Datasheet HT113FA Datasheet (Holtek Semiconductor Inc)

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Subma rine W ar LC D G a me

Features

1/3 bias, 1/4 duty, 32×4 pattern,
3.0V LCD driver
Built-in sound generator

General Description

HT113FA is a submarine war LCD game de­signed by HOLTEK. In the game, the player’s submarine tries to fight back against the bombs and torpedoes fired from the enemy’s bombers, warships and submarines. To dodge the attack,

LCD Pattern

HT113FA
RC oscillator
Auto power off mode
the player can use the up, down, left and right shift keys to move the submarine. Also, the player can fight back by firing missiles and torpedoes.
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Functional Description

HT113FA
Key description
RESET When this key is pressed, the game is re-initi-
ated and all th e records are cleared to zero. When the ON/OFF and RESET keys are pressed at the same time, and then the RE­SET key is relea sed, all the pattern dots are shown on the screen until the ON/OFF key is released. This function is for LCD testing.
MUTE This key is pressed to alternately put the
music in the OFF or ON modes.
START/PAUSE This key can functio n differently depending
on the followin g three conditions. First, the START/PAUSE key is a restart key . When the game is ove r, pressing this key re-starts the game. At this time, the highest game level and score achieved a re still saved. Next, it func­tions as a continue key . After the game is over, pressing the START/PAUSE and UP keys at the same time contin ues the game from the level previously achieved. Nonetheless, the score is cleared to zero. Finally, the START/PAUSE key is a pause key. When the game is in progress, pressing this key pauses the game and the score and game level are alternately displayed on the LCD. T o continue the game, press the START/PAUSE key again. At this time , the MU TE, ON/OFF and START/PAUSE are in effect.
ON/OFF This key is pressed to alternately turn the
power off or on. When the game is in the PAUSE mode, pressing the ON/OFF key switches the powe r off. To turn on the power, re-press the ON/OFF key. At this time, the game still remains in the PAUSE mode.
MISSILE When this key is pressed, a missile is fired.
TORPEDO When this key is pressed, a torpedo is fired.
LEFT When this key is pressed, the player’s subma-
rine moves to the left.
RIGHT When this key is pressed, the player’s subma-
rine moves to the right.
UP When this key is pressed, the player’s subma-
rine moves up.
DOWN When this key is pressed, the player’s subma-
rine moves down.
Operational desc r i p tion
Press the ON/OFF key to turn the powe r on. Then, the game goes into the DEMO mode. To play the game, press the START/PAUSE key. At this time, the highest game level and score achieved are displayed on the LCD. The game comes into play immediately after the game level 1-1 and the initi al zero score are shown. Notice that when the game is in progress, the START/PAUSE key function s as the PAU SE key until the game is over.
After the music is initiated, the player’s subma­rine first appears at the lowest right corner of the LCD. Then, the player’s submarine mov es to the left twice successively and lets off a “TU” sound. The game goes into a battle state.
The game is divided into nine levels and each level consists of three rounds. The total num­ber of games is 27. In the first round, the enemy’s attack comes from the bombers only. In the second round, the attack, comes not only from the bombers but also from the war­ships. Finally, in the third rou nd, all the en­emy’s attacks, namely the bombers, warships and submarines, are included. Each time a level is completed and the next level starts to play, the moving speed o f the enemy’s attack increases. In other words, the difficulty of the game increases with its level . The higher the level, the more difficult the game becomes.
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Three chances are offered to the player in each round. When the player’s submarine is hit by the enemy three times, GAME OVER is shown on the LCD and the game goes into the DEMO mode. At this time, if the START/PAUSE key is not pressed within 2 minutes, power is automatically turned off. The record of be ing hit is cleared to zero whenever the hitting number is less than three and a new round begins.
The player’s submarine can only fire one shot at a time. Only when the player’s torpedo hits its target or the target disappears can another torpedo or missile be fired. In addition, vari­ous sounds accompa ny with the firin g. A pic­ture of an explosion and a sound are generated whenever the enemy’s or the player’s submarin e gets hit. When the player ’s missile or tor pedo hits the enemy’s, a "TU" sound is derived. In addition, a jubilant music is played each time a round is completed. When the player’s subma­rine gets hit three times and the game is over, a sad music is played. However, no sounds are generated if the MUTE key is pressed. To re-in­itiate the sounds, press the MUTE key again.
Each time the player hits the enemy and scores are added, the highest score recorded is compared with the present score. The highest score is replaced when the current score is greater than the recorded score. Otherwise, the recorded score is maintained. The highest score and game level achieved are reserved as long as the RESET key is not pressed or the batteries are not removed.
The moving range of the player’s submarine is limited to the upper and lower waterways. The player can use the up, down, left and right shift keys to move the submarine.
When the playe r’s submarin e gets h it, a sub­marine picture is shown at the upper right side of the LCD to specify the submarine has been hit once. Another picture of submarine is added when th e player’s submarin e is being hit again. However, the third hit of the player’s submarine ends the game and displays GAME OVER at the upper right side of the LCD.
The enemy’s bombers can appear from eith er
HT113FA
the left or the right side. Each direction is further divided into the upper and lower routes. The Following is the code for the indi­vidual routes:
The first route is: A1 B2 → C2 E2 D5
F2
The second route is: A1 B2 C8 E8 D5 F2
The thi rd ro ute is: F5 D2 E5 C5 B5 A3
The fourth route is: F5 D8 E5 → C5 B5 A3
Given this, the maximum number of bombers appearing on the LCD is four. The warships emerge at the right side and then move to the left side. As for the enemy’s submarines, they appear in the upper waterway o r sometimes in the lower waterwa y. The submarines then move upward and downward. However, the submarines wi ll automatically disa ppear af­ter moving to and fro without being attacked.
The enemy’s bombs have two directions of flight, namely vertically down and slanting downward:
The routes for vertical flights are: The first route: B3
The second route : C3 C6 C9 C12 C16
The third ro ute: E3 E6 E9 E12 E16
The fourth route: D3 D6 D9 D12 D16
The fifth route: F3 → F6 F9 F12
The routes of the slanting flights are: The first route: A2
The second route: C9 E12 E16
The third route : B3 C6 E9 D12 D16
The fourth route: E9 D12 D16
The fifth route: C3 E6 D9 F9 → F12
The sixth route: E3 D6 F9 F12
The seventh route: F6 D9 E12 E16
The eighth route: D9 E12 E16
The ninth route: D3 E6 C9 B9 B13
The tenth route: E6 C9 B9 B13
B6 B9 B13
B6 C9 E12 E1 6
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The eleventh route: C6 B9 → B13
The enemy’s bombs drop vertically.
The enemy submarine fires torpedoes from left to right.
After all the nine levels are completed, the game is re-initiated from level 7-1. However, the score is continua lly incremented until a score of 9990 is reached. When 9990 is the current score, the system will record it as the highest score. Then the score is cleared to zero.
Counting methods
20 points are awarded when the enemy’s bombers or warships are hit in the upper wa­terway.
10 points are awarded when the enemy’s bombers or warships are hit in the lowe r wa­terway.
10 points are awarded when the enemy’s sub­marine is hit by a torpedo.
5 points are award ed when a round is com­pleted and the player’s submarine has not been hit.
HT113FA
Sound effects
Music when a game begins
Sound when the player’s submarine arrives (three times)
Howling sound when the bomber appears
Sound when the bomber drops a bomb
Sound when the submarine fires a missile
Sound when the submarine fires a torpedo
Music when scores are added
Music when a round is completed
Explosion sound
Sound when two bombs hit each other
Sound when a game is over
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LCD Display Label

HT113FA
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HT113FA

LCD Pattern Contrast Table

Pa d N o. Pin No. COM0 COM1 COM2 COM3 SEGMENT
65 1 2A 2G 2D C9 SEG31 64 2 2F 2E C3 C6 SEG30 63 3 1B1CC1C5SEG29 62 4 1A 1G 1D C2 SEG28 61 5 1F 1E C4 C8 SEG27 60 6 S L C7 C14 SEG26 59 7 T B1 C10 C19 SEG25 58 8 A1 B2 C11 C17 S EG24 57 9 A2B3B6C16SEG23 56 10 A3 B4 C12 C13 SEG22 55 11 A4 B5 C15 C18 SEG21 54 12 A5 B7 B12 B16 SEG20 53 13 A7 B8 B9 B14 SEG19 52 14 A8 A6 B10 B11 SEG18 51 15 A10 A9 B15 B13 SEG17 50 16 A11 E18 E14 E9 SEG16 49 17 B17 E16 E12 E11 SEG15 48 18 E17 E13 E10 E6 SEG14 47 19 E19 E15 E7 E5 SEG13 46 20 D18 D14 D1 1 E8 SEG12 45 21 F15 D17 D15 F5 SEG11 44 22 D19 F9 F8 F4 SEG10 43 23 F14 F11 F7 F2 S EG9 42 24 F13 F12 F10 F1 SEG8 41 25 G D16 F6 F3 SEG7 40 26 S2 D2 D13 D5 SEG6 39 27 S1 D1 D12 D4 SEG5 38 28 4-0 D3 D10 D6 SEG4 37 29 3B 3C D7 E1 SEG3 36 30 3A 3G 3D E2 SEG2 35 31 3F 3E D8 E3 SEG1 34 32 2B 2C D9 E4 SEG0
8 33 COM0 COM0 7 34 COM1 COM1 6 35 COM2 COM2 5 36 COM3 COM3
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LCD Package Outline

HT113FA
Unit : mm
Specifications:
Display type: Tn Viewing direction: 6.00 Polarizer mode: Reflective/Positive Drive method: 1/4 duty, 1/3 bias Operating voltage: 3.0V Operating temperature : 0 Storage temperature: –20 Connector: Zebra
°C to +50°C
°C to +60°C
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Pad Assignment

HT113FA
Chip size : 2780 × 2990 (µm)
The IC substrate should be connected to VSS in the PCB layout artwork.
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HT113FA

Pad Coordinates Unit : µm

Pad No. X Y Pad No. X Y
1 –1192.10 1305.20 34 1261.10 –1122.30 2 –1192.10 1169.80 35 1261.10 –979.80 3 –1196.70 1019.80 36 1261.10 –836.30 4 –1261.10 873.70 37 1261.10 –693.80 5 –1261.10 731.20 38 1261.10 –550.30 6 –1261.10 587.70 39 1261.10 –407.80 7 –1261.10 445.20 40 1261.10 –264.30 8 –1261.10 301.70 41 1261.10 –121.80
9 –1261.10 159.20 42 1261.10 21.70 10 –1261.10 15.70 43 1261.10 164.20 11 –1261.10 –126.80 44 1261.10 307.70 12 –1261.10 –270.30 45 1261.10 450.20 13 –1261.10 –412.80 46 1261.10 593.70 14 –1261.10 –556.30 47 1261.10 736.20 15 –1261.10 –698.80 48 1261.10 879.70 16 –1261.10 –842.30 49 1261.10 1022.20 17 –1261.10 –984.80 50 1261.10 1165.70 18 –1261.10 –1128.30 51 1261.10 1311.20 19 –876.70 –1331.40 52 1001.00 1331.40 20 –719.70 –1331.40 53 858.50 1331.40 21 –542.10 –1241.00 54 715.00 1331.40 22 –406.70 –1241.00 55 572.50 1331.40 23 –276.30 –1241.00 56 429.00 1331.40 24 –140.90 –1241.00 57 286.50 1331.40 25 –10.50 –1241.00 58 143.00 1331.40 26 124.90 –1241.00 59 0.50 1331.40 27 284.90 –1331.40 60 –143.00 1331.40 28 427.40 –1331.40 61 –285.50 1331.40 29 570.90 –1331.40 62 –429.00 1331.40 30 713.40 –1331.40 63 –571.50 1331.40 31 856.90 –1331.40 64 –715.00 1331.40 32 999.40 –1331.40 65 –857.50 1331.40 33 1261.10 –1265.80 66 –990.50 1331.40
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HT113FA

Absolu te Maximum Ratings*

Supply Voltage .......................VDD–0.3V to 5.5V Input Voltage................. VSS–0.3V to VDD+0.3V
Storage Temperature.................–50
*Note: These are stress ra tings on ly. Stresses exceeding the range specifie d under “Ab solute Maxi -
mum Ratings” ma y 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 condition s may affect device reliability.

Electrical Characteristics Ta=25°C

°C to 125°C Operating Temp erature...................0°C to 70°C
Symbol Parameter
V I V f
SYS
DD
Operating Voltage 2.4 3 3.3 V
DD
Operating Current 3V No load, f LCD Supply Voltage 3V 3 V
LCD
Operating Frequency 3V R=36k 512 kHz
Test Conditions
V
DD
Min. Typ. Max. Unit
Conditions
=512kHz 300 500 µA
SYS
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Application Circuits

HT113FA
Note: The IC substrate should be connected to VSS in the PCB layout artwork.
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