Datasheet HT1136A Datasheet (Holtek Semiconductor Inc)

Features

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

General Description

HT1136A is a football LC D GA ME de si gned by HOLTEK. By using the play controls an excit­ing game can develop. In the defense, the player

LCD Pattern

HT1136A
Football LCD Game
RC oscillator
Auto power off mode
can control any team memb er; in offense, the player can pass and kick as necessary.
1 17th Nov ’98

Functional Description

Key description
RESET Press this key to re-initia lize the game. The
scoreboard is cleared to zero (data is lost) and restarts the game from the beginning.
START/ON When power is off, press this ke y to s tart the
game. When the game is in progress, pressing this key has no effect.
MUTE Pressing this ke y can turn off the music a nd
sound effects without disturbing the game. Pressing it again restores the music and sound effects.
OFF Pressing this key at any time can turn off the
power. But the highest score is saved.
PAUSE Pressing this key can temporarily stop the
game, freeze the screen and s top the sound effects. Press it again and the game continues.
PASS In defense, this key can control the team
members (which will be flashing) of the player’s side. In offense, pressing this key can pass the ball to the other team member in the player’s side. The ball is passed in the direc­tion given in the table.
KICK In defense, this key can select a team member
on the player’s side, but it’s direction is differ­ent from the PASS key. For offense, if not in the penalty area, pressing thi s key can pass the ball to the other team member on the player ’s side, but the pass direction is differ­ent from the PASS key. If within the penalty area of the oppo ne nt’s side, it is goal shootin g of which direction cann ot be controlled. The ball is passed to the direction as ind icated in the table.
HT1136A
UP It moves the flashing team membe r upward.
If the flashing team member controls the ball, the screen can go to the next.
DOWN It makes the flashing team member move
down.
LEFT It makes the flashing team member move to
the left, or controls the goal shooting direction in the PK contest.
RIGHT It makes the flashing team member move to
the right, or controls the goal shooting dire c­tion in the PK contest.
* At both sides’ penalty area, there are only two team members. If in defense, it doesn’t matter whether PASS or KICK key is pressed, it always shifts the ball from one to the other team member. In offense, at the other side’s penalty area, press­ing the PASS key means to pass the ball to the other team member , while pressing the KICK key means “goal shooting”.
Operational desc r i p tion
Player assigns team members wearing dark football shirts to contes t with the opponents wearing light football shirts who is controlled by the internal computer. Player’s team mem­ber should defend from the bottom to th e top of the screen and defend the oppo nent’s goal shooting at the bottom. During the contest, opponents will use a lot of techniques to inter­cept the ball and approach the goal on the bottom of the screen. Players can stop the opponents and intercept the ball for a counter­attack.
Press the START/ON key, the screen then shows the highest score an d a prelude (start music) is played. The highest score is shown for 2 seconds and the current level is indi­cated. Press the START/ON key again and the game starts. With a whistle sound, player begins to attack.
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Each half lasts about 3 minutes. On the upper right corner of the screen, there is a time signal to remind the player how much time is left. When only half a minute is left, the time signal fl ashes. W hen tim e is up , the ga me is over. If player’s score is higher than the oppo­nent’s, a level is achieved and the pass­through-level music is played. The game goes into the next level. If player’s score is l ower than the opponent’s, the game is over and the game-over music is played. When it is even, a penalty kick contest is added to decide who is the winner. During the contest, if one side is winning by 5 goals, the game is over.
The football field is divid e d into five sectio ns . Only one section can be seen on the scree n. The five sections are first half, second half, third half and both sides’ penalty areas. It is indicated by flags and goal nets.
HT1136A
Section Sign Team member
Two team Opponent’s penalty area
First half
Second half
Third half
Player’s penalty area
Opponent’s goal net
Two flags on the t op of the screen
Two flags on the middle of the screen
Two flags on the bottom of the screen
Player’s goal net
members from
each side and o ne
opponent’s goal
keeper
Three team
members from
each side
Three team
members from
each side
Three team
members from
each side
Two team
members from
each side and o ne
player’s goal
keeper
3 17th Nov ’98
HT1136A
The contest starts from positions in section 3. During the contest, UP, DOWN, LEFT, RIGHT, PASS, and KICK keys can be selected for attack or defense. Each side’s team mem­ber can move to the next section (but canno t go backward) only in offense. At player’s pen­alty area, press the left or the right key to move the player’s goal keep er to protect the goal. When the player is in the opponent’s penalty area, the shot to the goal canno t be controlled.
When time is up and the score is even, a penalty kick contest decides the winner. Each side has 5 shots at goal. If any side wins over 3 balls, then the PK contest is over. If the 5 penalty shots are ta ken, an d th e score is sti ll even, each side is given one more deciding penalty kick. During the PK contest, the RIGHT or the LEFT key can be held and then press the KICK key to do goal shooting to the desired direction.
When the player wins at the 5th, 10th, and 15th half , a champion ship cup is sh own on th e screen and music is played. Whenever the championship cup appears, the pace of the remaining contest become s faster.
When the game is over, and the total of all the games exceeds the current highest score re­cord, the new total will replace this. When GAME OVER i s shown on the screen and if START/ON or OFF key is not pressed, after two minutes it automatically goes into the OFF condition.
Counting method
When a goal is scored, one point is awarded. The score is displayed as a ratio. The left score is the player ’s and the right score is the oppo­nent’s. The highest score is shown by “half” to indicate the highest winning half.
Sound effects
Game starting music
Short whistle sound
Team member moving sound
Ball moving sound
Pass through to the next level sound
Long whistle sound
Changing screen sound
Game over sound
Winning championship cup sound
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LCD Display Label

HT1136A
5 17th Nov ’98
HT1136A

LCD Pattern Contrast Table

Pad No. Pin No. COM0 COM1 COM2 COM3 SEGMENT
5 36 COM3 COM3 6 35 COM2 COM2 7 34 COM1 COM1
8 33 COM0 COM0 34 32 K1 S14 P13 P8 SEG0 35 31 S21 P17 S15 S9 SEG1 36 30 T3 F6 F5 F4 SEG2 37 29 GO1 P34 P33 P32 SEG3 38 28 S32 R24 R23 R22 SEG4 39 27 P27 S35 S34 S33 SEG5 40 26 S27 R21 R20 R19 SEG6 41 25 P22 P30 P29 P28 SEG7 42 24 C1 S30 S29 S28 SEG8 43 23 GO2 P25 P24 P23 SEG9 44 22 S31 R18 R17 R16 SEG10 45 21 P31 S24 S23 S22 SEG11 46 20 K2 T2 T1 SEG12 47 19 S25 P20 P19 P18 SEG13 48 18 P26 R15 R14 R13 SEG14 49 17 S26 S18 S17 S16 SEG15 50 16 P21 P16 P15 P14 SEG16 51 15 S19 R12 R11 R10 SEG17 52 14 S20 S12 S11 S10 SEG18 53 13 P12 R9 R8 R7 SEG19 54 12 S13 P11 P10 P9 SEG20 55 11 P7 S7 S6 S5 SEG21 56 10 S8 R6 R5 R4 SEG22 57 9 OVER P6 P5 P4 SEG23 58 8 S4S3S2S1SEG24 59 7 MATCH R3 R2 R1 SEG25
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HT1136A
Pad No. Pin No. COM0 COM1 COM2 COM3 SEGMENT
60 6 SCORE P3 P2 P1 SEG26 61 5 1B,C F3 F2 F1 SEG27 62 4 2D 2F 2G 2E SEG28 63 3 COL 2A 2B 2C SEG29 64 2 4D 4F 4G 4E SEG30 65 1 3B,C 4A 4B 4C SEG31

LCD Package Outline

Unit : mm
7 17th Nov ’98

Pad Assignment

HT1136A
Chip size: 2790 × 3000 (µm)
* The IC substrate should be connected to VSS in the PCB layout artwork.
8 17th Nov ’98
2
HT1136A

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 1 169.80 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
9 17th Nov ’98
HT1136A

Absolu te Maximu m R a tin g s *

Supply Voltage .......................VDD–0.3V to 5.5V Input Voltage.................VSS–0.3V to VDD+0.3V
Storage Temperature.................–50°C to 125°C Operating Temperature...................0°C to 70°C
*Note: These are stress ra tings on ly. Stresses exceeding the ra nge spe cified under “A bsolute M axi-
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

Symbol Parameter
V
DD
I
DD
I
STB
V
LCD
f
SYS
Operating Voltage 2.4 3 3.3 V Operating Current 3V Standby Current 3V No load 1µ 5µµA
LCD Supply Voltage 3V 3 V Operating Frequency 3V R=82k 230 kHz
Test Conditions
V
DD
Conditions
No load, f
=230kHz
SYS
Min. Typ. Max. Unit
200 330
µA
10 17th Nov ’98

Application Circuits

Buzzer application
HT1136A
Note: The IC substrate should be connected to VSS in the PCB layout artwork.
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Speaker application
HT1136A
Notes: The IC substrate should be connected to VSS in the PCB layout artwork.
** User can change the volume by changing the resistance 1k
12 17th Nov ’98
~10kΩ.
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