Holtek Semiconductor Inc HT113JA Datasheet

Features

1/3 bias, 1/4 duty, 32´4 pattern,
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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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1 December 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.
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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:
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Pressing this key can set the LEVEL before the contest.
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Pressing this key can retrieve the ball.
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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.
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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.
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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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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.
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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.
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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:
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Straight ball: Directly press A key or B key, but direction key is not pressed.
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Inside corner strike: Press ¬ key and then press A key.
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Outside corner strike: Press ® key and then press A key.
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HT113JA
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Inside corner ball: Press ¬ key and then press B key.
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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.
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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:
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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.
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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.
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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.
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The second part of the 9th inning or above is over and the player's score is higher than that of the opponent's.
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When the score reaches 19.
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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.
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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.
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Pause function
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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.
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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:
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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.
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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.
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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.
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Sound for hitting the ball
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Sound for high ball
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Sound for STRIKE
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Sound for BALL
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Sound for moving the ball
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Music for changing defense/offense position
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Sound for HOME RUN
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Sound for ball being placed in a fielder s mitt
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Sound for winning points
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Sound for "OUT"
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Sound for a foul ball
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START music

LCD Display Label

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Music for pitching practice
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Running base music in HOME RUN
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Operating with HT8121N to produce these four sounds
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STRIKE
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BALL
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OUT
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HOME RUN and Cheering sound
5 December 14, 1999
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