Holtek Semiconductor Inc HTG1395 Datasheet

Features

Operating voltage: 1.2V~1.5V
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LCD driver

General Description

HTG1395 is a 3-in-1 LCD game designed by HOLTEK. Customers can select three kinds of game by using 2 Pad Bounding options, namely; Car racing, Soccer and the Eagle Preys on the chickens. Each game has its own characteristics. Car racing has two kinds of game mode, GAME I and GAME II. Those two games have different number of cars. The lon ger the user plays, the speed increases.

LCD Pattern

Car racing
HTG1395
3-in-1 LCD Game
RC oscillator 400kHz
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The Soccer game controls the movement of the goalie either to the left or to the right in an at tempt to block the football. Contact with the cup that simultaneously appears at the upper left of the screen, could add 50 points to the score. When the opponent makes a goal, the score adds to three times and the game is over. The Eagle preys on the chickens is played by
­making the mother hen protect her young chicks from the attacks of the eagle.
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Soccer
The eagle preys on the chicken
HTG1395
HI-SCORE LEVEL
PAUSE
GAME OVER
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Functional Description

Key description ¾ Car racing
Pad Bonding: PS2, PS3 connect to Ground
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RESET This key will restart the entire system, reset
the score to zero and clear the memory. To test the LCD, simultaneously press RESET and START/PAUSE, then release the RESET key. All the patterns used by the game will be dis played.
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ON/OFF This is the power on and power off key.
Pressing once, turns the power on (i.e. initializes the game), pressing again turns the power off, and so on.
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START/PAUSE Pressing this button starts or suspends the
game. Pressing once upon initialization starts the game. Pressing the button again, after the game has started, suspends the action in its current state. The action will resume upon pressing the key again. The action will be en abled alternately between suspension and ac­tivity on each depression of the key.
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A Selection key. Pressing this key while in the
demo mode can choose LEVEL I.
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B Selection key. Pressing this key while in the
demo mode can choose LEVEL II.
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UP Speed up key.
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Down Speed down key.
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LEFT Direction key. Pressing this key moves the car
towards the left.
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RIGHT Direction key. Pressing this moves the car to
wards the right.
HTG1395
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MUTE This key switches off or switches on the
sound. When the game is switched on, the sound effects and music are automatically en abled. Pressing the MUTE key once switches off the sound. Pressing the MUTE again switches on the sound. The sound effects and music will be enabled alternately between
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OFF and ON states on each depression of the key.
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Operational description
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Press RESET and START/PAUSE, then release the RESET key. All the pattern dots are shown on the screen. Press any key if you choose to operate or play a game, if not, the demonstration will go on.
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Press A or B key in the demo mode to se lect a game, either LEVEL I or LEVEL II. Pressing the START/PAUSE key will start the game.
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There are two kinds of game modes. Each mode represents successive increase in
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game speed. When the game starts, press the LEFT or the RIGHT key to control the movement of the car while moving for­ward to the left or to the right to avoid col­lision with the other cars. When the score reaches 500, an icon symbolizing a gaso­line station is shown at the upper left and a cup is shown at the upper right portion of the screen. While these icons are alter­nately flashing, a special mode can be activated wherein the other cars could not move. At that instant, pressing the left or the right key could make the car move up and thus increase the score. Those other cars that were momentarily at halt could now move. Continue to play by pressing again the left or the right key.
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Colliding with the opponent¢s car could lose one chance and when this happens three times, the game is over and the demo may be replayed. If no key is pressed
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in two minutes, the device will auto power off, or if the START/PAUSE key is pressed, the game restarts. If the
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HTG1395
START/PAUSE key is pressed in the play mode, the game goes into the PAUSE mode.
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If the game is not resumed within two minutes, power is automatically turned off.
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When the power is turned off in the ²PAUSE² mode (either automatically or manually) and then turned on again, the image remains frozen in the PAUSE mode. Press the START/PAUSE key to continue the game .
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In the PAUSE mode, if no key is pressed in two minutes, power is automatically turned off.
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When a game is finished or momentarily at power off, the highest recent score and difficulty level are updated.
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Counting methods
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For each instance that an opponent¢s car is avoided, add 10 points to the score.
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To get an award once will obtain 10~70 points (In random mode)
Note: The highest score is 9990. Once this score has been reached, it restarts counting from 0.
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Sound effects
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Game starting music
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Car forward sound
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Game over music
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The prize appear on the screen sound
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Increase point sound
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Speed up sound
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Break sound
Key description ¾ Soccer
Pad Bonding: PS2,PS3 connect to VDD
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RESET This key will restart the entire system, reset
the score to zero and clear the memory. To test the LCD, simultaneously press RESET and START/PAUSE, then release the RESET key. All the patterns used by game will be dis played.
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ON/OFF This is the power on and power off key.
Pressing once turns the power on (i.e. initial
­ize the game), pressing again turns the power off.
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START/PAUSE Pressing this button starts or suspends the
game. Pressing once upon initialization starts the game. Pressing the button again, after the game has started, suspends the action in its current state. The action will resume upon pressing the key again. The action will be en abled alternately between suspension and ac
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­tivity on each depression of the key.
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A Selection key. Pressing this key in the demo
mode can choose LEVEL I.
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B Selection key. Pressing this key in the demo
mode can choose LEVEL II.
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LEFT Direction key. Pressing this key can make the
goalie move to the left.
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RIGHT Direction key. Pressing this key can make the
goalie move to the right.
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MUTE This key switches off or switches on the
sound. When the game is switches on, the sound effects and music are automatically en­abled. Pressing the MUTE key once switches off the sound. Pressing the MUTE again switches on the sound.
The sound effects and music will be enabled alternately between OFF and ON states on each depression of the key.
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Operational description
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Press RESET and START/PAUSE, then release the RESET key. All the pattern dots are shown on the screen. Press any key if you choose to operate or play a
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game, if not, the demonstration will go on.
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HTG1395
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Press A or B key in the demo mode to se lect a game: LEVEL I or LEVEL II. Pressing START/PAUSE key will start the game.
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There are two kinds of game modes. Each mode represents successive increases in game speed.
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Upon starting, press the LEFT or the RIGHT key to control the goalie¢s move ment, either to the left or to the right, in order to block or to prevent the football from entering. To be able to touch the cup that simultaneously appear on the left of the screen could add 50 points to the score. When the opponent gets a goal three times, the game is over and the de vice enters the demo mode. If no key is pressed in 1 min, power is turned off auto matically. Pressing the START/PAUSE key will restart the game. If the START/PAUSE key is pressed in the play mode, the game goes into the PAUSE mode.
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If the game is not resumed within two minutes, power is automatically turned off.
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In the ² PAUSE² mode, when power is turned off (either automatically or manu­ally) and then turned on again, the image remains frozen in the PAUSE mode. Press the START/PAUSE key to continue the game.
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When a game is finished or at power off, the highest recent score and difficulty level are updated.
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In the PAUSE mode, if no key is pressed in two minutes, power is automatically turned off.
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Counting methods
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Blocking one football adds 10 points to the score.
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Touching the cup adds 50 points to the score.
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Sound effects
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Game starting music
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Football moving sound
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Football that blocks sound
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Game over sound
Key description ¾ The eagle preys on the chickens
Pad Bonding: connect PS2 to VDD and PS3 to Ground
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RESET This key will restart the entire system, reset
the score to zero and clear the memory. To test the LCD, simultaneously press RESET and START/PAUSE, then release the RESET key. All the patterns used by the game will be dis
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played.
·
ON/OFF This is the power on and power off key.
Pressing once, switches the power on (i.e. initializes the game), pressing again switches the power off, and so on.
·
START/PAUSE Pressing this button starts or suspends the
game. Pressing once upon initialization starts the game. Pressing the button again, after the game has started, suspends the action in its current state. The action will resume upon pressing the key again. The action will be en­abled alternately between suspension and ac­tivity on each depression of the key.
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MUTE This key switches off or switches on the
sound. When the game is switched on, the sound effects and music are automatically en­abled. Pressing the MUTE key once switches off the sound. Pressing the MUTE again switches on the sound. The sound effects and music will be enabled alternately between OFF and ON states on each depression of the key.
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Directional key. Pressing this key moves the hen and her chicks towards the left. Upon reaching the left-most portion, the hen will no longer move.
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HTG1395
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Directional key. Pressing this key moves the hen and her chicks towards the right. Upon reaching the right-most portion, the hen will no longer move.
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A This is the attack key. The key directs the hen
to peck the preying eagle to death.
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B This is the attack key. The key directs the hen
to peck the preying eagle to death.
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Operational description
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Pressing the ON/OFF key (or the HIT key) starts the game of ²The eagle preying on the chickens². A short demonstration game is played showing the battle be tween the attacking eagle and the defend ing mother hen who is trying to protect her chicks. At this time, ²0000² is the ini tial score.
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During the short demonstration only the ON/OFF, START/PAUSE and MUTE keys are enabled. The remaining keys are disabled.
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Upon pressing the START/PAUSE key once during the demonstration period or when a game finishes, the highest number of rounds achieved from the previous games are displayed on the right hand side of the screen, accompanied by a short fanfare. Next, the highest recorded score is displayed, again accompanied by a short fanfare. Next, the cumulative total for the coming game (1-1) is displayed, also accompanied by a short fanfare. Finally the current score for the first game will be displayed (0000). The game begins immediately upon display of this score. During the initialization period when the scores and performances are displayed, the keys are temporarily dis abled.
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The maximum number of rounds is nine. A round is divided into four innings. Each inning represents successive increments in the number of eagles attacking the hen,
hence an increase in level of difficulty. The first inning represents one eagle at tacking the hen. The second inning repre
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sents two eagles attacking the hen and so on.
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Each round represents successive increase in game speed. The first round is the slowest, the ninth round is the fastest.
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The player can use the arrow keys (L,R) to control the movement of the hen, or press the HIT key to attack the eagle.
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Each time a hen pecks an eagle to death, 10 points are awarded. If 15 eagles are pecked to death, the next game skips a set (it is not necessary to move through each innings consecutively). If neither the hen
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nor any of her chicks have been eaten at the beginning of a new inning, 50 points are awarded.
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The highest score is 9990. Once this score has been reached, no more points will be awarded.
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A round is achieved after four innings are completed. Nine rounds is the maximum number of rounds achievable. When all in
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nings in all nine rounds have been com­pleted, a new game will start from the beginning.
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If the eagle lands right on the hen, the de­mise of the hen is denoted by an ²X².
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If the eagle, upon reaching the ground, fails to eat the hen, the eagle remains mo­tionless for a moment before disappear­ing. However, if the eagle lands on the chick¢s right, the chick will be eaten. An
²X² denotes the demise of a chick.
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Once the hen and her chicks have all been eaten by the eagle three times, ²GAME OVER² flashes on the LCD, accompanied by a little musical finale. The image will be frozen until ²START² is pressed.
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If the game is not resumed within two minutes, ²GAME OVER² will be flashed on the screen and the power will be auto
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matically turned off (Auto power off).
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To temporarily freeze the image, press the ²PAUSE² key anytime during the course
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HTG1395
of the game. To continue the game just press the ²PAUSE² key again.
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If the game has not been resumed within two minutes, the game will be automati cally turned off. (Auto power off)
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The game can be turned off any time by pressing the ²ON/OFF² button.
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Press the ²MUTE² key to suppress any sounds generated.
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In the ²PAUSE² mode, when the power is turned off (either automatically or manu ally) and then turned on again, the image remains frozen in the PAUSE mode. Press the ²PAUSE² button to continue the game.
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When a game is finished or at power off, the highest recent score and difficulty level are updated.
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Counting methods
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For each eagle killed by the hen 10 points is added to the score.
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When the hen has killed 15 eagles, the player is promoted to the next set in the array.
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Once the next LEVEL has been achieved, if neither the hen nor any of her chicks have been eaten at the beginning of a new inning, 50 points is added to the score.
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Limitations on the LCD score board pre­vents the score to be increased beyond 9990 points.
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Sound effects
This IC can produce four different types of sound.
­The sounds are categorized as follows:
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Movement between sets Each time the game is increased to a
higher level of difficulty a short fanfare is played.
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LEVEL music
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Played to indicate the best score achieved so far. The music is exactly the same as that for movement between sets.
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GAME OVER When a game finishes, a short fanfare will
be played.
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Score music Played when a score which is higher than
a previously recorded score is achieved. This music is the same as that in GAME OVER.
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The eagle swooping down Played when the eagle swoops down out of
the sky. ¢Bleep!,Bleepsound.
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The hen walking Played when the hen moves left or right or
while the eagle is swooping toward the hen and her chicks.
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When one of the four types of sound, de­scribed above (see section 2), is played the keys are temporarily disabled.
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