Holtek Semiconductor Inc HT113AA Datasheet

²Streetfighters² LCD Game

Features

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

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
·
Auto power off function
·
other for the prize. The player can use both kicks and punches in this streetfighting game
­to attack the enemy.
1 December 14, 1999

Functional Description

HT113AA
Key description
·
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.
·
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.
·
MUTE 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.
·
¯
Moves the player down.
·
¬
Moves the player to the left.
·
®
Moves the player to the right.
-
·
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.
·
Kick This key is used to enable the player to kick
the opponent.
Operation
·
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.
¨
Mode 1
One head displayed- one enemy to fight with.
¨
Mode 2
Two heads displayed- two enemies to fight with.
¨
Mode 3
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.
·
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.
·
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.
·
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.
·
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.
·
In mode 2, there are two enemies that have to be attacked and destroyed to win the game.
·
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.
·
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.
·
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.
·
The higher the overall score the faster the en
-
emy figure¢s actions will be.
·
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.
·
The displayed data have the following
-
meaning ...
¨
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.
¨
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
-
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.
·
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.
·
The MUTE switch will silence the sound ef­fects.
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 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.
·
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.
·
The ON/OFF switch controls the power supply.
Calculating the score
·
When the game begins both the player and enemy¢s score is 9.
·
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.
·
-
·
Sound effects
·
-
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
¨
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
4 December 14, 1999

LCD Display Table

HT113AA

LCD Pattern Contrast Table

Pad No. Pin No. COM0 COM1 COM2 COM3 SEGMENT
536
635
734
8 33 COM0
34 32 A32 B32 C32 D32 SEG0
35 31 A31 B31 C31 D31 SEG1
¾¾¾
¾¾
¾
COM1
¾¾¾
5 December 14, 1999
COM2
¾¾
COM3 COM3
¾
COM2
COM1
COM0
HT113AA
Pad No. Pin No. COM0 COM1 COM2 COM3 SEGMENT
36 30 A30 B30 C30 D30 SEG2
37 29 A29 B29 C29 D29 SEG3
38 28 A28 B28 C28 D28 SEG4
39 27 A27 B27 C27 D27 SEG5
40 26 A26 B26 C26 D26 SEG6
41 25 A25 B25 C25 D25 SEG7
42 24 A24 B24 C24 D24 SEG8
43 23 A23 B23 C23 D23 SEG9
44 22 A22 B22 C22 D22 SEG10
45 21 A21 B21 C21 D21 SEG11
46 20 A20 B20 C20 D20 SEG12
47 19 A19 B19 C19 D19 SEG13
48 18 A18 B18 C18 D18 SEG14
49 17 A17 B17 C17 D17 SEG15
50 16 A16 B16 C16 D16 SEG16
51 15 A15 B15 C15 D15 SEG17
52 14 A14 B14 C14 D14 SEG18
53 13 A13 B13 C13 D13 SEG19
54 12 A12 B12 C12 D12 SEG20
55 11 A11 B11 C11 D11 SEG21
56 10 A10 B10 C10 D10 SEG22
57 9 A9 B9 C9 D9 SEG23
58 8 A8 B8 C8 D8 SEG24
59 7 A7 B7 C7 D7 SEG25
60 6 A6 B6 C6 D6 SEG26
61 5 A5 B5 C5 D5 SEG27
62 4 A4 B4 C4 D4 SEG28
63 3 A3 B3 C3 D3 SEG29
64 2 A2 B2 C2 D2 SEG30
65 1 A1 B1 C1 D1 SEG31
6 December 14, 1999
HT113AA

LCD Package Outline Unit : mm

4 1 .0 m in . v ie w in g a re a
0 .3
0 .3
±
±
10.0 m ax.
1.0 m ax.
Pin1 Pin36
0.6 0.6
Pitch 1.2 ´ 35= 42
0 .3
47.0
±
2.5
32.0 m in. viewing area
1.1
0 .1
±
1.1 ± 0 .1
40.0
38.0
7 December 14, 1999

Pad Assignment

VDD
HT113AA
SEG 18
SEG 19
SEG 20
SEG 22
SEG 23
SEG 24
SEG 25
SEG 26
SEG 27
SEG 28
SEG 29
SEG 30
SEG 31
SEG 21
BZ
VLCD
T256
COM 3
COM 2
COM 1
COM 0
NC
NC
NC
NC
START/PAUSE
MUTE
ON/OFF
NC
BZ
®
¬
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
54 55
PUNCH
31
NC
52 53
32
RESET
51
50
49
48
47
46
45
44
43
42
41
40
39
38
37
36
35
34
33
SEG17
SEG16
SEG15
SEG14
SEG13
SEG12
SEG11
SEG10
SEG9
SEG8
SEG7
SEG6
SEG5
SEG4
SEG3
SEG2
SEG1
SEG0
NC
26
NC
56 57 58 59 60
27 28
¯
¯
29 30
KICK
62 63 64 65 66
21
OSCO
22
T1D
61
23
NC
24
NC
(0 ,0 )
25
NC
1
2
3
19
20
OSCI
VSS
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. X Y Pad No. X Y
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 26 124.90 27 284.90 28 427.40 29 570.90 30 713.40 31 856.90 32 999.40 33 1261.10
-1192.10
-1192.10
-1196.70
-1261.10
-1261.10
-1261.10
-1261.10
-1261.10
-1261.10
-1261.10
-1261.10 -126.80
-1261.10 -270.30
-1261.10 -412.80
-1261.10 -556.30
-1261.10 -698.80
-1261.10 -842.30
-1261.10 -984.80
-1261.10 -1128.30
-876.70 -1331.40
-719.70 -1331.40
-542.10 -1241.00
-406.70 -1241.00
-276.30 -1241.00
-140.90 -1241.00
-10.50 -1241.00
1305.20 34 1261.10
1169.80 35 1261.10
1019.80 36 1261.10
873.70 37 1261.10
731.20 38 1261.10
587.70 39 1261.10
445.20 40 1261.10
301.70 41 1261.10
159.20 42 1261.10 21.70
15.70 43 1261.10 164.20 44 1261.10 307.70 45 1261.10 450.20 46 1261.10 593.70 47 1261.10 736.20 48 1261.10 879.70 49 1261.10 1022.20 50 1261.10 1165.70 51 1261.10 1311.20 52 1001.00 1331.40 53 858.50 1331.40 54 715.00 1331.40 55 572.50 1331.40 56 429.00 1331.40 57 286.50 1331.40 58 143.00 1331.40
-1241.00
-1331.40
-1331.40
-1331.40
-1331.40
-1331.40
-1331.40
-1265.80
59 0.50 1331.40 60 61 62 63 64 65 66
-143.00
-285.50
-429.00
-571.50
-715.00
-857.50
-990.50
Unit : mm
-1122.30
-979.80
-836.30
-693.80
-550.30
-407.80
-264.30
-121.80
1331.40
1331.40
1331.40
1331.40
1331.40
1331.40
1331.40
9 December 14, 1999

Absolute Maximum Ratings

HT113AA
Supply Voltage .......................VDD-0.3V to 5.5V
Input Voltage .................V
-0.3V to VDD+0.3V
SS
Storage Temperature.................-50°Cto125°C
Operating Temperature ..................0°Cto70°C
Note: These are stress ratings only. Stresses exceeding the range specified under ²Absolute Maxi
mum Ratings² 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 expo sure to extreme conditions may affect device reliability.

Electrical Characteristics

Ta=25°C
Test Conditions
Symbol Parameter
V
I
I
V
f
DD
DD
STB
LCD
SYS
Operating Voltage
Operating Current 3V
Standby current 3V system halt
LCD Supply Voltage 3V
Operating Frequency 3V
V
DD
Conditions
¾¾
No load, f
= 512kHz
SYS
¾¾3¾
R= 36k
Min. Typ. Max. Unit
2.4 3 3.3 V
¾
¾ 1
300 500
5mA
mA
V
512
¾
kHz
-
-
10 December 14, 1999

Application Circuits

Buzzer application
COM 0 COM1
HT113AA
LCD PANEL
COM 2 COM 3
S E G 0 ~ S E G 3 1
3V
START/PAUSE
MUTE
ON/OFF
B uzzer
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
1
2
3
19 20
H T113A A
21 22 23 24 25 26
36k
W
525354555657585960616263646566
27 28 29 30 31 32
51
50
49
48
47
46
45
44
43
42
41
40
39
38
37
36
35
34
33
0.1mF
f= 512kH z
Note: The IC substrate should be connected to VSS in the PCB layout artwork.
11 December 14, 1999
RESET
PUNCH
KICK
Speaker application
COM 0 COM1 CO M2
HT113AA
LCD PANEL
COM 3
Speaker
3V
8050
START/PAUSE
MUTE
ON/OFF
4.7mF
0.1mF
S E G 0 ~ S E G 3 1
31 32
51
525354555657585960616263646566
50
49
48
47
46
45
44
43
42
41
40
39
38
37
36
35
34
33
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
21 22 23 24 25 26
20
H T113A A
27 28 29 30
36k
W
f= 512kH z
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
0.1mF
RESET
PUNCH
KICK
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 Ó 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 pres ent 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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