HOLTEK HTG1395

HTG1395
3-in-1 LCD Game
Features
·
·
Operating voltage: 1.2V~1.5V
27 segment´3 common, 1/3 duty, 1/2 bias
LCD driver
·
RC oscillator 400kHz
General Description
The Soccer game controls the movement of the
goalie either to the left or to the right in an attempt 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.
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 longer the user plays, the speed increases.
LCD Pattern
Car racing
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August 18, 2000
HTG1395
Soccer
The eagle preys on the chicken
H I-S C O R E L E V E L
P A U S E
G A M E
O V E R
2
August 18, 2000
HTG1395
Functional Description
· MUTE
Key description ¾ Car racing
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.
Pad Bonding: PS2, PS3 connect to Ground
· 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 displayed.
¨
· ON/OFF
Operational description
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.
- Press A or B key in the demo mode to select a game, either LEVEL I or LEVEL II.
Pressing the START/PAUSE key will
start the game.
- There are two kinds of game modes. Each
mode represents successive increase in
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.
- 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
in two minutes, the device will auto power
off, or if the START/PAUSE key is
pressed, the game restarts. If the
-
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.
· 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.
· A
Selection key. Pressing this key while in the
demo mode can choose LEVEL I.
· B
Selection key. Pressing this key while in the
demo mode can choose LEVEL II.
· UP
Speed up key.
· Down
Speed down key.
· LEFT
Direction key. Pressing this key moves the car
towards the left.
· RIGHT
Direction key. Pressing this moves the car towards the right.
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August 18, 2000
HTG1395
· ON/OFF
START/PAUSE key is pressed in the play
mode, the game goes into the PAUSE
mode.
- If the game is not resumed within two
minutes, power is automatically turned
off.
- 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 .
- In the PAUSE mode, if no key is pressed
in two minutes, power is automatically
turned off.
- When a game is finished or momentarily
at power off, the highest recent score and
difficulty level are updated.
¨ Counting methods
- For each instance that an opponent¢s car
is avoided, add 10 points to the score.
- 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.
¨
This is the power on and power off key.
Pressing once turns the power on (i.e. initialize the game), pressing again turns the power
off.
· 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.
· A
Selection key. Pressing this key in the demo
mode can choose LEVEL I.
· B
Selection key. Pressing this key in the demo
mode can choose LEVEL II.
· LEFT
Direction key. Pressing this key can make the
goalie move to the left.
· RIGHT
Direction key. Pressing this key can make the
goalie move to the right.
Sound effects
Game starting music
- Car forward sound
- Game over music
- The prize appear on the screen sound
- Increase point sound
- Speed up sound
- Break sound
-
· 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.
Key description ¾ Soccer
Pad Bonding: PS2,PS3 connect to VDD
· 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 displayed.
Operational description
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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August 18, 2000
HTG1395
Press A or B key in the demo mode to select a game: LEVEL I or LEVEL II.
Pressing START/PAUSE key will start
the game.
- There are two kinds of game modes. Each
mode represents successive increases in
game speed.
- Upon starting, press the LEFT or the
RIGHT key to control the goalie¢s movement, 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 device enters the demo mode. If no key is
pressed in 1 min, power is turned off automatically. Pressing the START/PAUSE
k ey w i l l r es ta r t the g a m e . I f t h e
START/PAUSE key is pressed in the play
mode, the game goes into the PAUSE
mode.
- If the game is not resumed within two
minutes, power is automatically turned
off.
- In the ²PAUSE² 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.
- When a game is finished or at power off,
the highest recent score and difficulty
level are updated.
- In the PAUSE mode, if no key is pressed
in two minutes, power is automatically
turned off.
¨ Counting methods
- Blocking one football adds 10 points to the
score.
- Touching the cup adds 50 points to the
score.
¨ Sound effects
- Game starting music
-
-
Football moving sound
Football that blocks sound
Game over sound
Key description ¾ The eagle preys on the
chickens
Pad Bonding: connect PS2 to VDD and PS3 to
Ground
· 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 displayed.
· 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.
· 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.
· ¬
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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August 18, 2000
HTG1395
· ®
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.
-
· A
This is the attack key. The key directs the hen
to peck the preying eagle to death.
-
· B
This is the attack key. The key directs the hen
to peck the preying eagle to death.
¨
-
Operational description
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 between the attacking eagle and the defending mother hen who is trying to protect
her chicks. At this time, ²0000² is the initial score.
- During the short demonstration only the
ON/OFF, START/PAUSE and MUTE
keys are enabled. The remaining keys are
disabled.
- 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 disabled.
- 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,
-
-
-
-
-
-
-
-
6
hence an increase in level of difficulty.
The first inning represents one eagle attacking the hen. The second inning represents two eagles attacking the hen and so
on.
Each round represents successive
increase in game speed. The first round is
the slowest, the ninth round is the fastest.
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.
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
nor any of her chicks have been eaten at
the beginning of a new inning, 50 points
are awarded.
The highest score is 9990. Once this score
has been reached, no more points will be
awarded.
A round is achieved after four innings are
completed. Nine rounds is the maximum
number of rounds achievable. When all innings in all nine rounds have been completed, a new game will start from the
beginning.
If the eagle lands right on the hen, the demise of the hen is denoted by an ²X².
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.
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.
If the game is not resumed within two
minutes, ²GAME OVER² will be flashed
on the screen and the power will be automatically turned off (Auto power off).
To temporarily freeze the image, press the
²PAUSE² key anytime during the course
August 18, 2000
HTG1395
of the game. To continue the game just
press the ²PAUSE² key again.
- If the game has not been resumed within
two minutes, the game will be automatically turned off. (Auto power off)
- The game can be turned off any time by
pressing the ²ON/OFF² button.
- Press the ²MUTE² key to suppress any
sounds generated.
- In the ²PAUSE² mode, when the power is
turned off (either automatically or manually) and then turned on again, the image
remains frozen in the PAUSE mode. Press
the ²PAUSE² button to continue the
game.
- When a game is finished or at power off,
the highest recent score and difficulty
level are updated.
¨ Counting methods
- For each eagle killed by the hen 10 points
is added to the score.
- When the hen has killed 15 eagles, the
player is promoted to the next set in the
array.
- 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.
- Limitations on the LCD score board prevents the score to be increased beyond
9990 points.
¨
Sound effects
This IC can produce four different types of
sound.
The sounds are categorized as follows:
¨
7
-
Movement between sets
Each time the game is increased to a
higher level of difficulty a short fanfare is
played.
-
LEVEL music
Played to indicate the best score achieved
so far. The music is exactly the same as
that for movement between sets.
-
GAME OVER
When a game finishes, a short fanfare will
be played.
-
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.
-
The eagle swooping down
Played when the eagle swoops down out of
the sky. ¢Bleep!,Bleep!¢ sound.
-
The hen walking
Played when the hen moves left or right or
while the eagle is swooping toward the
hen and her chicks.
When one of the four types of sound, described above (see section 2), is played the
keys are temporarily disabled.
August 18, 2000
HTG1395
LCD Display Label
Car racing
8
August 18, 2000
HTG1395
Soccer
9
August 18, 2000
HTG1395
The eagle preys on the chickens
G 1
G 2
G 3
W 1
f
G 8
H 2
G 1 3
H 8
H 7
M 1
M 2
P A
W 8
P A U S E
G A M E
O V E R
G O
H 1 0
W 9
H 1 3
W 7
H 6
H 9
H 4
H 3
W 6
H 5
d
G 1 2
G 1 1
W 5
c
W 4
G 1 0
G 9
H 1
L E
b
g
e
W 3
W 2
S C
H I S 1 a C O 2R E L 3 E V E 4 L
G 7
G 6
G 5
H I-
G 4
H 1 1
G 1 4
H 1 2
G 1 6
G 1 5
W 1 0
W 1 1
H 1 4
H 1 5
10
W 1 2
S
H 1 6
August 18, 2000
HTG1395
LCD Pattern Contrast Table
Car racing
Pad No.
LCD Pin No.
COM0
COM1
COM2
SEGMENT
5
1
¾
¾
COM2
COM2
26
2
52b
11
52c
SEG0
27
3
52a
52d
52g
SEG1
28
4
52F
3
52e
SEG2
29
5
LAB
2
PM
SEG3
30
6
M1
i
LEVEL I
SEG4
31
7
M2
MUTE
M3
SEG5
32
8
31
PITSTOP
1
SEG6
33
9
32
¾
7
SEG7
34
10
33
19
13
SEG8
35
11
34
9
8
SEG9
36
12
25
15
14
SEG10
37
13
26
20
35
SEG11
38
14
27
21
36
SEG12
39
15
14
12
13
SEG13
40
16
28
22
37
SEG14
41
17
29
23
38
SEG15
42
18
30
16
17
SEG16
43
19
24
10
11
SEG17
44
20
39
41
40
SEG18
45
21
18
6
12
SEG19
46
22
123
U
0
SEG20
47
23
54b
42
54c
SEG21
48
24
54a
54d
54g
SEG22
49
25
54f
5
54e
SEG23
50
26
53b
4
53c
SEG24
51
27
53a
53d
53g
SEG25
52
28
53f
COL
53e
SEG26
7
29
COM0
¾
¾
COM0
6
30
¾
COM1
¾
COM1
11
August 18, 2000
HTG1395
Soccer
Pad No.
LCD Pin No.
COM0
COM1
COM2
SEGMENT
5
1
¾
¾
COM2
COM2
26
2
music
p3
¾
SEG0
27
3
x1
x5
x4
SEG1
28
4
b2
¾
x2
SEG2
29
5
p1b1
x3
p2
SEG3
30
6
cup
b3
b9
SEG4
31
7
hand
b4
b10
SEG5
32
8
p13
b11
p8b13
SEG6
33
9
s27
p4b16
b19
SEG7
34
10
b27
b15
b14
SEG8
35
11
b31
b12
p12b20
SEG9
36
12
p14
p6b6
p10b21
SEG10
37
13
s28
p9b17
b29
SEG11
38
14
b28
b18
b22
SEG12
39
15
b32
b23
b30
SEG13
40
16
s30
¾
p11b24
SEG14
41
17
b33
b25
p15
SEG15
42
18
b34
s26
p16
SEG16
43
19
¾
b26
d5
SEG17
44
20
d4b
b7
d4c
SEG18
45
21
d4a
d4d
d4g
SEG19
46
22
d4f
b8
d4e
SEG20
47
23
d3b
p7
d3c
SEG21
48
24
d3a
d3d
d3g
SEG22
49
25
d3f
¾
d3e
SEG23
50
26
d2d
b5
d2c
SEG24
51
27
d2a
d2d
d2g
SEG25
52
28
d2f
p5
d2e
SEG26
7
29
COM0
¾
¾
COM0
6
30
¾
COM1
¾
COM1
12
August 18, 2000
HTG1395
The eagle preys on the chickens
Pad No.
LCD Pin No.
COM0
COM1
COM2
SEGMENT
5
1
¾
¾
COM2
COM2
26
2
4d
4a
4g
SEG0
27
3
M2
4f
4e
SEG1
28
4
M1
3b
3c
SEG2
29
5
3d
3a
3g
SEG3
30
6
3e
le
3f
SEG4
31
7
2e
SC
2f
SEG5
32
8
1c
HI-
1b
SEG6
33
9
1d
1a
1g
SEG7
34
10
¾
1f
1e
SEG8
35
11
2d
2a
2g
SEG9
36
12
G4
2b
2c
SEG10
37
13
G3
H3
W3
SEG11
38
14
G2
H2
W2
SEG12
39
15
G1
H1
G9
SEG13
40
16
S
4b
4c
SEG14
41
17
G8
GO
PA
SEG15
42
18
H16
W12
W4
SEG16
43
19
G16
H12
W8
SEG17
44
20
H15
H8
W11
SEG18
45
21
G15
H4
G12
SEG19
46
22
W10
H11
W7
SEG20
47
23
H14
H7
G14
SEG21
48
24
H13
W9
G11
SEG22
49
25
G7
H10
W6
SEG23
50
26
G13
H6
G10
SEG24
51
27
G6
H9
W5
SEG25
52
28
G5
H5
W1
SEG26
7
29
COM0
¾
¾
COM0
6
30
¾
COM1
¾
COM1
13
August 18, 2000
HTG1395
LCD Package Outline
m in . v ie w in g a r e a 3 6 .0
m a x . 1 .0
2 .0
P in 3 0
3 6 .0 ± 0 .3
1 0 .0 m a x .
P in 1
3 4 .0 ± 0 .3
Unit : mm
3 0 .0 m in . v ie w in g a r e a
Car racing
2 .0
1 .1 ± 0 .1
4 0 .0 ± 0 .3
1 .1 ± 0 .1
· Specifications
Top Polarizer: Transmission (40.00 mm ´ 36.00 mm)
Bottom Polarizer: Transmission (40.00 mm ´ 34.00mm)
Storage Temp: -50°C to 125 C
Operating Temp: -0°C to 70°C
Viewing Angle: 6 o¢clock
Drive Condition: 3V, 1/3 Duty, 1/2 Bias
Display Mode: Tn, Positive Mode
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August 18, 2000
HTG1395
m in . v ie w in g a r e a 3 6 .0
m a x . 1 .0
2 .0
P in 3 0
3 6 .0 ± 0 .3
1 0 .0 m a x .
P in 1
3 4 .0 ± 0 .3
Unit : mm
3 0 .0 m in . v ie w in g a r e a
Soccer
2 .0
1 .1 ± 0 .1
4 0 .0 ± 0 .3
1 .1 ± 0 .1
· Specifications
Top Polarizer: Transmission (40.00 mm ´ 36.00 mm)
Bottom Polarizer: Transmission (40.00 mm ´ 34.00mm)
Storage Temp: -50°C to 125 C
Operating Temp: -0°C to 70°C
Viewing Angle: 6 o¢clock
Drive Condition: 3V, 1/3 Duty, 1/2 Bias
Display Mode: Tn, Positive Mode
15
August 18, 2000
HTG1395
The eagle preys on the chickens
Unit : mm
P itc h 1 .4 ´ 1 4 = 1 9 .6
1 3 .7 0
P in 1 6
P in 1
P in 1 5
m in .v ie w in g a r e a 4 3 .0
m a x . 1 .0
2 .0
1 0 .0 m a x .
3 2 .0 m in .v ie w in g a r e a
P in 3 0
2 .0
4 7 .0 ± 0 .3
4 0 .0 ± 0 .3
0 .7
2 .0
0 .7
3 6 .0 ± 0 .3
1 3 .7 0
1 .1 ± 0 .1
1 .1 ± 0 .1
· Specifications
Top Polarizer: Transmission (46.00 mm ´ 39.00 mm)
Bottom Polarizer: Transmission (46.00 mm ´ 35.00mm)
Storage Temp: -20°C to 70 C
Operating Temp: -10°C to 60°C
Viewing Angle: 6 o¢clock
Drive Condition: 3V, 1/3 Duty, 1/2 Bias
Display Mode: Tn, Positive Mode
16
August 18, 2000
HTG1395
Pad Assignment
S E G 2 6
S E G 2 5
S E G 2 4
S E G 2 3
S E G 2 2
S E G 2 1
S E G 2 0
S E G 1 9
S E G 1 8
S E G 1 7
S E G 1 6
S E G 1 5
S E G 1 4
S E G 1 3
5 2
5 1
5 0
4 9
4 8
4 7
4 6
4 5
4 4
4 3
4 2
4 1
4 0
3 9
V D D
1
C 1
2
3 8
S E G 1 2
C 2
3
3 7
S E G 1 1
V 3
4
3 6
S E G 1 0
C O M 2
5
3 5
S E G 9
C O M 1
6
3 4
S E G 8
C O M 0
7
3 3
S E G 7
T E S T 1
8
3 2
S E G 6
T E S T 2
9
3 1
S E G 5
P S 3
1 0
3 0
S E G 4
P S 2
1 1
2 9
S E G 3
P S 1
1 2
2 8
S E G 2
P S 0
1 3
2 7
S E G 1
2 6
S E G 0
2 5
R E S
O S C O
(0 , 0 )
1 4
1 6
1 8
1 9
2 0
2 1
2 3
2 4
P P 1
P P 2
P A 0
P A 1
P A 2
B Z
B Z
V S S
O S C I
2 2
P P 0
1 5
1 7
* The IC substrate should be connected to VSS in the PCB layout artwork.
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August 18, 2000
HTG1395
Pad Coordinates
Unit : mm
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
-843.74
-843.74
-843.74
-843.74
-843.74
-843.74
-843.74
-843.74
-843.74
-843.74
-843.74
-843.74
-843.74
-798.04
-668.04
-415.94
-287.94
-154.74
-25.94
107.26
236.26
398.66
518.66
638.66
853.56
853.56
886.29
674.39
554.39
434.39
314.39
194.39
74.39
-45.61
-165.61
-285.61
-405.61
-525.61
-645.61
-856.71
-882.11
-809.01
-853.41
-853.41
-853.41
-853.41
-853.41
-940.91
-940.91
-940.91
-884.11
-764.11
27*
28*
29*
30*
31*
32*
33
34*
35*
36*
37*
38*
39*
40*
41*
42*
43*
44*
45*
46*
47*
48*
49*
50*
51*
52*
853.56
853.56
853.56
853.56
853.56
853.56
853.56
853.56
853.56
853.56
853.56
853.56
838.76
718.76
598.76
478.76
358.76
238.76
118.76
-1.24
-121.24
-241.24
-361.24
-481.24
-601.24
-721.24
-644.11
-524.11
-404.11
-284.11
-164.11
-44.11
75.89
195.89
315.89
435.89
555.89
675.89
935.89
935.89
935.89
935.89
935.89
935.89
935.89
935.89
935.89
935.89
935.89
935.89
935.89
935.89
* These pins must be bonded out for functional testing.
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August 18, 2000
HTG1395
Absolute Maximum Ratings
Supply Voltage .......................VDD-0.3V to 5.5V
Storage Temperature.................-50°C to 125°C
Input Voltage .................VSS-0.3V to VDD+0.3V
Operating Temperature ..................0°C to 70°C
Note: These are stress ratings only. Stresses exceeding the range specified under ²Absolute Maximum Ratings² 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
¾
VDD
Operating Voltage
1.5V
IDD
Operating Current
ISTB
Min. Typ. Max. Unit
1.3
1.5
1.8
V
1.5V No load, fSYS=400kHz
¾
20
¾
mA
Standby Current
1.5V No load, HALT mode
¾
¾
0.1
mA
fLCD
LCD Clock
1.5V
¾
128*
¾
V
fSYS
Operating Frequency
1.5V R= 620kW~36kW
32
¾
400
kHz
¾
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August 18, 2000
HTG1395
Application Circuits
L C D
5 2
1
P A N E L
5 1
5 0
4 9
4 8
M U T E
4 4
4 3
4 2
4 1
4 0
3 9
3 8
3 7
4
3 6
5
3 5
6
3 4
3 3
H T G 1 3 9 5
8
O N /O F F
4 5
3
7
D D
4 6
2
0 .1 m F
0 .1 m F
V
4 7
3 2
9
3 1
1 0
3 0
1 1
2 9
1 2
2 8
1 3
1 4
1 6
1 5
2 7
1 7
1 8
1 9
2 0
2 6
2 1
2 2
2 3
2 4
2 5
0 .1 m F
R E S E T
B u z z e r
L E F T
R IG H T
B
D O W N
A
U P
S T A R T /
P A U S E
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August 18, 2000
HTG1395
Holtek Semiconductor Inc. (Headquarters)
No.3 Creation Rd. II, Science-based Industrial Park, Hsinchu, Taiwan, R.O.C.
Tel: 886-3-563-1999
Fax: 886-3-563-1189
Holtek Semiconductor Inc. (Taipei Office)
5F, No.576, Sec.7 Chung Hsiao E. Rd., Taipei, Taiwan, R.O.C.
Tel: 886-2-2782-9635
Fax: 886-2-2782-9636
Fax: 886-2-2782-7128 (International sales hotline)
Holtek Semiconductor (Hong Kong) Ltd.
RM.711, Tower 2, Cheung Sha Wan Plaza, 833 Cheung Sha Wan Rd., Kowloon, Hong Kong
Tel: 852-2-745-8288
Fax: 852-2-742-8657
Copyright Ó 2000 by HOLTEK SEMICONDUCTOR INC.
The information appearing in this Data Sheet is believed to be accurate at the time of publication. However, Holtek
assumes no responsibility arising from the use of the specifications described. The applications mentioned herein are
used solely for the purpose of illustration and Holtek makes no warranty or representation that such applications
will be suitable without further modification, nor recommends the use of its products for application that may present a risk to human life due to malfunction or otherwise. Holtek reserves the right to alter its products without prior
notification. For the most up-to-date information, please visit our web site at http://www.holtek.com.tw.
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August 18, 2000