Trailmakers

Trailmakers

Not enough ratings
8-Bit Computer
   
Award
Favorite
Favorited
Unfavorite
Description
Multiblueprint 8-Bit computer with GPU and 32 bytes of RAM
Reccomended to use test zone when spawning it

Disclaimer: this can lag the game a lot, make sure no other structures are spawned when using it for the best experience. Using camera angles that don't render everything at once (such as just zooming on the screen) can help with the lag

Amount of blocks used ├──CPU+GPU Total Blocks: 499 │ ├──AND: 230 │ ├──OR: 112 │ ├──XOR: 115 │ ├──Sensors: 18 │ └──Pistons: 24 │ ├──RAM Slot 0 Total Blocks: 422 │ ├──AND: 256 │ ├──OR: 130 │ ├──XOR: 12 │ ├──Sensors: 16 │ └──Pistons: 8 ├──RAM Slot 1 Total Blocks: 422 │ ├──AND: 256 │ ├──OR: 130 │ ├──XOR: 12 │ ├──Sensors: 16 │ └──Pistons: 8 │ ├──Number Display Total Blocks: 293 │ ├──AND: 264 │ ├──OR: 11 │ ├──XOR: 8 │ ├──Sensors: 10 │ └──Pistons: 0 │ └──Total Blocks: 1636 ├──AND: 1006 ├──OR: 383 ├──XOR: 147 ├──Sensors: 60 └──Pistons: 40 Documentation ├──?: Bit doesn't matter │ ├──001YXXXX Read │ ├──Y: Cache to write to │ ├──X: Address to read from │ ├──Reads the specified RAM address and writes it in the specified cache │ └──Takes 12 frames to run ├──010?XXXX Write │ ├──X: Address to write to │ ├──Writes the value in cache 0 to the specified RAM address │ └──Takes 14 frames to run │ ├──100YXXXX Jump │ ├──Y: Swap RAM bank │ ├──X: Address to jump to │ ├──Jumps to the specified RAM address, with an option to swap the active RAM bank (default is │ │ 0) │ └──Takes 15 frames to run ├──101YXXXX Conditional jump │ ├──Y: Type of condition │ │ ├──0: Jump if cache 0 is 0 │ │ └──1: Jump if cache 0 is negative (most significant bit is 1) │ ├──X: Address to jump to │ ├──Jumps to the specified RAM address if the condition is met │ └──Takes 15 frames to run if the condition is met, 10 if it isn't │ ├──110 ALU │ ├──110000XX Adder-Subtractor │ │ ├──X: Operation mode │ │ │ ├──00 add │ │ │ ├──01 subtract (cache 1-cache 0) │ │ │ └──10 subtract (cache 0-cache 1) │ │ ├──Adds/subtracts the caches and returns the value to cache 0 │ │ └──Takes 20 frames to run │ │ │ ├──110001XX NOT │ │ ├──X: Operation mode │ │ │ ├──01 NOT cache 0 │ │ │ ├──10 NOT cache 1 │ │ │ └──11 NOT cache 0&1 │ │ ├──Performs the NOT logical operator on the specified cache(s) │ │ └──Takes 10 frames to run │ │ │ ├──110010?? AND │ │ ├──Performs the AND logical operator between the two caches and returns the value to cache │ │ │ 0 │ │ └──Takes 10 frames to run │ ├──110011?? OR │ │ ├──Performs the OR logical operator between the two caches and returns the value to cache 0 │ │ └──Takes 10 frames to run │ ├──110100?? XOR │ │ ├──Performs the XOR logical operator between the two caches and returns the value to cache │ │ │ 0 │ │ └──Takes 10 frames to run │ │ │ ├──110101?? Swap │ │ ├──Swaps the values of the caches │ │ └──Takes 10 frames to run │ └──110110?? RNG │ ├──Returns a random value to cache 0 │ └──Takes 10 frames to run │ ├──110111?? end │ ├──Stops the execution of the computer │ └──Takes 9 frames to run │ ├──111 GPU │ ├──111000?? draw point │ │ ├──Cache 1: coordinates of the point to draw, syntax is ?YYY?XXX. The point ?000?000 is the │ │ │ top left corner of the screen │ │ ├──Toggles the state of the pixel in the given coordinates │ │ └──Takes 10 frames to run │ ├──111001?? draw line │ │ ├──Cache 1: coordinates of the starting point, syntax is ?YYY?XXX. The point ?000?000 is │ │ │ the top left corner of the screen │ │ ├──Cache 0: coordinates of the vector that represents the line, syntax is YYYYXXXX. The │ │ │ most significant bit of each coordinate is the sign of the number │ │ ├──Toggles the state of the pixels in the line defined by the point and the vector │ │ └──Takes 8+8n frames to run, where n is the amount of pixels that need to be toggled and │ │ 2≤n≤7. For n=8 it takes 67 frames to run. For n=1 use the draw point function │ ├──111010?? clear screen │ │ ├──Toggles off all pixels on the screen │ │ └──Takes 10 frames to run │ │ │ └──111011?? cache 0 to number display │ ├──Sends the value in cache 0 to the number display │ └──Takes 10 frames to run │ ├──Any other value not described here acts as no operation, which stalls the CPU for 67 frames │ └──In the RAM modules, address 0 is the closest to the seat
Items (4)
8-Bit Computer CPU+GPU
Created by alvaroping1
CPU and GPU for my 8-Bit computer, central blueprint which connects to the other 3 blueprints and controls them Controls: └─Space (toggle): Turn the computer on/off Total Blocks: 499 ├─AND: 230 ├─OR: 112 ├─XOR: 115 ├─Sensors: 18 └─Pistons: 24 Color coding:...
8-Bit Computer Number Display
Created by alvaroping1
Number display for my 8-Bit computer, decodes and shows the binary numbers the CPU sends to it How to assemble: Attach to the cyan blocks in the CPU+GPU blueprint To attach it simply drive into its connection point and align it so that the 1x4 wedges on ei...
8-Bit Computer RAM (Slot 0)
Created by alvaroping1
First RAM bank for my 8-Bit computer, stores the first 16 bytes of the RAM Current program: Fibonacci sequence+smile How to assemble: Attach to the yellow blocks in the CPU+GPU blueprint To attach it simply drive into its connection point and align it so t...
8-Bit Computer RAM (Slot 1)
Created by alvaroping1
Second RAM bank for my 8-Bit computer, stores the second 16 bytes of the RAM Current program: Fibonacci sequence+smile How to assemble: Attach to the orange blocks in the CPU+GPU blueprint To attach it simply drive into its connection point and align it so...
In 1 collection by alvaroping1
Logic Minigames/contraptions
10 items