HT113AA ²Streetfighters² LCD Game Features · · 1/3 bias, 1/4 duty, 32 ´ 4 pattern, 3.0V LCD driver 13 different sound effects · · RC oscillator Auto power off function General Description The HT113AA is a game controller IC designed by Holtek. In this game the player and the enemy or the computer, compete against each other for the prize. The player can use both kicks and punches in this streetfighting game to attack the enemy. LCD Pattern 1 December 14, 1999 HT113AA Functional Description Key description · Punch/Mode · RESET This key serves two functions, one is for punching the opponent and the other is to set the mode of the game. Before the game starts this key can be used to select one of the four playing modes. After the game has started this key is used to enable the player to punch the opponent. This key resets the game and clears any previously recorded score. If the PUNCH and RESET keys are pressed simultaneously and then the RESET key is released while still holding the PUNCH key, all the LCD patterns will be displayed for testing purposes. · START/PAUSE · Kick If the game is in the demonstration mode or at the GAME OVER stage, pressing this key starts the game. If play has commenced, pressing this key temporarily stops the game. If it is pressed again the game continues. This key is used to enable the player to kick the opponent. Operation · After pressing the ON/OFF switch to turn on · MUTE the power supply, the game will immediately enter the demonstration mode. The game will demonstrate how the player and enemy figures fight. The highest score will also be displayed. If Punch/Mode is pressed the game mode can be chosen which is then represented by the number of heads shown at the bottom right corner of the screen. ¨ Mode 1 One head displayed- one enemy to fight with. This key controls the sound effects. Its toggle action alternately turns the sound on or off. · ON/OFF This key controls the power supply to the IC. Its toggle action alternately turns the game on or off. · Moves the player up. · ¯ ¨ Mode 2 Moves the player down. Two heads displayed- two enemies to fight with. · ¬ Moves the player to the left. ¨ Mode 3 · ® Three heads and one weapon displayedthree enemies to fight with. Moves the player to the right. ¨ Mode 4 No mode indicator is displayed. The game moves from mode 1, mode 2 to mode 3 after each game has been won. 2 December 14, 1999 HT113AA · After selecting the playing mode, pressing the · Mode 4 combines all the three modes. START/PAUSE key will first play the prelude music before the game starts. Starting from mode 1, after the game has been won or the barrier reached, the game will then move to mode 2, then to mode 3. · In mode 1 there is only one enemy figure. The · The higher the overall score the faster the en- player can use the left, right, up and down keys to move the figure to the best position then use the PUNCH or KICK key to attack the enemy. emy figure¢s actions will be. · In modes 2 and 3, the second enemy figure will attack from behind, so the player must be careful to dodge out of the way. · If the playing figure is attacked by the enemy figure it will immediately fall down. When this happens the player must press the up key to recover or be subjected to continuous attacks. · The displayed data have the following meaning ... ¨ During the demonstration mode, the playing mode will be displayed at the bottom of the screen and the recorded overall score at the top of the screen. The mode number corresponds to the number of heads displayed. ¨ When the game starts, the overall score will be displayed while the prelude music is playing. ¨ When the game is playing the score of both the player and opponent will be shown. The player¢s score is displayed at the left while the opponent or enemy¢s score is displayed at the right. The objective is to reduce the enemy¢s score to zero. · When the enemy¢s score reaches zero the game objective has been reached and the overall score will be increased by one. Every playing mode has a maximum score of 99. When this has been reached it will remain at this value and not increase any more. · If the player¢s score reaches zero, the game will end and the overall score will be recorded. The flashing game over message will be displayed. · In mode 2, there are two enemies that have to be attacked and destroyed to win the game. · If no key has been pressed for 2 minutes then · In mode 3, aside from the two main enemy fig- the game will automatically be turned off, however the overall game score will be retained. ures there is an additional enemy figure holding a weapon who can attack the player. The player cannot attack this enemy, and can only dodge out of his way. · The MUTE switch will silence the sound ef- fects. · In mode 3 this third enemy figure with the weapon can appear at any time on the top left or right side of the screen. This enemy figure is able to work out the best place to attack the player who must be careful to dodge out of the way. 3 December 14, 1999 HT113AA · The START/PAUSE key will put the game · If within 7 seconds no attack is made then the into a temporary wait state. The conditions of the game prior to pressing this key will be retained even if the game has been switched off manually or automatically. When the game is again started, the player can resume from where it stops when the START/PAUSE key was initially pressed. If the machine is switched off outside of this temporary wait state then the conditions of the present game will not be stored and the game has to start from the beginning. score will be increased by one but only up to a maximum of 9. This applies to both player and opponent. · When the opponent¢s score has been reduced to 0, the objective of the present game has been reached. When the player¢s score reaches zero, the game is over. Sound effects · The IC has 13 sound effects ¨ Sound corresponding to the mode ¨ When the player is attacked · When the game is over the message ²GAME OVER² will flash on the screen and the game will enter a wait state. Pressing the START/PAUSE key will allow a new game to start or pressing the PUNCH/MODE key will allow a new mode of playing to be chosen. Or press ON/OFF to switch off. If within 30 seconds no key has been pressed the system will begin to free run in the demonstration mode. ¨ When the weapon is about to be used ¨ When the weapon is thrown ¨ When the weapon hits the player ¨ When the player kicks ¨ When the player throws a punch ¨ When the enemy kicks ¨ When the enemy throws a punch ¨ When the game objective has been reached ¨ When the game begins · The ON/OFF switch controls the power supply. Calculating the score ¨ When the game ends ¨ Background sound effect · When the game begins both the player and enemy¢s score is 9. · Every punch, kick or weapon hit (mode 3) will initially mean a reduction of the opponent¢s score by one. But the actual score deducted is dependent upon the opponents score. If the opponents score is 9 then 0.9 will be deducted, if the opponents score is 8 then 0.8 will be deducted and so on in the same way. However due to the limitations of the LCD pattern the decimal number will not be shown. 4 December 14, 1999 HT113AA LCD Display Table LCD Pattern Contrast Table Pad No. Pin No. COM0 COM1 COM2 COM3 SEGMENT 5 36 ¾ ¾ ¾ COM3 COM3 6 35 ¾ ¾ COM2 ¾ COM2 7 34 ¾ COM1 ¾ ¾ COM1 8 33 COM0 ¾ ¾ ¾ COM0 34 32 A32 B32 C32 D32 SEG0 35 31 A31 B31 C31 D31 SEG1 5 December 14, 1999 HT113AA Pad No. Pin No. COM0 COM1 COM2 COM3 SEGMENT 36 30 A30 B30 C30 D30 SEG2 37 29 A29 B29 C29 D29 SEG3 38 28 A28 B28 C28 D28 SEG4 39 27 A27 B27 C27 D27 SEG5 40 26 A26 B26 C26 D26 SEG6 41 25 A25 B25 C25 D25 SEG7 42 24 A24 B24 C24 D24 SEG8 43 23 A23 B23 C23 D23 SEG9 44 22 A22 B22 C22 D22 SEG10 45 21 A21 B21 C21 D21 SEG11 46 20 A20 B20 C20 D20 SEG12 47 19 A19 B19 C19 D19 SEG13 48 18 A18 B18 C18 D18 SEG14 49 17 A17 B17 C17 D17 SEG15 50 16 A16 B16 C16 D16 SEG16 51 15 A15 B15 C15 D15 SEG17 52 14 A14 B14 C14 D14 SEG18 53 13 A13 B13 C13 D13 SEG19 54 12 A12 B12 C12 D12 SEG20 55 11 A11 B11 C11 D11 SEG21 56 10 A10 B10 C10 D10 SEG22 57 9 A9 B9 C9 D9 SEG23 58 8 A8 B8 C8 D8 SEG24 59 7 A7 B7 C7 D7 SEG25 60 6 A6 B6 C6 D6 SEG26 61 5 A5 B5 C5 D5 SEG27 62 4 A4 B4 C4 D4 SEG28 63 3 A3 B3 C3 D3 SEG29 64 2 A2 B2 C2 D2 SEG30 65 1 A1 B1 C1 D1 SEG31 6 December 14, 1999 HT113AA LCD Package Outline Unit : mm P in 1 4 0 .0 ± 0 .3 P in 3 6 0 .6 1 .1 ± 0 .1 0 .6 P itc h 1 .2 ´ 3 5 = 4 2 1 .0 m a x . 3 8 .0 ± 0 .3 1 0 .0 m a x . 3 2 .0 m in . v ie w in g a r e a 4 1 .0 m in . v ie w in g a r e a 2 .5 1 .1 ± 0 .1 4 7 .0 ± 0 .3 7 December 14, 1999 HT113AA Pad Assignment S E G 2 7 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 5 9 5 8 5 7 5 6 S E G 1 8 S E G 2 8 6 0 S E G 1 9 S E G 2 9 6 1 S E G 2 1 S E G 3 0 6 2 S E G 2 0 S E G 3 1 6 3 5 5 5 4 5 3 5 2 5 5 1 S E G 1 7 5 0 S E G 1 6 4 9 S E G 1 5 4 8 S E G 1 4 4 7 S E G 1 3 4 6 S E G 1 2 7 4 5 S E G 1 1 4 4 S E G 1 0 9 4 3 S E G 9 4 2 S E G 8 6 C O M 2 C O M 1 N C 6 4 4 C O M 3 N C 6 5 3 V L C D C O M 0 6 6 2 B Z T 2 5 6 V D D 1 B Z 8 (0 ,0 ) 1 0 N C 1 1 4 1 S E G 7 N C 1 2 4 0 S E G 6 ® 1 3 3 9 S E G 5 ¬ 1 4 3 8 S E G 4 S T A R T /P A U S E 1 5 3 7 S E G 3 M U T E 1 6 3 6 S E G 2 O N /O F F 1 7 3 5 S E G 1 N C 1 8 ¯ Chip Size : 2780 ´ 2990 (mm) 3 0 3 1 3 2 R E S E T 2 9 N C N C 2 8 P U N C H N C 2 7 K IC K 2 6 ¯ 2 5 N C O S C I 2 4 N C V S S 2 3 T 1 D 2 0 2 2 O S C O 1 9 2 1 3 4 S E G 0 3 3 N C 2 * The IC substrate should be connected to VSS in the PCB layout artwork. 8 December 14, 1999 HT113AA 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 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 December 14, 1999 HT113AA 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 Min. Typ. Max. Unit 2.4 3 3.3 V VDD Operating Voltage ¾ IDD Operating Current 3V No load, fSYS= 512kHz ¾ 300 500 mA ISTB Standby current 3V system halt ¾ 1 5 mA VLCD LCD Supply Voltage 3V ¾ 3 ¾ V fSYS Operating Frequency 3V ¾ 512 ¾ kHz ¾ R= 36kW 10 December 14, 1999 HT113AA Application Circuits Buzzer application L C D P A N E L C O M 0 C O M 1 C O M 2 C O M 3 S E G 0 ~ S E G 3 1 3 V B u z z e r 1 6 6 6 5 6 4 6 3 6 2 6 1 6 0 5 9 5 8 5 7 5 6 5 5 5 4 5 3 5 2 2 5 1 5 0 4 9 3 4 8 4 4 7 5 4 6 6 4 5 7 4 4 8 9 4 3 H T 1 1 3 A A 1 0 4 2 4 1 1 1 4 0 1 2 3 9 1 3 3 8 1 4 S T A R T /P A U S E 1 5 M U T E 1 6 O N /O F F 1 7 3 7 3 6 3 5 1 8 1 9 2 0 2 1 2 2 2 3 2 4 2 5 2 6 3 4 2 7 2 8 2 9 3 0 3 1 3 2 3 6 k W 3 3 0 .1 m F f= 5 1 2 k H z R E S E T P U N C H K IC K Note: The IC substrate should be connected to VSS in the PCB layout artwork. 11 December 14, 1999 HT113AA Speaker application L C D P A N E L C O M 0 C O M 1 C O M 2 C O M 3 S E G 0 ~ S E G 3 1 S p e a k e r 3 V 4 .7 m F 0 .1 m F 1 6 6 6 5 6 4 6 3 6 2 6 1 6 0 5 9 5 8 5 7 5 6 5 5 5 4 5 3 5 2 2 8 0 5 0 5 0 4 9 3 4 8 4 4 7 5 4 6 6 4 5 7 4 4 8 4 3 9 H T 1 1 3 A A 1 0 4 2 4 1 1 1 4 0 1 2 3 9 1 3 3 8 1 4 S T A R T /P A U S E 5 1 3 7 1 5 M U T E 1 6 O N /O F F 1 7 3 6 3 5 1 8 1 9 2 0 2 1 2 2 2 3 2 4 2 5 2 6 3 4 2 7 2 8 2 9 3 0 3 1 3 6 k W f= 5 1 2 k H z 3 2 3 3 0 .1 m F R E S E T P U N C H K IC K Note: The capacitor in dash block is recommended. The IC substrate should be connected to VSS in the PCB layout artwork. 12 December 14, 1999 HT113AA 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 1999 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. 13 December 14, 1999