Power & Clock Sources
Every circuit needs somewhere to draw power from and, for sequential parts, a signal to step them along. Chip Hippo gives you two kinds of desk-level bricks for this — a power supply (PSU) and a clock source — neither of which seats on a breadboard. They sit loose on the desk with their own addressable terminals, and you wire those terminals into a board's rails (or straight to a chip's pins) just like any other wire run.
There is a third kind of source, and it does not live on the desk at all: external signals, the bench stimulus buttons pinned down the right-hand edge of the viewport. They are covered at the end of this page.

PSU bricks
Add a Power supply from the parts palette (Power group) and drop it
anywhere on the desk — it isn't tied to a board. It draws as a small body with
a voltage badge and two terminal pads: a red + and a black −.
Those pads are addressable wire endpoints, psu1.+ and psu1.- for the
first PSU you place, exactly like a breadboard hole — click-click a wire from
each terminal into a power rail (or directly to a chip's VCC/GND pins) to
energize a circuit.
A PSU has no on/off switch of its own — it's always "live" the moment the simulation is running; what matters is which voltage it's set to and what it's wired into.
Choosing a voltage — and the 12 V damage rule
Right-click a PSU brick and choose Properties… to pick its voltage: 3 V, 5 V, or 12 V. It's a live setting — the dropdown stays available and applies immediately even while the simulation is running, so you can change voltage on the fly and watch the effect.
- 5 V — normal operation. A chip whose VCC net carries a 5 V supply and whose GND net is properly grounded runs exactly to its datasheet behavior.
- 3 V — underpowered. The chip is inert — every output floats/reads as if disconnected — but nothing is harmed. Useful for demonstrating what an underpowered chip looks like without any risk.
- 12 V — damage. This is Chip Hippo's "magic smoke" rule: any chip (or oscillator can, which is powered the same way) whose VCC net sees 12 V is immediately marked damaged and goes inert for the rest of that run, independent of anything else on the net. It stays dead while the run lasts — a failed chip doesn't recover while the power is still wrong — and Stop makes it whole again.
A chip can also come up reversed — a PSU − on its VCC pin's net at the
same time as a PSU + on its GND pin's net — which is reported separately
from plain unpowered/underpowered, since it specifically means the supply
leads are swapped.
Live chip health (powered / underpowered / reversed / damaged) shows as a badge on each chip while running — see Running a Simulation for how those badges and the rest of the settle model work. This page only covers what puts a chip into each state.
Recovering from a 12 V mistake
Press Stop. Every damaged chip on the desk is restored, and you can rewire and run again. You don't lose the part, and you don't have to delete and re-place anything.
12 V is meant to be noticed, not to cost you the chip: the red badge and the warning are the point, and they've done their job by the time you stop. Wiring a supply to the wrong rail is a mistake about the circuit — one you can see and fix — so it stays fixable. Find where 12 V is reaching a VCC net (the probe tool is the quick way), correct it, and press Run.
Clock sources
Add a Clock source from the palette (Power group) for a free-running
or manually stepped square wave to drive a sequential chip's clock pin. Like
a PSU, a clock brick is desk-level — it doesn't seat on a board — and exposes
two addressable terminals: out and gnd (clk1.out / clk1.gnd).
Wire out to a chip's clock input and gnd to your circuit's ground.
Right-click a clock brick and choose Properties… to set its rate:
- 1 / 2 / 5 / 10 / 20 / 50 / 100 Hz — free-running. Once the simulation is
running, the brick toggles its
outlevel on its own at the chosen rate; a small lamp on the body lights while the output is HIGH. The slow end is for watching a single edge land; the fast end is for letting a counter or a CPU actually get somewhere while you watch. Above about 20 Hz the lamp and any LEDs on the circuit blur into a steady glow — that's the point at which the logic analyzer becomes the way to see what happened. - Manual — click-to-toggle. No timer runs it; instead, while the
simulation is running, clicking the brick's body flips
outfrom LOW to HIGH (or back) once per click — handy for single-stepping a counter or flip-flop by hand and watching each edge land.
The rate dropdown, like the PSU's voltage one, is a live setting — it applies immediately and stays available while running, so you can retune a clock's speed mid-simulation.
An oscillator can (a discrete part that seats directly on a board rather than as a desk brick) behaves the same electrically — it's a free-running square-wave source powered like a chip, with its own rate field in its Properties dialog — but it only ever free-runs; a real crystal has no click-to-toggle pin, so it has no manual mode.
The transport drives the edges
Free-running clocks (and oscillator cans) don't tick on their own outside a
simulation — their edges are driven by the Run/Pause/Step/speed transport
in the header, described fully in
Running a Simulation. Briefly: Run (Space) starts
every free-running clock at its configured rate; Pause freezes them in
place without stopping the simulation; Step advances every free-running
clock by exactly one half-period and re-settles the circuit, useful for
watching a sequential chain edge by edge; and the speed control scales
every free-running clock's rate together (it has no effect on a manual
clock, which only ever moves on a click). A manual clock only responds to
clicks while the simulation is actually running — stopped, its body is inert
like everything else on the desk.
External signals
A signal is bench stimulus: a labelled button pinned to the right-hand edge of the desk, and a pointed flag whose tip plugs into any hole on any breadboard. Pressing the button injects a level at that hole. Nothing about a signal takes up board space, and — unlike a push button, which you can only hold one of at a time — you can assert several signals at once.
Add one from the parts palette's SIGNALS section: pick Signal, then click anywhere on the desk. The click position does not matter; the button always goes to the next free slot on the rail, with its flag waiting beside it.
Drag the flag onto a board and its point snaps into the hole under the cursor. Press R while it is selected to turn it a quarter-turn about that point, so it can lie in whichever direction has room. Dragging a planted flag onto bare desk unplugs it, and its button goes back to holding the flag on the rail. A flag claims its hole exactly like a wire end or a chip pin does, so nothing else can use it while the flag is there.
Momentary, toggle, and the resting level
Right-click a flag (or a button) for Properties…:
| Field | What it does |
|---|---|
| Name | The label shown on the button |
| Description | The button's tooltip |
| Color | The colour shared by the button's dot and its flag — one of the seven signal colours, and only those no other signal holds are offered |
| Type | Momentary asserts while held; Toggle flips on each press and stays |
| Default value | The level the signal rests at — Low or High |
A placed signal is always driving its net. A momentary signal rests at its
default and asserts the opposite while you hold it, which is what makes
"Default: High" the natural setting for an active-low /RESET line: it sits
high, and pressing the button pulses it low. A toggle's current level is reset
to the default every time you Run, so a run always starts from a known state.
A signal drives at the same strength as a chip output, so two signals arguing over one net — or a signal fighting a chip's output pin — is reported as a conflict, exactly as two chip outputs on one net would be.
Pressing them
While the circuit is running, 1–7 press the signal buttons, top to bottom.
No modifier, so you can hold several down together — 1 and 3 at once is two
signals asserted at once. (Those digits pick the wire colour and the bus width
while the Wire or Bus tool is armed, but Run puts both tools away, so the two
meanings never collide.) Clicking a button with the mouse does the same thing
for one signal at a time.
Because a colour is what ties a flag to its button, there are seven signals per desktop — one per signal colour. That is the eight jumper colours minus black, which is the bench's ground colour: a black flag would read as a ground tie, and its button's dot would all but vanish against the dark rail. The palette's Signal row goes grey once all seven are in use.
A project saved before black was withdrawn still opens; any signal that was black is given a free colour on load, and keeps its name, type, resting level and wherever its flag was planted. Nothing else on the rail is recoloured.
See Wiring, Nets & Buses for how to route power-rail and clock wiring generally, and Running a Simulation for how power state and clock edges feed into the settle model and live views.