Holtek Semiconductor Inc HT113AA Datasheet

²Streetfighters² LCD Game

Features

1/3 bias, 1/4 duty, 32 ´ 4 pattern,
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3.0V LCD driver 13 different sound effects
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General Description

The HT113AA is a game controller IC designed by Holtek. In this game the player and the en emy or the computer, compete against each

LCD Pattern

HT113AA
RC oscillator
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Auto power off function
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other for the prize. The player can use both kicks and punches in this streetfighting game
­to attack the enemy.
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Functional Description

HT113AA
Key description
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RESET This key resets the game and clears any pre
viously 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.
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START/PAUSE 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.
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MUTE This key controls the sound effects. Its toggle
action alternately turns the sound on or off.
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ON/OFF This key controls the power supply to the IC.
Its toggle action alternately turns the game on or off.
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Moves the player up.
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Moves the player down.
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Moves the player to the left.
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Moves the player to the right.
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Punch/Mode
This key serves two functions, one is for punch ing 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 oppo nent.
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Kick This key is used to enable the player to kick
the opponent.
Operation
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After pressing the ON/OFF switch to turn on the power supply, the game will immediately enter the demonstration mode. The game will demonstrate how the player and enemy fig ures fight. The highest score will also be dis played. 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.
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Mode 1
One head displayed- one enemy to fight with.
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Mode 2
Two heads displayed- two enemies to fight with.
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Mode 3
Three heads and one weapon displayed­three enemies to fight with.
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Mode 4
No mode indicator is displayed. The game moves from mode 1, mode 2 to mode 3 after each game has been won.
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HT113AA
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After selecting the playing mode, pressing the START/PAUSE key will first play the prelude music before the game starts.
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In mode 1 there is only one enemy figure. The 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.
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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 at tacks.
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When the enemy¢s score reaches zero the 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.
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If the player¢s score reaches zero, the game will end and the overall score will be recorded. The flashing game over message will be dis played.
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In mode 2, there are two enemies that have to be attacked and destroyed to win the game.
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In mode 3, aside from the two main enemy fig­ures 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.
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In mode 3 this third enemy figure with the 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.
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Mode 4 combines all the three modes. 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.
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The higher the overall score the faster the en
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emy figure¢s actions will be.
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In modes 2 and 3, the second enemy figure will attack from behind, so the player must be careful to dodge out of the way.
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The displayed data have the following
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meaning ...
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During the demonstration mode, the play
­ing mode will be displayed at the bottom of the screen and the recorded overall score at the top of the screen. The mode number cor
­responds to the number of heads displayed.
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When the game starts, the overall score will be displayed while the prelude music is playing.
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When the game is playing the score of both the player and opponent will be shown. The
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player¢s score is displayed at the left while the opponent or enemy¢s score is displayed at the right. The objective is to reduce the enemy¢s score to zero.
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If no key has been pressed for 2 minutes then the game will automatically be turned off, however the overall game score will be re­tained.
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The MUTE switch will silence the sound ef­fects.
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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 re tained 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.
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When the game is over the message ²GAME OVER² 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 sec onds no key has been pressed the system will begin to free run in the demonstration mode.
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The ON/OFF switch controls the power supply.
Calculating the score
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When the game begins both the player and enemy¢s score is 9.
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Every punch, kick or weapon hit (mode 3) will initially mean a reduction of the opponent¢s 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.
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Sound effects
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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 opponent¢s score has been reduced to 0, the objective of the present game has been reached. When the player¢s score reaches zero, the game is over.
The IC has 13 sound effects
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Sound corresponding to the mode
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When the player is attacked
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When the weapon is about to be used
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When the weapon is thrown
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When the weapon hits the player
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When the player kicks
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When the player throws a punch
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When the enemy kicks
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When the enemy throws a punch
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When the game objective has been reached
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When the game begins
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When the game ends
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Background sound effect
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