3.0V LCD driver
14 kinds of built-in sound effects
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General Description
HT113JA is a baseball LCD GAME designed by
HOLTEK. Apart from the IC's own 14 types of
special sound effects, the IC can work in con
LCD Pattern
HT113JA
Baseball LCD Game
RC oscillator
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Auto power off function
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junction with the HT8121N voice IC to generate
play calls like "STRIKE", "BALL", "OUT", "HOME
RUN" and cheering.
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1December 14, 1999
Functional Description
Key description
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RESET
Press this key and the whole system will re
start from the beginning. The score and stage
level are both cleared to zero. If the RESET
key and the A key are both pressed at the
same time, then the RESET key is released,
all LCD pattern dots are shown on the screen
for LCD testing.
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START/PAUSE
This key has two functions. The function
START - above the slash - starts the game.
After the system restarts, or the game is over
or in free run mode, pressing this key starts a
new game with a short musical accompani
ment. Then, the game starts. When the game
is in progress, pressing this key can tempo
rarily stop the game. Pressing it again can re
sume the game.
·
MUTE
This is a sound effect switch. Pressing it once
can turn off the sound. Pressing it again
switches it on.
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A
There are three functions to save:
¨
Pressing this key can set the LEVEL before
the contest.
¨
Pressing this key can retrieve the ball.
¨
Pressing this key can pitch a ball.
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B
In defense, pressing the Left/Right key and
this key can pitch a ball.
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Direction key. In offense, pressing it can make
the runner run from the first base to the sec
ond base. In defense, pressing it can pass the
ball to the second base.
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¯
Direction key. In offense, pressing it can make
the runner run from the third base to home
base. In defense, pressing it can pass the ball
to home base.
·
®
Right direction key. When the player's pitcher
is pitching, holding this key can make the ball
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veer to the right. Then, pressing A key or B
key can either pitch an outside corner good
ball or an outside corner bad ball. When the
outfielder is passing the ball, pressing this
key can pass the ball to the first base.
Pressing this key can also shift the outfielder
to the right to catch a flying ball.
·
¬
Left direction key. In offense, pressing this
key can make the runner run to the third
base. When the player's pitcher is pitching,
holding this key can make the ball veer to the
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left. Pressing A key or B key can pitch an in
side corner good ball or an inside corner bad
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ball. When the outfielder is passing the ball,
pressing this key can pass the ball to the third
base. Pressing this key can also shift the out
fielder to the left to catch a flying ball.
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ON/OFF
Power switch. Press it once to turn on the
power; press it once again to turn off the
power; and so forth.
Operational description
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Press the ON/OFF key to turn on the power
and the screen shows a pitch-catch practice.
Press the A key to decide on the play level of
the contest which is shown on the scoreboard.
LEVEL 2 indicates higher hitting rate for the
opponent's team during a game. Press the
START key at any time to start the game. If
no key is pressed within 15 seconds before the
START key is pressed, it automatically goes
into free-run mode. The system automatically
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operates the game. Press the A key at any
time to select the required LEVEL or the
START key to start the game. If no key is
pressed within 4.5 minutes, the power is auto
matically turned off. If it is preferred to re
main in free-run mode, press any key before
auto power off so the time is recalculated.
HT113JA
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2December 14, 1999
HT113JA
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Press the START key and the game starts. The
"1" innings on the screen flashes to show that
it is in the first innings. START music is played.
When the music is finished, the game starts
and the scoreboard shows 0:0. The player is first
to bat and by pressing the A key can take prac
tice swings. From that point on, the opponent s
pitcher is pitching and the catcher is catching,
only one swing of the bat is allowed. If the ball is
not struck, it is counted as strike. The decision
whether strike or ball follows the regular rules
of modern baseball. "S", "B", "O" on the upper
left corner of the screen represents "Strike",
"Ball" and "Out". Whenever a strike is made, a
dot is added after the "S" mark to record a
strike. At the same time, sound effects generate
a "strike" call, and an "OUT" call. When there
are 3 strikes, the player is out and "O" records
one out on the upper left of the screen. When
ever a ball is pitched, a dot is added after the "B"
mark to record a ball. At the same time, "ball"
call is generated. When one player is out, a spe
cial sound is played. When three players are
out, this inning is over. The inning number on
the scoreboard flashes on the screen for several
seconds and then it goes into the next round of
play.
·
When the ball is hit or there are four bad
strikes the batter runs to the first base, the
player automatically runs to the base. But it
can be controlled only once. If the player is at
offense and orders the runner to run continuously, press the direction key to shift it to the
next base (refer to the Key Description). During the running, the runner cannot run backward.
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Foul ball is counted as a strike and a sound ef
fect is played. If there are already two strikes,
it is not taken into account.
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When the batting side hits a ball along the
ground, the opposing side automatically
catches that ball and throws it, when the player
is defending, a ground ball is always caught.
The player will hear a "Boo" sound to signify
that the ball is in the fielder's glove. Then, press
one of the direction keys to pass the ball to a
base (refer to the Key Description). If the
player does not pass, the opponent will decide
if he/she should continue to run to the next
base depending upon the distance of the ball
from the batter.
·
When the ball is hit into the air, it is accompa
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nied by a sound effect appropriate to a high
ball. If the opponent are fielding, and the last
batter's ball is caught, any player that has be
gun a run or has reached the next base, is au
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tomatically returned to the base from which
he ran. If the player's side is fielding, the
player must press the Left/Right direction
keys in order to move the fielder to a suitable
position so that he/she can catch the high ball.
If a fielder misses a catch, the fielder then
runs to pick up the ball, after which a simu
lated crowd call will make a "Boo" sound to
signify that the ball is in the fielder's mitt.
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Then, the ball can be passed to the most ap
propriate fielder (including the pitcher).
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When there is a HOME RUN, the game will
generate a home run sound and a cheering
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sound. The runner runs back to home base
while music is played. When the score is an
nounced, music is played.
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When the runner is caught, the base from
where ran flashes. The voice IC plays the
"OUT" sound and the number of caught runners is recorded in the upper left hand corner
of the screen.
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Whenever a runner either from the opponent
or defense stops, a five second timer is
started. During this 5-second interval, if the
direction keys are not pressed the inning
number on the scoreboard flashes on the
screen for several seconds and then the sys
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tem automatically operates the game.
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The second part of each inning the player
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plays defense. Press a direction key, A key
and B key to control the pitching. There are
five kinds of trajectory for the ball to follow:
¨
Straight ball: Directly press A key or B key,
but direction key is not pressed.
¨
Inside corner strike: Press ¬ key and then
press A key.
¨
Outside corner strike: Press ® key and then
press A key.
3December 14, 1999
HT113JA
¨
Inside corner ball: Press ¬ key and then
press B key.
¨
Outside corner ball: Press ® key and then
press B key.
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If the player does not pitch within 7 seconds
during his turn at defense, the pitcher will
pitch a straight ball.
·
If the score is even after the 9th inning, the
match can be extended to a maximum of 19 in
nings.
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There are various ways to finish a game:
¨
When the first part of the 7th inning is over,
or the second part of the 7th and 8th inning
is proceeding and the player's score is less
than the opponent's by 10 or more points.
¨
The second part or the 7th or 8th inning is
over and the player's score is higher than
the opponent's by 10 or more points.
¨
The first part of the 9th inning is over or the
second part of the 9th inning is proceeding,
and the player's score is less than that of the
opponent's.
¨
The second part of the 9th inning or above is
over and the player's score is higher than
that of the opponent's.
¨
When the score reaches 19.
¨
The second part of the 19th inning is over.
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When the game is over, the screen reverts to
the very beginning prior to the start. "GAME
OVER" flashes on the bottom left corner. The
result is shown on the scoreboard. At this
point, the player can restart the game.
·
Auto power off function: HT113JA has an
auto power off function. It has a countdown
time of 4.5 minutes. If no key is pressed
within 4.5 minutes, power is automatically
turned off to save energy. When power is off,
press the ON/OFF key to turn it on. If any key
is pressed before auto power off, the count
down is restarted.
·
Pause function
¨
During the game, press the PAUSE key at
any time to stop the game. At this moment,
the screen is frozen. Only "PAUSE" and the
umpires are flashing relatively. Press the
PAUSE key again, then the game contin
ues.
¨
If the power has been switched off in the
PAUSE mode (automatically or manually),
the system will automatically save the
screen. When power is turned on again, it
will go back to the frozen screen. Press the
PAUSE key again and the game continues.
·
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Displaying the scoreboard
The level, inning, or score will be shown on
the scoreboard at the proper time according to
the following:
¨
LEVEL
Press Key A before the START key is
pressed. It will show LEVEL 1 or LEVEL 2
(if not set, LEVEL 1 is assigned). The dis
play looks like L:1 or L:2.
¨
INNING
Conditions wherein the innings flashes are
as follows:
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After pressing the START key
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Changing defense/offense position
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During the game time, runner stops run
ning and the defender stops passing the
ball for 5 seconds.
¨
SCORE
This is the player's score, the right one is
the opponent's score. The highest score ratio is 19:19. It is shown in the following situation:
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0:0 is shown in pitching practice.
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Score is shown after flashing inning.
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When the game is over, score is shown.
Counting method
Counting method is in accordance with regular
baseball rules.
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Sound effects
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HT113JA consists of 14 kinds of sound effects.
¨
Sound for hitting the ball
¨
Sound for high ball
¨
Sound for STRIKE
¨
Sound for BALL
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4December 14, 1999
HT113JA
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Sound for moving the ball
¨
Music for changing defense/offense position
¨
Sound for HOME RUN
¨
Sound for ball being placed in a fielder s
mitt
¨
Sound for winning points
¨
Sound for "OUT"
¨
Sound for a foul ball
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START music
LCD Display Label
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Music for pitching practice
¨
Running base music in HOME RUN
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Operating with HT8121N to produce these
four sounds
¨
STRIKE
¨
BALL
¨
OUT
¨
HOME RUN and Cheering sound
5December 14, 1999
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