HT1136A Football LCD Game Features • • • • 1/3 bias, 1/4 duty, 32×4 pattern, 3.0V LCD driver Built-in sound generator RC oscillator Auto power off mode General Description HT1136A is a football LCD GAME designed by HOLTEK. By using the play controls an exciting game can develop. In the defense, the player can control any team member; in offense, the player can pass and kick as necessary. LCD Pattern 1 17th Nov ’98 HT1136A Functional Description • UP Key description It moves the flashing team member upward. If the flashing team member controls the ball, the screen can go to the next. • RESET Press this key to re-initialize the game. The scoreboard is cleared to zero (data is lost) and restarts the game from the beginning. • DOWN It makes the flashing team member move down. • START/ON When power is off, press this key to start the game. When the game is in progress, pressing this key has no effect. • LEFT It makes the flashing team member move to the left, or controls the goal shooting direction in the PK contest. • MUTE Pressing this key can turn off the music and sound effects without disturbing the game. Pressing it again restores the music and sound effects. • RIGHT It makes the flashing team member move to the right, or controls the goal shooting direction in the PK contest. • OFF * At both sides’ penalty area, there are only two team members. If in defense, it doesn’t matter whether PASS or KICK key is pressed, it always shifts the ball from one to the other team member. In offense, at the other side’s penalty area, pressing the PASS key means to pass the ball to the other team member, while pressing the KICK key means “goal shooting”. Pressing this key at any time can turn off the power. But the highest score is saved. • PAUSE Pressing this key can temporarily stop the game, freeze the screen and stop the sound effects. Press it again and the game continues. • PASS In defense, this key can control the team members (which will be flashing) of the player’s side. In offense, pressing this key can pass the ball to the other team member in the player’s side. The ball is passed in the direction given in the table. Operational description • Player assigns team members wearing dark football shirts to contest with the opponents wearing light football shirts who is controlled by the internal computer. Player’s team member should defend from the bottom to the top of the screen and defend the opponent’s goal shooting at the bottom. During the contest, opponents will use a lot of techniques to intercept the ball and approach the goal on the bottom of the screen. Players can stop the opponents and intercept the ball for a counterattack. • KICK In defense, this key can select a team member on the player’s side, but it’s direction is different from the PASS key. For offense, if not in the penalty area, pressing this key can pass the ball to the other team member on the player’s side, but the pass direction is different from the PASS key. If within the penalty area of the opponent’s side, it is goal shooting of which direction cannot be controlled. The ball is passed to the direction as indicated in the table. • Press the START/ON key, the screen then shows the highest score and a prelude (start music) is played. The highest score is shown for 2 seconds and the current level is indicated. Press the START/ON key again and the game starts. With a whistle sound, player begins to attack. 2 17th Nov ’98 HT1136A • Each half lasts about 3 minutes. On the upper Section right corner of the screen, there is a time signal to remind the player how much time is left. When only half a minute is left, the time signal flashes. When time is up, the game is over. If player’s score is higher than the opponent’s, a level is achieved and the passthrough-level music is played. The game goes into the next level. If player’s score is lower than the opponent’s, the game is over and the game-over music is played. When it is even, a penalty kick contest is added to decide who is the winner. During the contest, if one side is winning by 5 goals, the game is over. Sign Opponent’s Opponent’s penalty goal net area • The football field is divided into five sections. Only one section can be seen on the screen. The five sections are first half, second half, third half and both sides’ penalty areas. It is indicated by flags and goal nets. 3 Team member Two team members from each side and one opponent’s goal keeper First half Two flags on Three team the t op of the members from screen each side Second half Two flags on Three team the middle of members from the screen each side Third half Two flags on Three team the bottom of members from the screen each side Player’s penalty area Two team members from Player’s goal each side and one net player’s goal keeper 17th Nov ’98 HT1136A • The contest starts from positions in section 3. • When the game is over, and the total of all the During the contest, UP, DOWN, LEFT, RIGHT, PASS, and KICK keys can be selected for attack or defense. Each side’s team member can move to the next section (but cannot go backward) only in offense. At player’s penalty area, press the left or the right key to move the player’s goal keeper to protect the goal. When the player is in the opponent’s penalty area, the shot to the goal cannot be controlled. games exceeds the current highest score record, the new total will replace this. When GAME OVER is shown on the screen and if START/ON or OFF key is not pressed, after two minutes it automatically goes into the OFF condition. Counting method When a goal is scored, one point is awarded. The score is displayed as a ratio. The left score is the player’s and the right score is the opponent’s. The highest score is shown by “half” to indicate the highest winning half. • When time is up and the score is even, a penalty kick contest decides the winner. Each side has 5 shots at goal. If any side wins over 3 balls, then the PK contest is over. If the 5 penalty shots are taken, and the score is still even, each side is given one more deciding penalty kick. During the PK contest, the RIGHT or the LEFT key can be held and then press the KICK key to do goal shooting to the desired direction. Sound effects • Game starting music • Short whistle sound • Team member moving sound • Ball moving sound • When the player wins at the 5th, 10th, and • Pass through to the next level sound 15th half, a championship cup is shown on the screen and music is played. Whenever the championship cup appears, the pace of the remaining contest becomes faster. • Long whistle sound • Changing screen sound • Game over sound • Winning championship cup sound 4 17th Nov ’98 HT1136A LCD Display Label 5 17th Nov ’98 HT1136A LCD Pattern Contrast Table Pad No. Pin No. COM0 COM1 COM2 COM3 SEGMENT 5 36 — — — COM3 COM3 6 35 — — COM2 — COM2 7 34 — COM1 — — COM1 8 33 COM0 — — — COM0 34 32 K1 S14 P13 P8 SEG0 35 31 S21 P17 S15 S9 SEG1 36 30 T3 F6 F5 F4 SEG2 37 29 GO1 P34 P33 P32 SEG3 38 28 S32 R24 R23 R22 SEG4 39 27 P27 S35 S34 S33 SEG5 40 26 S27 R21 R20 R19 SEG6 41 25 P22 P30 P29 P28 SEG7 42 24 C1 S30 S29 S28 SEG8 43 23 GO2 P25 P24 P23 SEG9 44 22 S31 R18 R17 R16 SEG10 45 21 P31 S24 S23 S22 SEG11 46 20 K2 — T2 T1 SEG12 47 19 S25 P20 P19 P18 SEG13 48 18 P26 R15 R14 R13 SEG14 49 17 S26 S18 S17 S16 SEG15 50 16 P21 P16 P15 P14 SEG16 51 15 S19 R12 R11 R10 SEG17 52 14 S20 S12 S11 S10 SEG18 53 13 P12 R9 R8 R7 SEG19 54 12 S13 P11 P10 P9 SEG20 55 11 P7 S7 S6 S5 SEG21 56 10 S8 R6 R5 R4 SEG22 57 9 OVER P6 P5 P4 SEG23 58 8 S4 S3 S2 S1 SEG24 59 7 MATCH R3 R2 R1 SEG25 6 17th Nov ’98 HT1136A Pad No. Pin No. COM0 COM1 COM2 COM3 SEGMENT 60 6 SCORE P3 P2 P1 SEG26 61 5 1B,C F3 F2 F1 SEG27 62 4 2D 2F 2G 2E SEG28 63 3 COL 2A 2B 2C SEG29 64 2 4D 4F 4G 4E SEG30 65 1 3B,C 4A 4B 4C SEG31 LCD Package Outline Unit : mm 7 17th Nov ’98 HT1136A Pad Assignment Chip size: 2790 × 3000 (µm)2 * The IC substrate should be connected to VSS in the PCB layout artwork. 8 17th Nov ’98 HT1136A Unit: µm 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 27 28 29 30 31 32 33 –1192.10 –1192.10 –1196.70 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –1261.10 –876.70 –719.70 –542.10 –406.70 –276.30 –140.90 –10.50 124.90 284.90 427.40 570.90 713.40 856.90 999.40 1261.10 1305.20 1169.80 1019.80 873.70 731.20 587.70 445.20 301.70 159.20 15.70 –126.80 –270.30 –412.80 –556.30 –698.80 –842.30 –984.80 –1128.30 –1331.40 –1331.40 –1241.00 –1241.00 –1241.00 –1241.00 –1241.00 –1241.00 –1331.40 –1331.40 –1331.40 –1331.40 –1331.40 –1331.40 –1265.80 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1261.10 1001.00 858.50 715.00 572.50 429.00 286.50 143.00 0.50 –143.00 –285.50 –429.00 –571.50 –715.00 –857.50 –990.50 –1122.30 –979.80 –836.30 –693.80 –550.30 –407.80 –264.30 –121.80 21.70 164.20 307.70 450.20 593.70 736.20 879.70 1022.20 1165.70 1311.20 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 1331.40 9 17th Nov ’98 HT1136A Absolute Maximum Ratings* Supply Voltage ....................... VDD–0.3V to 5.5V Input Voltage................. VSS–0.3V to VDD+0.3V Storage Temperature................. –50°C to 125°C Operating Temperature................... 0°C to 70°C *Note: These are stress ratings only. Stresses exceeding the range specified under “Absolute Maximum Ratings” 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 exposure to extreme conditions may affect device reliability. Electrical Characteristics Symbol Parameter Ta=25°C Test Conditions VDD Conditions — Min. Typ. Max. Unit 2.4 3 3.3 V VDD Operating Voltage — IDD Operating Current 3V No load, fSYS=230kHz — 200 330 µA ISTB Standby Current 3V No load — 1µ 5µ µA VLCD LCD Supply Voltage 3V — 3 — V fSYS Operating Frequency 3V — 230 — kHz — R=82kΩ 10 17th Nov ’98 HT1136A Application Circuits Buzzer application Note: The IC substrate should be connected to VSS in the PCB layout artwork. 11 17th Nov ’98 HT1136A Speaker application Notes: The IC substrate should be connected to VSS in the PCB layout artwork. ** User can change the volume by changing the resistance 1kΩ~10kΩ. 12 17th Nov ’98