancillary application not having user input focus;

executing the game application using the first predetermined amount of reserved hardware resources;

upon detecting that a portable device has been communicatively coupled to a communication port of the game console, launching the ancillary application, the ancillary application:

concurrently executing using remaining hardware resources to communicate between the game console and the portable device,

determining a protocol associated with the portable device, and

communicating with the portable device via a driver compatible with the determined protocol, the driver supporting a subset of features provided by the determined protocol and occupying less memory than a full-featured driver; and

upon receipt of a request at the ancillary application, the request requiring action by the game application, the ancillary application transmitting information regarding the request to the second predetermined amount of hardware resources which causes the game application to pause.

2. The method as recited in claim 1 , wherein reserving the first predetermined amount of hardware resources comprises reserving a predetermined amount of memory for the game application.

3. The method as recited in claim 1 , wherein reserving the first predetermined amount of hardware resources comprises reserving a portion of central processing unit time for the game application.

4. The method as recited in claim 1 , wherein the communication port is a Universal Serial Bus port.

5. The method as recited in claim 1 , wherein determining the protocol associated with the portable device comprises determining that the protocol is a Media Transfer Protocol.

6. The method as recited in claim 5 , wherein communicating with the portable device comprises communicating via a Media Transfer Protocol compatible driver supporting only a subset of features supported by the Media Transfer Protocol.

7. The method as recited in claim 1 , wherein determining the protocol associated with the portable device comprises determining that the protocol is a Universal Serial Bus protocol.

8. The method as recited in claim 7 , wherein communicating with the portable device comprises communicating with the portable device via a Universal Serial Bus Mass Storage Specification compatible driver supporting only a subset of features supported by the Universal Serial Bus Mass Storage Specification.

9. The method as recited in claim 1 , wherein communicating with the portable device comprises one of writing a game controller configuration setting to the portable device and receiving a game controller configuration setting from the portable device.

10. The method as recited in claim 1 , wherein communicating with the portable device comprises one of writing a game application configuration setting to the portable device and receiving a game application configuration setting from the portable device.

11. The method as recited in claim 1 , further comprising:

determining a media file stored on the portable device;

writing an indication of the media file to an audio/visual port for display on a display device;

receiving a user selection of the media file; and

playing the selected media file.

12. The method as recited in claim 11 , wherein playing the selected media file comprises playing a slide show of digital photographs.

13. The method as recited in claim 1 , further comprising:

writing wireless network configuration prompts to an audio/visual port for display on a display device;

receiving wireless network configuration information from an input device of the game console; and

storing the received wireless network configuration information to a Universal Serial Bus flash configuration device connected to the communication port.

14. The method as recited in claim 1 , wherein determining that a portable device has been directly connected to the communication port comprises determining that a portable networking device has been directly connected to the communication port and further comprising providing network communication to the game console via the portable networking device.

15. The method as recited in claim 1 , the step of reserving a second predetermined amount of hardware resources further comprising reserving a second predetermined amount of memory for storing the transmitted user input information.

16. The method as recited in claim 1 , further comprising sharing an input device between the game application and the ancillary application.

17. A computer implemented method for communication between a game console having a communication port and a portable device, the method comprising:

reserving a first predetermined amount of hardware resources of a game console for executing a game application, the first predetermined amount of hardware resources reserved for later use by only the game application and made unavailable to other applications regardless of amount of actual resources used by the game application;

reserving a second predetermined amount of hardware resources different than the first predetermined amount of hardware resources which allow communication between the game application and an ancillary application to allow one or the other of the game application and the ancillary application having user input focus to transmit user input information to the other of the game application and the ancillary application not having user input focus;

executing the game application using the first predetermined amount of reserved hardware resources;

upon detecting that a portable device has been communicatively coupled to a communication port of the game console, launching the ancillary application, the ancillary application:

concurrently executing using remaining hardware resources to communicate between the game console and the portable device,

determining a protocol associated with the portable device,

communicating with the portable device via a driver compatible with the determined protocol, the driver supporting a subset of features provided by the determined protocol and occupying less memory than a full-featured driver

identifying a media file stored on the portable device;

writing an indication of the media file to an audio/visual port for display on a display device;

receiving a user selection of the media file; and

playing the selected media file; and

upon receipt of a request at the ancillary application, the request requiring action by the game application, the ancillary application transmitting information regarding the request to the second predetermined amount of hardware resources which causes the game application to pause.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 9, 2014
From: MICROSOFT CORPORATION
To: MICROSOFT TECHNOLOGY LICENSING, LLC
Reel/Frame 034541/0477 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 6, 2006
From: SCHMIDT, BRIAN LLOYD; PIRICH, CHRISTOPHER M.; SMITH, DEREK H.; MARTINEZ, GREGORY A.; WHITTEN, JON MARCUS RANDALL; POLEY, JOSHUA G.; MACIESOWICZ, MACIEJ; MASTON, MICHAEL CORY
To: MICROSOFT CORPORATION
Reel/Frame 017732/0689 →
Continuity (1)
Related Publication 20060068910A1 · Mar 30, 2006