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 HTG1395 3-in-1 LCD Game
Features
* *
Operating voltage: 1.2V~1.5V 27 segment3 common, 1/3 duty, 1/2 bias LCD driver
*
RC oscillator 400kHz
General Description
HTG1395 is a 3-in-1 LCD game designed by HOLTEK. Customers can select three kinds of game by using 2 Pad Bounding options, namely; Car racing, Soccer and the Eagle Preys on the chickens. Each game has its own characteristics. Car racing has two kinds of game mode, GAME I and GAME II. Those two games have different number of cars. The longer the user plays, the speed increases. The Soccer game controls the movement of the goalie either to the left or to the right in an attempt to block the football. Contact with the cup that simultaneously appears at the upper left of the screen, could add 50 points to the score. When the opponent makes a goal, the score adds to three times and the game is over. The Eagle preys on the chickens is played by making the mother hen protect her young chicks from the attacks of the eagle.
LCD Pattern
Car racing
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Soccer
The eagle preys on the chicken
H I-S C O R E L E V E L
PAUSE GAME OVER
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Functional Description
Key description 3/4 Car racing Pad Bonding: PS2, PS3 connect to Ground
* RESET * MUTE
This key will restart the entire system, reset the score to zero and clear the memory. To test the LCD, simultaneously press RESET and START/PAUSE, then release the RESET key. All the patterns used by the game will be displayed.
* ON/OFF
This key switches off or switches on the sound. When the game is switched on, the sound effects and music are automatically enabled. Pressing the MUTE key once switches off the sound. Pressing the MUTE again switches on the sound. The sound effects and music will be enabled alternately between OFF and ON states on each depression of the key.
This is the power on and power off key. Pressing once, turns the power on (i.e. initializes the game), pressing again turns the power off, and so on.
* START/PAUSE
Pressing this button starts or suspends the game. Pressing once upon initialization starts the game. Pressing the button again, after the game has started, suspends the action in its current state. The action will resume upon pressing the key again. The action will be enabled alternately between suspension and activity on each depression of the key.
*A
Selection key. Pressing this key while in the demo mode can choose LEVEL I.
*B
Selection key. Pressing this key while in the demo mode can choose LEVEL II.
* UP
Speed up key.
* Down
Speed down key.
* LEFT
Direction key. Pressing this key moves the car towards the left.
* RIGHT
Direction key. Pressing this moves the car towards the right.
Operational description Press RESET and START/PAUSE, then release the RESET key. All the pattern dots are shown on the screen. Press any key if you choose to operate or play a game, if not, the demonstration will go on. - Press A or B key in the demo mode to select a game, either LEVEL I or LEVEL II. Pressing the START/PAUSE key will start the game. - There are two kinds of game modes. Each mode represents successive increase in game speed. When the game starts, press the LEFT or the RIGHT key to control the movement of the car while moving forward to the left or to the right to avoid collision with the other cars. When the score reaches 500, an icon symbolizing a gasoline station is shown at the upper left and a cup is shown at the upper right portion of the screen. While these icons are alternately flashing, a special mode can be activated wherein the other cars could not move. At that instant, pressing the left or the right key could make the car move up and thus increase the score. Those other cars that were momentarily at halt could now move. Continue to play by pressing again the left or the right key. - Colliding with the opponents car could lose one chance and when this happens three times, the game is over and the demo may be replayed. If no key is pressed in two minutes, the device will auto power off, or if the START/PAUSE key is pressed, the game restarts. If the
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START/PAUSE key is pressed in the play mode, the game goes into the PAUSE mode. - If the game is not resumed within two minutes, power is automatically turned off. - When the power is turned off in the PAUSE mode (either automatically or manually) and then turned on again, the image remains frozen in the PAUSE mode. Press the START/PAUSE key to continue the game . - In the PAUSE mode, if no key is pressed in two minutes, power is automatically turned off. - When a game is finished or momentarily at power off, the highest recent score and difficulty level are updated. Counting methods - For each instance that an opponents car is avoided, add 10 points to the score. - To get an award once will obtain 10~70 points (In random mode) Note: The highest score is 9990. Once this score has been reached, it restarts counting from 0.
* ON/OFF
This is the power on and power off key. Pressing once turns the power on (i.e. initialize the game), pressing again turns the power off.
* START/PAUSE
Pressing this button starts or suspends the game. Pressing once upon initialization starts the game. Pressing the button again, after the game has started, suspends the action in its current state. The action will resume upon pressing the key again. The action will be enabled alternately between suspension and activity on each depression of the key.
*A
Selection key. Pressing this key in the demo mode can choose LEVEL I.
*B
Selection key. Pressing this key in the demo mode can choose LEVEL II.
* LEFT
Direction key. Pressing this key can make the goalie move to the left.
* RIGHT
Sound effects Game starting music - Car forward sound - Game over music - The prize appear on the screen sound - Increase point sound - Speed up sound - Break sound
-
Direction key. Pressing this key can make the goalie move to the right.
* MUTE
This key switches off or switches on the sound. When the game is switches on, the sound effects and music are automatically enabled. Pressing the MUTE key once switches off the sound. Pressing the MUTE again switches on the sound. The sound effects and music will be enabled alternately between OFF and ON states on each depression of the key.
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Key description 3/4 Soccer Pad Bonding: PS2,PS3 connect to VDD
* RESET
This key will restart the entire system, reset the score to zero and clear the memory. To test the LCD, simultaneously press RESET and START/PAUSE, then release the RESET key. All the patterns used by game will be displayed.
Operational description Press RESET and START/PAUSE, then release the RESET key. All the pattern dots are shown on the screen. Press any key if you choose to operate or play a game, if not, the demonstration will go on.
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Press A or B key in the demo mode to select a game: LEVEL I or LEVEL II. Pressing START/PAUSE key will start the game. - There are two kinds of game modes. Each mode represents successive increases in game speed. - Upon starting, press the LEFT or the RIGHT key to control the goalies movement, either to the left or to the right, in order to block or to prevent the football from entering. To be able to touch the cup that simultaneously appear on the left of the screen could add 50 points to the score. When the opponent gets a goal three times, the game is over and the device enters the demo mode. If no key is pressed in 1 min, power is turned off automatically. Pressing the START/PAUSE k ey w i l l r es ta r t the g a m e . I f t h e START/PAUSE key is pressed in the play mode, the game goes into the PAUSE mode. - If the game is not resumed within two minutes, power is automatically turned off. - In the PAUSE mode, when power is turned off (either automatically or manually) and then turned on again, the image remains frozen in the PAUSE mode. Press the START/PAUSE key to continue the game. - When a game is finished or at power off, the highest recent score and difficulty level are updated. - In the PAUSE mode, if no key is pressed in two minutes, power is automatically turned off. Counting methods - Blocking one football adds 10 points to the score. - Touching the cup adds 50 points to the score. Sound effects - Game starting music
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Football moving sound Football that blocks sound Game over sound
Key description 3/4 The eagle preys on the chickens Pad Bonding: connect PS2 to VDD and PS3 to Ground
* RESET
This key will restart the entire system, reset the score to zero and clear the memory. To test the LCD, simultaneously press RESET and START/PAUSE, then release the RESET key. All the patterns used by the game will be displayed.
* ON/OFF
This is the power on and power off key. Pressing once, switches the power on (i.e. initializes the game), pressing again switches the power off, and so on.
* START/PAUSE
Pressing this button starts or suspends the game. Pressing once upon initialization starts the game. Pressing the button again, after the game has started, suspends the action in its current state. The action will resume upon pressing the key again. The action will be enabled alternately between suspension and activity on each depression of the key.
* MUTE
This key switches off or switches on the sound. When the game is switched on, the sound effects and music are automatically enabled. Pressing the MUTE key once switches off the sound. Pressing the MUTE again switches on the sound. The sound effects and music will be enabled alternately between OFF and ON states on each depression of the key.
*
Directional key. Pressing this key moves the hen and her chicks towards the left. Upon reaching the left-most portion, the hen will no longer move.
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*(R)
Directional key. Pressing this key moves the hen and her chicks towards the right. Upon reaching the right-most portion, the hen will no longer move.
*A
-
This is the attack key. The key directs the hen to peck the preying eagle to death.
*B
-
This is the attack key. The key directs the hen to peck the preying eagle to death.
-
Operational description Pressing the ON/OFF key (or the HIT key) starts the game of The eagle preying on the chickens. A short demonstration game is played showing the battle between the attacking eagle and the defending mother hen who is trying to protect her chicks. At this time, 0000 is the initial score. - During the short demonstration only the ON/OFF, START/PAUSE and MUTE keys are enabled. The remaining keys are disabled. - Upon pressing the START/PAUSE key once during the demonstration period or when a game finishes, the highest number of rounds achieved from the previous games are displayed on the right hand side of the screen, accompanied by a short fanfare. Next, the highest recorded score is displayed, again accompanied by a short fanfare. Next, the cumulative total for the coming game (1-1) is displayed, also accompanied by a short fanfare. Finally the current score for the first game will be displayed (0000). The game begins immediately upon display of this score. During the initialization period when the scores and performances are displayed, the keys are temporarily disabled. - The maximum number of rounds is nine. A round is divided into four innings. Each inning represents successive increments in the number of eagles attacking the hen,
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-
-
-
-
-
-
-
hence an increase in level of difficulty. The first inning represents one eagle attacking the hen. The second inning represents two eagles attacking the hen and so on. Each round represents successive increase in game speed. The first round is the slowest, the ninth round is the fastest. The player can use the arrow keys (L,R) to control the movement of the hen, or press the HIT key to attack the eagle. Each time a hen pecks an eagle to death, 10 points are awarded. If 15 eagles are pecked to death, the next game skips a set (it is not necessary to move through each innings consecutively). If neither the hen nor any of her chicks have been eaten at the beginning of a new inning, 50 points are awarded. The highest score is 9990. Once this score has been reached, no more points will be awarded. A round is achieved after four innings are completed. Nine rounds is the maximum number of rounds achievable. When all innings in all nine rounds have been completed, a new game will start from the beginning. If the eagle lands right on the hen, the demise of the hen is denoted by an X. If the eagle, upon reaching the ground, fails to eat the hen, the eagle remains motionless for a moment before disappearing. However, if the eagle lands on the chicks right, the chick will be eaten. An X denotes the demise of a chick. Once the hen and her chicks have all been eaten by the eagle three times, GAME OVER flashes on the LCD, accompanied by a little musical finale. The image will be frozen until START is pressed. If the game is not resumed within two minutes, GAME OVER will be flashed on the screen and the power will be automatically turned off (Auto power off). To temporarily freeze the image, press the PAUSE key anytime during the course
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of the game. To continue the game just press the PAUSE key again. - If the game has not been resumed within two minutes, the game will be automatically turned off. (Auto power off) - The game can be turned off any time by pressing the ON/OFF button. - Press the MUTE key to suppress any sounds generated. - In the PAUSE mode, when the power is turned off (either automatically or manually) and then turned on again, the image remains frozen in the PAUSE mode. Press the PAUSE button to continue the game. - When a game is finished or at power off, the highest recent score and difficulty level are updated. Counting methods - For each eagle killed by the hen 10 points is added to the score. - When the hen has killed 15 eagles, the player is promoted to the next set in the array. - Once the next LEVEL has been achieved, if neither the hen nor any of her chicks have been eaten at the beginning of a new inning, 50 points is added to the score. - Limitations on the LCD score board prevents the score to be increased beyond 9990 points.
Sound effects This IC can produce four different types of sound. The sounds are categorized as follows:
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Movement between sets Each time the game is increased to a higher level of difficulty a short fanfare is played. LEVEL music Played to indicate the best score achieved so far. The music is exactly the same as that for movement between sets. GAME OVER When a game finishes, a short fanfare will be played. Score music Played when a score which is higher than a previously recorded score is achieved. This music is the same as that in GAME OVER. The eagle swooping down Played when the eagle swoops down out of the sky. Bleep!,Bleep! sound. The hen walking Played when the hen moves left or right or while the eagle is swooping toward the hen and her chicks.
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-
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-
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When one of the four types of sound, described above (see section 2), is played the keys are temporarily disabled.
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LCD Display Label
Car racing
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Soccer
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The eagle preys on the chickens
G1 G2 G3 G4
H I S 1 a C O 2R E L 3 E V E 4 L
G8 e c d M1 M2 f g b
H I-
SC
LE
G5
G6
G7
W1
W2
W3 G 10
W4 G 12 H4 W7
H8
H7
G9 H1
G 11
W5
H6
H2 W6
H3
W8
H5
G 13
H9 W9
G 14
H 10
H 11
G 15
H12 G 16 W 11
PAUSE GAME OVER
GO
W 12
PA
W 10
S
H 13
H 14
H15
H16
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LCD Pattern Contrast Table
Car racing Pad No. 5 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 7 6 LCD Pin 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 COM0 3/4 52b 52a 52F LAB M1 M2 31 32 33 34 25 26 27 14 28 29 30 24 39 18 123 54b 54a 54f 53b 53a 53f COM0 3/4
11
COM1 3/4 11 52d 3 2 i MUTE PITSTOP 3/4 19 9 15 20 21 12 22 23 16 10 41 6 U 42 54d 5 4 53d COL 3/4 COM1
COM2 COM2 52c 52g 52e PM LEVEL I M3 1 7 13 8 14 35 36 13 37 38 17 11 40 12 0 54c 54g 54e 53c 53g 53e 3/4 3/4
SEGMENT COM2 SEG0 SEG1 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 COM0 COM1
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Soccer Pad No. 5 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 7 6 LCD Pin 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 COM0 3/4 music x1 b2 p1b1 cup hand p13 s27 b27 b31 p14 s28 b28 b32 s30 b33 b34 3/4 d4b d4a d4f d3b d3a d3f d2d d2a d2f COM0 3/4 COM1 3/4 p3 x5 3/4 x3 b3 b4 b11 p4b16 b15 b12 p6b6 p9b17 b18 b23 3/4 b25 s26 b26 b7 d4d b8 p7 d3d 3/4 b5 d2d p5 3/4 COM1 COM2 COM2 3/4 x4 x2 p2 b9 b10 p8b13 b19 b14 p12b20 p10b21 b29 b22 b30 p11b24 p15 p16 d5 d4c d4g d4e d3c d3g d3e d2c d2g d2e 3/4 3/4 SEGMENT COM2 SEG0 SEG1 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 COM0 COM1
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The eagle preys on the chickens Pad No. 5 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 7 6 LCD Pin 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 COM0 3/4 4d M2 M1 3d 3e 2e 1c 1d 3/4 2d G4 G3 G2 G1 S G8 H16 G16 H15 G15 W10 H14 H13 G7 G13 G6 G5 COM0 3/4 COM1 3/4 4a 4f 3b 3a le SC HI1a 1f 2a 2b H3 H2 H1 4b GO W12 H12 H8 H4 H11 H7 W9 H10 H6 H9 H5 3/4 COM1 COM2 COM2 4g 4e 3c 3g 3f 2f 1b 1g 1e 2g 2c W3 W2 G9 4c PA W4 W8 W11 G12 W7 G14 G11 W6 G10 W5 W1 3/4 3/4 SEGMENT COM2 SEG0 SEG1 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 COM0 COM1
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LCD Package Outline
Car racing Unit : mm
3 0 .0 m in . v ie w in g a r e a
1 0 .0 m a x .
P in 1
P in 3 0
m in . v ie w in g a r e a 3 6 .0
m a x . 1 .0 4 0 .0 0 .3
2 .0 1 .1 0 .1 1 .1 0 .1
* Specifications
Top Polarizer: Transmission (40.00 mm 36.00 mm) Bottom Polarizer: Transmission (40.00 mm 34.00mm) Storage Temp: -50C to 125 C Operating Temp: -0C to 70C Viewing Angle: 6 oclock Drive Condition: 3V, 1/3 Duty, 1/2 Bias Display Mode: Tn, Positive Mode
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2 .0
3 4 .0 0 .3
3 6 .0 0 .3
HTG1395
Soccer Unit : mm
3 0 .0 m in . v ie w in g a r e a
1 0 .0 m a x .
P in 1
P in 3 0
m in . v ie w in g a r e a 3 6 .0
m a x . 1 .0 4 0 .0 0 .3
2 .0 1 .1 0 .1 1 .1 0 .1
* Specifications
Top Polarizer: Transmission (40.00 mm 36.00 mm) Bottom Polarizer: Transmission (40.00 mm 34.00mm) Storage Temp: -50C to 125 C Operating Temp: -0C to 70C Viewing Angle: 6 oclock Drive Condition: 3V, 1/3 Duty, 1/2 Bias Display Mode: Tn, Positive Mode
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2 .0
3 4 .0 0 .3
3 6 .0 0 .3
HTG1395
The eagle preys on the chickens
1 3 .7 0 P itc h 1 .4 1 4 = 1 9 .6 0 .7 P in 3 0 0 .7 P in 1 6 1 3 .7 0
Unit : mm
3 2 .0 m in .v ie w in g a r e a
1 0 .0 m a x .
3 6 .0 0 .3 2 .0
2 .0 2 .0 1 .1 0 .1 1 .1 0 .1
P in 1 m in .v ie w in g a r e a 4 3 .0 m a x . 1 .0 4 7 .0 0 .3
P in 1 5
* Specifications
Top Polarizer: Transmission (46.00 mm 39.00 mm) Bottom Polarizer: Transmission (46.00 mm 35.00mm) Storage Temp: -20C to 70 C Operating Temp: -10C to 60C Viewing Angle: 6 oclock Drive Condition: 3V, 1/3 Duty, 1/2 Bias Display Mode: Tn, Positive Mode
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4 0 .0 0 .3
HTG1395
Pad Assignment
SEG 26 52 VDD 1 2 3 4 5 6 7 8 9 10 11 12 13 16 15 OSCI VSS (0 , 0 ) SEG 25 51 SEG 24 50 SEG 23 49 SEG 22 48 SEG 21 47 SEG 20 46 SEG 19 45 SEG 18 44 SEG 17 43 SEG 16 42 SEG 15 41 SEG 14 40 SEG 13 39 38 37 36 35 34 33 32 31 30 29 28 27 26 17 18 19 20 21 22 BZ BZ PA2 PA1 PA0 PP0 23 PP1 24 PP2 25
C1 C2 V3 COM2 COM1 COM0 TEST1 TEST2 PS3 PS2 PS1 PS0
SEG 12 SEG 11 SEG 10 SEG9 SEG8 SEG7 SEG6 SEG5 SEG4 SEG3 SEG2 SEG1 SEG0 RES
OSCO
14
* The IC substrate should be connected to VSS in the PCB layout artwork.
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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 X -843.74 -843.74 -843.74 -843.74 -843.74 -843.74 -843.74 -843.74 -843.74 -843.74 -843.74 -843.74 -843.74 -798.04 -668.04 -415.94 -287.94 -154.74 -25.94 107.26 236.26 398.66 518.66 638.66 853.56 853.56 Y 886.29 674.39 554.39 434.39 314.39 194.39 74.39 -45.61 -165.61 -285.61 -405.61 -525.61 -645.61 -856.71 -882.11 -809.01 -853.41 -853.41 -853.41 -853.41 -853.41 -940.91 -940.91 -940.91 -884.11 -764.11 Pad No. 27* 28* 29* 30* 31* 32* 33 34* 35* 36* 37* 38* 39* 40* 41* 42* 43* 44* 45* 46* 47* 48* 49* 50* 51* 52* X 853.56 853.56 853.56 853.56 853.56 853.56 853.56 853.56 853.56 853.56 853.56 853.56 838.76 718.76 598.76 478.76 358.76 238.76 118.76 -1.24 -121.24 -241.24 -361.24 -481.24 -601.24 -721.24 Unit : mm Y -644.11 -524.11 -404.11 -284.11 -164.11 -44.11 75.89 195.89 315.89 435.89 555.89 675.89 935.89 935.89 935.89 935.89 935.89 935.89 935.89 935.89 935.89 935.89 935.89 935.89 935.89 935.89
* These pins must be bonded out for functional testing.
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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 fLCD fSYS Parameter Operating Voltage Operating Current Standby Current LCD Clock Operating Frequency Test Conditions VDD 1.5V Conditions 3/4
Ta=25C Min. Typ. Max. Unit 1.3 3/4 3/4 3/4 32 1.5 20 3/4 128* 3/4 1.8 3/4 0.1 3/4 400 V mA mA V kHz
1.5V No load, fSYS=400kHz 1.5V No load, HALT mode 1.5V 3/4 1.5V R= 620kW~36kW
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Application Circuits
LCD
PANEL
1
52 2 3 4 5 6 7 8 9 10 11
51
50
49
48
47
46
45
44
43
42
41
40 38 37 36 35 34 33 32 31 30 29 28 27
39
0 .1 m F 0 .1 m F
H TG 1395
V
DD
O N /O F F M UTE 14
12 13 15 16 17 18 19 20 21 22 23 24
26 25 0 .1 m F RESET
B uzzer
LEFT B DOW N A R IG H T UP
START/ PAUSE
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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 2000 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.
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