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HT113AA Streetfighters LCD Game Features * * 1/3 bias, 1/4 duty, 32 4 pattern, 3.0V LCD driver 13 different sound effects * * RC oscillator Auto power off function General Description The HT113AA is a game controller IC designed by Holtek. In this game the player and the enemy or the computer, compete against each other for the prize. The player can use both kicks and punches in this streetfighting game to attack the enemy. LCD Pattern 1 December 14, 1999 HT113AA Functional Description Key description * RESET * Punch/Mode This key resets the game and clears any previously recorded score. If the PUNCH and RESET keys are pressed simultaneously and then the RESET key is released while still holding the PUNCH key, all the LCD patterns will be displayed for testing purposes. * START/PAUSE This key serves two functions, one is for punching the opponent and the other is to set the mode of the game. Before the game starts this key can be used to select one of the four playing modes. After the game has started this key is used to enable the player to punch the opponent. * Kick If the game is in the demonstration mode or at the GAME OVER stage, pressing this key starts the game. If play has commenced, pressing this key temporarily stops the game. If it is pressed again the game continues. * MUTE This key is used to enable the player to kick the opponent. Operation * After pressing the ON/OFF switch to turn on This key controls the sound effects. Its toggle action alternately turns the sound on or off. * ON/OFF This key controls the power supply to the IC. Its toggle action alternately turns the game on or off. * Moves the player up. * the power supply, the game will immediately enter the demonstration mode. The game will demonstrate how the player and enemy figures fight. The highest score will also be displayed. If Punch/Mode is pressed the game mode can be chosen which is then represented by the number of heads shown at the bottom right corner of the screen. Mode 1 One head displayed- one enemy to fight with. Mode 2 Moves the player down. * Moves the player to the left. *(R) Two heads displayed- two enemies to fight with. Mode 3 Moves the player to the right. Three heads and one weapon displayedthree enemies to fight with. Mode 4 No mode indicator is displayed. The game moves from mode 1, mode 2 to mode 3 after each game has been won. 2 December 14, 1999 HT113AA * After selecting the playing mode, pressing the START/PAUSE key will first play the prelude music before the game starts. player can use the left, right, up and down keys to move the figure to the best position then use the PUNCH or KICK key to attack the enemy. * Mode 4 combines all the three modes. * In mode 1 there is only one enemy figure. The Starting from mode 1, after the game has been won or the barrier reached, the game will then move to mode 2, then to mode 3. emy figures actions will be. * The higher the overall score the faster the en* In modes 2 and 3, the second enemy figure * If the playing figure is attacked by the enemy figure it will immediately fall down. When this happens the player must press the up key to recover or be subjected to continuous attacks. game objective has been reached and the overall score will be increased by one. Every playing mode has a maximum score of 99. When this has been reached it will remain at this value and not increase any more. will end and the overall score will be recorded. The flashing game over message will be displayed. be attacked and destroyed to win the game. will attack from behind, so the player must be careful to dodge out of the way. * The displayed data have the following * When the enemys score reaches zero the * If the players score reaches zero, the game * In mode 2, there are two enemies that have to * In mode 3, aside from the two main enemy fig- meaning ... During the demonstration mode, the playing mode will be displayed at the bottom of the screen and the recorded overall score at the top of the screen. The mode number corresponds to the number of heads displayed. When the game starts, the overall score will be displayed while the prelude music is playing. When the game is playing the score of both the player and opponent will be shown. The players score is displayed at the left while the opponent or enemys score is displayed at the right. The objective is to reduce the enemys score to zero. the game will automatically be turned off, however the overall game score will be retained. fects. * If no key has been pressed for 2 minutes then ures there is an additional enemy figure holding a weapon who can attack the player. The player cannot attack this enemy, and can only dodge out of his way. weapon can appear at any time on the top left or right side of the screen. This enemy figure is able to work out the best place to attack the player who must be careful to dodge out of the way. * The MUTE switch will silence the sound ef- * In mode 3 this third enemy figure with the 3 December 14, 1999 HT113AA * The START/PAUSE key will put the game into a temporary wait state. The conditions of the game prior to pressing this key will be retained even if the game has been switched off manually or automatically. When the game is again started, the player can resume from where it stops when the START/PAUSE key was initially pressed. If the machine is switched off outside of this temporary wait state then the conditions of the present game will not be stored and the game has to start from the beginning. * If within 7 seconds no attack is made then the score will be increased by one but only up to a maximum of 9. This applies to both player and opponent. * When the opponents score has been reduced to 0, the objective of the present game has been reached. When the players score reaches zero, the game is over. Sound effects * The IC has 13 sound effects Sound corresponding to the mode When the player is attacked When the weapon is about to be used When the weapon is thrown When the weapon hits the player When the player kicks When the player throws a punch When the enemy kicks When the enemy throws a punch When the game objective has been reached When the game begins When the game ends Background sound effect * When the game is over the message GAME OVER will flash on the screen and the game will enter a wait state. Pressing the START/PAUSE key will allow a new game to start or pressing the PUNCH/MODE key will allow a new mode of playing to be chosen. Or press ON/OFF to switch off. If within 30 seconds no key has been pressed the system will begin to free run in the demonstration mode. * The ON/OFF switch controls the power supply. Calculating the score * When the game begins both the player and enemys score is 9. * Every punch, kick or weapon hit (mode 3) will initially mean a reduction of the opponents score by one. But the actual score deducted is dependent upon the opponents score. If the opponents score is 9 then 0.9 will be deducted, if the opponents score is 8 then 0.8 will be deducted and so on in the same way. However due to the limitations of the LCD pattern the decimal number will not be shown. 4 December 14, 1999 HT113AA LCD Display Table LCD Pattern Contrast Table Pad No. 5 6 7 8 34 35 Pin No. 36 35 34 33 32 31 COM0 3/4 3/4 3/4 COM0 A32 A31 COM1 3/4 3/4 COM1 3/4 B32 B31 COM2 3/4 COM2 3/4 3/4 C32 C31 COM3 COM3 3/4 3/4 3/4 D32 D31 SEGMENT COM3 COM2 COM1 COM0 SEG0 SEG1 5 December 14, 1999 HT113AA Pad No. 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 Pin No. 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 COM0 A30 A29 A28 A27 A26 A25 A24 A23 A22 A21 A20 A19 A18 A17 A16 A15 A14 A13 A12 A11 A10 A9 A8 A7 A6 A5 A4 A3 A2 A1 COM1 B30 B29 B28 B27 B26 B25 B24 B23 B22 B21 B20 B19 B18 B17 B16 B15 B14 B13 B12 B11 B10 B9 B8 B7 B6 B5 B4 B3 B2 B1 COM2 C30 C29 C28 C27 C26 C25 C24 C23 C22 C21 C20 C19 C18 C17 C16 C15 C14 C13 C12 C11 C10 C9 C8 C7 C6 C5 C4 C3 C2 C1 COM3 D30 D29 D28 D27 D26 D25 D24 D23 D22 D21 D20 D19 D18 D17 D16 D15 D14 D13 D12 D11 D10 D9 D8 D7 D6 D5 D4 D3 D2 D1 SEGMENT SEG2 SEG3 SEG4 SEG5 SEG6 SEG7 SEG8 SEG9 SEG10 SEG11 SEG12 SEG13 SEG14 SEG15 SEG16 SEG17 SEG18 SEG19 SEG20 SEG21 SEG22 SEG23 SEG24 SEG25 SEG26 SEG27 SEG28 SEG29 SEG30 SEG31 6 December 14, 1999 HT113AA LCD Package Outline 4 1 .0 m in . v ie w in g a r e a Unit : mm 3 2 .0 m in . v ie w in g a r e a 1 0 .0 m a x . P in 1 0 .6 P itc h 1 .2 3 5 = 4 2 1 .0 m a x . 4 7 .0 0 .3 0 .6 P in 3 6 1 .1 0 .1 2 .5 1 .1 0 .1 7 December 14, 1999 3 8 .0 0 .3 4 0 .0 0 .3 HT113AA Pad Assignment SEG 31 65 SEG 30 SEG 29 SEG 28 SEG 27 SEG 26 SEG 25 SEG 24 SEG 23 SEG 22 SEG 20 SEG 19 SEG 18 SEG 21 VDD 1 2 3 4 5 6 7 8 9 10 11 12 13 S T A R T /P A U S E M UTE O N /O F F NC 14 15 16 17 18 19 VSS 20 OSCI 21 OSCO 22 T1D 23 NC 24 NC 25 NC 26 NC 27 28 29 K IC K 30 PUNCH 31 NC 32 RESET (0 ,0 ) 66 BZ BZ VLCD T256 COM3 COM2 COM1 COM0 NC NC NC NC (R) 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 SEG 17 SEG 16 SEG 15 SEG 14 SEG 13 SEG 12 SEG 11 SEG 10 SEG9 SEG8 SEG7 SEG6 SEG5 SEG4 SEG3 SEG2 SEG1 SEG0 NC Chip Size : 2780 2990 (mm) 2 * The IC substrate should be connected to VSS in the PCB layout artwork. 8 December 14, 1999 HT113AA Pad Coordinates Pad No. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 X -1192.10 -1192.10 -1196.70 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -1261.10 -876.70 -719.70 -542.10 -406.70 -276.30 -140.90 -10.50 124.90 284.90 427.40 570.90 713.40 856.90 999.40 1261.10 Y 1305.20 1169.80 1019.80 873.70 731.20 587.70 445.20 301.70 159.20 15.70 -126.80 -270.30 -412.80 -556.30 -698.80 -842.30 -984.80 -1128.30 -1331.40 -1331.40 -1241.00 -1241.00 -1241.00 -1241.00 -1241.00 -1241.00 -1331.40 -1331.40 -1331.40 -1331.40 -1331.40 -1331.40 -1265.80 Pad No. 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 X 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1001.00 858.50 715.00 572.50 429.00 286.50 143.00 0.50 -143.00 -285.50 -429.00 -571.50 -715.00 -857.50 -990.50 Unit : mm Y -1122.30 -979.80 -836.30 -693.80 -550.30 -407.80 -264.30 -121.80 21.70 164.20 307.70 450.20 593.70 736.20 879.70 1022.20 1165.70 1311.20 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 9 December 14, 1999 HT113AA Absolute Maximum Ratings Supply Voltage .......................VDD-0.3V to 5.5V Input Voltage .................VSS-0.3V to VDD+0.3V Storage Temperature.................-50C to 125C Operating Temperature ..................0C to 70C Note: These are stress ratings only. Stresses exceeding the range specified under Absolute Maximum Ratings may cause substantial damage to the device. Functional operation of this device at other conditions beyond those listed in the specification is not implied and prolonged exposure to extreme conditions may affect device reliability. Electrical Characteristics Symbol VDD IDD ISTB VLCD fSYS Parameter Operating Voltage Operating Current Standby current LCD Supply Voltage Operating Frequency Test Conditions VDD 3/4 3V 3V 3V 3V Conditions 3/4 No load, fSYS= 512kHz system halt 3/4 R= 36kW Min. 2.4 3/4 3/4 3/4 3/4 Typ. 3 300 1 3 512 Max. 3.3 500 5 3/4 3/4 Ta=25C Unit V mA mA V kHz 10 December 14, 1999 HT113AA Application Circuits Buzzer application LCD PANEL COM0 COM1 COM2 COM3 SEG 0 ~ SEG 31 3V B uzzer 1 2 3 4 5 6 7 8 9 10 11 12 13 14 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 HT113AA 43 42 41 40 39 38 37 36 35 S T A R T /P A U S E M UTE O N /O F F 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 34 33 36kW f= 5 1 2 k H z 0 .1 m F RESET PUNCH K IC K Note: The IC substrate should be connected to VSS in the PCB layout artwork. 11 December 14, 1999 HT113AA Speaker application LCD PANEL COM0 COM1 COM2 COM3 S peaker 3V 4 .7 m F 0 .1 m F SEG 0 ~ SEG 31 1 8050 3 4 5 6 7 8 9 10 11 12 13 14 S T A R T /P A U S E M UTE O N /O F F 15 16 17 18 2 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 HT113AA 42 41 40 39 38 37 36 35 19 20 21 22 23 24 25 26 34 27 28 29 30 31 32 33 36kW f= 5 1 2 k H z 0 .1 m F RESET PUNCH K IC K Note: The capacitor in dash block is recommended. The IC substrate should be connected to VSS in the PCB layout artwork. 12 December 14, 1999 HT113AA Holtek Semiconductor Inc. (Headquarters) No.3 Creation Rd. II, Science-based Industrial Park, Hsinchu, Taiwan, R.O.C. Tel: 886-3-563-1999 Fax: 886-3-563-1189 Holtek Semiconductor Inc. (Taipei Office) 5F, No.576, Sec.7 Chung Hsiao E. Rd., Taipei, Taiwan, R.O.C. Tel: 886-2-2782-9635 Fax: 886-2-2782-9636 Fax: 886-2-2782-7128 (International sales hotline) Holtek Semiconductor (Hong Kong) Ltd. RM.711, Tower 2, Cheung Sha Wan Plaza, 833 Cheung Sha Wan Rd., Kowloon, Hong Kong Tel: 852-2-745-8288 Fax: 852-2-742-8657 Copyright O 1999 by HOLTEK SEMICONDUCTOR INC. The information appearing in this Data Sheet is believed to be accurate at the time of publication. However, Holtek assumes no responsibility arising from the use of the specifications described. The applications mentioned herein are used solely for the purpose of illustration and Holtek makes no warranty or representation that such applications will be suitable without further modification, nor recommends the use of its products for application that may present a risk to human life due to malfunction or otherwise. Holtek reserves the right to alter its products without prior notification. For the most up-to-date information, please visit our web site at http://www.holtek.com.tw. 13 December 14, 1999 |
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