Save breaker changes

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Revision as of 13:44, 28 February 2025 by Gelthor (talk | contribs) (Describe the new RAM pin/hat system)
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This page descibes the early access verion 2.0.9 alpha. It may not be completely correct for the the current stable version, nor the latest unstable version. Help us update it, and you get a cookie.

Save breaker is the alpha development branch on Steam.

While there is some support for converting a stable save game to save_breaker it is NOT possible to switch back and forth, switching from save_breaker back to stable will break your save. Rendering it unusable in either version.

Make a backup of the save folder, see in game options main menu for the location.

This is a brief overview of the main changes from stable (version 0.1059).

Variable width

Both wires and built-in components have configurable widths instead of separate 8-, 16-, 32-, and 64- bit versions, these now have a single component which has a configurable width.

New Assembler

The Program block removed (as has the old alpha Assembler).

Instead use a RAM, with a load pin, and set the Initial data drop down to Assembler in the bottom panel.

This provides much greater flexibility in instruction formats, see spec.isa for more details.

Scoring

The main scoring mechanic is now gates * delay * ticks instead of the summation of the three scores.

Component scores have also been updated

Component Old (gate/delay) New (gate/delay)
Basic bit gates
(AND/OR/NAND/NOR/NOT)
1/2 1/1
Bit Switch 1/2 2/1
Bit Delay Line 1/0 5/0

IO pins

There are now only 2 main types of component IO pins

Old Component Replaced with
Input (any width) Input (configured width)
Output (any width) Output
Bidirectional (any width) Output
Switched Output (any width) Output (add Switch)

Output pins are now "unbuffered" and will propagate Z-state. If this is not desired add a static indexer, or other nop component to coerce Z-state to zero.

Output pins will inherit the width of the connected wire/component feeding them.

The various widths of input pins have been merged in to a single Input Pin with a configurable width, including 1.

To convert the old Switched Outputs you need to add a switch inside the CC before the new output pin.

IO pins are a different shape and larger then the used to be, this most affects 1-bit pins.

RAM/ROM/storage

The previous single block system of RAM; Fast RAM; Latency RAM; HDD has been replaced with a more modular and configurable system. There are now three base units:

  • RAM
    • Standard memory.
    • Reset on reboot to either
      • all zeros,
      • some assembled code, or
      • the contents of some file.
  • Latency RAM
    • Reads and writes have take a number of ticks during which other reads & writes are blocked.
    • Reset on reboot to either
      • all zeros,
      • some assembled code, or
      • the contents of some file.
  • SSD
    • Persistent storage, NOT reset on reboot
    • Can only write to it in the sandbox

To be of any use the base unit will need some load and/or store pins. These are placed above and contigous to the base unit, the community somethimes calls these "hats" for that reason.

Any base unit may have any number (including zero, but that's not generally useful) of either sort of pins.

The ordering of load/store pins is significant: Actions on the storage happen in order from top to bottom. In general to get the same behavior the load pin should be at the top, then the store pin, then the base RAM unit. If two store pins write to the same address the lower one wins.

Some general hints for converting memory components from old saves follow.

Program

The old Program has been removed. To get the same behavior place a "RAM" and a load pin. Set the Initial Data to Assembler.

RAM

The old "slow" RAM and Fast RAM have been merged. You'll need to place a RAM base unit; a store pin; and a load pin.

To get the same behavior the load pin must be on top of the store pin. Connect the Address pin of load and store pins together.

Dual Load RAM

To replace the Dual Load RAM place a RAM, a store pin and two load pins. The load pins must be above the store pin to recover the same behavior has before.

ROM

The old ROM has been removed to get the same behavior place an Template:Compoent and a load pin.

If you want to write to it in sandbox, you can also include a store pin. The load pin must be above the store pin to recover the same behavior has before.

HDD

The HDD has been removed, the closest replacement is the SSD, but the interface is different, you'll need to adapt your circuit.

File loader

For an updated File Loader instead use a RAM base unit, and a load pin.

Set the Initial Data to File.

Front Panel

For Add 5, place a RAM, a load pin then set the Initial Data to Puch Card.

Size changes

A number of components have changed size, most will have wrappers to preserve the form factor. These can be found in the old_components build menu. FIXME: Do these wrappers still get generated on a migration from 0.1059?

A few cannot be wrapped in this way and circuits using them will need to be adjusted:

  • IO pins (all types, see above)
  • RAM (all types), see above
  • ROM, see above
  • Front Panel, replaced with RAM, see above
  • Program: Needs to replaced with RAM, see above

Circuits using components that have changed size so that some components now overlap will be unusable with "ghost" versions that can be moved. Once all of the overlaps have been resolved, and wires reconnected, the circuit can be used again.

Missing components

Bit Indexer and Byte Indexer are gone, use Static Indexer instead.

Display Matrix is gone, at least for the time being. But the larger Pixel Display is an alternative.

Network component is not currently available.

Sprite display is not currently available.

Component changes

  • Keyboard: Some pins have switched places. The output Key up replaced with the inverse Key down.

Level changes

Components

In general custom components (CCs) are now allowed to be placed in (almost) all levels.

Any CCs that contain built-ins (even recursively) will not be included in that level's build menu.

Placing and then editing a CC to include a disallowed built-in will result in the level not being scored.

Overture

The Overture opcodes have changed, but the Overture levels are relatively unchanged otherwise.

Operation Old opcode New opcode
OR 0 1
NAND 1 0
NOR 2 3
AND 3 2
ADD 4 4
SUB 5 5

This can be fixed by:

Spoiler

Replacing what used to be Byte OR gate with a Word NAND gate set to a width of 8 in your Overture ALU.

Condition Old New
Never 0 0
Always 4 1
Equal to 0 1 2
Not Equal to 0 5 3
Less than 0 2 4
Greater than or Equal to 0 6 5
Less than or Equal to 0 3 6
Greater than 0 7 7

This can be fixed by:

Spoiler

Rearranging the bits from the condition input.

LEG

The LEG levels in CPU Architecture 2, and beyond, have been completely replaced with the Symphony (a whole new architecture) levels, there are too many changes to list here.