author: 'Bio_Hazard1282'

version: '1.1'

summary: 'A very simple program to find out which product/brand deals is better to find. No need to do the math yourself!'

description: "A very simple program to find out which product/brand deals is better to find. No need to do the math yourself!\nSource Code:\n[[code]]\nClrHome\nFor(I,1,2\nDisp \"Product/Brand \"+sub(\"12\",I,1)+\"?\nInput \"Price: $\",P\nInput \"Amount: \",A\nP/A\nIf I=1:Ans→B\nIf I=2:Ans→C\nClrHome\nEnd\n\"1\nIf B<C:\"2\nDisp \"Deal \"+Ans+\" is\n\"a better buy.\n[[/code]]"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: 'archivefile:deal/DEAL.8xp'

image: null

fileSize: '172'

fileSizeUnit: '1'

dateMade: '1546930800'

Follow the same template as errors but use the info from the warning codes document.

This command returns the modulo of two numbers. This is defined as the remainder when *value1* is divided by *value2*. This command is identical to the remain command, which returns the remainder of the dividend.

```
mod(12,5) = 2
mod(8,2) = 0
mod(64, 15) = 4
```

# Error Conditions

Error conditions still need to be added to this command page

# Related Commands

Several (around 3) commands have a similar function or are used in a similar context to this command. Make a bulleted list of them, with links to the other commands' pages. It will often be the case that several commands all link to each other.

fPart(*value*) returns the fractional part of *value*. Also works on complex numbers, lists and matrices.

```
fPart(5.32)
.32
fPart(4/5)
.8
fPart(‾5.32)
‾.32
fPart(‾4/5)
‾.8
```

# Advanced Uses

fPart(, along with int( or iPart(, can be used for integer compression.

Also, fPart( is an easy way to find A mod B (the positive remainder when A is divided by B).

`:B(A<0)+iPart(BfPart(A/B))`

If A is guaranteed to be positive, the following shorter code can be used, omitting B(A<0):

`:iPart(BfPart(A/B))`

Finally, the easiest way to check if a number is a whole number is not(fPart(X:

```
:If not(fPart(X:Then
: // X is an integer
:Else
: // X is not an integer
:End
```

You can use this, for example, to check if a number is divisible by another: if X is divisible by N, then X/N is a whole number. This is useful when you want to find the factors of a number. Warning: when storing values with repeating decimals and later multiplying them to see if a number makes it an integer it can return a value of 1 or -1 instead of 0 even if it is an integer. Example: if you store 1/3 as X and then do fpart(3x) it will return 1 instead of 0. This is because fpart(.999…) results in .999… and then rounds to 1 when displaying rather than rounding to 1.0 and then displaying the fpart( as 0.

# Optimization

Often you want to find the value of a-1 mod b — this occurs, for example, in movement routines with wraparound. However, the problem is that if a=0, a-1 will be negative. Rather than use the longer version of the modulo routine, you might replace subtracting 1 with adding (b-1). This will have the same result, but without sign problems.

# Related Commands

# See Also

A short description of what the command does.

The generic syntax of calling the command, with arguments.

The `Ans` variable holds the last answer that was stored in the calculator. Because `Ans` is stored in a special storage area built-in to the calculator, and it is extensively used by the calculator, you cannot delete it. Ans is also useful; it can make your programs both smaller and faster:

- Unlike other variables which have a value type hard-coded in (i.e., a string can only hold text, and lists and matrices can only hold numbers),
`Ans`can take on whatever value you want: a real or complex, list, matrix, or string are all acceptable. - Along with the finance variables,
`Ans`is faster than the real, complex, list, matrix, and string variables; and subsequently, you should try to use it as much as possible.

One of the most common places to use `Ans` is in place of storing a value to a variable. Just paste the `Ans` variable to the location where the variable was called, and then when the expression is evaluated, the calculator will use the current value of `Ans`. Using the `Ans` variable allows you to eliminate the variable, which helps save a little or a lot of memory (depending on the type of variable and its size).

```
30+5A→B
Disp 25A,30+5A
;can be
30+5A
Disp 25A,Ans
```

The one major drawback to using `Ans` is that its current value is only temporary. Whenever you store a value to a variable or place an expression or string on a line by itself, `Ans` is updated to the new value. This restriction essentially limits your use of `Ans` to only a single variable. If you are manipulating two or more variables, it's best to just use the variables.

There are several cases in which changing the value of a variable does not modify `Ans`, thus preserving its current value for later use:

- storing to an equation variable
- using the
`DelVar`command to delete a variable (i.e., set its value to zero, if it's a real variable) - initializing or changing the value in a
`For(`loop.

These cases can be very useful, allowing you to use Ans to store an expression rather than create a temporary variable for it.

A list is a collection of elements (made up of numbers, variables, or expressions). Although lists can have up to 999 elements (the only exception is the TI-83, which can only have 99 elements), they are limited by the amount of free RAM. Besides the six built-in lists (from L_{1} to L_{6}), which can be accessed by pressing [2nd] and [1] to [6] (for whichever list you want), you can also create custom lists. A custom list name can be one to five characters, comprised of any combination of capital letters and numbers and theta, but it must begin with a letter or theta.

Lists are very versatile variables. They are used for storing highscores and map information, and just about anything else. Lists are also important because they are the only variable that can be assigned a name. This adds a certain security to using them. Other programs can still access your lists (and change or corrupt them), however, but there is a smaller likelihood of this happening simply because there are millions of possible names available.

To use lists, you must become familiar with some specifics of their syntax:

- The little ∟ command, which belongs at the beginning of any list name, except the default lists L
_{1}…L_{6}. Almost always, when using a list, you must include this: e.g., to access the list SCORE, you would enter ∟SCORE. When you choose a list from the [2nd][LIST] menu, this is added by default so you don't have to worry about it. - The curly brackets: { and }. These allow you to manually enter a list. When manually writing a list, you begin with putting a single opening curly brace ({) that will enclose the list. You then type a number or variable or expression, and put a comma after it. You repeat this for however many elements you want. You then put a single closing curly brace (}) that will close the list.
- Parentheses: ( and ). These access a specific element of a list: for example, ∟NAME(5) would be the 5
^{th}element of ∟NAME. You can also use this to store to an individual element of the list.

# Commands

List variables stand out from other advanced variable types because most commands you can use for numbers can be used for lists as well. In such a case, the command will be applied to each element of the list individually, and a list of the results will be returned. If two lists are used like this in the same command, their elements are "paired up" and the command will be applied to each pair. For example:

```
:cos({30,60,90
will be evaluated like
:{cos(30),cos(60),cos(90
```

```
:{3,4,5}={6,7,5
will return
:{0,0,1
```

Before doing any list comparison operations, you should first check that both list dimensions are the same size using the dim( command. This check is necessary because if the lists are not the same size, it will cause an ERR:DIM MISMATCH error. Of course, if you can guarantee their sizes will be identical, you can leave off the size check.

```
:If dim(L1)=dim(L2
:Then
:If min(L1=L2
:Disp "EQUAL
:End
```

There are some special commands for lists; some can be used for normal commands as well, but have a special meaning when used for a list. These are typically accessed through the [2nd][LIST] menu, and include:

Some statistical commands are used with lists as well: see the Statistics page for details.

# Optimization

Some optimization tricks are used specifically with lists. For example, you may sometimes omit the little ∟ symbol at the beginning of a list. The most common situation where this applies is when using the → (store) command to store to a list. For example:

```
:{1,2,3→∟NUMS
can be
:{1,2,3→NUMS
```

This is even possible with a single-letter name, such as ∟X: the calculator will realize that you did not intend to store to the real variable X because lists cannot be stored to a real variable.

Another optimization that is possible is storing to the element just past the end of the list. For example, if ∟X has 5 elements, storing to ∟X(6) is also allowed. This increases the size of ∟X to 6 elements, and then sets its 6^{th} element as usual. The following is a standard construction to add an element to the end of a list:

`:(value)→∟X(1+dim(∟X`

You can even store to the first element of a list that doesn't exist. Because there are no elements in the list, the calculator will first create a new element at the beginning of the list, and then assign it the value. This optimization works especially well when looping with a For( loop, since you can use the loop variable as the list index.

# Advanced Uses

Lists can be linked together in a way similar to an Excel spreadsheet using a quotation mark:

`:"2L₁→L₂`

After running this code, modifying a value in L1 will cause the corresponding element in L2 to be updated accordingly. Modifying a value in L2 will break the link. Connected lists are indicated by a ♦ symbol in the list editor on the TI-84+, and by a small lock on the TI-84+CE.

Returns the minimum of two elements or of a list.

- for two numbers: min(
*x*,*y*) - for a list: min(
*list*) - comparing a number to each element of a list: min(
*x*,*list*) or min(*list*,*x*) - pairwise comparing two lists: min(
*list1*,*list2*)

min(*x*,*y*) returns the smallest of the two numbers *x* and *y*. min(*list*) returns the smallest element of *list*. min(*list1*,*list2*) returns the pairwise minima of the two lists. min(*list1*,*x*) (equivalently, min(*x*,*list1*)) returns a list whose elements are the smaller of *x* or the corresponding element of the original list.

```
min(2,3)
2
min({2,3,4})
2
min({1,3},{4,2})
{1 2}
min({1,3},2)
{1 2}
```

Unlike relational operators, such as < and >, min( can also compare complex numbers. To do this, both arguments must be complex — either complex numbers or complex lists: min(2,*i*) will throw a ERR:DATA TYPE error even though min(2+0*i*,*i*) won't. In the case of complex numbers, the number with the smallest absolute value will be returned. When the two numbers have the same absolute value, the second one will be returned: min(*i*,-*i*) returns -*i* and min(-*i*,*i*) returns *i*.

# Advanced Uses

min( can be used in Boolean comparisons to see if every value of a list is 1 (true) — useful because commands like If or While only deal with numbers, and not lists, but comparisons like L1=L2 return a list of values. In general, the behavior you want varies, and you will use the min( or max( functions accordingly.

Using min( will give you a strict test — only if every single value of a list is true will min( return true. For example, the following code will test if two lists are identical — they have the same exact elements — and print EQUAL in that case:

```
If dim(L1)=dim(L2
Then
If min(L1=L2
Disp "EQUAL
End
```

The first check, to see if the sizes are identical, is necessary because otherwise comparing the lists will return a ERR:DIM MISMATCH error.

# Error Conditions

**ERR:DATA TYPE**is thrown when comparing a real and a complex number. This can be avoided by adding 0*i*to the real number.**Dimension Mismatch**is thrown, when using min( with two lists, if they have different dimensions.

# Related Commands

Exclusive or statement. Returns the truth value of value1 or value2, but not both, being true.

value1 xor value2

**xor** takes two numbers of expressions and checks to see if *exactly one* is True. If both are True or both are False, it returns 0.

```
1 xor 0
1
:2 xor (3 xor 0) (after evaluating 3 xor 0, it simplifies into True xor True.)
0
:0 xor (1-1)^2
0
```

## Table of Results

For reference, the following true/false table shows what gets returned when you use different combinations of 1 (true) and 0 (false):

xor | 1 (true) | 0 (false) |
---|---|---|

1 (true) | 0 (false) | 1 (true) |

0 (false) | 1 (true) | 0 (false) |

# Related Commands

author: 'Bio_Hazard1282'

version: '1'

summary: 'This is a game where you go around the screen and hunt down your target as quick as possible, and kill the COM before it kills you.'

description: "This is a game where you go around the screen and hunt down your target as quick as possible, and kill the COM before it kills you. This is a very fun game,\nand can be very addicting (for some). This game is well-made, and has no memory leaks. Enjoy!\n\n+ Official Full Game Release\n.zip Archive Contents:\n* Targets! Demos - Includes sample GIFS of the program(s) being executed on different calculators\n* READ_ME.txt\n* SOURCE_CODE.txt\n* TARGETS.8xg\n* TARGETS.8xp\n* TARGETS2.8xg\n* TARGETS2.8xp\n--\n+ Editors Notes\n* This program is still playable on the TI-83+/SE, but it is not recommended. It can run slow or worse, not work at all. If you do download it to your TI-83, make sure to remove the CLASSIC part in both programs, or this program won't work!\n* The save data lists are\n # Targets: ⸤TGT\n # Targets 2: ⸤TRGT\n* These are MirageOS compatible, but it may not work correctly. If you run it directly from MirageOS, it will immediately play the game w/o warning.\n* These programs are un-edit locked. \n--\nTry out the program, and let me know what you think about it!\n+ TO-DO List\n* Add in the optimizations that Trenly provided and re-upload the optimized programs to this archive."

arcade: '1'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '1'

compatibility: bb

download: 'archivefile:targets/Targets.zip'

image: 'archiveimage:screenshot-targets/Screenshot-targets.png'

fileSize: '2'

fileSizeUnit: '3'

dateMade: '1543215600'

Hey! I just created an account to ask for some optimizations for my 3D rendering program for a TI-84 Plus CE. I know matrices are slow to work with, so optimizations regarding that is the main goal for this. I've been coding in TI-BASIC for quite some time, so I have sufficient knowledge of the language. This code was translated from The Coding Train (java) to BASIC, so the original code is not mine, all I did was port it over.

Feel free to drop by and contribute what you may, all help is accepted, including constructive criticism.

Here's my code:

```
: //Setup
: ClrHome
: TextColor(BLACK
: 2→L
:
: //Matrix Setup
: {8,2→dim([D]
: {8,3→dim([A]
: Fill(.5,[A]
: For(A,2,8,2
: -.5→[A](A,3
: End
: For(B,0,4,4
: For(A,3,4
: -.5→[A](A+B,2
: End
: End
: For(A,5,8
: -.5→[A](A,1
: End
:
: //Graph Setup
: 16.5→Xmax
: -Ans→Xmin
: 10.25→Ymax
: -Ans→Ymin
: ClrDraw
: GridOff
: AxesOff
: PlotsOff
: FnOff
:
: //Main Loop
: 0→θ
: Repeat getKey=45
: //Calcualations
: startTmr→W
: For(A,1,8
: Matr▶list([A]^^T^^,A,L₁ //"^^T^^" is the superscript transpose token
: List▶matr(L₁,[B]
: [[cos(θ),-sin(θ),0][sin(θ),cos(θ),0][0,0,1→[J]
: [[1,0,0][0,cos(θ),-sin(θ)][0,sin(θ),cos(θ→[I]
: [[cos(θ),0,-sin(θ)][0,1,0][sin(θ),0,cos(θ→[H]
: [J][B]
: [I]Ans
: [H]Ans→[B]
: 1/(L-[B](3,1
: [[Ans,0,0][0,Ans,0
: 20Ans[B]→[B]
: [B](1,1→[D](A,1
: [B](2,1→[D](A,2
: End
:
: //Drawing Edges
: ClrDraw
: For(A,1,4
: For(B,0,4,4
: [D](A+B-(A=4),1→N
: [D](A+B-(A=4),2→O
: [D](A+B+1+(A=2)-4(A=4),1→S
: [D](A+B+1+(A=2)-4(A=4),2→T
: Line(N,O,S,T,BLACK,1
: End
: [D](A,1→N
: [D](A,2→O
: [D](A+4,1→S
: [D](A+4,2→T
: Line(N,O,S,T,BLACK,1
: End
:
: Text(0,0,"SPF: ",checkTmr(W //SPF is seconds per frame
: θ+π/16→θ
: End
```

author: CodingCuber

version: '1.0'

summary: 'A moderately advanced clone of minesweeper built on the Ti-84 Plus.'

description: 'This minesweeper clone is built in the graph and uses the cursor to navigate the board. Programmed entirely in TI-Basic. Runs fast and uses a matrix for mine location storage. Has a button at bottom of the screen ("F") to switch between mine and flag modes. Please post any bugs you find and I will fix them as soon as possible. Only works and Ti 84 devices with a screen size of 94 x 62 pixels due to the use of the graph. More features will be added as they are programmed. Feel free to post suggestions for features'

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '1'

rpg: '0'

strategy: '1'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: dd

download: 'archivefile:mnesweep/MNESWEEP.8xp'

image: null

fileSize: '690'

fileSizeUnit: '1'

dateMade: '1540526400'

author: 'Jon Sturm'

version: Unknown

summary: 'Ever wanted the TI-83 Plus Font on your PC? Here it is!'

description: "Ever wanted the TI-83 Plus Font on your PC? Here it is!\n\n**Requires administrative privilages to install.**"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '1'

compatibility: bb

download: 'archivefile:ti-83p-font/TI-83P-Font.ttf'

image: null

fileSize: '19'

fileSizeUnit: '2'

dateMade: '1217829600'

author: Bio_Hazard1282

version: '1.0'

summary: 'Similar to Chatroom. But SHORTER.'

description: "Similar to Chatroom. But SHORTER. Less than One K.\nSource Code:\n[[code]]\n:\"C3 Chat Box v1.1\n:DCS6\n\"7FFECB9BB9C9BAABCACDFFFF9FFB9DABAADF9DABFFFF7FFE0FC01F003C007000\nCLASSIC\nClrHome\nIf det([[1:Then\nDisp \"Celtic 3 is\",\"not installed.\nStop\nEnd\nHoriz\nClrDraw\nAxesOff\nGridOff\nPlotsOff \nFnOff \nreal(7,0\nText(0,0,\"Preparing…\nGetCalc(A\nnot(A→A\nidentity(6,6,8,1\nText(0,0,\"Chat Box ready.\n\" →Str1\nAns→Str2\nAns→Str3\nLbl M\nClrHome\nreal(7,0\nreal(13,1\nDisp \" Chat Box \"+sub(\"BA\",1+A,1)+\" \nreal(13,0\nDisp \"₁.Send\",\"₂.Receive\nRepeat max(K={92,93,22,45\ngetKey→K\nEnd\nClrHome\nIf K=92:Goto S\nIf K=93:Goto R\nIf K=45:Goto C\nFull\nreal(13,1\nDisp \" Chat Box \nreal(13,0\nStop\nLbl S\nInput \"Send:\",Str3\nIf A\nStr3→Str1\nIf not(A\nStr3→Str2\nidentity(6,6,8,1\nText(0,0,sub(\"BA\",A+1,1)+\":\"+Str3\nGoto M\nLbl R\nDisp \"Receiving…\nIf A:Then\nGetCalc(Str2\nStr2→Str3\n\" →Str2\nElse\nGetCalc(Str1\nStr1→Str3\n\" →Str1\nEnd\nIf Str3≠\" \":Then\nidentity(6,6,8,1\nText(0,0,sub(\"AB\",A+1,1)+\":\"+Str3\nEnd\nGoto M\nLbl C\nClrDraw\nText(0,0,\"Chat Box cleared.\nGoto M\n[[/code]]\nCompatible for Mirage, DoorsCS6 and 7. Comes with icon for doors."

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '0'

compatibility: bb

download: 'archivefile:chatbox/CHATBOX.8xp'

image: 'archiveimage:chat-box/Chat-Box.png'

fileSize: '711'

fileSizeUnit: '1'

dateMade: '1537164000'

author: Deoxal

version: '1.0'

summary: 'Two programs that recursively calculate the value of a function.'

description: "RECURSER.8xp and RECURSEV.8xp ask for a function, a seed value, and the number of iterations to calculate and store graph settings to GDB 9. Recuser uses a custom list to store each iteration of the calculation as well as the seed, which caps the iterations at 999. Recursev does not have this limitation.\n\nBoth programs use XTANS.8xp(X to Ans) to replace X with Ans in the equation."

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: 'archivefile:recurse/Recurse.zip'

image: 'archiveimage:capture-5/Capture.png'

fileSize: '875'

fileSizeUnit: '1'

dateMade: '1535860800'

version: '7.3'

summary: 'A unique shell that runs programs and enhances file munipulation.'

description: "+ What is BasicOS?\nBasicOS is a shell that enhances file manipulation on your calculator. This shell is unique in most ways, and in it's own ways. BasicOS works pretty flawlessly, but there are some commands that are from Celtic III that are not fully implemented.\n\n--\n+ Attachments\nBasicOS Folder contents:\n\n- Original CelticIII folder\n- Source Code\n- The BasicOS Group\n- The BasicOS Program itself\n- Readme\n- This file your reading right now\n- Cool Fonts for zStart (Refer to \"AVARS.8xg\")\n- zStart Orginal folder\n- Token IDE Original folder\n- BasicOS 7.3 Example\n\n+ Source Code (Included)\n \n\n

**Version 7.5 is coming soon, featuring:**\n* Instead of the source code of files stored into a string, the content are stored into a seperate program called \"DOWNLOAD\", which allows managing source codes for programs much easier. The likelihood of a successful download is a lot higher compared to a string.\n* Improved memory efficiency."

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: dd

download: 'archivefile:basicos/BasicOS.zip'

image: 'archiveimage:basicos-7-3-example/BasicOS-7-3-Example.gif'

fileSize: '2514'

fileSizeUnit: '2'

dateMade: '1537509600'

author: Bio_Hazard1282

version: 4.8.3

summary: 'A Celtic 3 Chatroom for your graphing calculator. The Celtic III library could not be uploaded.'

description: "A Celtic 3 Chatroom for your graphing calculator. (Celtic 3 **NOT** Included)\n\nEDIT: This link below is the official Celtic 3 Library guide:\nhttp://f.eeems.ca/Resources/program%20readmes/Celtic%20III/ReadME%20Celtic%203%20app.txt"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: 'archivefile:chat/CHAT.8xp'

image: 'archiveimage:chat-1/CHAT.gif'

fileSize: '3301'

fileSizeUnit: '1'

dateMade: '1534572000'

author: 'Ataul Noor'

version: 1.0.0

summary: 'This program solves for percent error.'

description: ''

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '0'

compatibility: bb

download: 'archivefile:pererror/PERERROR.8xp'

image: 'archiveimage:capture-4/Capture-4.png'

fileSize: '464'

fileSizeUnit: '1'

dateMade: ''

Computes the angle of a complex number or a set of complex numbers.

**angle(***Expr1***)** → *expression*

**angle(***List1***)** → *list*

**angle(***Matrix1***)** → *matrix*

The **angle(** command computes the angle of a complex number, which corresponds to the rotation of a vector whose length is equivalent to the **abs(** of the number. The angle is returned in degrees, gradians, or radians, depending on the mode the calculator is in.

```
Degree mode
:angle(1+i) = 45
Radian mode
:angle(1+i) = π/4
```

**angle(** can also return the angles for a list or matrix of complex numbers, returning the outputs in a list or matrix respectively. **angle(** will attempt to return a closed-form expression for the value rather than a decimal expression when utilizing the CAS, and can also return a symbolic evaluation of an angle.

`:angle(z) = π(sign(z)-1)/2`

# Formulas

The general formula for the angle of complex number *x+iy* is given by

Often denoted as θ, the angle of a complex number is used in its polar representation

(2)where *r* is the absolute value of the number.

# Related Commands

author: 'Kevin Gomez (kg583)'

version: '1.0'

summary: 'A package of programs for number theory.'

description: 'TINT, or TI Number Theory, is a package of lists and programs designed for number theoretic computation and analysis on the TI-84+ series of calculators. These programs are designed to be used as subprograms for larger projects, and are optimized for numbers less than 10^12. This packages requires OS 2.53MP to run.'

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '0'

compatibility: ee

download: 'archivefile:tint/TINT.zip'

image: null

fileSize: '3500'

fileSizeUnit: '1'

dateMade: '1533358800'

Boolean AND comparison of expressions or groupings of expressions.

*BooleanExpr1* **and** *BooleanExpr2*

*BooleanList1* **and** *BooleanList2*

*BooleanMatrix1* **and** *BooleanMatrix2*

*Integer1* **and** *Integer2*

The **and** command compares two Boolean expressions (or lists or matrices of expressions) and performs the logical AND comparison, where the output is TRUE if and only if both inputs are also TRUE.

Command | Output |
---|---|

0 and 0 |
0 |

1 and 0 |
0 |

0 and 1 |
0 |

1 and 1 |
1 |

**and** can also be used to simplify logical conditions. For example,

```
:x≥3 and x≥4
outputs
:x≥4
```

because, in order to satisfy both logical conditions, *x* need only satisfy *x≥4*. **and** can perform this process on a list or matrix of Boolean expressions:

```
:{x≥3,x≤0} and {x≥4,x≤-2}
outputs
:{x≥4,x≤-2}
```

which is the intersection of two inequalities. This can be thought of as the overlap of two regions of a number line, where *x* must lie in order to satisfy all of the logical conditions simultaneously.

**and**'s final use is for bitwise comparison of integers. Consider two integers, 24 and 17, which when converted to binary become 0b11000 and 0b10001 respectively. To compare the two integers, **and** compares each bit of the binary number, outputing 1 when both bits are 1 and 0 otherwise:

```
0b11000: 24
0b10001: 17
----- --
0b10000: 16
```

Integers can be entered in any base for use with **and**, including binary (0b) and hexadecimal (0h). The output will match the base of the inputs (if they are identical), defaulting to decimal.

# Related Commands

author: ''

version: ''

summary: ''

description: "Password is alipor\nA temporary text thingy"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '0'

compatibility: bb

download: 'archivefile:alipor-txtooditor-1/Alipor-txtOODITOR.7z'

image: null

fileSize: '62'

fileSizeUnit: '2'

dateMade: ''

author: Alipor

version: '1.1'

summary: 'A text maker (Cnnot save it is a one-text-use thing)'

description: Password—alipor

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '0'

compatibility: bb

download: ''

image: null

fileSize: '1'

fileSizeUnit: '2'

dateMade: ''

This routine randomly selects a number given a list of partial probabilities

*L₁* - The bin sizes of the partial probabilities

*C* - Which bin is selected

The variables used in the routine.

L₁, L₂, X, U, S, L, T, C,E

TI-83/84/+/SE/CSE/CE

```
L₁→L₂
sum(L₂→X
Xˉ¹→U
U→S
DelVar LDelVar C
rand→T
For(E,1,dim(L₂
While L₂(E) and not(C
If L≤T and U≥T
Then
E→C
Else
L₂(E)-1→L₂(E
U+Xˉ¹→U
L+Xˉ¹→L
End
End
End
C
```

This routine takes a single list, and randomly selects an element according to the bin sizes in the list. It copies the list so as to not overwrite the data. It then sums the list, and takes the inverse of the sum to use as an interval. It then generates a random number between 0 and 1. By testing if this number falls within the intervals defined by each partial probability, it determines which bin the random number falls into.

As an example, if the input is {4,11,2,3} there is a 4/20 chance that Bin 1 is chosen, an 11/20 chance for bin 2, 2/20 for bin 3, and 3/20 for bin 4. If a bin size is 0, it will be skipped and never selected as the probability is 0.

Got the basic naughts and crosses engine going. ||

To Do:

- Create the memory setup for the AI
- Create the Code for the AI to recall the gameboard partial probabilities
- Create the code for remembering which gameboards were recalled and which moves were played
- Create the code for adjusting the partial probabilities for each gameboard
- Create the AI - Created the selection already
- Implement the AI

Main Naughts and Crosses Engine: (Player vs Player)

```
SetUpEditor ʟM,ʟMC
{0→ʟM
{0→ʟMC
StoreGDB GDB1
AxesOff
GridOff
CoordOff
Full
LabelOff
ExprOff
RectGC
Normal
Func
63→Ymax:0→Ymin
93→Xmax:0→Xmin
ClrDraw
Text(⁻1,2,14,"M.E.N.A.C.E.
Line(29,49,65,49
Line(65,49,65,13
Line(65,13,29,13
Line(29,13,29,49
Line(32,47,62,47
Line(31,46,63,46
Line(63,46,63,16
Line(62,47,62,15
Line(62,15,32,15
Line(61,15,33,15
Line(31,16,31,46
Line(32,15,32,47
Line(42,45,42,15
Line(52,45,52,15
Line(33,25,61,25
Line(33,36,61,36
19→H
35→V
1→P
Repeat dim(ʟM)=10
1→T
If fPart(dim(ʟM)/2):2→T
Line(H+14,V+2,H+22,V+2
Repeat sum(K={45,21,105
Repeat sum(K={45,21,105,24,25,26,34
getKey→K
End
If K=45:Stop
If sum(K={24,25,26,34:Then
Line(H+14,V+2,H+22,V+2,0
P+(K=26)(P<9)-(K=24)(P>1)+3(K=34)(P≤6)-3(K=25)(P≥4)→P
P/3
If Ans≤1:35→V
If Ans≤2:24→V
If Ans≤3:14→V
If sum(P={1,4,7
19→H
If sum(P={2,5,8
29→H
If sum(P={3,6,9
39→H
Line(H+14,V+2,H+22,V+2
End
End
If (K=105)not(sum(P=ʟM:Then
P→ʟM(1+dim(ʟM
Line(H+14,V+2,H+22,V+2,0
P/3
If Ans≤1:19→G
If Ans≤2:29→G
If Ans≤3:39→G
If sum(P={1,4,7
35→U
If sum(P={2,5,8
46→U
If sum(P={3,6,9
56→U
Text(⁻1,G,U,sub("OX",T,1)
expr(sub("020305071113171923",2P-1,2))→ʟMC(dim(ʟM
If dim(ʟMC)≥6:Then
1→A
For(E,2,dim(ʟMC),2
AʟMC(E)→A
End
If not(sum(not(fPart(A/{30,1001,7429,238,627,1495,506,935}):Then
1→A
For(E,3,dim(ʟMC),2
AʟMC(E)→A
End
End
sum(not(fPart(A/{30,1001,7429,238,627,1495,506,935})→W
If W:10→dim(ʟM
End
End
End
If not(W:Then
Text(⁻1,52,23,"TIE GAME!
Pause
Else
If T=2:Text(⁻1,52,15,"CROSSES WIN!
If T=1:Text(⁻1,52,15,"NAUGHTS WIN!
If T:Pause
End
RecallGDB GDB1
ClrDraw
ClrHome
```

Partial Probability Selection:

```
ʟPROB→ARRAY
sum(ARRAY→X
Xˉ¹→U
U→S
DelVar LDelVar C
rand→T
For(E,1,dim(ʟARRAY
While ʟARRAY(E) and not(C
If L≤T and U≥T
Then
E→C
Else
ʟARRAY(E)-1→ʟARRAY(E
U+Xˉ¹→U
L+Xˉ¹→L
End
End
End
C→P
```

Finds a sublist within a list, with different degrees of specificity.

L₁ - List to search

L₂ - Sublist

*Ans* - Initial index of sublist in L₁*

L₃ - Indices of L₁ which match the sublist*

*See individual routines for details

*L*, *X**

*Only used for gapped sublist searching

TI-83/84/+/SE/CSE/CE

kg583

# Find Exact Sublist (Permutation)

For a sublist stored in `L₂`, this routine will find where in `L₁` the precise sublist (in order, no gaps) is found and return the initial index as `Ans` (0 if not found).

```
:For(L,1,1+dim(L₁)-dim(L₂
:L
:If min(L₂=seq(L₁(X),X,L,L-1+dim(L₂
:Return
:End
:0
```

# Find Sublist with Gaps (Permutation w/ Gaps)

For a sublist stored in `L₂`, this routine will find if the ordered sublist is found, with gaps between entries allowed, in `L₁` and return 1 or 0 as `Ans`.

```
:1→X
:For(L,1,dim(L₁))
:If L₁(L)=L₂(X
:X+1→X
:1
:If X>dim(L₂
:Return
:End
:0
```

Alternatively, a few extra lines will return the matching indices as `L₃`.

```
:1→X
:ClrList L₃
:For(L,1,dim(L₁
:If L₁(L)=L₂(X:Then
:L→L₃(X
:X+1→X
:End
:If X>dim(L₂
:Return
:End
```

# Find Shuffled Sublist (Combination)

For a sublist stored in `L₂`, this routine will find where in `L₁` any shuffling (without gaps) of the sublist is found and return the initial index as `Ans` (0 if not found).

```
:For(L,1,1+dim(L₁)-dim(L₂
:L
:If prod(seq(max(L₁(X)=L₂),X,L,L-1+dim(L₂
:Return
:End
:0
```

# Find Shuffled Sublist with Gaps (Combination w/ Gaps)

For a sublist stored in `L₂`, this routine will find if any shuffling with gaps of the sublist is found in `L₁` and return 1 or 0 as `Ans`.

`:prod(seq(max(L₁=L₂(X)),X,1,dim(L₂`

Alternatively, two extra lines will return the matching indices as `L₃`.

```
:prod(seq(max(L₁=L₂(X)),X,1,dim(L₂
:If Ans
:seq(1+sum(not(cumSum(L₁=L₂(X)))),X,1,dim(L₂→L₃
```

Finds specific text in a string and replaces all occurrences with replacement text.

*Str1* - The main string to modify

*Str2* - What to search for

*Str3* - What to replace with

*Str1* - the modified string

Str1, Str2, Str3, I, J

TI-83/84/+/SE/CSE/CE

Michael2_3B

*URL:* Cemetech

```
"SEARCH"→Str2
"REPLACE"→Str3
length(Str2→J
1→I
While inString(Str1,Str2,I
inString(Str1,Str2,I→I
Str3
If I>1
sub(Str1,1,I-1)+Ans
If I+J<1+length(Str1
Ans+sub(Str1,I+J,1+length(Str1)-(I+J
Ans→Str1
I+length(Str3→I
End
```

First, note that the input for the search string (Str2) and replacement string (Str3) can be modified for however you need them to be input. In this case, the texts "SEARCH" and "REPLACE" have been used as examples for these 2 strings.

To start off, we first store the length of the search string in variable J. Then, we check if the search string can be found in the main string. If not, the loop doesn't continue to run. Otherwise, we store the index in the string where the search string was found in variable I.

After this, we have to account for 3 distinct options:

1. The search string was found at the beginning of the main string

2. The search string was found at the end of the main string

3. The search string was found somewhere in the middle of the main string

So, we first put Str3 in Ans.

Then, if some of the string exists before the search string (so I>1), we add the replacement string in Ans onto that text.

After that, we check if the string exists after the search string (so I+J<1+length(Str1)), and if so, we add the rest of the text onto Ans.

After modifying the string like this, the program then checks if there are any more occurrences of the search string in the main string. If so, this whole process is repeated over.

Calculates the binomial cumulative probability, either at a single value or for all values

for a single value:

binomcdf(trials, probability, [lower_bound,] upper_bound)

for a list of all values (0 to trials)

binomcdf(trials, probability)

From inside a document:

Press Menu, then scroll to probability.

Press the right arrow, then scroll to Distributions.

Press the right arrow, then scroll to Binomial Cdf (B)

This command is used to calculate the binomial cumulative probability function. In plainer language, it solves a specific type of often-encountered probability problem, that occurs under the following conditions:

- A specific event has only two outcomes, which we will call "success" and "failure"
- This event is going to repeat a specific number of times, or "trials"
- Success or failure is determined randomly with the same probability of success each time the event occurs
- We're interested in the probability that there are
**at most**N successes

For example, consider a couple that intends to have 4 children. What is the probability that at most 2 are girls?

- The event here is a child being born. It has two outcomes "boy" or "girl". In this case, since the question is about girls, it's easier to call "girl" a success.
- The event is going to repeat 4 times, so we have 4 trials
- The probability of a girl being born is 50% or 1/2 each time
- We're interested in the probability that there are at most 2 successes (2 girls)

The syntax here is `binomcdf( trials, probability, value)`. In this case:

`binomcdf(4,.5,2)`

This will give .6875 when you run it, so there's a .6875 probability out of 4 children, at most 2 will be girls.

If you wanted the probability that at least 1 and at most 2 will be girls, the syntax would be:

`binomcdf(4,.5,1,2)`

Another alternate syntax for `binomcdf(` leaves off the last argument, *value*. This tells the calculator to compute a list of the results for all values. For example:

`:binomcdf(4,.5`

This will come to {.0625 .3125 .6875 .9375 1} when you run it. These are all the probabilities we get when you replace "at most 2 girls" with "at most 0", "at most 1", etc. Here, .0625 is the probability of "at most 0" girls (or just 0 girls), .3125 is the probability of at most 1 girl (1 or 0 girls), etc.

Several other probability problems actually are the same as this one. For example, "less than N" girls, just means "at most N-1" girls. "At least N" girls means "at most (total-N)" boys (here we switch our definition of what a success is). "No more than", of course, means the same as "at most".

# Related Commands

[[row]]

[[cell style="text-align: center;background: #f4f4f4;padding: 5px 10px;"]]**{$number}**[e{$number}][[/cell]]

[[cell style="background: #f4f4f4;padding: 5px 10px;"]]**{$description}**

{$moreinfo}

[[/cell]]

[[/row]]

[[row]]

[[cell style="text-align: center;padding: 5px 10px;"]]**{$number}**[e{$number}][[/cell]]

[[cell style="padding: 5px 10px;"]]**{$description}**

{$moreinfo}

[[/cell]]

[[/row]]

[[row]]

[[cell style="text-align: center;padding: 5px 10px;"]]**{$number}**[{$number}][[/cell]]

[[cell style="text-align: left;padding: 5px 10px;"]]**{$name}**[{$reference}][[/cell]]

[[cell style="padding: 5px 10px;"]]**{$description}**

{$moreinfo}

[[/cell]]

[[/row]]

[[row]]

[[cell style="text-align: center;background: #f4f4f4;padding: 5px 10px;"]]**{$number}**[{$number}][[/cell]]

[[cell style="text-align: left;background: #f4f4f4;padding: 5px 10px;"]]**{$name}**[{$reference}][[/cell]]

[[cell style="background: #f4f4f4;padding: 5px 10px;"]]**{$description}**

{$moreinfo}

[[/cell]]

[[/row]]

This command can be used to return the absolute value of a number, or an expression which evaluates to a number.

```
⁻5→X
abs(x)
Outputs: 5
```

# Optimization

This section includes both ways to optimize use of the command, and other common pieces of code that this command can replace in an optimization. Make sure to mention if the optimization improves speed of the program, size, or both. Sample code should be included too, preferably in the following format:

```
If X<0
Then
⁻X→X
can be
abs(X)→X
```

NOTE: Due to the limitations of the wiki markup language, the {$cmd} command on this page does not appear as it would on the calculator. See Wiki Markup Limitations for more information.

Another page that should be created similar to wiki-limits

Unfortunately, the rich vocabulary of wiki syntax doesn't allow to properly display a command in titles and code blocks. When this happens, the offending page will link here so we can properly apologize, clarify what is meant, and give the syntax that displays them correctly where it is possible to do so.

Here are the commands and symbols that suffer from this problem:

# See Also

- The wiki syntax description on www.wikidot.com.

This page should contain a list of all the errors from the ti-nspire. Would like it set up similarly to errors

This table lists all the possible error messages that can occur. Some error messages are very explicit (like "Missing Parentheses" ), but others are less so. Where the error message itself gave too little information, this table explains the error more thoroughly.

Errors need to be added to the table below. Please alternate between using error1 and error2

Error Code |
Error |
Description |

010 |
No Value |
A function did not return a value |

020 |
Unresolved Boolean |
A test did not resolve to TRUE or FALSEThis error is commonly caused when attempting a comparison with an undefined variable |

030 |
Cannot be Folder Name |
Argument cannot be a folder name |

040 |
Argument Error |
Argument error |

050 |
Argument Mismatch |
Two or more arguments must be of the same type |

060 |
Argument- Boolean |
Argument must be a Boolean expression or integer |

070 |
Argument - Decimal |
Argument must be a decimal number |

090 |
Argument - List |
Argument must be a list |

100 |
Argument - Matrix |
Argument must be a matrix |

130 |
Argument - String |
Argument must be a string |

140 |
Argument - Name |
Argument must be a variable nameMake sure the name does not begin with a digit, contains no spaces or special characters, and does not exceed length limitations |

160 |
Argument - Expression |
Argument must be an expression |

165 |
Battery Level |
Batteries too low for sending or receivingReplace or charge the batteries before sending or receiving |

170 |
Bound |
The lower bound must be less than the upper bound |

180 |
Break |
The d or c key was pressed during a long calculation or program execution |

190 |
Circular Definition |
This is displayed to avoid infinite replacement of variables during simplificationExample: a+1→a will throw this error when a is undefined |

200 |
Constraint Expression Invalid |
The expression used as a constraint is not valid |

210 |
Data Type |
An argument is of the wrong data type |

220 |
Dependent Limit |
The limit is dependent and must be independent |

230 |
Invalid Dimension |
A list or matrix index is not valid |

235 |
Dimension Error |
Not enough elements in the lists |

240 |
Dimension Mismatch |
Two or more arguments must be of the same dimension |

250 |
Divide by Zero |
An expression evaluated to a division by zero |

260 |
Domain Error |
An argument must be in a specified domainrand(0) throws this error since the domain must be greater than 0 |

270 |
Duplicate Variable |
A variable with that name already exists |

280 |
Invalid Else |
An Else or ElseIf statement was outside the If-EndIf block |

290 |
EndTry Missing Else |
EndTry is missing the matching Else statement |

295 |
Excessive Iteration |
Excessive iterationNot much is currently known about this error |

300 |
List or Matrix Expected |
Expected a 2 or 3 element list or a matrix as an argument |

310 |
Single Variable Equation |
The first argument of nSolve must be an equation in a single variableThe equation cannot contain an undefined variable other than the variable of interest |

320 |
Equation or Inequality Expected |
The first argument of solve or cSolve must be an equation or inequalitysolve(3x^2-4,x) is invalid because the first argument is not an equation |

345 |
Inconsistent Units |
The calculation cannot be performed with mismatched unitsEnsure all units are matching |

350 |
Index Out Of Range |
The index specified is not valid |

360 |
Indirection String |
Indirection string is not a valid variable name |

380 |
Undefined Ans |
Either the previous calculation did not create Ans, or no previous calculation was entered |

390 |
Invalid Assignment |
The value cannot be assigned to the variable |

400 |
Invalid Assignment Value |
The value cannot be assigned to the variable |

410 |
Invalid Command |
The command entered is not valid |

430 |
Invalid For Mode |
The calculation, command, or answer is not valid for the current mode settings |

435 |
Invalid Guess |
The guess is not valid |

440 |
Invalid Implicit Multiplication |
This is to prevent errors between implied multiplication and function callsx(x+1) is invalid, whereas x*(x+1) is the correct syntax; (x+1)x may also work, but not much is known about this |

450 |
Invalid Command Use |
Invalid in a function or Current ExpressionOnly certain commands are valid in a user-defined function. The command which this error references cannot be used in a user-defined function |

490 |
Invalid in Try..EndTry Block |
The command is not valid in a Try Block |

510 |
Invalid List or Matrix |
The List or Matrix is undefined or not valid |

550 |
Invalid Command Use |
Invalid outside function or programA number of commands are not valid outside a function or program. For Example, Local cannot be used unless it is in a function or program |

560 |
Invalid outside Loops |
The command must be within a Loop..EndLoop, For..EndFor, or While..EndWhile blockCertain commands, such as Exit are only valid inside loop blocks. |

565 |
Invalid Command Use |
Invalid outside programThe command can only be used in a program, and is invalid in a function or on the home screen |

570 |
Invalid Path Name |
The specified folder or path is invalidNotably, \var is considered invalid |

575 |
Invalid Polar Complex |
The Polar Complex is invalid or could not be resolved |

580 |
Invalid Program Reference |
Programs cannot be referenced within functions or expressionsExample: 1+p(x) throws this error when p( is a program |

600 |
Invalid Table |
The table referenced is invalid |

^{1}

[[include inc:nspire-command-help

|picture=@@

|summary=@@

|syntax=@@

|compatibility@@

]]

In general, omitting all the variables for a section is the way to go if you don't want the section to be displayed. The exception is "calculator compatibility" - omitting the variables for that section will display the default message (compatible with all calculators).

## |picture=

If the image is embedded on the same page, then only the full name of the image is to be written here. Otherwise, simply paste the full URL of the image.

## |summary=

Just type in a brief description of the command.

## |syntax=

Enter the general syntax of the command.

## |compatibility

If the command works on all calculators, simply say "All calculators." Otherwise, specify which calculator(s) the command is compatible with.

Only one option can be applied (and they are exclusive of each other), otherwise unpredictable results may occur.

A short description of what the command does.

The generic syntax of calling the command, with arguments.

Describe how to get the command from a menu.

(Include this disclaimer if command xxxxx doesn't appear correctly due to markup limitations. See *iff* for an example)

NOTE: Due to the limitations of the wiki markup language, the xxxxx command on this page does not appear as it would on the calculator. See Wiki Markup Limitations for more information.

A complete description of the basic uses of the command. All commonly used and documented ways of calling the command should be listed here; inputs, outputs, and anything else important should be mentioned.

```
:At least one piece of example code
:should be included here.
```

# Advanced Uses

Advanced uses include rarely used or undocumented ways of calling the command in question. If there's an unusual but effective way of using the command, that too should be listed. Another type of advanced use is a programming technique to which the command is critical. Finally, system variables modified by the program should be listed here. With each advanced use, you should have a piece of example code to show how it works, as well as an explanation.

If there is already a page on the advanced use of the command, give a short synopsis, then link to that page - you shouldn't include the entirety of that page here.

Separate unrelated advanced uses with a horizontal bar.

# Optimization

This section includes both ways to optimize use of the command, and other common pieces of code that this command can replace in an optimization. Make sure to mention if the optimization improves speed of the program, size, or both. Sample code should be included too, preferably in the following format:

```
:unoptimized code
can be
:optimized code
```

# Formulas

(this section is usually not present)

This section is unnecessary for most commands. The only ones that would require it are the ones on the high end of mathematical complexity, such as the statistics commands. Use the math template to type in a LaTeX formula that matches the rest of the page in background. For example, type **[[include inc:nspire-math eqn = \sum_{i=1}^n\frac{a}{r^i}]]** to get:

# Error Conditions

For the non-generic errors that might occur when using this command (that is, syntax-type errors shouldn't be included). In a format similar to the following:

**ERR:DIM MISMATCH**is thrown if the two list arguments have different dimensions.**ERR:RESERVED**is thrown if ∟RESID is supplied as an argument.

# Related Commands

Several (around 3) commands have a similar function or are used in a similar context to this command. Make a bulleted list of them, with links to the other commands' pages. It will often be the case that several commands all link to each other.

- Command 1
- Command 2
- Command 3

# See Also

(this section is usually not present)

If a command can be used in a particular design concept or technique, you should mention it and provide a link to its respective page. This section should come at the end of the page, and be a bulleted list that contains all of the design or technique related links mentioned throughout the page.

- Design Concept 1
- Design Concept 2
- Technique 1

May |
21 — |
Congratulations to TI-BD user Trenly for being promoted to Administrator! |

author: 'Bio_Hazard1282'

version: '1'

summary: 'Math Equation Puzzle Solver is a simple game you''ll just *want* to play when you''re bored. To win, you need to create an equation with the specific length and answer. '

description: "[[code]]\nClrHome\nAxesOff\nZStandard\nZInteger\nFnOff\nPlotsOff\n1→Xmin:100→Xmax\nText(0,1,\"Equation Puzzle solver //You can use uppercase letters too, to save bytes\nFor(I,0,94\nFor(J,0,6\nPxl-Change(J,I\nEnd\nEnd\nthe end statements\nText(7,0,\"Create an equation with:\nrandInt(10,20→R //A random number between 10 and 20 is generated to determine\nthe number of rounds\nFor(I,1,R\nrandInt(5,50→L //Required length of the equation\nrandInt(1,1000→N //Required answer of the equation\nText(13,0,\"Length of: \",L\nText(19,0,\"Answer of: \",N\nRepeat L=length(Str1) and N=G\nInput \"Equation:***\",Str1 //Replace the asterisks with spaces.\nClrHome\nIf length(Str1)≠L:Then\nDisp \"Equation Length\",\"MUST be:\",L\nPause\nEnd\nexpr(Str1→G\nIf N≠G:Then\nDisp \"Equation Answer\",\"does not equal:\",N\nPause\nEnd\nEnd\nFor(I,7,0,-1\nLine(Xmin,I,Xmax,I,0\nLine(Xmin,-I,Xmax,-I,0\nEnd\niPart(I/R*100\nLine(0,Ymin,Ans,Ymin\nEnd\nPause\nFull\n\"Math Equ. Solver\n[[/code]]"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '1'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '1'

compatibility: bb

download: 'archivefile:eqnpuz/EQNPUZ.8xp'

image: null

fileSize: '544'

fileSizeUnit: '1'

dateMade: '1526274000'

author: 'Justin Wales'

version: '1.0'

summary: 'This program disables the [ON] button'

description: "Ever wanted a program with the [ON] button disabled? This program is for you! View this file on ti-calc.org\n\n\nSOURCE CODE (z80):\n[[code]]\n.nolist\n#include \"ti83plus.inc\"\n.org userMem-2\n.db $BB,$6D\n.list\n\n bcall(_RclAns)\n bcall(_ConvOp1)\n ld a,e\n or a\n jr z,Install_Interrupt\n dec a\n ret nz\nUninstall_Interrupt:\n im 1\n ret\nInstall_Interrupt:\n\n di\n ld hl,$9900\n ld de,$9901\n ld bc,256\n ld (hl),$9a\n ldir\n\n ld hl,interrupt_start \n ld de,$9a9a \n ld bc,interrupt_end-interrupt_start \n ldir \n ld a,$99\n ld i,a \n im 2 ;switch to mode 2\n ei ;enable interrupts\n ret\n\nInterrupt_Start:\n ex af,af'\n exx\n in a,($03)\n and %11111110\n out ($03),a\n call $003A\n reti\nInterrupt_End:\n.end\n[[/code]]"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: 'archivefile:onblock/onblock.zip'

image: null

fileSize: '139'

fileSizeUnit: '1'

dateMade: '1078639200'

author: Bio_Hazard1282

version: '1.0'

summary: 'You are an explorer in a very deep forest, and you need to escape it to civilization. You are on your motorcycle, your only way of transportation. Unless you prefer walking. Can you beat the high score? Good luck!'

description: "You are an explorer in a very deep forest, and you need to escape it to civilization. You are on your motorcycle, your only way of transportation. Unless you prefer walking. Can you beat the high score? Good luck!\n--\nSource code:\n[[code]]\nPROGRAM:FRUN\nClrHome\nClrDraw\nAxesOff\nZStandard\nZInteger\nPlotsOff\nFnOff\nSetUpEditor FRUN\n2→dim(⸤FRUN\nText(44,0,\"FOREST ESCAPE\nText(51,6,\"HIGH DISTANCE: \",⸤FRUN(1),\"m //meters (metres if your in a different region)\nText(57,2,\"TOTAL DISTANCE: \",⸤FRUN(2),\"m\nPause\nDelvar DDelvarG47→X\nRepeat K=45 or pxl-Test(31,X\ngetKey→K\nPxl-On(31,X\nAsm(prgmDOWN\nD+1→D\nIf max(K={24,26,25\nK→G\nIf K=105:Pause\nX+(G=26)-(G=24→G\nX+95(X=-1)-95(X=95→X\nText(0,randInt(0,94),\"Y\nEnd\nIf D>⸤FRUN(1\nD→⸤FRUN(1\n⸤FRUN(2)+D→⸤FRUN(2\nText(44,2,\"HIGH DISTANCE: \",⸤FRUN(1),\"m\nText(44,2,\"TOTAL DISTANCE: \",⸤FRUN(2),\"m\nPause\nClrDraw\nClrHome\n[ //Shift screen down one pixel level\n[[/code]"

arcade: '1'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: bb

download: 'archivefile:forst-escape-1/Forst_Escape.txt'

image: null

fileSize: '783'

fileSizeUnit: '1'

dateMade: '1524808800'

Sorts a list based on frequency, then by value

*L₁* - A list to be sorted

*L₁* - The original list, sorted by frequency of elements

L₁, L₂, L₃

TI-83/84/+/SE/CSE/CE

Trenly

```
SortD(L₁
DelVar L₂DelVar L₃
SetUpEditor
For(θ,1,dim(L₁
L₁(θ→L₂(1+dim(L₂
sum(L₁=Ans→L₃(dim(L₂
θ-1+Ans→θ
End
DelVar L₁
SetUpEditor
While dim(L₂
1+sum(not(cumSum(L₃=max(L₃→θ
L₃(θ)→N
For(E,1,N
L₂(θ→L₁(1+dim(L₁
End
For(E,θ+1,dim(L₂
L₂(E→L₂(E-1
L₃(E→L₃(E-1
End
dim(L₂)-1→dim(L₂
dim(L₃)-1→dim(L₃
End
```

This routine uses the List Frequency routine to find the frequency of each number. It then deletes, and reconstructs L₁ from the values in those lists by searching for the highest frequency, then adding it into L₁ the number of times it occurs. It then shifts the elements inside the frequency lists above the value down 1, overwriting the value which was just inserted into L₁. It then decreases the length of the frequency lists, and repeats until there are no more values to be added. This routine automatically cleans up, leaving L₂ and L₃ empty. If you wish to sort in ascending frequency, change the max( on line 12 to min(. If you wish to sort the values in ascending order instead of descending order, change the SortD( on line 1 to SortA(

# Error Conditions

**ERR:INVALID DIM**is thrown if L₁ is defined but is empty**ERR:UNDEFINED**is thrown if L₁ does not exist

# Related Routines

This routine is used for creating complex graphical menus. It can have hundreds of sub-menus, and works quite similarly to a menu on the home screen.

*Str1* - A list of menu options, each being of length L

*L* - The length of the sub-strings for the current menu

*N* - The number of options in the current menu

*O* - The menu identifier

*S* - The current item/row selected

The variable(s) that the routine stores to at the end.

*O* - The menu identifier

*S* - The current item/row selected

*Str1* - A list of menu options, each being of length L

*L* - The length of the sub-strings for the current menu

*N* - The number of options in the current menu

*O* - The menu identifier

*S* - The current item/row selected

*K* - A keystroke identifier

*Xmin* - Graph Settings

*Xmax* - Graph Settings

*Ymin* - Graph Settings

*Ymax* - Graph Settings

*Theta* - For Loop Counter

*Z* - For Loop Counter

*GDB1* - Cleanup Variable

TI-83/84/+/SE

Trenly

```
StoreGDB 1
Lbl M0
ClrDraw
AxesOff
GridOff
ClrHome
62→Ymax:0→Ymin
94→Xmax:0→Xmin
"1:Option 2:Option3:Option "→Str1
0→O:1→S:8→L:3→N
Lbl M
Text(0,0,"Custom Menu Beta 0.1"
Horizontal Ymax-7
For(θ,0,N-1
Text(8+7θ,0,sub(Str1,1+Lθ,L)
End
Horizontal Ymax-9-7N
For(θ,6,1,⁻1
For(Z,0,4
Pxl-Change(8+7S-θ,Z
End
End
Repeat sum(K={23,45,105
Repeat sum(K={23,45,105,34,25,72,73,74,82,83,84,92,93,94
getKey→K
End
If K=34(S<N) or K=25(S>1
Then
For(θ,6,1,⁻1
For(Z,0,4
Pxl-Change(8+7S-θ,Z
End
End
S+(K=34)-(K=25)→S
For(θ,1,6
For(Z,0,4
Pxl-Change(8+7S-θ,Z
End
End
End
If sum(K={72,73,74,82,83,84,92,93,94
Then
K-13int(K/13(2>abs(5-abs(5-abs(K-83
If Ans≤N and Ans>0
Then
Ans→S
105→K
End
End
End
ClrDraw
ClrHome
If (K=23)O:Goto M0
If (K=23)not(O:Goto E
If K=45:Goto E
If (O=0)(S=1:Goto M1
If (O=0)(S=2:Goto M2
--Add an if statement here for each option you have--
-- O defines which menu you are currently in --
-- S defines the option they selected --
Lbl E
ClrDraw
RecallGDB 1
ClrHome
Return
```

This menu is made for the graphscreen on monochrome calculators. It functions similarly to the Menu( command, in that it highlights the current menu option, and uses labels. To create your own menus, each menu needs a menu id, a string containing entries of the same length, the number of entries, the length of the entries, and the starting selection. What makes this code functional is that each menu option is referenced by a menu ID, and the number of the selection. Because of this, the same code can be used to display multiple menus.

In addition to the up and down arrows and enter, a user can use the numberpad to select an option. The clear key will exit the program from any menu, and the delete key will return to the main menu from inside any menu. If the delete key is used on the main menu, the program will end.

The main menu has an ID of 0 by default, and can be shown at any time using "Goto M0". Any sub-menus you wish to add should be in the following format. You will need to change O, L, and N for each menu. In the code below, O is set to 1. This is what gets referenced in the If statements in the main code. S is set to 1 since I want the first option to be selected when we load the menu. L is set to 22 in this example because each menu option is 22 characters long. You will notice there are spaces included to make sure each item is the same length. Finally, there are 6 options in this example, so N is set to 6. We then Goto M to display the menu

```
Lbl M1
"1:Kilograms◄ ►Lbs 2:Meters◄ ►Feet 3:ElectronVolt◄ ►Joule4:Joule◄ ►Calorie 5:Horsepower◄ ►Watt 6:Back →Str1
1→O:1→S:22→L:6→N
Goto M
```

# Error Conditions

**ERR:INVALID DIM**is thrown if N*L is greater than the length of Str1**ERR:DOMAIN**is thrown if N is greater than 8

# Related Routines

You are an explorer in a very deep forest, and you need to escape it to civilization. You are on your motorcycle, your only way of transportation. Unless you prefer walking. Good luck!

```
PROGRAM:FRUN
ClrHome
ClrDraw
AxesOff
ZStandard
ZInteger
PlotsOff
FnOff
SetUpEditor FRUN
2→dim(⸤FRUN
Text(44,0,"FOREST ESCAPE
Text(51,6,"HIGH DISTANCE: ",⸤FRUN(1),"m //meters (metres if your in a different region)
Text(57,2,"TOTAL DISTANCE: ",⸤FRUN(2),"m
Pause
Delvar DDelvarG47→X
Repeat K=45 or pxl-Test(31,X
getKey→K
Pxl-On(31,X
Asm(prgmDOWN
D+1→D
If max(K={24,26,25
K→G
If K=105:Pause
X+(G=26)-(G=24→G
X+95(X=-1)-95(X=95→X
Text(0,randInt(0,94),"Y
End
If D>⸤FRUN(1
D→⸤FRUN(1
⸤FRST(2)+D→⸤FRST(2
Text(44,2,"HIGH DISTANCE: ",⸤FRUN(1),"m
Text(44,2,"TOTAL DISTANCE: ",⸤FRUN(2),"m
Pause
ClrDraw
ClrHome
```

```
PROGRAM:DOWN
:AsmPrgm213396113F9601F402EDB823010C00EF304CEF6A48C9 //Shift screen down one pixel level
```

author: master_programmer

version: '1.0'

summary: ''

description: 'Simple slots game that took me 1 week to make. It uses 20 programs total, 19 sub programs, 2 custom lists, and adds and takes away coins. If your 1m+ coins disappear, dont worry! They were just stored in the second list so that the coin count wont overflow into the next row. I will post updates for the program as well, so stay tuned!'

arcade: '1'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '1'

board: '0'

utility: '0'

misc: '0'

compatibility: bb

download: null

image: null

fileSize: '2097'

fileSizeUnit: '1'

dateMade: '1523941200'

Apr |
23 — |
The new chat is available for use by the TI-BD community! This chat should be more secure than the last one. |

Example of Inputting Hex Code

There are all sorts of small assembly programs that you can create simply using the calculator's built-in assembly commands (specifically, AsmPrgm84C and AsmPrgmCE), along with the appropriate hexadecimal code. In order to run a program, you need to use the Asm( command, where Asm(prgmPROGNAME is the program that contains the hexadecimal code.

As a word of caution, when entering in the hexadecimal, you need to be very careful that you type it in exactly as you see it. If there is a single incorrect character, the calculator might crash and reset your RAM when you turn it on again. We have tested the hexadecimal codes to make sure they work, but it's up to you to enter them in correctly.

# Turn Off LCD

```
:AsmPrgm84CE
:3E01321900E3C9
```

# Turn On LCD

```
:AsmPrgm84CE
:3E09321900E3C9
```

This is the same as the code for turning off the LCD, except that the 01 is a 09 instead.

# Set LCD Brightness

```
:AsmPrgm84CE
:CD500F02CD700F02322400F6C9
```

Set the brightness to a value between 0 and 255 stored in Ans, 255 is low, 0 is high.

# Enable Lowercase Letters

```
:AsmPrgm84CE
:FDCB24DEC9
```

author: coltonj96

version: '0.1'

summary: 'A Fancy Analog Clock!'

description: 'Has fancy looking hands and is first in a series of fancy clocks I plan to make'

arcade: '0'

graphics: '1'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: ff

download: 'archivefile:aclock-2/ACLOCK.8xp'

image: 'archiveimage:aclock-1/AClock.png'

fileSize: '1328'

fileSizeUnit: '1'

dateMade: ''

version: ''

summary: 'Tally counter is a program that allows you to count a number forever. You are able to count (obviously), set the counter value, and it''s increment. This version below is the modified version of the alternative. Make sure you understand and think through the code.'

description: "[[code]]\nClrHome\nCLASSIC //Ignore this if you do not have the TI-84+ Series, this is added to improve performance. Performance is high already with the normal TI-83+\nSetUpEditor COUNT\nIf 0=dim(⸤COUNT\n{0,1→COUNT //Many users insert the \"⸤\" in front of the name, we remove it to save a byte\n⸤COUNT(1\nLbl M\nMenu(\"Tally Counter\",sub(\"Start***Continue\",1+8(Ans>0),8),1,\"Reset\",2,\"Set\",3,\"Value\",4,\"Quit\",5 //Replace asterisks with spaces\nLbl 1\n⸤COUNT(1→C\nOutput(1,1,C\nPause\nRepeat getKey\nC+⸤COUNT(2→C\nOutput(1,1,C\nrand(20\nEnd\nPause\nGoto M\nLbl 2\nMenu(\"Reset?\",\"No\",M,\"Yes\",Y\nLbl Y\n{0,1→COUNT\nGoto M\nLbl 3\nClrHome\nMenu(\"Set\",\"Value\",V,\"Increment\",I,\"Cancel\",M\nLbl V\nInput \"Value:\",C //It does not matter if we still use the C variable, since the main feature of this program changes it anyways\nabs(iPart(C→⸤COUNT(1\nGoto 3\nLbl I\nInput \"Increment:\",C\nabs(iPart(C→⸤COUNT(2\nGoto 3\nLbl 4\nDisp \"You are on:\",⸤COUNT(1\nPause \nGoto M\nLbl 5\nArchive ⸤COUNT\n[[/code]]\n\n* 36 lines of code\n* Available to all graphing calculators TI-Basic friendly\n* Easy to read and understand\n* Fully programed in TI-Basic \n\n+ Alternative\nThe only difference between this version and the other one, it just counts. No menus, no \"36 lines of code\". It still has the list, with only the tally counter value.\n\n[[code]]\nClrHome\nSetUpEditor COUNT\n⸤COUNT(1→C\nOutput(1,1,C\nPause\nRepeat getKey\nC+1→C\nOutput(1,1,C\nrand(20\nEnd\nPause\nClrHome\nArchive ⸤COUNT\n[[/code]]\n--\nWell, that wraps up the tally counter program. Enjoy! If you have any questions or comments, please click the discuss button below.\n"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '1'

compatibility: bb

download: 'archivefile:tally-counter/Tally-Counter.docx'

image: 'archiveimage:51qv97b6lpl-sy355/51QV97B6lPL_SY355_.jpg'

fileSize: '950'

fileSizeUnit: '1'

dateMade: ''

# Introduction

Celtic III is a Flash Application for the TI-83 Plus, TI-83 Plus Silver Edition, TI-84 Plus, and the TI-84 Plus Silver Edition graphing calculators, designed to extend the functionality of these calculators so that BASIC games and utilities can perform actions that cannot easily be done through the language itself. Celtic III supports its own command set focused more on file handling and manipulation. It also supports a command set used for manipulating image files and screen data. It also supports decent compatibility with the popular xLIB library so you don't have to change anything.^{1}

# How To Use

author: 'AravenFtw Luke'

version: ''

summary: "A fake virus program. Source code is below\n"

description: "[[code]]\n0→X\nClrHome\nLbl 1\nOutput(1,5,\"WARNING!\"\nOutput(2,1,\"1 virus found on\nOutput(3,1,\"your machine.\nOutput(5,2,\"Remove viruses\nOutput(6,2,\"Reinstall TI-OS\nOutput(8,3,\"Navigate \"\n0→A\nRepeat X=100\ngetKey→X\nIf A=0:Output(5,1,\"\"\nIf X=34 and A=0:Then:1→A:Output(5,1,\" \"):End\nIf A=1:Output(6,1,\"\"\nIf X=25 and A=1:Then:0→A:Output(6,1,\" \"):End\nIf A=0 and X=105:Goto 3\nIf A=1 and X=105:Goto 2\nEnd\nStop\nLbl 2\nClrHome\n0→A\nOutput(1,1,\"Reinstall TI-OS?\nOutput(2,1,\"Continuing will\nOutput(3,1,\"delete all data\nOutput(4,1,\"and programs.\nOutput(7,2,\"Cancel\nOutput(8,2,\"Reinstall OS\nRepeat X=100\ngetKey→X\nIf A=0:Output(7,1,\"\"\nIf X=34 and A=0:Then:1→A:Output(7,1,\" \"):End\nIf A=1:Output(8,1,\"\"\nIf X=25 and A=1:Then:0→A:Output(8,1,\" \"):End\nIf A=0 and X=105:Then:ClrHome:Goto 1:End\nIf A=1 and X=105:Goto 4\nEnd\nStop\nLbl 4\nClrHome\nOutput(1,1,\"Resetting…\nFor(X,1,10000):End\nClrHome\nPause \"Memory Cleared\"\nGoto 84\nStop\nClrHome\nDisp \"Ti-34 MultiView\nLbl 84\nInput \"\",S\nDisp S\nGoto 84\nStop\n\n\n\n\n\n\n\n\n\nLbl 3\nClrHome\nOutput(1,1,\"Select payment\"\nOutput(2,1,\"type:\"\nOutput(4,2,\"Credit Card\"\nOutput(5,2,\"PayPay\"\nRepeat X=100\ngetKey→X\nIf A=0:Output(4,1,\"\"\nIf X=34 and A=0:Then:1→A:Output(4,1,\" \"):End\nIf A=1:Output(5,1,\"\"\nIf X=25 and A=1:Then:0→A:Output(5,1,\" \"):End\nIf A=0 and X=105:Goto 5\nIf A=1 and X=105:Goto 6\nEnd\nLbl 5\nClrHome\nDisp \"Credit Card #:\"\nInput \"\",Str1\nClrHome\nOutput(1,1,\"CREDIT CARD #:\"\nOutput(2,1,Str1\nOutput(4,1,\"COST: $150.99\nOutput(6,2,\"Continue\"\nOutput(7,2,\"Cancel\"\n0→A\nRepeat X=100\ngetKey→X\nIf A=0:Output(6,1,\"\"\nIf X=34 and A=0:Then:1→A:Output(6,1,\" \"):End\nIf A=1:Output(7,1,\"\"\nIf X=25 and A=1:Then:0→A:Output(7,1,\" \"):End\nIf A=0 and X=105:Goto 10\nIf A=1 and X=105:Goto 3\nEnd\nLbl 10\nrandInt(1,2)→X\nIf X=1:Goto 11\nLbl 11\nClrHome\nDisp \" TI-BASIC\nDisp \"Virus removal\nDisp \"failed. Your\nDisp \"machine will be\nDisp \"terminated.\nOutput(7,1,\"Press any key\nOutput(8,1,\"to continue…\nRepeat X=100\nEnd\nIf X=2:Goto 12\nStop\nLbl 6\nClrHome\nDisp \"PayPal ID#:\"\nInput \"\",Str1\nClrHome\nOutput(1,1,\"PayPal ID#:\"\nOutput(2,1,Str1\nOutput(4,1,\"COST: $150.99\nOutput(6,2,\"Continue\"\nOutput(7,2,\"Cancel\"\n0→A\nRepeat X=100\ngetKey→X\nIf A=0:Output(6,1,\"\"\nIf X=34 and A=0:Then:1→A:Output(6,1,\" \"):End\nIf A=1:Output(7,1,\"\"\nIf X=25 and A=1:Then:0→A:Output(7,1,\" \"):End\nIf A=0 and X=105:Goto 10\nIf A=1 and X=105:Goto 3\nEnd\nLbl 12\nClrHome\n\"VIRUS REMOVED!\n[[/code]]"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '1'

compatibility: bb

download: 'archivefile:untitled1/Untitled1.8xp'

image: 'archiveimage:justices/justices.gif'

fileSize: '1797'

fileSizeUnit: '1'

dateMade: ''

author: 'DJ_O? (Not confirmed) Uploader: Bio_Hazard1282'

version: 'Lost Between times'

summary: 'This game takes 98304 bytes of archive, and may crash. Be careful.'

description: 'This game takes 98304 bytes of archive, and may crash. Be careful.'

arcade: '1'

graphics: '1'

platform: '0'

puzzle: '0'

rpg: '1'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: bb

download: null

image: null

fileSize: '98304'

fileSizeUnit: '1'

dateMade: ''

author: 'Sorunome '

version: UNKN

summary: 'Join Reuben on an epic RPG fantasy adventure which includes tons of puzzles, side-quests, hidden things and much more!'

description: 'Join Reuben on an epic RPG fantasy adventure which includes tons of puzzles, side-quests, hidden things and much more!'

arcade: '1'

graphics: '1'

platform: '0'

puzzle: '1'

rpg: '1'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: bb

download: null

image: null

fileSize: '229'

fileSizeUnit: '2'

dateMade: '1482994800'

author: 'Brian Coventry'

version: 'zStart v1.3.013'

summary: 'This app truly is the "Swiss army knife" of utility apps for the 84+.'

description: 'This app truly is the "Swiss army knife" of utility apps for the 84+. zStart runs on every ram clear to setup your calculator environment to do just about anything you want. Features include: Mathprint/Classic, Degrees/Radians, Diagnostic On/Off, fixing lcd (ALCDFIX), setting contrast, running archived programs, editing archived programs, displaying 8 level grayscale picture on startup, running programs on ram clears/startup, custom fonts with an on-calc editor, enabling Axe, shortcut keys to run programs/compile axe programs/recall tokens, enabling omnicalc/catalog help, copy/paste, base conversions, molar mass calculations, 14% speed increase in basic programs, and more! Supports 83+!'

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '0'

compatibility: bb

download: 'archivefile:zstart/zstart.zip'

image: 'archiveimage:zstart-example/zStart-Example.gif'

fileSize: '253'

fileSizeUnit: '2'

dateMade: '1515913200'

I think we all know what pacman is…

I'm just new to this site and would love some help.

This will be re-done.

author: TI

version: 2.55MP

summary: "ROM of the TI-84 Plus Silver Edition ROM.\n"

description: "ROM of the TI-84 Plus Silver Edition ROM.\nIf you would like to delete this archive, send me a message WHY you wanted to do this."

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: null

image: null

fileSize: '2048'

fileSizeUnit: '2'

dateMade: '1515567600'

This project is an attempt to recreate MENACE. This article describes MENACE in its entirety

author: mattyjraps

version: '1.0'

summary: ''

description: "This is a Mario game made pretty much in pure BASIC (except for an asm snippet to fix the bug with the Text() command, grr). Featuring 6 worlds, 5 enemy types, animated coin blocks, and MUCH more, this is a truly must-have for your calculator if you are at all interested at gaming. It is the first BASIC Mario game of its size (~14,000 bytes) and has good looking graphics on top of that. Yahoo! All instructions are included in the readme.\n\n"

arcade: '1'

graphics: '1'

platform: '1'

puzzle: '1'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: bb

download: 'archivefile:mario-extreme/Mario-Extreme.zip'

image: 'archiveimage:main-menu/main-menu.gif'

fileSize: '0'

fileSizeUnit: '1'

dateMade: ''

author: Trenly

version: '1'

summary: 'This page is just testing for the 504 error'

description: 'Testing program and GIF uploading for the 504 error'

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: 'archivefile:physic/PHYSIC.8xp'

image: 'archiveimage:testgif/TESTGIF.gif'

fileSize: '1262'

fileSizeUnit: '2'

dateMade: '1512540000'

author: Michael2_3B

version: '1.0'

summary: 'Flood the board with a single color in the least amount of moves!'

description: "Click the blocks to fill the board with a single color. See if you can do it within a specified amount of moves! You should catch on pretty quickly ;) More info in the readme. Original game: http://unixpapa.com/floodit\n\nThe flood algorithm may be a tiny bit slow, but that is due to the limits of TI-Basic."

arcade: '1'

graphics: '0'

platform: '0'

puzzle: '1'

rpg: '0'

strategy: '1'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: ff

download: 'archivefile:floodit/FloodIt.zip'

image: 'archiveimage:002929/002929.gif'

fileSize: '4'

fileSizeUnit: '2'

dateMade: '1512540000'

When programming, you may find that you want to execute a piece of code based on if another section of code has been executed. The easiest way to do this is to use a flag. What exactly is a flag? A flag is typically considered a placeholder or variable which contains a binary or Boolean value. In TI-Basic, it is typically a variable which holds a value of 0 or 1. This variable is called a flag because it is either up (1), or down (0). Flags can be very useful when used in the proper circumstance; They can help prevent double conditionals, allow for the program to behave differently based on which sections of code it has already run, or even change what a program does altogether. Let's look at an example:

```
prgmFLAG
:0→F
:Lbl 1
:Disp "Flag is"
:If F:Disp "Up"
:If not(F:Disp "Down"
:1→F
:If not(F:Goto 1
```

In the code above, we see a very basic flag. The flag is either up, 1, or down, 0. The program will display that the flag is down, set it to be up, then say that it is up before exiting. That's a great start, but how can flags be used in more useful ways?

## Recycled Flags

Recycled flags are flags that are used more than once for the same purpose inside of a program. They are commonly used within loops, but can be used in other ways depending on what you are attempting to do. Consider the following: You have a variable A which you want to compare to B; If A is greater than B, you want to display a message. The only catch is, if A is greater than 50 you want to display a different message. This is a perfect place for a Recycled flag, especially if you want to repeat the comparison with different values. Take a look at the following code:

```
prgmACOMPB
:randInt(1,50→B
:Repeat A=B
:1→T
:Prompt A
:If A>50
:Then
:Disp "A is Greater than 50"
:0→T
:End
:If T(A>B):Disp "A is Greater than B"
:If A<B:Disp "A is Less than B"
:End
```

Did you understand how it worked? If not, let me walk you through it. As you may have guessed, this is a very simple guess the number game. First, we store a value to B. This value doesn't particularly matter, but we want it to be 50 or less for this game. We create a repeat loop that will run until we enter the value of B. Next, we set our flag. I put this flag setting inside the repeat loop, since we want it to reset every time we enter a new number. The program will then ask the user for a value of A to test, and now this is where the flag comes in. The program tests if A is above 50, in which case it would be out of the range of values of B. If A is greater than 50, it displays that and sets our flag to 0, or turns it off. The next conditional tests if A is greater than B. If A is greater than 50, it will always be greater than B, but since we already determined if it was greater than 50, we don't want to accidentally display a message twice. If you take a close look at the statement, we are testing "If T(A>B)" which can be rewritten as "If T and A>B" or even "If T≠0 and A>B". Lets step back and look at the values of when we compared A to 50. If A was greater than 50, T got set to 0; If A was less than or equal to 50, T was left as 1. This means that the statement we are testing will only be true if A is less than or equal to 50 based on the value in T.

## Solitary Flags

The flag in the last example was a recycled flag, meaning we used it multiple times. This is debatably the most common form of flags. The other type of flag is a solitary flag, or a flag that is only used once. Perhaps the best example of this is a program where the author wants the user to do something before running the program. A flag may be used to allow the program to give instruction to the user before executing the code.

```
If A
Then
ClrAllLists
Output(1,1,"Please enter data in L₁
Delvar A
Pause
Return
End
Disp mean(L₁
1→A
```

While this is another simple piece of code, it displays a solitary flag very well. This program displays the mean of L₁, however we know that if there is no data in L₁ this code will throw an error. Lists are one of the variables that cannot be directly stored to using input or prompt, and because of this we want to tell the user to enter their data into the list. This code checks to see if there is a value stored in A, and if there is it then tells the user to enter the data, sets the flag, and exits. The reason this code checks to see if there is a value in A rather than if there is not a value in A is due to the fact that there will be a value in A most of the time. This program, for the flag, sets A to 0 by deleting it once it has told the user where to enter the data. When the program is run again, presumably after they have entered their data, it will see that there is no value and will then display the mean of L₁ as intended before finally putting a value back into A so it can be run again.

author: 'Unknown User'

version: 3.7.66.43.25TI83

summary: 'A FREE emulator of a TI-83 Plus, use this if you don''t own a TI-Basic Calculator!'

description: 'A FREE emulator of a TI-83 Plus, use this if you don''t own a TI-Basic Calculator!'

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: 'archivefile:vti83-20171201t150451z-001/VTI83-20171201T150451Z-001.zip'

image: null

fileSize: '777'

fileSizeUnit: '2'

dateMade: ''

This is a simple program for yahtzee. But this is just the dice really.

```
ClrDraw
FnOff
AxesOff
0→Xmin
0→Ymin
94→Xmax
62→Ymax
For(I,4,76,18
Line(I,21,I,35
Line(I,21,I+14,21
Line(I,35,I+14,35
Line(I+14,21,I+14,35
End
randInt(1,6,5→L₁
0→K
While not(K
getKey→K
End
For(I,1,5
18I-7→X
If fPart(L₁(I)/2)=.5
Pt-On(X,28,2
If L₁(I)≠1:Then
Pt-On(X-4,32,2
Pt-On(X+4,24,2
End
If L₁(I)>3:Then
Pt-On(X-4,24,2
Pt-On(X+4,32,2
End
If L₁(I)=6:Then
Pt-On(X-4,28,2
Pt-On(X+4,28,2
End
End
Pause
ClrDraw
AxesOn
FnOn
ZStandard
Output(1,1,"
```

author: LAX18

version: ''

summary: ''

description: ''

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: bb

download: null

image: null

fileSize: '1'

fileSizeUnit: '3'

dateMade: ''

This is a program that is like the Pen command.

Let's make a program that could define the variable B, as (10^10). Let's start!

```
Count()
:Prgm
: Local a,b
: 10^10→b
: For a,1,b
: Disp a
: EndFor
:EndPrgm
```

Let's break this code down piece by piece starting from the beginning.

```
counting()
:Prgm
```

The first code is the title of the project called "Count()" but you could make it whatever you want. While the second code is ": Prgm", which let's the calculator understand that it is a "program".

```
: Local a,b
: 10^10→b
: For a,1,b
: Disp a
```

In this code, a "For loop" is established, which will store each successive number from 1 through B (10^10) in variable A.The program then outputs the data currently stored in Variable A, to character space 1,1 in the screen

```
: EndFor
:EndPrgm
```

For this segment, "EndFor" ends the for loop after the code is executed. While "EndPrgm" ends the code.

…that you can use a combination of real and imaginary numbers to compress a real list, and use `imag(` and `real(` to decompress it?

…that you can use plot sprites to make simple, easily movable sprites on the color calculators?

author: 'Texas Instruments'

version: 2.55MP

summary: "The latest TI-84 Plus operating system 2.55 update* features MathPrint™ and is available to download free for TI-84 Plus and TI-84 Plus Silver Edition graphics calculators.\n"

description: "The latest TI-84 Plus operating system 2.55 update* features MathPrint™ and is available to download free for TI-84 Plus and TI-84 Plus Silver Edition graphics calculators.\n--\nDownload this simply instead of going through the mess of TI's website!\n--\nUploaded by: Bio_Hazard1282"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '1'

compatibility: dd

download: 'archivefile:ti84plus-os255/TI84Plus_OS255.8Xu'

image: 'archiveimage:eap-2d-templates-a/EAP_2D-templates_a.jpg'

fileSize: '16384'

fileSizeUnit: '1'

dateMade: '1294297200'

If you haven't read Your First Program yet, I recommend you do so first.

## Indentation

Whenever you write TI-Basic code, you should make sure it's readable. This will help both yourself and others in the future. One way to make your code more readable is to use indentation. Indentation is important because it allows you to easily see when one block of code ends and the next begins. Squashing all your code together with no indentation can make it hard to read.

Indentation is usually done with one space per level. The calculator keeps track of how many spaces begin a line, so they will survive being tokenized. When you begin a block, such as If, or Loop, or While, you add a level of indentation to lines after it, and remove it when you reach an 'End', such as 'EndIf', 'EndLoop', or 'EndWhile'. Here's an example of good indentation:

```
:indtexmp()
:Prgm
: © Prgm begins a block, so the rest of the code is indented
:
: Loop © Loop also begins a block, so add an indentation level
: If getKey()=13 Then
: Exit
: EndIf
:
: Disp "Hello, World!"
: EndLoop © EndLoop ends the block, so remove the indentation level
:EndPrgm © EndPrgm is not indented at all
```

Indentation is going to be hard to maintain on a real calculator, or in many TI-Basic editors, since it isn't too common in the TI-Basic community. However, it will be worth it when you're working on a large program. Notice the blank lines before and after blocks like Loop. Like indentation itself, it is entirely optional and it only assists in reading the code. Here's an example of no indentation:

```
:noindent()
:Prgm
:Loop
:If getKey()=13 Then
:Exit
:EndIf
:Disp "Hello, World!"
:EndLoop
:EndPrgm
```

This is a simplified example. Imagine an application with 10 or 15 nested If statements, each with their own Else and ElseIf statements. Now imagine needing to put code inside a specific If. You will most likely need indentation to keep track of where to put the code, or you might just sit there for a while trying to make sense of all those nested Ifs!

It should be clear that indentation isn't required. Most members of the community don't use it for their programs, maybe because it increases program sizes, or because it's cumbersome to maintain. Maybe it just isn't worth the effort. You should decide whether indentation is for you. You could indent because it makes code more readable, or even just because you're used to indenting code. To indent, or not to indent? That is the question, and the reasoning for your answer is up to you.

## Commenting

## Variable Naming

<< Your First Program |
Table of Contents |
Setting up your 68k calculator >> |

…that 68k calculators can not only program in TI-Basic, but can program in Assembly and C as well?

There are no new updates.

This is a Celtic 3 program that allows you to do things that a Non-Celtic 3 program would do. Requires Celtic 3 to be installed, and requires at least 3000 bytes of RAM to use (even when you run the program, a little ram [130 bytes] is taken away when a program is ran)

File will be posted soon

author: _iPhoenix_

version: v1.0

summary: 'A port of the popular game Stick Hero, ported to the CE in pure TI-Basic!'

description: 'A port of Stick Hero, for the CE! I took a lot of inspiration from PT_''s CSE port of the game, so check that out, too!'

arcade: '1'

graphics: '0'

platform: '1'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: ff

download: 'archivefile:stickheroce/StickHeroCE.zip'

image: 'archiveimage:image/Image.gif'

fileSize: '1303'

fileSizeUnit: '1'

dateMade: ''

author: Bio_Hazard1282

version: 1.0.7

summary: 'http://thevideogamingsite.wikidot.com/program-manager'

description: "This is a program that is related to Oasis (A shell programmed in pure TI-Basic), and is programmed in pure TI-Basic.\nIt allows you to:\n• Archive and Un-Archive programs\n• Hide/Show programs\n• Lock/Unlock programs\n• Garbage Collect\n• View Data about programs (Shows how many lines of code is in the program, tells if it is archived, hidden, locked, converts name to hexadecimal string, and shows how big that program is.)\n• Delete/Create Programs\n\n++++++ **New Updates**\n• Run programs\n• Download program codes and store them into a string, then recall the string\n• Sort for MirageOS, BASIC, Assembly programs\n• The program source code\n• Important updates\n• More det( and real functions\n• The program will become an app\n--\n++++ **I am thinking…**\n++++++ This could become an OS, I am thinking if calling it ManagerOS…"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: 'archivefile:program-manager/Program-Manager.docx'

image: null

fileSize: '1783'

fileSizeUnit: '1'

dateMade: '1508306400'

Returns the numerator of a fraction or given expression

getNum(*expression1*)

**Menu Location**

[MATH][9][B][1]

This command works on all calculators.

X byte(s)

The `getNum()` command return the value of a given expression (an expression being a number or an algebraic expression).

```
getNum(3/5)
3
getNum((x+1)/(x-1))
x+1
```

# Related Commands

author: wifijoe

version: v1.0

summary: 'Play the famous game Minesweeper on your calculator! '

description: "controls are:\narrow keys: movement\n2nd button: reveal square\nALPHA button: mark/un-mark mine\n\nto win: clear the board of all of the squares. Empty spots will not clear themselves.\n\nside note: while this can run on a ti-83+, it is not recommended.\n\njust ask me if you want it to be open source!"

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '1'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: cc

download: 'archivefile:mine/MINE.8xp'

image: 'archiveimage:capture/Capture.png'

fileSize: '1183'

fileSizeUnit: '1'

dateMade: '1508299200'

This page consists of various techniques that can be used while programming in 68k Basic.

### _default

+ list pages### 68k

+ list pages### 84ce

+ list pages### 84cs

+ list pages### 84cse

+ list pages### admin

+ list pages### admin-forum

+ list pages### admin-nav

+ list pages### admin-section

+ list pages### admin-thread

+ list pages### archive

+ list pages### archive-categories

+ list pages### archivefile

+ list pages### archiveimage

+ list pages### archives

+ list pages### asm

+ list pages### badge

+ list pages### basicbuilder

+ list pages### board

+ list pages### challenges

+ list pages### chat

+ list pages### css

+ list pages### del

+ list pages### deleted

+ list pages### dyk

+ list pages### empty-page

+ list pages### excerpt

+ list pages### featured-program

+ list pages### featured-project

+ list pages### file

+ list pages### forum

+ list pages### home

+ list pages### how-to

+ list pages### inc

+ list pages### member

+ list pages### nav

+ list pages### navi

+ list pages### news

+ list pages### nspire

+ list pages### pages

+ list pages### portable

+ list pages### portal

+ list pages### post

+ list pages### projects

+ list pages### projectupdates

+ list pages### project-updates

+ list pages### reports

+ list pages### resources

+ list pages### sandbox

+ list pages### screenshot

+ list pages### search

+ list pages### showcases

+ list pages### sk

+ list pages### system

+ list pages### template

+ list pages### test

+ list pages### ti

+ list pages### wishlist

+ list pages### xlib

+ list pages### z80

+ list pagesText displayed when hoveredText to hover

TI Basic is great!

The inString( Command | S | 16 Feb 2019 23:16 | (rev. 15) | ConorOBrien |

OS Changelog | S | 12 Feb 2019 20:42 | (rev. 10) | VoxelPrismatic |

sk: Pong | S | 12 Feb 2019 18:39 | (rev. 4) | Trenly |

List Frequency | N | 12 Feb 2019 18:38 | (new) | Trenly |

sk: Pong | S | 07 Feb 2019 21:53 | (rev. 3) | Gorgegrouse |

The toString( Command | S | 06 Feb 2019 15:36 | (rev. 7) | kg583 |

Command Index (Black & White) | S | 05 Feb 2019 22:31 | (rev. 14) | VoxelPrismatic |

The toString( Command | S | 05 Feb 2019 22:26 | (rev. 6) | VoxelPrismatic |

The toString( Command | S | 05 Feb 2019 22:23 | (rev. 5) | VoxelPrismatic |

reports: Bio_Hazard1282 | R | 03 Feb 2019 23:34 | (rev. 6) | Trenly |

reports: Bio_Hazard1282 | S T | 03 Feb 2019 23:34 | (rev. 5) | Trenly |

reports: Bio_Hazard1282 | R | 01 Feb 2019 01:36 | (rev. 4) | Bio_Hazard1282 |

Site News: 83 | S | 27 Jan 2019 00:02 | (rev. 28) | Myles_Zadok |

68k: Site News: 68k | S | 27 Jan 2019 00:01 | (rev. 11) | Myles_Zadok |

nspire: Site News: Nspire | S | 27 Jan 2019 00:00 | (rev. 4) | Myles_Zadok |

nspire: The Calculators (Nspire) | S | 26 Jan 2019 23:59 | (rev. 35) | Myles_Zadok |

nspire: Errors | S | 25 Jan 2019 20:58 | (rev. 19) | Trenly |

Number One-Liners | S | 10 Jan 2019 03:57 | (rev. 15) | kg583 |

Number One-Liners | S | 09 Jan 2019 19:16 | (rev. 14) | coltonj96 |

author: 'Ti Programs Online'

version: '1.0'

summary: 'Helps calculate taxes for 2017 fiscal year.'

description: 'Helps calculate taxes for 2017 fiscal year.'

arcade: '0'

graphics: '0'

platform: '0'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '1'

misc: '1'

compatibility: bb

download: 'archivefile:taxfnd17/TAXFND17.zip'

image: null

fileSize: '487'

fileSizeUnit: '1'

dateMade: '1507438800'

`Rcl` is a functionality of the calculator which allows the user to paste the value of a variable into a text entry field. The `Rcl` function can be used anywhere where text entry is required, but may not be used as a command within a program. When the user presses [2ND][STO>], the `Rcl` prompt will appear. Enter the name of the variable that you wish to recall here, and press [ENTER]. For example, you could use Rcl to paste the contents of a string variable into an Input prompt in a running program.

`Rcl Str1`

# Advanced Uses

`Rcl` can be used to paste one program into another program, allowing for duplicating programs on the calculator. This is particularly useful when modifying a working program. If you decide that your changes should be reverted, you will have a backup copy of the original program

# Related Commands

This code finds the angle of intersection of two lines.

Finds the angle of intersection for any two lines.

Str1 and Str2

Ans

Y1, Y2, I, Ans, X

TI-83/84/+/SE/CSE/CE

```
:Degree
:Str1→Y1
:Str2→Y2 \\If your equations are already stored in Y1 and Y2, these two lines are unneccessary
:E‾9→I \\This threshold can be changed to adjust the output accuracy
:angle(I+i(Y2(X+I)-Y2(X
:Ans-angle(I+i(Y1(X+I)-Y1(X
:Disp "ANGLE OF INTERSECTION IS",Ans
```

The routine works by assuming the graphs are almost straight lines at a very small scale around the point of intersection given by X. The two graphs are approximated by complex numbers made by combining the x and y coordinates. The angle( command finds the angle for each complex number, then they are subtracted. This command is useful as it avoids domain errors caused by using tanֿ¹(.

If you do not already know the x-coordinate of the intersection of the two graphs, you can add this line at the beginning to find it:

`:solve(Y2(X)-Y1(X)=0,X,0→X`

Graphs up to 5 piecewise expressions.

(expression, condition [,expression, condition])

Up to 5 (expression,condition) pieces are allowed.

1: While editing a program, press [math]

2: Then press [alpha] [apps] (B) or scroll down.

TI-84+CE OS 5.3

2 bytes

The `piecewise(` command is a new addition in the release of OS 5.3 for the TI-84 Plus CE. As implied, it allows for the graphing of piecewise functions in the Y= editor. The example code demonstrates how this works from within a program.

```
:ClrDraw
:Input "Y1=",Str1
:Input "Y2=",Str2
:Str1→Y1
:Str2→Y2
:FnOff
:"piecewise(Y1,X≥0,Y2,X<0→Y3
:DispGraph
```

# Advanced Uses

One use of the `piecewise(` function is to evaluate an expression for a given value of X. For example:

`:piecewise(X²+2,X≥0`

This code will return the value of the expression if X≥0. So if X=0, then the program will return a value of 2. If X=3, it will return a value of 11. If X=-5, it will return an error.

# Optimization

This command can simplify and compact the usage of piecewise expressions in programs. If you have less than 6 conditions that will never overlap, and they all affect a single variable, you can use the `piecewise(` command to make your code smaller, as shown below. Beware of comparability, though.

```
:If X<2
:Then
:4.5X→N
:Else
:8X+3→N
:End
can be
:piecewise(4.5X,X<2,8X+3,X≥2→N
```

# Error Conditions

**ERR:INVALID**is thrown if expressions are not defined.**ERR:DATA TYPE**is thrown if a quotation mark is not placed before a piecewise command that is to be stored to an equation variable.

# Related Commands

- Command 1
- Command 2
- Command 3

# See Also

author: eeffeemorgan

version: '1.1.2-Base Codes'

summary: '2D Minecraft'

description: "83-Craft is a Minecraft like game in which you can place/destroy blocks and move around. \nAlso, giving credit where it is due, this was not entirely mine it is my take on Ti-Craft by 12Me21. Go check it out here:\nhttp://tibasicdev.wikidot.com/archive:ticraft\nAlso, I will be updating this almost constantly because I never have anything to do in my classes at school.\n\n\nBiomes:\n0:Default\n1:Forest\n2:Flat lands\n3:Barren\n4:Underground\n5:Plains\n6:Barren Plains\n7:Skylands?\n\nControls:\nPress the arrow keys to move.\nPress Y= to set the block to air\nPress window to set the block to dirt\nPress zoom to set the block to stone\nPress trace to set the block to leaves\nPress graph to set the block to Wood\nMode = glass\nDEL = Brick\nX,T,θ,n = Mushroom\nTo place blocks around the player use keys:12346789 (Ex:to place a block above the player press 8 to place one below press 2)\nPress STO to reach save menu\n\nOld:\nTrees! Mushrooms! Biomes!\nWood, Leaves, Dirt, Stone\n\nNew!:\nGlass, Brick, Mushroom(Place-able),\nSkylands, \nOre generation!\n\nUp coming:\nBaddies\nClimbing\n4 more blocks"

arcade: '0'

graphics: '0'

platform: '1'

puzzle: '0'

rpg: '0'

strategy: '0'

sports: '0'

casino: '0'

board: '0'

utility: '0'

misc: '0'

compatibility: bb

download: 'archivefile:83-craft/83-Craft.8xp'

image: 'archiveimage:83-craft-2/83_Craft_2.gif'

fileSize: '2804'

fileSizeUnit: '1'

dateMade: '1505541600'

reason: 'This is Thel Vadamee/Ti-Basic Dude'

proof: 'His username leaves little doubt of his identity. This is an alternate account of Thel Vadamee/TI-Basic Dude, which is a violation of the rules to avoid a ban by having an alternate account. '

That forum structure is really nice! I am also in approval of this layout.

Sep |
13 — |
TI-BD Contributor Battlesquid has been promoted to Moderator. |

reason: 'Alternate account of a banned account'

proof: 'The "2" in his username, for one. Also, his most recent post. For further reasons, see my original report.'

reason: 'I suspect that this is Thel Vadamee'

proof: 'His writing style, for one. Also, the fact that he would create two threads before even introducing himself. Lastly, the fact that he tried to make a program in the archives that had something to do with "Breath of the Wild" (check the Recent Changes page, you''ll see what I mean), which pretty strongly links Bio_Hazard1282 to Thel Vadamee''s "brother" account(s). If the Moderators and Administrators feel differently, however, I will respect their decision.'

reason: 'testing autonumbering 2'

proof: 'again, none'

reason: 'testing for autonumbering'

proof: None

This is where you can report members you who have broken the rules, or who you suspect to be alternate accounts. By reporting members here, it sends the report to all admins so the members can be dealt with in a fast and efficient manner. Simply enter their username into the box below and click the button to start a new report.

# Pending

# All

## A

## B

I started an admin only chatbox, since I think we can all be trusted not to impersonate or spam or anything.

Preparation

Main Content

References

- Resources
- Downloads
- Showcases
- Sidebar
- Token Size
- Text Sprites
- Binary & Hex
- TI-83+ Font
- Error Conditions
- File Extensions
- Key Codes
- Abbreviations
- Glossary

**CHAR**- → ⸤ ⁻
- × ÷ ±
- √ Σ ≠
- ≥ ≤ π
- Δ χ ▶
- ֿ¹ ² ³
- L₁ L₂ L₃
- L₄ L₅ L₆
- ≅ ℕ º
- θ ∠ ∞
- ♦ ⇧ ∫
- ∏ ©

this seems to look nice

It might be possible to retrofit this thing I made a long time ago as an admin forum rather than a general forum. It isn't exactly the same as the regular forums, though, because to be frank, emulating them exactly isn't really feasible.

I will try to do that. This current setup is rather strange, and doesn't seem to work very well.

can we make this look and function like the main TI|BD forums? I like the look, feel, and usability of them

Just testing. Thanks jonbush :)

(by Bio_Hazard1282 20 Feb 2019 17:51, posts: 6)

(by RedstoneCyborg 20 Feb 2019 17:45, posts: 6)

(by Trenly 19 Feb 2019 19:53, posts: 7)

(by Trenly 19 Feb 2019 19:50, posts: 7)

Recent Threads

**CHAR**- → ⸤ ⁻
- × ÷ ±
- √ Σ ≠
- ≥ ≤ π
- Δ χ ▶
- ֿ¹ ² ³
- L₁ L₂ L₃
- L₄ L₅ L₆
- ≅ ℕ º
- θ ∠ ∞
- ♦ ⇧ ∫
- ∏ ©

This is the place to discuss admin questions for the setup of the wiki -design, layout, structure, permissions.

And to store the decisions.

This is a SubThread ( nested by Parenting! ) to Thread:1

Please feel free to ask here in the general test section what ever you want.

The admins and all "watchers" will be informed by email…

This is an open Task! (tagged with "_task")

You will see this in the side nav menu and in the list "OPen Task"

if the task is done, close it with "_closed"

This is a sticky thread!( tagged with "_sticky")

Please - this is the 1. Thread on this admin-forum example - onlöy to demonstrate the possibilities

Feel free to start "sub-threads" if you want to test it out.

The ListPages module does not work recursively. The ListPages module does not work recursively. |
The ListPages module does not work recursively. |
The ListPages module does not work recursively. |
The ListPages module does not work recursively. |

.