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 1 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. 3 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. - 4 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. 5 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 14 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. 17 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. 18 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 19 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 20 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. 21 August 18, 2000