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Электронный компонент: HT113FA

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HT113FA
Submarine War LCD Game
LCD Pattern
General Description
HT113FA is a submarine war LCD game de-
signed 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.
Features
1/3 bias, 1/4 duty, 32
4 pattern,
3.0V LCD driver
Built-in sound generator
RC oscillator
Auto power off mode
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Functional Description
Key description
RESET
When this key is pressed, the game is re-initi-
ated and all the records are cleared to zero.
When the ON/OFF and RESET keys are
pressed at the same time, and then the RE-
SET 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
This key is pressed to alternately put the
music in the OFF or ON modes.
START/PAUSE
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 func-
tions 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 cle are d 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
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.
LEFT
When this key is pressed, the player's subma-
rine moves to the left.
RIGHT
When this key is pressed, the player's subma-
rine moves to the right.
UP
When this key is pressed, the player's subma-
rine moves up.
DOWN
When this key is pressed, the player's subma-
rine moves down.
Operational description
Press the ON/OFF key to turn the power on.
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
level consists of three rounds. The total num-
ber 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 war-
ships. Finally, in the third round, all the en-
emy'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, vari-
ous sounds accompany with the firing. A pic-
ture 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 subma-
rine 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-in-
itiate the sounds, press the MUTE key again.
Each time the player hits the enemy and
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
the left or the right side. Each direction is
further divided into the upper and lower
routes. The Following is the code for the indi-
vidual 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 af-
ter moving to and fro without being attacked.
The enemy's bombs have two directions of
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.
After all the nine levels are completed, the
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 wa-
terway.
10 points are awarded when the enemy's
bombers or warships are hit in the lower wa-
terway.
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.
Sound effects
Music when a game begins
Sound when the player's submarine arrives
(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
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LCD Display Label
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