HOLTEK HT113AA

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.
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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.
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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.
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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
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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
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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.
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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
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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.
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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.
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December 14, 1999