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 HT113FA Submarine War LCD Game
Features
* *
1/3 bias, 1/4 duty, 32x4 pattern, 3.0V LCD driver Built-in sound generator
* *
RC oscillator Auto power off mode
General Description
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, 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.
LCD Pattern
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Functional Description
Key description
* RESET * LEFT
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.
* MUTE
When this key is pressed, the player's submarine moves to the left.
* 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.
* DOWN
This key is pressed to alternately put the music in the OFF or ON modes.
* START/PAUSE
When this key is pressed, the player's submarine moves down.
Operational description
* Press the ON/OFF key to turn the power on.
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.
* ON/OFF
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
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.
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.
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* Three chances are offered to the player in
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.
* Each time the player hits the enemy and
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.
* The enemy's bombs have two directions of
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
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
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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
* After all the nine levels are completed, the
(three times)
* Howling sound when the bomber appears * 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 * Music when a round is completed * Explosion sound * Sound when two bombs hit each other * Sound when a game is over
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.
Counting methods
* 20 points are awarded when the enemy's
bombers or warships are hit in the upper waterway.
* 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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LCD Display Label
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LCD Pattern Contrast Table
Pad No.
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
Pin No.
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
COM0
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 -- -- --
COM1
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 -- --
COM2
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 --
COM3
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
SEGMENT
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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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 : 0C to +50C Storage temperature: -20C to +60C Connector: Zebra
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Pad Assignment
Chip size : 2780 x 2990 (m)2
The IC substrate should be connected to VSS in the PCB layout artwork.
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Pad Coordinates
Pad No.
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 Unit : m
X
-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
Y
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
Pad No.
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
X
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
Y
-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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Absolute Maximum Ratings*
Supply Voltage ....................... VDD-0.3V to 5.5V Storage Temperature................. -50C to 125C Input Voltage................. VSS-0.3V to VDD+0.3V Operating Temperature................... 0C to 70C
*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.
Electrical Characteristics
Symbol
VDD IDD VLCD fSYS
Ta=25C
Parameter VDD
Operating Voltage Operating Current LCD Supply Voltage Operating Frequency -- 3V 3V 3V
Test Conditions Conditions
-- No load, fSYS=512kHz -- R=36k
Min. Typ. Max. Unit
2.4 -- -- -- 3 300 3 512 3.3 500 -- -- V
A
V kHz
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Application Circuits
Note: The IC substrate should be connected to VSS in the PCB layout artwork.
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