HOLTEK HT113FA

HT113FA
Submarine War 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
the player can use the up, down, left and right
shift keys to move the submarine. Also, the
player can fight back by firing missiles and
torpedoes.
HT113FA is a submarine war LCD game designed by HOLTEK. In the game, the player’s
submarine tries to fight back against the bombs
and torpedoes fired from the enemy’s bombers,
warships and submarines. To dodge the attack,
LCD Pattern
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HT113FA
Functional Description
• LEFT
Key description
When this key is pressed, the player’s submarine moves to the left.
• RESET
When this key is pressed, the game is re-initiated and all the records are cleared to zero.
When the ON/OFF and RESET keys are
pressed at the same time, and then the RESET key is released, all the pattern dots are
shown on the screen until the ON/OFF key is
released. This function is for LCD testing.
• RIGHT
When this key is pressed, the player’s submarine moves to the right.
• UP
When this key is pressed, the player’s submarine moves up.
• MUTE
• DOWN
This key is pressed to alternately put the
music in the OFF or ON modes.
When this key is pressed, the player’s submarine moves down.
• START/PAUSE
This key can function differently depending
on the following three conditions. First, the
START/PAUSE key is a restart key. When the
game is over, pressing this key re-starts the
game. At this time, the highest game level and
score achieved are still saved. Next, it functions as a continue key. After the game is over,
pressing the START/PAUSE and UP keys at
the same time continues the game from the
level previously achieved. Nonetheless, the
score is cleared to zero. Finally, the
START/PAUSE key is a pause key. When the
game is in progress, pressing this key pauses
the game and the score and game level are
alternately displayed on the LCD. To continue
the game, press the START/PAUSE key
again. At this time, the MUTE, ON/OFF and
START/PAUSE are in effect.
Operational description
• Press the ON/OFF key to turn the power on.
Then, the game goes into the DEMO mode. To
play the game, press the START/PAUSE key.
At this time, the highest game level and score
achieved are displayed on the LCD. The game
comes into play immediately after the game
level 1-1 and the initial zero score are shown.
Notice that when the game is in progress, the
START/PAUSE key functions as the PAUSE
key until the game is over.
• After the music is initiated, the player’s subma-
rine first appears at the lowest right corner of
the LCD. Then, the player’s submarine moves to
the left twice successively and lets off a “TU”
sound. The game goes into a battle state.
• The game is divided into nine levels and each
• ON/OFF
level consists of three rounds. The total number of games is 27. In the first round, the
enemy’s attack comes from the bombers only.
In the second round, the attack, comes not
only from the bombers but also from the warships. Finally, in the third round, all the enemy’s attacks, namely the bombers, warships
and submarines, are included. Each time a
level is completed and the next level starts to
play, the moving speed of the enemy’s attack
increases. In other words, the difficulty of the
game increases with its level. The higher the
level, the more difficult the game becomes.
This key is pressed to alternately turn the
power off or on. When the game is in the
PAUSE mode, pressing the ON/OFF key
switches the power off. To turn on the power,
re-press the ON/OFF key. At this time, the
game still remains in the PAUSE mode.
• MISSILE
When this key is pressed, a missile is fired.
• TORPEDO
When this key is pressed, a torpedo is fired.
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HT113FA
• Three chances are offered to the player in
the left or the right side. Each direction is
further divided into the upper and lower
routes. The Following is the code for the individual routes:
♦ The first route is: A1 → B2 → C2 → E2 → D5
→ F2
♦ The second route is: A1 → B2 → C8 → E8 →
D5 → F2
♦ The third route is: F5 → D2 → E5 → C5 →
B5 → A3
♦ The fourth route is: F5 → D8 → E5 → C5 →
B5 → A3
Given this, the maximum number of bombers
appearing on the LCD is four. The warships
emerge at the right side and then move to the
left side. As for the enemy’s submarines, they
appear in the upper waterway or sometimes
in the lower waterway. The submarines then
move upward and downward. However, the
submarines will automatically disappear after moving to and fro without being attacked.
each round. When the player’s submarine is
hit by the enemy three times, GAME OVER is
shown on the LCD and the game goes into the
DEMO mode. At this time, if the START/PAUSE
key is not pressed within 2 minutes, power is
automatically turned off. The record of being
hit is cleared to zero whenever the hitting
number is less than three and a new round
begins.
• The player’s submarine can only fire one shot
at a time. Only when the player’s torpedo hits
its target or the target disappears can another
torpedo or missile be fired. In addition, various sounds accompany with the firing. A picture of an explosion and a sound are generated
whenever the enemy’s or the player’s submarine
gets hit. When the player’s missile or torpedo
hits the enemy’s, a "TU" sound is derived. In
addition, a jubilant music is played each time a
round is completed. When the player’s submarine gets hit three times and the game is over, a
sad music is played. However, no sounds are
generated if the MUTE key is pressed. To re-initiate the sounds, press the MUTE key again.
• The enemy’s bombs have two directions of
flight, namely vertically down and slanting
downward:
♦ The routes for vertical flights are:
The first route: B3 → B6 → B9 → B13
♦ The second route: C3 → C6 → C9 → C12 →
C16
♦ The third route: E3 → E6 → E9 → E12 →
E16
♦ The fourth route: D3 → D6 → D9 → D12 →
D16
♦ The fifth route: F3 → F6 → F9 → F12
♦ The routes of the slanting flights are:
The first route: A2 → B6 → C9 → E12 → E16
♦ The second route: C9 → E12 → E16
♦ The third route: B3 → C6 → E9 → D12 →
D16
♦ The fourth route: E9 → D12 → D16
♦ The fifth route: C3 → E6 → D9 → F9 → F12
♦ The sixth route: E3 → D6 → F9 → F12
♦ The seventh route: F6 → D9 → E12 → E16
♦ The eighth route: D9 → E12 → E16
♦ The ninth route: D3 → E6 → C9 → B9 → B13
♦ The tenth route: E6 → C9 → B9 → B13
• Each time the player hits the enemy and
scores are added, the highest score recorded is
compared with the present score. The highest
score is replaced when the current score is
greater than the recorded score. Otherwise,
the recorded score is maintained. The highest
score and game level achieved are reserved as
long as the RESET key is not pressed or the
batteries are not removed.
• The moving range of the player’s submarine is
limited to the upper and lower waterways.
The player can use the up, down, left and
right shift keys to move the submarine.
• When the player’s submarine gets hit, a sub-
marine picture is shown at the upper right
side of the LCD to specify the submarine has
been hit once. Another picture of submarine is
added when the player’s submarine is being
hit again. However, the third hit of the player’s
submarine ends the game and displays GAME
OVER at the upper right side of the LCD.
• The enemy’s bombers can appear from either
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HT113FA
♦
♦
♦
The eleventh route: C6 → B9 → B13
The enemy’s bombs drop vertically.
The enemy submarine fires torpedoes from
left to right.
Sound effects
• Music when a game begins
• Sound when the player’s submarine arrives
(three times)
• After all the nine levels are completed, the
• Howling sound when the bomber appears
game is re-initiated from level 7-1. However,
the score is continually incremented until a
score of 9990 is reached. When 9990 is the
current score, the system will record it as the
highest score. Then the score is cleared to
zero.
• Sound when the bomber drops a bomb
• Sound when the submarine fires a missile
• Sound when the submarine fires a torpedo
• Music when scores are added
Counting methods
• Music when a round is completed
• 20 points are awarded when the enemy’s
• Explosion sound
bombers or warships are hit in the upper waterway.
• Sound when two bombs hit each other
• Sound when a game is over
• 10 points are awarded when the enemy’s
bombers or warships are hit in the lower waterway.
• 10 points are awarded when the enemy’s sub-
marine is hit by a torpedo.
• 5 points are awarded when a round is com-
pleted and the player’s submarine has not
been hit.
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HT113FA
LCD Display Label
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HT113FA
LCD Pattern Contrast Table
Pad No.
Pin No.
COM0
COM1
COM2
COM3
SEGMENT
65
64
63
62
61
60
59
58
57
56
55
54
53
52
51
50
49
48
47
46
45
44
43
42
41
40
39
38
37
36
35
34
8
7
6
5
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
34
35
36
2A
2F
1B
1A
1F
S
T
A1
A2
A3
A4
A5
A7
A8
A10
A11
B17
E17
E19
D18
F15
D19
F14
F13
G
S2
S1
4-0
3B
3A
3F
2B
COM0
—
—
—
2G
2E
1C
1G
1E
L
B1
B2
B3
B4
B5
B7
B8
A6
A9
E18
E16
E13
E15
D14
D17
F9
F11
F12
D16
D2
D1
D3
3C
3G
3E
2C
—
COM1
—
—
2D
C3
C1
1D
C4
C7
C10
C11
B6
C12
C15
B12
B9
B10
B15
E14
E12
E10
E7
D11
D15
F8
F7
F10
F6
D13
D12
D10
D7
3D
D8
D9
—
—
COM2
—
C9
C6
C5
C2
C8
C14
C19
C17
C16
C13
C18
B16
B14
B11
B13
E9
E11
E6
E5
E8
F5
F4
F2
F1
F3
D5
D4
D6
E1
E2
E3
E4
—
—
—
COM3
SEG31
SEG30
SEG29
SEG28
SEG27
SEG26
SEG25
SEG24
SEG23
SEG22
SEG21
SEG20
SEG19
SEG18
SEG17
SEG16
SEG15
SEG14
SEG13
SEG12
SEG11
SEG10
SEG9
SEG8
SEG7
SEG6
SEG5
SEG4
SEG3
SEG2
SEG1
SEG0
COM0
COM1
COM2
COM3
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HT113FA
LCD Package Outline
Unit : mm
Specifications:
Display type: Tn
Viewing direction: 6.00
Polarizer mode: Reflective/Positive
Drive method: 1/4 duty, 1/3 bias
Operating voltage: 3.0V
Operating temperature : 0°C to +50°C
Storage temperature: –20°C to +60°C
Connector: Zebra
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HT113FA
Pad Assignment
Chip size : 2780 × 2990 (µm)2
∗ The IC substrate should be connected to VSS in the PCB layout artwork.
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HT113FA
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
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HT113FA
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.
Ta=25°C
Electrical Characteristics
Symbol
Test Conditions
Parameter
VDD
Conditions
—
VDD
Operating Voltage
—
IDD
Operating Current
3V
VLCD
LCD Supply Voltage
3V
fSYS
Operating Frequency
3V
No load, fSYS=512kHz
—
R=36kΩ
10
Min. Typ. Max. Unit
2.4
3
3.3
V
—
300
500
µA
—
3
—
V
—
512
—
kHz
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HT113FA
Application Circuits
Note: The IC substrate should be connected to VSS in the PCB layout artwork.
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25th Nov ’98