
- SURVIVALCRAFT 2 WIKI UPGRADE
- SURVIVALCRAFT 2 WIKI SOFTWARE
- SURVIVALCRAFT 2 WIKI CODE
SURVIVALCRAFT 2 WIKI CODE
When the function code does not call for a particular module, it will output a '0'. The various outputs of the modules are tied together in this "wired-OR" environment.
The Z and N bits are set according to the result of the operation.Įach component takes the same single control input (ALU_Control) and decodes it according to the function required. The V bit is cleared since it is only used for 2's complement operations. If a '1' is shifted out of either end, this is set. The C bit is only activated by shift operations. Logical operations activate the CC bits as follows: These bits areĪll these bits are activated (set or cleared accordingly) by an ADD or SUB operations. Several system level bits are generated by the ALU in response to the result of its operations. Additional instructions are included to provide this function. If this bit is NOT to be included, it should be forced clear first. This facilitates multiple cell shifts which are necessary for various functions including multiple and divide. The shift operations will shift in the carry bit (C) from the condition code register. It has a function select input and its output may be enabled by the function code and an output buffer not needed. The 1-operand logic functions are all performed in a single block in parallel with the adder module. The 2-Operand logical function are performed on a bitwise basis between the two operators. For NEG, the pre-processing stage on input A (TOS) inverts the input and the +1 is performed on the result. This just allows for a faster increment and decrement over manually loading the constant into NOS and doing a standard ADD. Instead of passing NOS through to the adder the proper constant (+1 or -1) is presented to input B.
These are performed by the adder using the pre-processing stages for the inputs.
SURVIVALCRAFT 2 WIKI SOFTWARE
Software multiply and divide consist of repeatedly shifting the (partial) results left (multiply) or right (divide) and at the proper times, adding (multiply) or subtracting (divide) '1'. This design uses 2's complement representation and will ignore any part of a result less than '1' (to the right of the decimal point). However, other functions are included to support multiply and divide in software. Hardware multiply and divide are very complex and will not be included in this design. The carry-in signal to the adder is enabled by the control signal and this provides the +1 for the conversion. This prep stage will invert the subtrahend. It is now the negative of the subtrahend, in 2's complement form.Ī 'pre-processing' stage is included (on each input) to provide for these functions.
Add '1' to it (or the other operand, or the result). This design supports "2's complement" number representation in accord with the vast majority of systems. In order to perform subtraction, we need to define how negative numbers are represented. This ALU builds upon the final design as shown there. Write CCR ? (Can this replace Clear Carry?)Īddition is the core hardware module of the ALU. X^2 (has two cells output, much faster than MUL). Arithmetic Shift Right (preserves the sign bit in 2's complement). Logical Shift Left (same as Arithmetic Shift Left). NEGation (2's complement) - done by proper setup of the adder. Flour shares texture with pigment.The operations provided by the ALU in this design are: Other additions are dough, bread, soil (both fertilized and unfertilized). It’s shared by all seeds in the game, and colored by the game engine. The little speck to the right of tree saplings and rye is a seed. The little green blob to the left of the flowers is a young flower stem (used when you plant flowers). Grass and wild rye are colored by the game depending on local humidity and temperature – do not give them a color in the texture (i.e. The plants in row 6 are (in order from left to right): SURVIVALCRAFT 2 WIKI UPGRADE
To help custom blocks texture creators upgrade their textures, here’s the default blocks texture for 1.22:īecause this is still work in progress, there may be small changes before release.Īs you can see, there’s a lot more space allocated to various plants.
To combat that, I am introducing a new mechanism that will reset the blocks texture to default every time you upgrade the game. This is a serious problem, many don’t even realize that they are playing with a custom texture, and (from my experience) will flood the forums and my inbox with bug reports. Because there are many new additions to the blocks texture in 1.22, users playing with a custom texture enabled will see lots of pink blocks and corruption if they use textures designed for 1.21 and older.