Disaster

This page is to reduce confusion when reading code here on the forums. The conventions found on this page are the ones which are the accepted standard on this and many other coding sites. Many of these characters can be found in the character box at the top right of your page, where you can copy and paste them. However, if you find this difficult, you can use the conventions as they are below.

Convention Meaning
L1 L₁
L2 L₂
L3 L₃
L4 L₄
L5 L₅
L6 L₆
->
>=
>=
~=
!=
sqrt(
cubert(
nroot( ⁿ√
DeltaX ΔX
DeltaY ΔY
// Code Comment, do not include

version: '1.0'
summary: 'Calculates sample standard deviation, variance, population standard deviation, population variance, and the mean of a user-inputted list of numbers.'
description: 'The user is asked to input a list of numbers. The program then displays a menu of statistical variables. The user will then select a variable, and the calculator displays the value of the variable for the set list of numbers. This will be repeated until the user selects the menu option of "Quit." This program was originally written for a TI-84+CE. '
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
image: null
fileSize: '349'
fileSizeUnit: '1'

Are you new to Ti-BD? If so, then welcome to the community! This is a guide on how to do some of the basic things here on the forums. Let's start with the basics. Since you're reading this thread, I am going to guess you have already made an account. If you haven't, you can click here to Create Account.

Rules

Be sure to read the rules and code of conduct! The rules can be found here.The code of conduct can be found here. Please read and adhere to both of them.

1. Click on the My Account button at the top of the page.
2. Navigate to the Settings tab
3. Click the button next to "Avatar" which says "Change"

1. Click on the My Account button at the top of the page.
2. Navigate to the Settings tab
3. On the left side of the screen, you will see a tab titled About me, click that
4. Add any information you wish to share

1. Click on the My Account button at the top of the page.
2. Navigate to the Settings tab
3. On the left side of the screen, you will see a tab titled Forum signature, click that

Introducing yourself

2. Click on the "New Thread" button
3. Tell us about yourself! Common responses include Where are you from? What are some of your hobbies? What programming languages do you know?

Making a Post

1. Navigate around forums! Find a thread you want to reply to. I personally like to use the Recent Posts page.
2. Make sure the thread isn't outdated. Threads more than two or three months old are likely inactive, and the user no longer cares about a response. We consider these dead threads, so please do not reply to them.
3. To contribute to the original post click on the "New post" button
4. To contribute to a specific reply or post, click on the "Reply" button under the post you want to respond to.
5. Edit the title if you want, although this is optional
• Note: you can use Wiki Markup in your reply to format it. Wiki Markup codes are found here
• Also note the "Char" Box in the upper right corner of the screen. It contains the TI-Basic characters that aren't readily accessed from the keyboard. It is meant to be a nice convenience for people who want to post code on the forum, allowing you to quickly copy and paste instead of having to hunt them down every time.

1. Navigate to the Discussion Forums. There should be a button for this on the sidebar.
2. Decide which forum most relates to what you want to discuss.
3. Near the top of the page, click on the "Create new thread" button
4. Add a relevant title, and a summary. Note that the summary should not be the same as your post, but rather a short description
5. Write your post. As with any other post, you can use Wiki Markups

Adding a program to the archives

1. Navigate to the Program Archives. There should be a button for this on the sidebar.
2. In the box at the top of the page, there is a link to Add a Program to the Archive.
3. Enter a name for your program in the box, and then click "Create Program Page"
4. Fill in as much information as possible.
5. Add a download by clicking on the "Select File" Button. Most programs are in the form of .8xp .8xg .zip or .rar
6. If you do not have a download for your program, put the source code into SRC.txt and upload that, a site moderator may be able to compile the program later.
7. Hit "Save"
8. Your program is now on the archives!

1. On any thread, or in the screen for creating a thread, look for the "Forum Attachments" link near the top
2. Clicking on this link will bring up a list of files
4. Browse your computer and select which files you want to upload
5. Click on the "Upload" button and wait for a confirmation message

Sending a message

• If you have a question for a specific user, you can send them a private message.
• Simply click on their avatar, and then the "Write Private Message" button.
• Alternatively, you can click on "My account" then "Messages" and look for the "New Message" button.
• Please note though, that we encourage public discussion, and that most content should be posted in threads.
• To see if you have new messages, look at the top of the page near your name. If you see (1) after your name, it means you have one new message. Similarly, (2) is 2 messages, (3) is 3, etc.

Get involved

Getting involved is the best way to learn! Explore the site! There is a lot of information here on TI-BD, and it was contributed by users like you. Discuss, program, work with others. You can help this community grow by being active and involved here on TI-BD. Also, be helpful! Please try not to rely on the community to only help you. You should try and help others also. This means that you should also not rely on the community to create your code for you. Asking for a routine or optimization is okay, but we are not willing to write your whole program. This is a community that is here to help you learn, and the only way for you to learn is to do it yourself.

author: TheCubist
version: '1.0'
summary: 'A great Simon clone! For the Ti 84 +, that can remember up to 99 digits in its sequence! Remember the longest sequence and then repeat it back using the F1, F2, F3, and F4 keys. Good luck!'
description: 'A great Simon clone! For the Ti 84 +, that can remember up to 99 digits in its sequence! Remember the longest sequence and then repeat it back using the F1, F2, F3, and F4 keys. Good luck! This game has no current high score system, i am still working on that, but it still works perfectly fine. It is a very small program, so no harm in downloading it at all. Thanks a bunch to trenly who helped me optimize it!'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
image: null
fileSize: '326'
fileSizeUnit: '1'

author: Winnie33
version: '1'
summary: 'A 2D RPG with unique combat mechanisms.'
description: "In the lands of Winitium, monsters have appeared! Go and defeat all 6 area's to save the country! But beware, monsters are strong and thus you must be too. Grab a set of dice and roll your way to victory!\n\nFeaturing:\n-a unique combat system (inspired by Tiny Dice Dungeon)\n-6 levels with each 8 unique enemies\n-4 different dice, each with its own abilities\n-a shop to spend your money\n-a casino to l̶o̶s̶e̶ multiply your money\n-customizable options\n-a crafting system\n-and lots more!"
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '1'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
image: null
fileSize: '20'
fileSizeUnit: '2'

 Sep 19 — A chatbox has been added to the forums. If you need help, simply enter a nickname and ask your question.
 Sep 04 — TI-Basic Developer celebrates its 10th birthday!
 Sep 19 — A chatbox has been added to the forums. If you need help, simply enter a nickname and ask your question.

This is a command map as it would appear on the various menus on a monochrome TI-83+ series calculator. To see every command, see the Command Index. To see the same map for color calculator versions, see the Color Command Map.

Control Flow (PRGM)

CTL I/O EXEC
1: If 1: Input
2: Then 2: Prompt
3: Else 3: Disp
4: For( 4: DispGraph
5: While 5: DispTable
6: Repeat 6: Output(
7: End 7: getKey
8: Pause 8: ClrHome
9: Lbl 9: ClrTable
0: Goto 0: GetCalc(
A: IS>( A: Get(
B: DS<( B: Send(
D: prgm
E: Return
F: Stop
G: DelVar
H: GraphStyle(
I: OpenLib(
J: ExecLib

Matrices (2nd MATRIX)

NAMES MATH EDIT
1: [A] 1: det( 1: [A]
2: [B] 2: T 2: [B]
3: [C] 3: dim( 3: [C]
4: [D] 4: Fill( 4: [D]
5: [E] 5: identity( 5: [E]
6: [F] 6: randM( 6: [F]
7: [G] 7: augment( 7: [G]
8: [H] 8: Matr►list( 8: [H]
9: [I] 9: List►matr( 9: [I]
0: [J] 0: cumSum( 0: [J]
A: ref(
B: rref(
C: rowSwap(
D: row+(
E: *row(
F: *row+(

Graph Screen (2nd DRAW)

DRAW POINTS STO
1: ClrDraw 1: Pt-On( 1: StorePic
2: Line( 2: Pt-Off( 2: RecallPic
3: Horizontal 3: Pt-Change( 3: StoreGDB
4: Vertical 4: Pxl-On( 4: RecallGDB
5: Tangent( 5: Pxl-Off(
6: DrawF 6: Pxl-Change(
8: DrawInv
9: Circle(
0: Text(

Lists (2nd LIST)

NAMES OPS MATH
1: L1 1: SortA( 1: min(
2: L2 2: SortD( 2: max(
3: L3 3: dim( 3: mean(
4: L4 4: Fill( 4: median(
5: L5 5: seq( 5: sum(
6: L6 6: cumSum( 6: prod(
7: ΔList( 7: stdDev(
8: Select( 8: variance(
9: augment(
0: List►matr(
A: Matr►list(
B: L

ZOOM MEMORY
1: ZBox 1: ZPrevious
2: Zoom In 2: ZoomSto
3: Zoom Out 3: ZoomRcl
4: ZDecimal 4: SetFactors…
5: ZSquare
6: ZStandard
7: ZTrig
8: ZInteger
9: ZoomStat
0: ZoomFit
B: ZFrac1/2
C: ZFrac1/3
D: ZFrac1/4
E: ZFrac1/5
F: ZFrac1/8
G: ZFrac1/10

Math Functions (MATH)

MATH NUM CPX PRB
1: ►Frac 1: abs( 1: conj( 1: rand
2: ►Dec 2: round( 2: real( 2: nPr
3: ³ 3: iPart( 3: imag( 3: nCr
4: ³√( 4: fPart( 4: angle( 4: !
5: ×√ 5: int( 5: abs( 5: randInt(
6: fMin( 6: min( 6: ►Rect 6: randNorm(
7: fMax( 7: max( 7: ►Polar 7: randBin(
8: nDeriv( 8: lcm( 8: randIntNoRep(
9: fnInt( 9: gcd(
0: summation Σ( 0: remainder(
A: logBASE( A: ►n/d◄►Un/d
B: solve( B: ►F◄►D
C: Un/d
D: n/d

Graph Format (2nd FORMAT)

 RectGC PolarGC CoordOn CoordOff GridOff GridOn AxesOn AxesOff LabelOff LabelOn ExprOn ExprOff

Operators (2nd TEST)

TEST LOGIC
1: = 1: and
2: 2: or
3: > 3: xor
4: 4: not(
5: <
6:

Angle (2nd ANGLE)

ANGLE
1: °
2: '
3: r
4: ►DMS
5: R►Pr(
6: R►Pθ(
7: P►Rx(
8: P►Ry(

Strings (2nd CATALOG)

 … Equ►String( expr( … inString( … length( … String►Equ( sub(

Statistics (STAT)

EDIT CALC TESTS
1: Edit… 1: 1-Var Stats 1: Z-Test...
2: SortA( 2: 2-Var Stats 2: T-Test...
3: SortD( 3: Med-Med 3: 2-SampZTest...
4: ClrList 4: LinReg(ax+b) 4: 2-SampTTest...
5: SetUpEditor 5: QuadReg 5: 1-PropZTest...
6: CubicReg 6: 2-PropZTest...
7: QuartReg 7: ZInterval...
8: LinReg(a+bx) 8: TInterval...
9: LnReg 9: 2-SampZInt...
0: ExpReg 0: 2-SampTInt...
A: PwrReg A: 1-PropZInt...
B: Logistic B: 2-PropZInt...
C: SinReg C: χ²-Test...
D: Manual-Fit D: χ²GOF-Test...
E: 2-SampFTest
F: LinRegTTest
G: LinRegTInt...
H: ANOVA(

Distributions (2nd DISTR)

DISTR DRAW
5: tpdf(
6: tcdf(
7: χ²pdf(
8: χ²cdf(
9: Fpdf(
0: Fcdf(
A: binompdf(
B: binomcdf(
C: poissonpdf(
D: poissoncdf
E: geometpdf(
F: geometcdf(

Stat Plots (2nd PLOT)

PLOTS TYPE MARK
1: Plot1( 1: Scatter 1: "box" mark
2: Plot2( 2: xyLine 2: "cross" mark
3: Plot3( 3: Histogram 3: "dot" mark
4: PlotsOff 4: ModBoxplot 4: "point" mark
5: PlotsOn 5: Boxplot
6: NormProbPlot

Window Variables (VARS 1)

X/Y T/θ U/V/W
1: Xmin Tmin u(nMin)
2: Xmax Tmax v(nMin)
3: Xscl Tstep w(nMin)
4: Ymin θmin nMin
5: Ymax θmax nMax
6: Yscl θstep PlotStart
7: Xres PlotStep
8: ΔX
9: ΔY
0: XFact
A: YFact
B: TraceStep

Zoom Variables (VARS 2)

ZX/ZY ZT/Zθ ZU
1: ZXmin 1: ZTmin 1: Zu(nMin)
2: ZXmax 2: ZTmax 2: Zv(nMin)
3: ZXScl 3: ZTstep 3: Zw(nMin)
4: ZYmin 4: Zθmin 4: ZnMin
5: ZYmax 5: Zθmax 5: ZnMax
6: ZYscl 6: Zθstep 6: ZPlotStart
7: ZXres 7: ZPlotStep

Table Variables (VARS 6)

TABLE
1: TblStart
2: ΔTbl
3: TblInput

Function On/Off Variables (VARS Y-VARS 4)

ON/OFF
1: FnOn
2: FnOff

Statistics Variables (VARS 5)

XY Σ EQ TEST PTS
1: n 1: Σx 1: RegEQ 1: p 1: x1
2: x̄ 2: Σx2 2: a 2: z 2: y1
3: Sx 3: Σy 3: b 3: t 3: x2
4: σX 4: Σy2 4: c 4: X2 4: y2
5: y bar 5: Σxy 5: d 5: F 5: x3
6: Sy 6: e 6: df 6: y3
7: σy 7: r 7: p̂ 7: Q1
8: minX 8: r2 8: p̂1 8: Med
9: maxX 9: R2 9: p̂2 9: Q3
0: minY 0: s
A: maxY A: x̄1
B: x̄1
C: Sx1
D: Sx2
E: Sxp
F: n1
G: n2
H: lower
I: upper

Command Summary

Enables a grid of colored lines on the graph screen.

Command Syntax

GridLine [color#]

Press:

1. 2nd FORMAT to access the graph format menu.
2. Use arrows and ENTER to select GridLine.

TI-84+ CSE/CE

2 bytes

The GridLine command enables a grid of colored lines on the graph screen (you can disable it with the GridOff command). How fine or coarse the grid is depends on the Xscl and Yscl variables. Drawing the grid just involves plotting points all the horizontal and vertical lines that intersect points of the form (A×Xscl, B×Yscl) that are in the graphing window. The grid can be colored based on any color variable or value.

GridLine can be used to shade the entire screen if Yscl is small enough that the lines on the grid are one pixel apart:

:ΔY→Yscl
:GridLine RED


This is one of the shortest ways to shade the screen, although Shade( can be used for a (usually) even shorter way. However, using GridLine is also very slow: the fastest way involves the Horizontal or the Vertical commands in a For( loop.

You could also use GridLine to draw the playing grid for a Dots and Boxes game.

Related Commands

Command Summary

Enables a grid of colored dots on the graph screen

Command Syntax

GridDot [color#]

Press:

1. 2nd FORMAT to access the graph format menu.
2. Use arrows and ENTER to select GridDot.

TI-84+ CSE/CE

2 bytes

The GridDot command enables a grid of dots on the graph screen (you can disable it with the GridOff command). How fine or coarse the grid is depends on the Xscl and Yscl variables. Drawing the grid just involves plotting points all the points of the form (A×Xscl, B×Yscl) that are in the graphing window. The grid can be any colored defined by a color variable or value.

:GridDot BLUE    //creates a grid of blue dots
:GridDot 12       //creates a grid of black dots


Related Commands

Command Summary

Returns the string representation of the value of the input.

Command Syntax

toString(value)

This command is found only in the Catalog. Press:

1. 2ND CATALOG to enter the catalog
2. T to go to commands starting with T
3. Scroll down to toString(.

TI-84+ CE OS 5.2

2 bytes

The toString( command, given any value including real numbers, complex numbers, lists, or matrices, returns the string representation of the value of the input.

toString(1337       //returns "1337"

toString({1,2,3}    //returns "{1,2,3}"

toString([[1,2][3,4]]   //returns "[[1,2][3,4]]"

toString(√-1     //returns imaginary number "i"


toString( has less limitations than the eval( command. It can handle lists, matrices, and complex numbers. Another difference from eval( is that toString( is affected by display mode changes like Fix.

toString( replaces the old number-to-string routine previously used prior to OS 5.2.

Error Conditions

• ERR:DATA TYPE is thrown when the input is a string.
• ERR:NONREAL ANSWERS is thrown when the input is a complex number and your calculator is in REAL mode.
• ERR:SYNTAX is thrown when trying to evaluate a command that doesn't return a value.

Related Commands

Mastermind is a fun game that involves trying to break a random code of five numbers (1-9) in fifteen guesses or less. To help assist you with the code-breaking, a list of two numbers is provided. The first number is the number of digits that are correct and in the wrong place, and the second is the number of digits that are correct and in the right place. Try out the game and try to understand and think through the code.

The Code

:int(10rand(4→L1
:For(G,-15,-1
:Input A
:int(10fPart(A/10^(5-cumSum(1 or L1→L2
:sum(L1=Ans
:Disp {sum(seq(min(sum(L1=N),sum(L2=N)),N,0,9))-Ans,Ans
:If Ans<4
:End
:If not(G
:Disp L1
:"LOSE
:If G
:"WIN
:"YOU "+Ans


Related Games

Select your calculator to see the corresponding command index.

Ops | # | A | B | C | D | E | F | G | H | I | L | M | N | O | P | Q | R | S | T | U | V | W | X | Z

This page lists all of the commands for the TI-84 Plus Silver Edition and older models. If you have a newer TI-84 Plus C Silver Edition or TI-84 Plus CE with a color display, please visit the Color Command Index.

To access more information about the command, click on the command to goto the dedicated page for that command. To view the commands divided into sections, go to the Command Overview. To view most of the commands as they would on the calculator itself through the menus, go to the Command Menu Map.

Some commands have a superscript next to them that indicates compatibility:

• 83+ indicates that the command requires a TI-83+, TI-83+SE, TI-84+, TI-84+SE, or TI-84+CSE calculator.
• 84+ indicates that the command requires a TI-84+,TI-84+SE, or TI-84+CSE calculator.
• 84+2.30 indicates that the command requires a TI-84+, TI-84+SE, or TI-84+CSE calculator with OS 2.30 or higher.
• 84+2.53MP indicates that the command requires a TI-84+, TI-84+SE, or TI-84+CSE calculator with OS 2.53MP or higher.

See Compatibility for a chart of only the commands that require certain calculators or operating systems.

Z

Command Summary

Returns the string representation of the value of a real expression.

Command Syntax

eval(expression)

This command is found only in the Catalog. Press:

1. 2ND CATALOG to enter the catalog
2. E to go to commands starting with E
3. Scroll down to eval(.

TI-84+ CE OS 5.2

2 bytes

The eval( command, given an expression that evaluates to a real number, returns the string representation of that number.

eval(1337       //returns "1337"

eval(2.0-3.0    //returns "‾1"

eval(.0001234   //returns "1.234ᴇ‾4"


eval( has more limitations than the toString( command. It cannot handle lists, matrices, or complex numbers (even when the imaginary part of the complex number is zero). Another difference from toString( is that eval( is unaffected by display mode changes like Fix.

Use eval( in conjunction with expr( to evaluate a real expression in a string and return the answer in a string.

3.14->X
eval(expr("2X+3
//returns "9.28"


Error Conditions

• ERR:DATA TYPE is thrown when the expression contains a list, matrix, imaginary number, or string.
• ERR:SYNTAX is thrown when trying to evaluate a command that doesn't return a value.

Related Commands

author: Battlesquid
version: 1.3_Beta
summary: 'A new update to Battlesquid''s game, NDLESS, which pits you against endless waves of monsters and (soon) bosses! Get your trigger fingers ready…'
description: "NDLESS | UPDATE 1.3\nA new (beta) update comes to this onslaught of neverending waves of enemies! Use your wits, strategy, and trigger happy fingers to defeat every enemy that comes your way (or die trying). With new updates to the shop, game screen, and more, you'll be sure to be entertained forever! For your TI-83+/84+ "
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '1'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
image: 'archiveimage:homescreen/HomeScreen.gif'
fileSize: '7121'
fileSizeUnit: '1'

author: Webbyman11
version: '1.0'
summary: 'Langton''s Ant in pure TI Basic'
description: 'This is a version of langton''s ant that I created myself. I got some of the techniques from the langton''s ant page on this site, but I created the engine. It is not very fast and if you want to make it more efficient, please tell me what to do. Enjoy!'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
image: null
fileSize: '797'
fileSizeUnit: '1'

author: 'Ryan P.'
version: '1.1'
summary: 'This is an easy to use right angle triangle solver that has error checking abilities and only requires an angle and a side or 2 sides.'
description: "This program is unique and has error checking and uses logic not menus to solve a triangle making it easy to use.\n\nProgram is for right angle triangles only.\nThis program Draws a labeled picture and uses Sine Arcsin Cos arccos Tan & Arctan\nThis program will ask for 5 inputs (2 angles and 3 side lengths) press the \"X\" key (and enter to submit) for 3 of them and enter the values of 2 known ones the ones that were entered as \"X\" will be solved no menus needed the logic in the program will do the thinking for you.\n\nRight angle triangle solver Ultimate Edition- Draws a picture of a right angle triangle in a split screen with the angles and the sides (opposite adjacent and hypotenuse) labeled. There are no additional files needed. It will save and restore your Xmax Xmin Ymax and Ymin and turn the axes back on as long as the program is ran to completion."
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: dd
image: 'archiveimage:screenshot2-3/screenshot2.gif'
fileSize: '959'
fileSizeUnit: '1'

author: Battlesquid
version: '1.1'
summary: 'Sticks(Chopsticks) for the 83/84+!'
description: "Battle against your opponent in this classic game of strategy! For more info, go to https://en.wikipedia.org/wiki/Chopsticks_(hand_game)#Splitting\nReport any bugs/errors to moc.liamg|117diuqsemiT#moc.liamg|117diuqsemiT\nEnjoy!"
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
image: 'archiveimage:1467017515-1/1467017515.gif'
fileSize: '931'
fileSizeUnit: '1'

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.

Toggle Program Mode

:AsmPrgm84C
:FD7E08EE02FD7708C9


When used in a program, it allows you to use Archive and UnArchive on other programs. warning: Make sure to switch back to "program mode" when you're done by running the program again.

Text Inverse

:AsmPrgm84C
:FD7E05EE08FD7705C9


This will switch from normal text mode to inverse (white text on black background) and vice versa.

Lowercase

Lowercase On

AsmPrgm84C
:FDCB24DEC9


Lowercase Off

AsmPrgm84C
:FDCB249EC9


Lowercase Toggle

AsmPrgm84C
:FD7E24EE08FD7724C9


This will toggle lowercase on or off

Run Indicator [TO DO]

Toggle Run Indicator

AsmPrgm84C
:FD7E12EE01FD7712C9


Note that when this routine turns the run indicator off, it doesn't erase the run indicator, it simply stops it. You can do this yourself — either by outputting something to the top right corner, or by clearing the screen (ClrDraw or ClrHome, doesn’t matter).

Simulated Key Presses

Alpha Lock

AsmPrgm84C
:3E51FD7712C9


This simulates [2nd][Alpha]

Alpha Lock (No disable)

AsmPrgm84C
:3ED1FD7712C9


This is the same as the first, but you have to press [2nd][mode] to disable it.

Lowercase Press

AsmPrgm84C
:3E31FD7712C9


This works even if lowercase isn't enabled.

Lowercase Lock

AsmPrgm84C
:3E71FD7712C9


This simulates [2nd][Alpha][Alpha].

Lowercase Lock (No disable)

AsmPrgm84C
:3EB1FD7712C9


This can only be disabled by pressing [2nd][mode]

Alpha Off

AsmPrgm84C
:3E01FD7712C9


[2nd]

AsmPrgm84C
:FDCB12DEC9


An interesting use of these codes can be for prompting user input (If you run Alpha Lock, for example, Input will start with an Alpha press.

If you run the Alpha Lock that can't be disabled at the start of your program and a user presses ON (or an error occurs), you will not be able to select the options, so you are forced to press [2nd][mode].

Disabling "Done" Message

To disable the "Done" message at the end of a Basic program:

AsmPrgm84C
:FDCB00AEC9


Un-Dirty Graph Screen

:AsmPrgm84C
:FDCB0386C9


This will mark the Graph Screen as not dirty. Using ClrDraw will mark the Graph Screen as dirty so the next time it is displayed the screen will be cleared. Many ASM libraries (such as xLIB) modify the graph buffer without displaying the screen which might be unintentionally cleared.

Auto Calc

Auto DMS

AsmPrgm84C
:FD360A06C9


Auto DMS displays all decimals in Degrees-Minutes-Seconds on the home screen, automatically.

Auto Fractions

AsmPrgm84C
:FD360A0CC9


Auto Fractions will display decimals as fractions (if it can) on the home screen, automatically.

Memory Functions [TO DO]

Reset RAM

AsmPrgm84C
:C7


Miscellaneous

Remove Cursor

AsmPrgm84C
:FDCB0CE6C9


This is harmless, but it stops displaying that blinking cursor :D Just press [2nd][MODE] to put it back to normal. What, jokes are allowed, right?

ASCII [TO DO]

AsmPrgm84CE
:EF7BCD500f02CD700F02CDB80702C9


Display an ASCII character at the last cursor position, using Ans (0 to 255) (TI-84 Plus CE)

References

Most of these are ported from the TI-83+ Hexcodes page.

author: Kydapoot
version: '1.0'
summary: 'A really big and cool virtual fishtank program.'
description: 'This is an extensive virtual fish program where you try to see how long you can keep a fish alive by feeding it, cleaning it''s tank, and giving it medicine. But that''s only the beginning! You can also catch more fish, sell them, play minigames, and experience all the surprises the game has in store for you! Details (about installation/setup and gameplay) are all in the readme. I hope you enjoy! Source Code included.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
image: 'archiveimage:main-game/Main-Game.png'
fileSize: '11271'
fileSizeUnit: '1'

author: Kydapoot
version: '1.0'
summary: 'Calculates the value of chess pieces. Customizable values!'
description: 'This is a fairly simple program that calculates the value of all of the pieces on a side of the board or the entire board, provided that you tell it how many of each kind there are. It uses a list to store the values, which can be customized and viewed all within the program.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '1'
utility: '1'
misc: '1'
compatibility: bb
image: null
fileSize: '623'
fileSizeUnit: '1'

author: Kydapoot
version: '1.0'
summary: 'This is a slots game that uses the graph screen. If you are bored or like slots, it''s really cool, otherwise its fairly amusing. There are three numbers from 1 to 9, and you want to have as many as possible to match. Hope you get lucky!'
description: 'This is the first decent game I wrote on the graph screen (although I have written more since). I have been tweaking it for a long time, and it is finally ready for release. You start with 100, and spend a dollar every time you spin. The prizes/losses possible are listed in the game. It also keeps track of your longest streak and total times spun. If you go bankrupt, there is an option to get more money for free, but don’t try clicking it if you already have money!' arcade: '0' graphics: '0' platform: '0' puzzle: '0' rpg: '0' strategy: '0' sports: '0' casino: '1' board: '0' utility: '0' misc: '0' compatibility: bb download: 'archivefile:slots/SLOTS.zip' image: null fileSize: '1287' fileSizeUnit: '1' dateMade: '1461646800' …that the TI-Basic Developer has a complete TI-Basic Starter Kit filled with important tutorials, guides, and tips for new TI-Basic programmers? This game is based roughly on games like Labyrinth of Touhou, however instead of 16 characters, you will be using two active characters who synergize well to fight bosses. It is currently a TI-Basic game which runs with xLib, and is in early development. Planned future updates include a boss tower, more characters, and hidden bosses.  Apr 14 — Members can now discuss TI-Basic on the #tibasicdev IRC channel on EFnet.  Apr 10 — After years of development by TI-BD members, the TI-Basic Starter Kit has been completed. Here are some review exercises to help you practice your optimization skills. 1. Write a program that, given a string in Ans containing letters A-Z, will return a list with the alphabetic positions of those letters. Example: "AZ AZ prgmLETTONUM Ans {1,26}  Possible Solution: 2. Change this short program so it doesn't flicker and then optimize it as much as possible. :0→X:0→Y:Repeat 0 :ClrHome :Output(Y,X,"X") :getKey→K :If K=24:X-1→X :If K=25:Y+1→Y :If K=26:X+1→X :If K=34:Y-1→Y :End  Possible Solution: In this chapter, you learned some optimization techniques to make your programs smaller and faster. • The Output( command can be used to display multiple lines of text by taking advantage of text wrapping. • The Text( command can automatically concatenate multiple arguments into one output • Storing large data used in multiple locations can save space. • Using implied multiplication and factoring out like terms in expressions can save space and time. • Understanding logical operators can help you eliminate extra parentheses to save space. Command Summary Returns the arc length of expression1 from start to end with respect to variable var. Command Syntax arcLen(expression1,var,start,end) Menu Location Describe how to get the command from a menu. This command works on all calculators. X byte(s) The arcLen() command uses the integral arc length formula to calculate the arc length of a function over the specified interval. arcLen(cos(x),x,0,π) 3.82019...  Advanced Uses The arcLen() command also works on lists of expressions: arcLen({sin(x),cos(x)},x,0,π) {3.820... 3.810...}  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: :∫(√(1+d(f(x),x)²),x,a,b) can be :arcLen(f(x),x,a,b)  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. author: 'Kydapoot, optimized by Trenly and ZacharyPi' version: 1.1.1 summary: 'This is the optimized version of my previous quadratic program. The functions are the same, but there are no errors and it is much more compact.' description: 'This is the optimized version of my previous quadratic program. The functions are the same, but there are no errors and it is much more compact. This is a program where you input A,B, and C and it calculates the vertex of the parabola and then the roots (if any). If there are two roots they all be listed, if there is one root, it will be listed twice. If there are no roots, you will get imaginary numbers. As well as calculating these values, it also graphs the equation (stored into Y1). This is not shown in the program, but can be viewed after exiting. The program also includes a list of equation forms and a square root finder for calculating discriminants. It does not require anything other than a few variables to run. The program is not locked.' 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:quadplus-3/QUADPLUS.8xp' image: 'archiveimage:capture-1-5/Capture-1.png' fileSize: '391' fileSizeUnit: '1' dateMade: '1459227600' author: Kydapoot version: '1.0' summary: 'This is a program where you input A,B, and C and it calculates the vertex of the parabola and then the roots (if any). As well as calculating these values, it also graphs the equation (stored into Y1). This is not shown in the program, but can be viewed after exiting. The program also includes a list of equation forms and a square root finder for calculating discriminants. ' description: 'This is a program where you input A,B, and C and it calculates the vertex of the parabola and then the roots (if any). If there are two roots they all be listed, if there is one root, it will be listed twice. If there are no roots, ERR:NONREAL ANS comes up. Simply press enter twice from here to resume the program. As well as calculating these values, it also graphs the equation (stored into Y1). This is not shown in the program, but can be viewed after exiting. The program also includes a list of equation forms and a square root finder for calculating discriminants. It does not require anything other than a few variables to run. They are deleted after the program is finished. The program is not locked, to the best of my knowledge.' 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:quadrtc-1/QUADRTC.8xp' image: 'archiveimage:capture-1-1/Capture-1.png' fileSize: '447' fileSizeUnit: '1' dateMade: '1459227600' author: 'Kevin Gomez (kg583)' version: '1.0' summary: 'Color port of the mobile game Flow Free.' description: "The goal of each puzzle is to fill the board by connecting colored pipe ends. This port comes with 100 archived levels, tutorial level, achievements, and custom keybinds. See the readme for specific details about each feature.\nHappy playing!" arcade: '0' graphics: '0' platform: '0' puzzle: '1' rpg: '0' strategy: '0' sports: '0' casino: '0' board: '0' utility: '0' misc: '0' compatibility: ff download: 'archivefile:flow-3/FLOW.zip' image: 'archiveimage:flow-1-1-3/Flow_1-1.gif' fileSize: '13500' fileSizeUnit: '1' dateMade: '1458882000' CSS div.code { counter-reset: linenumber; } div.code p { counter-increment: linenumber; margin: 0; } div.code p::before { content: counter(linenumber); width: 2.25em; display: inline-block; text-align: right; border-right: 1px dashed #DDD; padding-right: 3px; margin-right: 6px; -webkit-user-select: none; /* Chrome/Safari */ -moz-user-select: none; /* Firefox */ -ms-user-select: none; /* IE 10+ */ user-select: none; /* Likely future */ }  Correct Format :Full :FnOff :AxesOff :0→Xmin:1→ΔX :0→Ymin:1→ΔY :ClrDraw :Vertical Xmin :Vertical Xmax :Horizontal Ymin :Horizontal Ymax :60→A:92→B :2→C:2→D:25→G :Pxl-On(A,B :Pxl-On(C,D :Text(-1,28,31,"READY? :Pause :For(E,26,36 :Line(29,E,67,E,0 :End :Repeat G=45 or not(pxl-Test(A,B) and pxl-Test(C,D :getKey :If Ans :Ans→G :A+(G=34)-(G=25→A :B+(G=26)-(G=24→B :1+pxl-Test(C+1,D :Ans+(Ans=2 and pxl-Test(C,D-1 :Ans+(Ans=3 and pxl-Test(C-1,D→F :C+(Ans=1)-(Ans=3→C :D+(F=4)-(F=2→D :Pxl-Change(A,B :Pxl-Change(C,D :End Incorrect Format :Full :FnOff :AxesOff :0→Xmin:1→ΔX :0→Ymin:1→ΔY :ClrDraw :Vertical Xmin :Vertical Xmax :Horizontal Ymin :Horizontal Ymax :60→A:92→B :2→C:2→D:25→G :Pxl-On(A,B :Pxl-On(C,D :Text(-1,28,31,"READY? :Pause :For(E,26,36 :Line(29,E,67,E,0 :End :Repeat G=45 or not(pxl-Test(A,B) and pxl-Test(C,D :getKey :If Ans :Ans→G :A+(G=34)-(G=25→A :B+(G=26)-(G=24→B :1+pxl-Test(C+1,D :Ans+(Ans=2 and pxl-Test(C,D-1 :Ans+(Ans=3 and pxl-Test(C-1,D→F :C+(Ans=1)-(Ans=3→C :D+(F=4)-(F=2→D :Pxl-Change(A,B :Pxl-Change(C,D :End Code Block :Full :FnOff :AxesOff :0→Xmin:1→ΔX :0→Ymin:1→ΔY :ClrDraw :Vertical Xmin :Vertical Xmax :Horizontal Ymin :Horizontal Ymax :60→A:92→B :2→C:2→D:25→G :Pxl-On(A,B :Pxl-On(C,D :Text(-1,28,31,"READY? :Pause :For(E,26,36 :Line(29,E,67,E,0 :End :Repeat G=45 or not(pxl-Test(A,B) and pxl-Test(C,D :getKey :If Ans :Ans→G :A+(G=34)-(G=25→A :B+(G=26)-(G=24→B :1+pxl-Test(C+1,D :Ans+(Ans=2 and pxl-Test(C,D-1 :Ans+(Ans=3 and pxl-Test(C-1,D→F :C+(Ans=1)-(Ans=3→C :D+(F=4)-(F=2→D :Pxl-Change(A,B :Pxl-Change(C,D :End  StoreGDB 1 Func AxesOff FnOff PlotsOff ClrHome ZStandard ZSquare {0,0,0→L₁ Ans→L₂ Circle(0,0,9.9 For(A,0,2π,π/6 Line(9cos(A^^r^^),9sin(A^^r^^),9.9cos(A^^r^^),9.9sin(A^^r^^ End Repeat getKey Line(0,0,L₁(3),L₂(3),0 getTime If not(fPart(Ans(3)/30 Then Line(0,0,L₁(1),L₂(1),0 Line(0,0,L₁(2),L₂(2),0 End ­2π^^r^^(Ans+{Ans(2)/60,.5(Ans(3)≥30),0})/{12,60,60}+90°→L₂ {6,8,8.6}cos(Ans→L₁ {6,8,8.6}sin(L₂→L₂ Line(0,0,L₁(3),Ans(3 Line(0,0,L₁(1),Ans(1 Line(0,0,L₁(2),Ans(2 startTmr Repeat checkTmr(Ans End End ClrDraw RecallGDB 1 DelVar GDB1 ClrHome "  A thorough understanding of math commands is essential to the mastery of TI-Basic. It is strongly recommended that you practice using these commands in different situations so that you will know which ones to apply when necessary. Commands Introduced Command Summary Mode command that puts the calculator into Classic mode. Command Syntax MATHPRINT Menu Location Press: 1. MODE 2. DOWN until you reach Mathprint or Classic 3. ENTER on Mathprint Alternatively, use the catalog. TI-84 2.53MP or later 2 bytes MATHPRINT will put the calculator into Mathprint mode as opposed to Classic mode. In MathPrint mode, enhanced homescreen input formatting is available. The Classic mode will make the calculator display everything as a calculator of lower OS would, including input. For instance, rather than superscripting exponents as Mathprint mode would, Classic mode uses the simple caret syntax (^). Mathprint mode: 24 16 Classic mode: 2^4 16 When in Mathprint mode, text and numbers are displayed much slower than classic on the home screen and the function menus load slower. This can be inconvenient in games that use the home screen, but can also make solving equations that involve fractions and exponents easier as the numbers are in their correct positions and are the appropriate size. Related Commands This page contains tables detailing which features were added with each operating system release. Taking this information into account can help you maintain a level of backwards compatibility. Commands that are crossed out were removed in that version. TI-83+/SE OS Version Notable Changes 1.03 Initial version 1.10 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 TI-84+/SE OS Version Notable Changes 2.21 setDate(, setTime(, setDtFmt, SetTmFmt(, timeCnv(, dayOfWk(, getDtStr(, getDate, getTime, getDtFmt, getTmFmt, isClockOn, ClockOff, ClockOn, OpenLib(, ExecLib, checkTmr(, startTmr 2.22 2.30 Manual-Fit, χ²GOF-Test(, invT(, LinRegTInt, invT( 2.40 2.41 2.43 2.53MP MATHPRINT, CLASSIC, DEC Answer, FRAC Answer, randIntNoRep(, ►F◄►D, logBASE(, summation Σ(, Un/d, ZFracX, remainder( 2.55MP statwizard-off, statwizard-on TI-84+CSE OS Version Notable Changes 4.0 4.2 TI-84+CE OS Version Notable Changes 5.0 Get(, Send( 5.0.1 5.1.0.0110 5.1.5.0019 Get(, Send(, timed Pause Admin Command Summary Suspends execution for a specified amount of time Command Syntax Wait [seconds] Menu Location 2ND CATALOG to enter the Catalog. W to go to commands starting with W. TI-84+ CE OS 5.2 or higher 2 bytes The Wait command was introduced in TI-OS 5.2 for the TI-84+CE. The Wait command tells the calculator to wait for a specified number of seconds before continuing. The specified amount of seconds can be a decimal, as it is not limited to whole numbers. This command can be useful for displaying information momentarily before proceeding in a program. The Wait command functions similarly to the Pause command, but without the extra arguments. :Disp "WAIT FOR IT! :Wait 4 :Disp "Surprise  Advanced Uses The Wait command is useful for facilitating automatic linking within programs. Since the Get( and GetCalc( commands only work when the sending calculator is in a preemptible state, including a small Wait delay will allow the other calculator to receive data. Because the Wait command is relatively new, it may be advisable to avoid using it to ensure compatibility with older operating systems. Similar functionality can be achieved with the second optional argument to the Pause command. Optimization Traditionally it was recommended to use either a For( loop or the rand( command to create a delay within a program. The For( loop takes more space, and the rand( command uses more memory during execution. :rand(100 can be :Wait 1  Error Conditions • ERROR: INVALID is thrown if the Wait command is executed on the home screen. Related Commands Please see the AsmPrgm page. The functionality and use is the same between both commands. However, the Asm84CEPrgm is only available on the TI-84+CE calculator. Keep in mind that hexadecimal for the monochrome calculators may not work on color calculators. author: RebStrike version: 'Dev. Build 132' summary: '' description: "This is an RPG-text-adventure game where its April Fools Day and you get a call from your friend who asks, \"Thinking of doing any pranks?\". You can choose to do the airhorn+seat prank, put a thumbtack on the teacher's seat, put a funny picture on the world map, or not do one at all. And when the pressure's on you can choose to blame your friend, take the blame, or keep quiet. This is a game all about choice.\n" arcade: '0' graphics: '0' platform: '0' puzzle: '0' rpg: '1' strategy: '0' sports: '0' casino: '0' board: '0' utility: '0' misc: '0' compatibility: bb download: 'archivefile:prankday-1/PrankDay.zip' image: null fileSize: '15' fileSizeUnit: '2' dateMade: '1455858000' author: Minxrod version: '0.9 beta' summary: 'A program that asks for a DNA or RNA sequence, then gives the complementary sequence and displays it!' description: "This quick little program can generate a complementary DNA/RNA sequence for DNA/RNA, and then displays the result. In color!\n\nCurrently functional - it works if you 'play by the rules.' Invalid characters will crash the program, and the display looks strange if you have too small of a sequence.\n\nPlanned: \n1.0 - Main release, character check, will include key on diagram (what color is what base)\n1.0/1.1 - Optimizations and bugfixes, a readme that is 'slightly' helpful (instructions that are mostly self explanator)\n\nTo install, just send the file ACTG.8xp to your TI-84+CSE or TI-84+CE." 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:actg-1/ACTG.8xp' image: 'archiveimage:dnapic3-1/DNAPIC3.png' fileSize: '603' fileSizeUnit: '1' dateMade: '1455253200' author: VersePerMile version: 4.2.5 summary: '' description: 'This game allows the player to chose what range they would like, and also make a custom one. it even asked (after a couple of tries) if the player wants a hint. please report any bugs to me Thx!!' 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:guess-4-3-5/GUESS-4-3-5.8xp' image: null fileSize: '790' fileSizeUnit: '1' dateMade: '' author: 'earthnite, jonbush' version: '1.0' summary: 'TI-Plow is a popular single-player seasonal puzzle game for mobile devices.' description: "Help Timmy the plow truck driver plow all the snow in the city. However, due to budget cuts, Timmy will lose his\njob if he drives the plow over areas that don’t have any snow: that would waste fuel, time, and money. Try not to take too long, the city doesn’t pay overtime.\n\nTI-PLOW features 100 hand-made levels for your enjoyment. Race against the clock to complete each level perfectly. Can you beat them all this season?" arcade: '1' graphics: '0' platform: '0' puzzle: '1' rpg: '0' strategy: '0' sports: '0' casino: '0' board: '0' utility: '0' misc: '0' compatibility: bb download: 'archivefile:ti-plow-84/TI-PLOW_84.zip' image: 'archiveimage:plow/plow.gif' fileSize: '4828' fileSizeUnit: '1' dateMade: '1450857600' Routine Summary Finds the area of any regular polygon. Inputs N,S Outputs F Variables Used {variable}

Calculator Compatibility

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

[{$download}] :ClrHome :Input "NUMBER OF SIDES: ",N :Input "SIDE LENGTH: ",S :NS^2/(4tan(180/N→F :Pause F :ClrHome  This program uses the tangent ratio to find the area of a regular polygon when giver the number of sides and side length. This article is under construction and needs to be completed. You can help by . Filename Summary Authors Site URL Ticalc.org URL Release Date Compatibility Language Product Intro Product Screenshot (Screenshot of Product) Significance of Product • Why product was important to TI community • Any controversy or interesting circumstances surrounding product • Awards won, fond memories that people have Documentation • How to use the product • Can copy the author's readme file (if available) Development History • A chronological overview of the product's development Miscellaneous Related Products Command Summary Sets all lines to be drawn using a series of individual pixels. Command Syntax This command is executed with no additional arguments Menu Location Go to Catalog, press [ALPHA][X^-1], and scroll down TI-84+CSE/CE 2 bytes The Dot-Thin command sets all lines in the current function type to be drawn using a series of individual pixels at each interval of TraceStep. The command can be called on the homescreen or within a program. :ClrDraw :AxesOn :Dot-Thin  Error Conditions • ERR:SYNTAX is thrown if the command is executed with any additional arguments Related Commands Command Summary Sets all lines to be drawn using a series of thick points Command Syntax This command is executed with no additional arguments Menu Location Go to Catalog, press [ALPHA][X^-1], and scroll down TI-84+CSE/CE 2 bytes The Dot-Thick command sets all lines in the current function type to be drawn using a series of thick points (about the size of a point drawn using Pt-On() at each interval of the TraceStep. This command can be called on the homescreen or within a program. :AxesOff :RectGC :Dot-Thick  Error Conditions • ERR:SYNTAX is thrown if any additional arguments are used with the command Related Commands Command Summary Sets all graphing lines to be 1 pixel wide. Command Syntax This command is executed by itself with no additional arguments Menu Location Go to Catalog, press [ALPHA][4], and scroll down. TI-84+CSE/CE 2 bytes The Thin command will set all lines in the current function type to be only 1 pixel wide (hence "Thin"). The command can be run on the homescreen or within a program. :AxesOff :GridOff :Thin  Error Conditions • ERR:SYNTAX is thrown if additional arguments are put on the command. Related Commands Command Summary Converts all lines to Thick (2-3 pixel wide) lines Command Syntax The command is called by itself with no additional arguments Menu Location Go to the Catalog, press [ALPHA][4], and scroll down. TI-84+CSE/CE 2 bytes The Thick command converts all lines in the current function type to be drawn using a 2-3 pixel wide line (hence "Thick"). This mode is the default line drawing mode. It can be called on the homescreen or in a program. :AxesOff :GridOff :Thick  Error Conditions • ERR:SYNTAX is thrown if any character is included in the same line as the Thick command. Related Commands author: Mewcancraft version: '1.0' summary: 'A basic Connect 4 game for local multiplayer. Compatible with MirageOS.' description: "This program features a very basic Connect 4 game. The idea and interface were taken from a program made by CodeMaster123 that you can check out at http://tibasicdev.wikidot.com/forum/t-1441297/connect-4. I looked at his program and rewrote it from scratch to improve it whilst keeping his design, so feel free to download his too.\n\nFor those of you who don't know Connect 4, it's very easy. A typical Connect 4 game has two players: one who has a bunch of yellow (light) coins and one who has red (dark) coins. The board, which is an upright standing grid of slots, each slot the size to hold one coin, has walls between each of said grid's columns to seperate them from each other, meaning that when one drops a coin in a column, that coin will go all the way down to the first available slot in the same column. Every slot has a hole smaller than a coin on both sides, meaning that the two players can see what colour the coin inside that slot has. The players take turns on dropping their coins in the grid. The goal of the game is to get 4 coins of your colour in one line without being seperated by one of the other player's coins: this line can be horizontal, vertical or diagonal.\n\nThat said, these are the controls for this digital version of said game: You control the cursor (your \"hand\") with the left and right arrow keys and drop the coin in the designated column using Enter. Every time somebody drops a coin, the program will calculate whether or not 4 coins of the same colour were connected. This calculation takes approximately two seconds. After that, the playernumber in the bottom right will change, signifying that it's the other player's turn. Since this game is local multiplayer, you hand the calculator you're playing on to the opponent, so they can drop their coin. Then they pass it back to you, etc…\n\nPlayer 1's coins are light, player 2's coins are dark. The first to connect 4 of their coins, wins. Have fun!" arcade: '0' graphics: '0' platform: '0' puzzle: '0' rpg: '0' strategy: '1' sports: '0' casino: '0' board: '1' utility: '0' misc: '0' compatibility: bb download: 'archivefile:connect4/CONNECT4.8xp' image: 'archiveimage:screenshot-2/screenshot.gif' fileSize: '851' fileSizeUnit: '1' dateMade: '1447369200' author: Codemaster123 version: '1.1' summary: 'A 2-player connect 4 game.' description: 'New Update! Not a big one though. All I added was an intro animation.' arcade: '0' graphics: '0' platform: '0' puzzle: '1' rpg: '0' strategy: '1' sports: '0' casino: '0' board: '1' utility: '0' misc: '1' compatibility: bb download: 'archivefile:connect4-v-1-1/Connect4-V-1-1.zip' image: null fileSize: '7857' fileSizeUnit: '2' dateMade: '1447218000'  Welcome to TI-Basic Developer (TI|BD), the TI-Basic information repository! If you are a first-time visitor, please check out the welcome pack to get you up to speed on using the site. We encourage you to become a member and to get involved in the community, and to come back often to see what changes have occurred. And above all else, enjoy your stay! THIS PAGE IS A WORK IN PROGRESS  New to TI-Basic? These pages provide an overview of TI-Basic, and are designed to help you quickly get started learning and using TI-Basic.  Did You Know... The ListPages module does not work recursively.  Development The ListPages module does not work recursively.  Recent News Recent Posts Recent Edits The ListPages module does not work recursively. My program uses only the X-coordinate, so the above code won't make it into this program, but I... (by Myles_Zadok 01 Mar 2017 03:02, posts: 3) :"Y1"->v //the y-var type v :"Y2"->w //the y-var type w EDIT: I... (by Battlesquid 01 Mar 2017 02:00, posts: 3) I'm creating a program that solves for the angle at which the curves of two equations' lines... (by Myles_Zadok 01 Mar 2017 01:08, posts: 3) The ListPages module does not work recursively.  Search the Site There is a wide range of TI-Basic content available on this site, so we recommend using the search engine or referring to the sitemap. If you can't find what you're looking for, leave a post in the forums and somebody will assist you. pages only pages and forum forum only  Nov 8 — Due to the release of the TI-84+CSE and TI-84+CE calculators, new commands have been added to the Command Index. No thread to show - click Back once or twice and try again This is the page with a list of screenshots displayed on the homepage. The ListPages module does not work recursively.  Nov 1 — The homepage screenshots now link to their respective programs on TI-BASIC Developer. author: 'earthnite, jonbush' version: '1.2' summary: 'TI-FLOW is a port of Flow Free for the TI-84 Plus monochrome series of calculators. Flow is played by two simple rules: connect each lettered pair of dots (nodes), and fill every space. Flows are also not allowed to cross themselves or flows of a different letter. Can you complete every level perfectly?' description: "TI-FLOW is a port of Flow Free for the TI-84 Plus monochrome series of calculators, created by Pablo Yong (earthnite) and Jonathan Bush (jonbush).\n\nFlow is played by two simple rules: connect each lettered pair of dots (nodes), and fill every space. Flows are also not allowed to cross themselves or flows of a different letter.\n\nFeatures:\n- A clean and fully functional GUI for selecting and playing TI-FLOW levels\n- Includes 400 playable levels separated into 4 packs that can be loaded individually.\n- The TI-FLOW Pack Creator Java program allows users to create their own packs and levels.\n- TI-FLOW will dynamically save your progress\n\nCan you complete every level perfectly?\n\nSee TI-FLOW_README.pdf for more in depth information.\n\nEnjoy!" arcade: '0' graphics: '0' platform: '0' puzzle: '1' rpg: '0' strategy: '0' sports: '0' casino: '0' board: '0' utility: '0' misc: '0' compatibility: bb download: 'archivefile:ti-flow/TI-FLOW.zip' image: 'archiveimage:tiflow1/tiflow1.gif' fileSize: '11373' fileSizeUnit: '1' dateMade: '1445756400' Mancala is an ancient game in which player take turns dropping stones (or seeds) into holes (or houses) that form a 6x2 grid with an extra house on either end, which are the players' end houses. Player choose a house on their side of the grid, pick up the stones in that house and distribute them in the consecutive houses going in a counter-clockwise manner. There are many rule sets to mancala, just as there were many civilisations that played versions of it. This page gives two versions: The "kahla" rule set widely used in the United States and coded by user kg583, and another rule set coded by TI-GBR (rules are explained). Version 1: Kahla — Programmed by kg583 and optimised by the TI-Basic Developer community (see credits for details) — Compatible on both grayscale and color calculators Version 1 rules: See wikipedia page describing "kahla" rules of play - "KAHLA" mancala The Code, Version 1, Kahla Mancala ClrHome 14-->F F-->dim(L1 Fill(3,L1 0-->Xmin 1-->deltaX //The little triangle X {5,6-->L2 If Xmax=94 L2-{1,5-->L2 L2(1-->C L2(2-->D DelVar J1-->P Lbl M For(X,1,6 Output(C-1,D+2X+(X>3),L1(X Output(C+2,D+2X+(X>3),L1(F-X End L1(7-->H //Saves a couple of bytes to do this L1(F-->I Output(C,D+(I>=9),"_ _ _ Output(C+1,D+F,"_ _ _ Output(C,D+(I>=9),I //Greater than or equal to 9 Output(C+1,D+F,H If J Then Pause ClrHome If H>I Disp "Player 1 Wins! If H<I Disp "Player 2 Wins! If H=I Disp "Draw! Pause Goto Q End D+2-->A C-1+3(P=2-->B Repeat K=21 getKey-->K Output(B,A-1,"> Output(B,A+1,"< If K Then Output(B,A-1,"_ //One space here and the next line Output(B,A+1,"_ End A+(K=26)(A=D+6)+2(K=26)(A=!D+13)-(K=24)(A=D+9)-2(K=24)(A=!D+2-->A //The symbol =! means "doesn't equal" If K=45 Goto Q End .5(A-D-(A>D+6-->X F(P=2)-X+2X(P=1-->X L1(X-->V 0-->L1(X If not(V Goto M While V X+1-->X If X=15 1-->X 1+L1(X-->L1(X V-1-->V End If X/7!=P Then If 1=L1(X Then 1+L1(7P)+L1(F-X-->L1(7P 0-->L1(X 0-->L1(F-X End 3-P-->P End If not(sum(L1,1,6 //Tried to a piecewise thing here; had to settle for two If's Then L1(F)+sum(L1,8,13-->S L1(7-->T Fill(0,L1 S-->L1(F T-->L1(7 1-->J End If not(sum(L1,8,13 Then L1(7)+sum(L1,1,6-->S L1(F-->T Fill(0,L1 S-->L1(7 T-->L1(F 1-->J End Goto M Lbl Q ClrList L1,L2 ZStandard ClrHome  Version 2: — Programmed by TI-GBR and optimised by the TI-Basic Developer community (see credits for details) Version 2 rules: board 6 by 2 active houses with 4 stones starting in each, and two wells, one at either end. Picture at start (Its been stretched a little) Each player, on their turn, chooses a house on their side of the board. (6 options) the stones from that house get distributed by picking them up, and placing 1 stone in each house consecutive to the last, going around in a counter-clockwise pattern until the stones run out. If the last stone falls in one of the wells, then the player gets another turn. The first player to clear their side of the board of stones wins. After first turn: player 1 has chosen the fourth house from the top, the last stone fell in a well, so player 1 will go again. Player 1 goes again. Now its player 2's turn. End of game image: Player 2 has won. The Code, Version 2 :Clrhome //setup :14->dim(L1 :Fill(4,L1 :0->L1(7 :0->L1(14 //L1 setup finished here; board ready :DelVar WDelVar K1->L :"PLAYER_ :For(P,1,8 :Output(P,1,sub(Ans+"2",P,1 :Output(P,16,sub(Ans+"1",P,1 :End :Repeat W // Main loop, Keep playing until W is no longer = 0, (equals 1 or 2) :If L!=7 and L!=14 //Does not switch player if L = 7 or 14, allows for extra turns :1+(P=1->P //switch player between 1 and 2 :1->L //Initialize L :For(A,1,6 // Display the board after clearing possible extra numbers. See L1 schematic below. :Output(A+1,6,"_ :Output(A+1,5,L1(A :Output(A+1,12,"_ :Output(A+1,11,L1(14-A :End :Output(8,8,L1(7 :Output(1,8,L1(14 :1->R //initialize R which is the row input number :Repeat K=105 and L1(R(P=2)+(14-R)(P=1))!=0 //repeat input routine until user presses enter and the current house is not empty :Output(R+1,4(P=2)+13(P=1),sub("<>",P,1 //Display the appropriate cursor at the relative R coordinate and at the x value of 4 if P=2 and at 13 if P=1 :Repeat Ans // getkey :getkey->K :End :Output(R+1,4(P=2)+13(P=1),"_ //Delete the cursor :min(6,max(1,R+(K=34)-(K=25->R //Depending on input, add or subtract 1 from R, within the bounds :End // End input routine :R(P=2)+(14-R)(P=1)->L //Calculate L Based on R and the player number (right now, L is the list element number that was chosen) :L1(L->S //Set S to the number of stones in the chosen lest element :0->L1(L //Remove the stones from the chosen list element :While S //Distribution loop ends when S = 0 :L+(L<14)-13(L=14->L //Select the next list element. If The current List element is 14, the next is 1 (loops around) :1+L1(L->L1(L //These two commands add one to the list element house (determined by L), and take one away from the supply (S) :S-1->S :End //End Distribution loop, check S :seq(L1(M),M,1,6 // take Player 2's Houses list from L1 :If not(max(Ans // If none of player 2's Houses have stones- :2->W //then store 2 to W, Game will end. :seq(L1(M),M,8,13 //take Player 1's Houses from L1 :If not(max(Ans //If none of player 1's Houses have stones- :1->W //then store 1 to W, Game will end. :End // End main loop, check W :Clrhome // clear screen :SetupEditor :"CONGRATS_PLAYER"+sub("12",W,1 //display winner  Vars used: L1 - list of number of stones in each house R - Input row number from which L is derived (can be equal to any #1-6) P - Player 1 or 2 L - Chosen List element (house) to empty - equals: R if P+2 and equals: 14-R if P=1 W - Win or continue playing and for which player if win. Can equal 0,1, or 2, if 1 or 2, game ends S - number of stones left to distribute during distribution routine. A - a counting var used in For( loops. Credits The original version 1 was coded by kg583 It was then optimised by the TI-Basic community, Including: • kg583 • earthnite • TI-GBR • lirtosiast The original version 2 was coded by TI-GBR It was then optimised by the TI-Basic community, Including: • TI-GBR • earthnite • kg583 • jonbush This was a COMMUNITY PROJECT and was developed in the Projects page See development page THANK YOU to everyone who participated in this community project! If anyone experiences problems with the code on this page, please post on the "Discuss" page for this page. See the tools below. It seems that we are ready to make a mancala page. once it is made, feel free to edit it to relative perfection. Both games will be published, And credit given to those who worked on this community project. THANK YOU to all those who participated. we are starting a new ABSTRACT STRATEGY BOARD GAMES project featuring Isola. Please come participate in this continuation of this page, if you want to. ISOLA This is a continuation of Abstract strategy board games in which we programmed Mancala. the same rules apply to this community project- " In publication on the games page, credit will be given to the original contributor(s) of the code, and to those who helped optimise it. If there are many small optimisations, credits for the optimisations will be given to the Ti-Community, with a link to this page for clarification." This project is dedicated to Isola, since Pedro, a guest, posted his code for Isola on the first Abstract strategy board games. Here I will put the code that Pedro posted: Lbl 2 ClrHome DelVar [A]{10,16→dim([A] // [A] represents the map, 1 is a wall, 0 is a free space 11→X:2→Y:10→I:9→J //X and Y are the coordinates of player 1, I and J for the player 2 For(A,1,10 //i put walls on the sides of the map 1→[A](A,1 1→[A](A,16 End For(A,2,15 1→[A](1,A 1→[A](10,A End For(A,1,6 Output(A,1,sub("Joueur",A,1 End Output(Y-1,X-1,"O //i display the position of players O=player 1 and θ=player 2 Output(J-1,I-1,"θ // the -1 is because there is a space between the screen and the matrix, to hide the sides of the map 1→[A](2,11 //put the positions of players in the matrix 1→[A](9,10 While 1 X→M:Y→L //to test if the player moved Repeat X≠M or Y≠L Output(8,1,"1 //for player 1 Repeat Ans=24 or Ans=25 or Ans=26 or Ans=34 //asking for move getKey→K End Output(Y-1,X-1,"X //X is a wall on the screen X+(K=26)(0=[A](Y,X+1))-(K=24)(0=[A](Y,X-1→X //moves of the players Y-(K=25)(0=[A](Y-1,X))+(K=34)(0=[A](Y+1,X→Y Output(Y-1,X-1,"O 1→[A](Y,X End 1→C //test if the other player can move For(A,⁻1,1,2 If not(min(seq([A](J+A,I),A,⁻1,1,2))) or not(min(seq([A](J,I+A),A,⁻1,1,2:DelVar C End If C:Goto 1 //memory leaks but it happens only one time at each game I→M:J→L //same thing for player 2 Repeat I≠M or J≠L Output(8,1,"2 Repeat Ans=24 or Ans=25 or Ans=26 or Ans=34 getKey→K End Output(J-1,I-1,"X I+(K=26)(0=[A](J,I+1))-(K=24)(0=[A](J,I-1→I J-(K=25)(0=[A](J-1,I))+(K=34)(0=[A](J+1,I→J Output(J-1,I-1,"θ 1→[A](J,I End 1→C For(A,⁻1,1,2 If not(min(seq([A](Y+A,X),A,⁻1,1,2))) or not(min(seq([A](Y,X+A),A,⁻1,1,2:DelVar C End If C:Goto 1 End Lbl 1 For(A,1,3 Output(A+3,2,sub("Win",A,1 End Pause Goto 2  This is a repost of the code, because it is more organised to have a separate project for Isola. Here is the page describing Isola: Isola (isolation) Lets see what we can do to optimise this! Link to the original Posts: Here We have optimised the two games to a good point. They both work. the next step is to publish them on a new page titled "Mancala" under the games page. Symbolic Division is a method of finding the roots and factors of a polynomial given at least one factor. This is a function, rather than a program, and can be used in graphs, other functions, and programs. Rather than returning a list of factors as a result, we return an expression. Code :synthdiv(colist,ftr) :Func :Local count,ansList,xexp,ansExp :expr("x")→xexp :0→ansExp :newList(dim(colist))→ansList :colist[1]→ansList[1] :For count,2,dim(ansList) :colist[count]+ansList[count-1]*ftr→ansList[count] :EndFor :For count,1,dim(ansList) :ansExp+ansList[count]*xexp^(dim(ansList)-count-1)→ansExp :EndFor :ansExp-ansList[dim(ansList)]/xexp+ansList[dim(ansList)]/(xexp-ftr)→ansExp :Return ansExp :EndFunc  What's Going On? First, this is a function, not a program! To make a function, press F1 in the program editor, choose "3:New", and make sure the "Type:" is "Function" This takes 2 arguments, a list, and a number. We assume that's what we are given, and don't bother to check the type of the arguments. The first argument, colist, should be a list of all the coefficients in your expression. The second, ftr, is one single factor or root of your expression. Variables We then set up a few variables for our function. Functions can read global variables, but cannot write or create global variables! count is used in our For loops. ansList is a list of all the factors we want to return xexp is the expression "x". We use it to create the returned expression. ansExp is the factors in expression form. To prevent errors when making our expression, we set our answer expression ansExp to zero. We create the answer list using newList() with the number of elements in our given colist In symbolic division, you "drop" your first coefficient. We just store the first element of colist as the first element of our answer list ansList Dividing Now we start a For loop. We start from 2 since we already found our first answer above. The next line multiplies the previous answer by the factor, and adds that to the current coefficient, storing it in the next element of our answer list. Prettifying the Answer We start another For loop. Then we add our current expression to the answer list element times "x" to the power of the appropriate power. and store that as our answer expression. Fixing an Error After we prettify the answer, we have a mistake. Since the answer is an expression, we can easily subtract the mistake, and add our correction. Returning the Answer All Functions must return something using Return Examples Here are a few examples of use. synthdiv({5,.46,84,.50,7},1/5) 5x3-45x2+75x-35 synthdiv({1,5,6},1) 12 -- +x+6 x-1 author: Michael2_3B version: '1.1' summary: 'Merge tiles together to rack up points! This is like a combination between Tetris and 2048.' description: 'Shades is a simple, zen-like game for the TI-84 Plus CE. It is like a merge between Tetris and 2048. Combine tiles together in order to rack up the most points you possibly can! Just don''t let the tiles stack to the top of screen! This is a port of the original iOS game created by UOVO. See the README for more info.' arcade: '1' graphics: '0' platform: '0' puzzle: '0' rpg: '0' strategy: '0' sports: '0' casino: '0' board: '0' utility: '0' misc: '0' compatibility: ff download: 'archivefile:shades84pce/Shades84PCE.zip' image: 'archiveimage:wgw7aqd/WGw7aQd.gif' fileSize: '2002' fileSizeUnit: '1' dateMade: '1445317200' So, We have decided to work on Mancala first. Since there are so many rules to this game, we are developing two mancala games. Both need to be optimised for size and speed though! If you are good at optimisation, please come help us. Also, If you are interested in Helping us program a different board game please post about it, and we can move on to that one after mancala is finished. As far as I can tell, we only have a few participants in this project at the moment. This is your Basic connect 4 game. Drop Checkers down any of the 7 columns, taking turns until either the board is filled of one player gets four in a row. Try to understand the code. It uses Matrix [A] to track the game board, Var P as one or two to track whose turn it is, V as the input-ed column, L2 as the height of the columns, And Z as the counter for the possible number of turns. The Code DelVar [A]{6,7→dim([A] //sets [A] to 6x7 all 0's Disp" Disp"+-+-+-+-+-+-+-+ For(A,1,5 Disp"] End Output(8,1,"] For(A,3,8 Output(A,15,"[ End For(A,1,8 Output(A,16,sub("PLAYER_ _",A,1 //"_" is a space End DelVar θ2→P 7→dim(L₂ Fill(6,L₂ For(Z,1,42 If θ Goto 1 (P=1)2+(P=2)→P Output(8,16,P 2→V Repeat K=105 and L₂(.5V Output(1,V,"v Repeat K getKey→K End Output(1,V,"_ V+2(K=26 and V≤12)-2(K=24 and V≥4→V End .5V→V P(P=1)+(P-3)(P=2→[A](L₂(V),V) If P=1 Output(2+L₂(V),2V,"0 //zero If P=2 Output(2+L₂(V),2V,"O //letter O 0→θ If L₂(V)≤3 Then For(A,7,5,-1 cumSum(seq([A](A-I,V),I,1,4 If Ans(4)=4 1→θ If Ans(4)=-4 -1→θ End End For(A,0,3 cumSum(seq([A](L₂(V),A+I),I,1,4 If Ans(4)=4 1→θ If Ans(4)=-4 -1→θ End V+L₂(V->B If B≥5 and B≤10 Then seq([A](1,B-I),I,(B≤7)(B-1)+6(B≥8),(B≤7)+(B≥8)(B-7),-1→L₁ For(A,1,dim(L₁)-3 cumSum(seq(L₁(M),M,A,A+3 If Ans(4)=4 1→θ If Ans(4)=-4 -1→θ End End L2(V)-V→B If B≤2 and B≥-3 Then seq([A](I,I-B),I,(B≤-1)+(B+1)(B≥0),6(B≥0)+(B+7)(B≤-1→L₁ For(A,1,dim(L₁)-3 cumSum(seq(L1(M),M,A,A+3 If Ans(4)=4 1→θ If Ans(4)=-4 -1→θ End End L₂(V)-1→L₂(V End Lbl 1 ClrHome "PLAYER_ If θ=1 Ans+"1 If θ≠1 Ans+"2 Ans+" WINS! If Z=42 "CAT GOT THE GAME Ans  Credits This Game was coded by TI-GBR and optimized by jonbush and earthnite. See development page Our games page is already quite long, but it could be better. Lets program some board games For anyone who is interested, there are several games that could be programmed. We would need to do them one at a time, posting code, optimising it, changing it, and then publishing it on the games page. here are some examples- 1. peg solitare 2. Go 3. Isola (Isolation) 4. Mancala … there are many possible others. If you're interested in participating in this community project, please post about your interest and which game you'd like to start on first, so we can get started. In publication on the games page, credit will be given to the original contributor(s) of the code, and to those who helped optimise it. If there are many small optimisations, credits for the optimisations will be given to the Ti-Community, with a link to this page for clarification. Routine Summary This is useful for factoring large nth degree polynomials (and finding their roots, of course), as well as finding an upper and lower limit for the roots of an nth degree polynomial, as per the remainder and factor theorems and some others. It uses L₁ for input of the coefficients of the starting polynomial, uses X for r in (x-r) (what you're dividing by), so have those variables predefined (or put :Input L₁:Input X at the the beginning of the program), and it outputs L₂ as the answer with the last list entry as the remainder. Inputs L₁ - the coefficients of the polynomial you want divide by (x-r) Outputs L₂ - the coefficients of the answer and the remainder is stored as the last list entry Variables Used L₁, L₂, A, R, Ans Calculator Compatibility TI-83/84/+/SE Author TI-GBR, optimized by earthnite Authors {$authors}

URL: [http://tibasicdev.wikidot.com/forum/t-1109444
[[code]

[{$download}] dim(L₁→dim( L₂ L₁(1→L₂(1 For(A,2,dim(L₁ L₁(A)+R(L₂(A-1→L₂(A End L₂  Synthetic division works for problems in the following format. (a0xn + a1xn-1 + a2xn-2 + … + an-1x1 + anx0) / (x-r) Where a0≠0 For example, Problem: find the roots of x3-x2-2x-12=0 First we need to find all possible (r) in (x-r) Factor an:-12 {±1,±2,±3,±4,±6,±12 Factor a0:1 {±1 List of an/a0:{±1,±2,±3,±4,±6,±12 this last list is the list of all possible r in (x-r) Now for synthetic division. See the wikihow website Using the program. Input L1 with the polynomial's coefficients, {1,-1,-2,-12→L1 Input R for r in (x-r), 3→R We get a L2 as an answer, the last entry in the list is the remainder, if this is 0, we know that (x-r) is a factor.The other entries in the list represent the coefficients of the quotient, a polynomial of 1 degree less than the starting polynomial. so for starting polynomial f(x) divided by (x-r) , f(x)= (x-r) * q(x) +R, where q(x) is the quotient of 1 degree less than f(x) and R is the remainder. if R is =0 (x-r) is a factor of f(x) and f(x) can be broken down into q(x)*(x-r) Now, remember we found all possible r's? Well, do synthetic division for each of those r's until the remainder (R, the last entry on L2) is 0. when you have that, you rewrite your equation, so in our problem 3 for r gives 0 for R so we would rewrite the problem, using the coefficients as: Input: {1,-1,-2,-12→L1 Input: 3→R Output {1,2,4,0 This means that (x3-x2-2x-12) / (x-3) = x2+2x+4 (x-3) is a factor of (x3-x2-2x-12 Then use the quadratic formula with x2+2x+4 to find the other factors.  Author: TI-73 File Size: 21b To Fake The Home Screen author: Mewcancraft version: '1.0' summary: 'Based on the ancient real-life puzzle, I bring you a semi-animated digital version of the Tower of Hanoi! Features include: a toggleable move counter and timer, customizable difficulty, a built-in instructions booklet, MirageOS compatibility, a special hidden gamemode and more!' description: "NOTE: IT IS RECOMMENDED TO READ ALL OF THIS INFORMATION THROUGH BEFORE PLAYING THE GAME, AS IT WILL BE EASIER TO UNDERSTAND HOW EVERYTHING WORKS.\n\nHello there! My name is Mew, and may I firstly thank you for visiting my game's page! A lot of hard work has been put into the game, and I'm glad people appreciate that! Now, let me give you some info on it:\n\nTHE CONCEPT:\n\nBased on the ancient real-life puzzle, you start out with 3 pegs, the first one having a chosen amount of layers stacked decreasing in size on it. Your job is to move that stack, in the same order, from the first peg onto the last one, obviously following the rules.\n\n\nTHE RULES:\n\nThese are the rules you have to follow while solving the puzzle. Obviously it isn't possible to not do that anyway, since I programmed them in.\nI also included a shortened version of the rules (along with the controls) in the game itself, so that when somebody needs them but doesn't have access to this page, at least they have that.\n\n1. Thou shalt not move more than 1 layer at a time. This is pretty obvious, because otherwise you would be able to just move the whole stack at once.\n\n2. Thou shalt not move non-atop layers. Together with rule 1 this means that you can only move a layer if it is the upmost layer on its stack.\n\n3. Thou shalt not put big layers on small ones. This rule makes it so that at any given moment in time, there are no layers forming an upside down cone shape in the game.\n\n\nCONTROLS:\n\nWhile in the menus, you navigate using the arrow keys and the Enter key. While in the game itself, you use the left and right arrow keys to move your cursor, the up arrow key to lift a layer and the down arrow key to drop it. At any time in a game, you can restart by pressing 2nd, or Alpha to return to the main menu. \nAlso, so that you don't forget what peg you are taking from/adding to (due to e.g. distraction), there are arrows designating your choice of movement.\n\n\nFAQ\n\nQ: Why is there no leaderboard for highscores?\nA: There are 3 reasons for this: 1. I ran out of space on the menu screens, so I would have to redesign the whole menu system (which I'm not going to do) just to add a single extra option, 2. Because it would mean that for every number of layers I would need to have a leaderboard for time and amount of moves, meaning I would need 8 different leaderboards. I can't imagine how much extra navigating-code would have to be put into that… Finally reason 3: as I said already, I would need 8 different leaderboards, which obviously need to be stored somewhere outside of the program. I don't want to infest people's calculators with extra memory-consuming parts, which they may not know are taking memory. I don't want anyone thinking they have just the right amount of memory to use my program, but eventually get an out of memory message. I've had it happen before, it's not cool. So why are there time and move counters then? Well, you could use it just for personal measure, but if you really wanted to compete with friends (assuming you have them) you could always make a leaderboard yourselves.\n\nQ: Why is there a sentence on my homescreen when I quit, what does it mean and how do I get rid of it?\nA: The reason it is there is because it's my signature. Every program I write in TI-Basic I give a fitting phrase when it gets stopped. You can delete it like you delete your history, put your cursor on it and press delete. \nAs far as the meaning is concerned, it's a reference to the legend about the temple of Hanoi, where the priests guarding the temple have the same game (but in real life), which uttilises 64 golden rings. When the priests complete that puzzle (following the same rules as you have to in this game), it is said that that will be the end of the universe, or at least of humanity*.\n\nQ: Did you implement easter eggs?\nA: Maybe… It TOTALLY does not involve a secret code starting with K that rhymes with \"thee\" that has to be typed on the main menu using the arrow keys, 2nd, Alpha and Enter…\n\nQ: I can't use any of the options, is that a bug?\nA: Nope. To use an option, you first have to select it by pressing Enter, which will lock the cursor. Then, you can customize your options.\n\nQ: What do I do if I accidentally choose a wrong peg to take from/add to?\nA: Since there isn't an undo button for your last action, I would suggest selecting that same peg in the other direction: this makes the layer stay put, although it does add +1 to your move count.\n\nQ: Why does lifting a layer up and dropping it on the same peg count as a move?\nA: Because if you were to pick up a layer in real life and then put it on the same peg again, it would rather be seen as doing something as opposed to nothing.\n\nQ: I found a bug! What do I do?\nA: Post it below! I'd love it if others would like to help me improve my game by notifying me of bugs! After all, I'm only one person, and there might be flaws I didn't notice that others have.\n\nQ: What do I do if I have a question that's not listed in the FAQ?\nA: Like with the bugs, don't hesitate to post them below! I'll try to reply to everyone as well as I can.\n\n\n*This might not be such a crazy idea if you think about it. The minimum amount of moves required to solve the puzzle is 2^n-1, where n is the amount of layers in the puzzle. This means that for the puzzle the legend is talking about, that would be 2^64-1~1,844674407e19 moves! So, let's say hypothetically that from start to finish there's not a single interruption, every move is the right move to eventually finish with the minimal amount of moves possible, and let's say a move takes at least 2 seconds to complete. That means it would roughly take 1.169.884.835.000 years to complete! Technically, we can't really predict that far into the future, but the chances of that being \"the end\" are definitely not unexisting…" arcade: '1' graphics: '0' platform: '0' puzzle: '1' rpg: '0' strategy: '1' sports: '0' casino: '0' board: '0' utility: '0' misc: '0' compatibility: dd download: 'archivefile:hanoi-1/HANOI.8xp' image: 'archiveimage:hanoigif-1/Hanoigif.gif' fileSize: '4439' fileSizeUnit: '1' dateMade: '1439676000' Command Summary Changes the color of the graph border. Command Syntax BorderColor <color#> Menu Location Press: 1. 2ND Zoom to access format menu. 2. Scroll down to BorderColor and use arrows. It can also be found under the catalog. TI-84+ CSE/CE 2 bytes There are only 4 borders to choose from, so using the default colors will not work. Instead, you may only use a value between 1-4. For example, to change the border color to light blue, do: BorderColor 3  Here are the color values: Color Value Light Gray 1 Snowy Mint / Light Madang 2 Light Blue 3 White 4 The colors of borders 2 and 3 are not usable or accessible in any way except as a border color. The use of border colors 1 or 4 along with the appropriate background can create the illusion of a larger graph screen. However, nothing can be draw outside the standard window. Related Commands Command Summary Changes the color of a certain function. Command Syntax GraphColor(function#,color#) Menu Location Press: 1. 2ND 0 to access catalog. 2. TAN to get to the G index 3. Scroll down to find GraphColor(, then ENTER to paste. Graph colors can also be changed under Y=. TI-84+ CSE/CE 2 bytes This command will change the color of any function from Y0 to Y9. So, for example, to change the color of Y3 to NAVY, do: GraphColor(3,NAVY  Notice, you must use the number of the function, rather than the entire function name, which would be Y3. As you may know, you can also use the value of the color, which can be any integer between 10 and 24. So, our last command could also be: GraphColor(3,17  Related Commands Command Summary Turns asymptote detection on. Command Syntax DetectAsymOn Menu Location Press: 1. 2nd FORMAT to access the graph format menu 2. Use arrows and ENTER to select "On" under "Detect Asymptotes:" It can also be found under the catalog. TI-84+ CSE/CE 2 bytes When On is selected, the calculator will detect asymptotes, adjusting the graph accordingly. This method of graphing is the most accurate, but is also much slower than graphing with asymptotes turned off. An asymptote is, by definition, "a line that continually approaches a given curve but does not meet it at any finite distance." Basically, an asymptote is the line where a function does not have any values on a certain axis. Related Commands Command Summary Turns asymptote detection off. Command Syntax DetectAsymOff Menu Location Press: 1. 2nd FORMAT to access the graph format menu 2. Use arrows and ENTER to select "Off" under "Detect Asymptotes:" It can also be found under the catalog. TI-84+ CSE/CE 2 bytes When Off is selected, the calculator will not detect asymptotes, adjusting the graph accordingly. This method of graphing is much faster than with asymptotes turned on. However, the graph can be erroneous when dealing with rational functions, as it will often draw extra lines to connect points near undefined values. An asymptote is, by definition, "a line that continually approaches a given curve but does not meet it at any finite distance." Basically, an asymptote is the line where a function does not have any values on a certain axis. Related Commands I am working on this game I will post the part of the code that I have finished. If anyone can figure out how to add a score please feel free to edit! Program:SCAVENGER1 :Output(4,4,"LOADING..." :Fill(0,[A] :ClrHome :Disp "DIFFICULTY?" :Pause :Menu("CHOOSE","EASY",1,"NORMAL",2,"HARD",3) :Lbl 1 :ClrHome :Lbl W :4->U :8->V :Repeat Z=21 :getKey->Z :If Ans :Output(U,V," " :min(8,max(1,U+randInt(-5,5)))->U :min(16,max(1,V+randInt(-5,5)))->V :Output(U,Ans,"X" :5->A :9->B :Repeat K=21 :getKey->K :If Ans :Output(A,B," " :min(8,max(1,A+sum(ΔList(Ans={25,34->A :min(16,max(1,B+sum(ΔList(K={24,26->B :Output(A,Ans,"O" :End :End :Goto W :Lbl 2 :prgmSCAVENGER2 :Lbl 3 :prgmSCAVENGER3  Now we need to program SCAVENGER2 :ClrHome  Now Finally…SCAVENGER3! insert the code here  I am currently working on this program. Check back in later. I will add in the part of the code that I finished. I'm having trouble making the "X" move while the two random targets move so feel free to edit if you figured out how to get it to work. :ClrHome :4->U :8->V :Repeat K=21 :getKey->K :If Ans :Output(u,V," " :min(8,max(1,U+sum(List(Ans={25,34->U //Find the "List" with the triangle before it in the catalog. Same thing with the next line. :min(16,V+sum(List(K={24,26->V :1->A :1->B :8->C :16->D :Repeat getKey or (A=C and B=D) :Output(A,B," " :Output(C,D," " :min(8,max(1,A+randInt(-1,1)))->A :min(16,max(1,B+randInt(-1,1)))->B :min(8,max(1,C+randInt(-1,1)))->C :min16,max(1,D+randInt(-1,1)))->D :Output(A,B,"O" :Output(C,D,"Q" :End  …that TI 84+CSE and CE calculators have ten high-resolution image slots that can be used as backgrounds for graphing? Instructions First, write the name and model of your calculator in the table below, then use this code with an empty line in the "test code here" space to measure your loop overhead. Add the number of iterations you used to the "iterations" column, and [time taken]/[iterations] to the "average" column. Then subtract your loop overhead from the result and list it in the "time" column. FnOff PlotsOff 0→Xmin 94→Xmax -62→Ymin 0→Ymax DispGraph //if it is a graphing command startTmr→θ Repeat checkTmr(θ End For(𝑛,1,[iterations]) //sequence variable 𝑛; note the closing parenthesis. //test code here End checkTmr(θ+1  Math Commands Home Screen Commands Command Iterations Average (ms) Loop overhead (ms) Time (ms) Username ClrHome 1000 29 1.2 28 kgmstwo Disp " 1000 51 1.2 50 kgmstwo Output(1,1," 10000 3.8 1.2 2.6 kgmstwo Output(1,1,"A 10000 4.4 1.2 3.2 kgmstwo Output(1,1,"AB 10000 5.0 1.2 3.8 kgmstwo Output(1,1,"ABC 10000 5.6 1.2 4.4 kgmstwo ClrHome 1000 27 .68 26 kgmstwo Graphics Commands Command Iterations Average (ms) Loop overhead (ms) Time (ms) Username Pxl-On(0,0 10000 2.9 1.2 1.7 kgmstwo Pxl-Off(0,0 10000 2.9 1.2 1.7 kgmstwo Pxl-Change(0,0 10000 2.9 1.2 1.7 kgmstwo Horizontal -5 1000 36 1.2 35 kgmstwo Horizontal -5 1000 35 .68 34 kgmstwo Vertical 5 1000 25 1.2 24 kgmstwo ClrDraw 1000 101 1.2 100 kgmstwo StoPic Pic1 10000 4.7 1.2 3.5 kgmstwo StoPic Pic1 10000 4.2 .68 3.5 kgmstwo RclPic Pic1 1000 28 1.2 27 kgmstwo Pt-On(10,-10 10000 4.1 1.2 2.9 kgmstwo Pt-On(10,-10 10000 4.5 1.2 3.3 kgmstwo Pt-On(10,-10 10000 4.0 .68 3.3 kgmstwo :ZStandard:84→Xmin:72→Ymax:ZInteger 100 220 .68 220 kgmstwo 0->Xmin:1->DeltaX:0->Ymin:1->DeltaY 1000 14 .68 13 kgmstwo 0->Xmin:94->Xmax:-63->Ymin:0->Ymax 1000 18 .68 17 kgmstwo Line(5,0,5,-62 1000 27 .68 26 kgmstwo Line(5,0,5,-62,0 1000 27 .68 26 kgmstwo Line(0,-5,94,-5 1000 37 .68 36 kgmstwo Line(0,-5,94,-5,0 1000 37 .68 36 kgmstwo Line(10,-10,10,-10 10000 7.2 .68 6.5 kgmstwo Line(10,-10,10,-10,0 10000 7.4 .68 6.7 kgmstwo note: multiple commands always on their own line. Loop Overheads Command Average (ms) Username For(n,1,100000) .83 kgmstwo For(n,1,100000 .69 kgmstwo Calculators Used Username Model OS version kgmstwo 84+SE 2.43 lirtosiast 84+ 2.55MP Command Summary Turns off the graph Background, setting it back to the default white color. Command Syntax BackgroundOff Menu Location [2ND][PRGM][LEFT ARROW][2] TI-84+CE/CSE 2 bytes The BackgroundOff command has only one purpose: turn the background off. Run the command on its own line in a program with no other characters or arguments. :BackgroundOn BLUE //Makes background blue :BackgroundOff //Makes background white again  Optimization BackgroundOff does essentially the same thing as turning the background on to the color white, as shown below. :BackgroundOn WHITE can be :BackgroundOff  Related Commands Let's review the commands you have learned concerning mathematical operations. Highlight the area next to the word Answer to reveal the answer. If there are certain topics you don't feel confident in yet, don't worry. Just go back to the appropriate page and review. 1. True or False: Subtraction is the same as adding a negative number. Answer: True. 5 - 2 = 5 + -2 2. Which of the following expressions are equivalent? 1. abs(-5) 2. -30 / 6 3. int(-5.5) 4. 51 5. 30 / 5 Answer: Choices 1 and 4, which both equal 5. 3. True or False: The complex number i squared is equal to one. Answer: False. i2 = -1 4. Evaluate the following expression. Remember the Order of Operations. (1) $$24 / 4 + 2 * (9 - √9) / 3$$ Answer: The answer is 10. Remember PEMDAS 5. Which of the following commands will calculate the number of possible 3 digits number lock codes? The code can use the numbers 0 - 30 and order does matter. 1. 3 nPr 30 2. 30 nCr 3 3. 3 nCr 31 4. 31 nPr 3 Answer: Choice 4. Order matters, making the code a permutation. The length of the code, or r, is 3 digits, and the number of possible digits. or n, is 31, because we can use all numbers from 1 to 30 as well as 0. 6. True or False: The default base of log(n) is 10. Answer: True. To get a different base, use the logBASE function or the formula: log(x)/log(b) = logb(x) 7. Which of the following trigonometric identities is correct? 1. cos(x) - sin(x) = tan(x) 2. tan(x) + cos(x) = sin(x) 3. sin(x) / cos(x) = tan(x) 4. sin(x) * tan(x) = cos(x) Answer: Choice 3. 8. The max() command can be used as a space-saving substitute for which kind of logical operator? Answer: The operator OR. The min() command can be used as a substitute for AND statements. author: Michael2_3B version: '2.0' summary: 'Generates a random phrase for you, based off of sentence structures and vocab.' description: 'You can add vocabulary and different sentence structures, and you can also choose to add a pre-existing set of vocab, along with a sentence structure, if you want. You can also reset your vocab list and sentence structure list. Please see the README for more info :)' 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:customphrasegen/CustomPhraseGen.zip' image: 'archiveimage:002436/002436.gif' fileSize: '2583' fileSizeUnit: '1' dateMade: '1436245200' author: 'Conor O''Brien' version: v.1.0 summary: 'Guess a number from 1 to 8!' description: "Guess a number from 1 to 8! This program takes a keyed-in input from the user.\n\nINSTRUCTIONS\n===========\nUse the left and right arrow keys to navigate between the numbers; once the asterisk is beneath the user's choice, they may press [ENTER] to select said number. They may choose to select the same number multiple times.\n\nOTHER INFO\n=========\nUses 880 RAM. Uses variables D,A,U,L,R,T,G, and Str5" 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:guess-1/GUESS.zip' image: null fileSize: '942' fileSizeUnit: '1' dateMade: '' author: 12Me21 version: '2.0' summary: 'It''s snake. In spaaceee!' description: "Use the up/down arrows to move up and down, and go through the = signs (asteroids) to get points (you get a point when the 2 pixels above and below you are both on)\n\n(sorry about the crappy animation, jsTIfied's animated screenshot tool is glitchy. The real game looks much better (though it's more blurry))\n\nIt is short enough to type into your calculator:\n\n[[code]]\nprgmSPCESNKE\n:0->I%\n:ClrDraw\n:Repeat pxl-Test(31,47\n:Pxl-On(31,47\n:Text(randInt(0,57),91,\"=\n:I%+pxl-Test(30,47)pxl-Test(32,47->I%\n:getKey\n:If Ans=25\n:Asm(prgmDOWN\n:If Ans=34\n:Asm(prgmUP\n:Text(0,1,I%\n:Asm(prgmLEFT\n:End\n:Text(0,0,\" (10 spaces)\n:If I%>ZnMax\n:I%->ZnMax\n:For(X,1,9\n:Asm(prgmFLASH\n:End\n:Text(51,0,\" SCORE: \",I%\n:Text(57,0,\" HIGHSCORE: \",ZnMax\n:Pause :ClrHome\n\nprgmUP\n:AsmPrgm214C9311409301F402EDB0EB010C00EF304CEF6A48C9\n\nprgmDOWN\n:AsmPrgm213396113F9601F402EDB823010C00EF304CEF6A48C9\n\nprgmLEFT\n:AsmPrgm213F960E40060CB7CB162B10FB0D20F5EF6A48C9\n\nprgmFLASH\n:AsmPrgm210000115F3FEF5F4DC9\n[[/code]]\n\nAlso, it doesn't use any variables! (except for keeping track of the score)" arcade: '1' graphics: '0' platform: '0' puzzle: '0' rpg: '0' strategy: '0' sports: '0' casino: '0' board: '0' utility: '0' misc: '0' compatibility: cc download: 'archivefile:scgm/SCGM.8xg' image: 'archiveimage:scr/scr.gif' fileSize: '950' fileSizeUnit: '1' dateMade: '1433736000' :"_OO3_OO_O3_O_2O_2O->Str1 :"_->Str2 :For(F,1,length(Str1 :sub(Str1,F,1->Str3 :If inString("123456789",Str3 :Then :For(G,1,expr(Str3 :Str2+sub(Str1,F+1,1->Str2 :End :Else :Str2+Str3->Str2 :End :End  You can use a technique known as Run-length encoding (RLE) to compress a string. In the example above, this is done by placing a number in front of the consecutive repeated tokens. Str1 is the compressed string, and Str2 is the decompressed string. In Str2, the "2O" in Str1 becomes "OOO", and "3_" becomes "". Related Routines author: 'Steven Luiten' version: v0.9.8c.076 summary: 'Based on the game Pokemon Red.' description: "The game is operated with the buttons 2ND, ALPHA, ENTER and the arrow keys. WARNING: Do not press ON.\nIt is recommended to delete the variables List 1~6 and String 1~5 and archive any programs you may have." arcade: '0' graphics: '0' platform: '0' puzzle: '0' rpg: '1' strategy: '1' sports: '0' casino: '0' board: '0' utility: '0' misc: '0' compatibility: dd download: 'archivefile:p53-v0-9-8c-076-4/P53-v0-9-8c-076.rar' image: 'archiveimage:p53-preview/P53-Preview.gif' fileSize: '6500' fileSizeUnit: '1' dateMade: '1430690400' author: 12Me21 version: '2' summary: '2D building/mining game' description: "This is basically the same as TI-CRAFT, but I changed the name because there's no crafting involved, and I think someone else is already using the name.\nControls:\nleft and right arrows: move\nup: jump\nDel and Stat: \"climb\" up/down (move 2 pixels, even if there is 1 in the way)\nVars and Clear: move sideways 2 pixels. (Going through a door)\nNumbers: remove/place blocks\n2ND: Menu\n\nMenu:\nLOAD: Recallpic 8\nNEW: Generate new world\nSave: Storepic 8\nExit: Exit\nResume: Resume (can also load worlds from the graph screen I think)\n\nCompatible with Doors CS (it cost me 72 extra bytes for that 16x16 icon!)\n\nShould work with all calculators, tested on TI-nspire w/ 84+SE keypad.\n\n\n" arcade: '0' graphics: '0' platform: '1' puzzle: '0' rpg: '0' strategy: '0' sports: '0' casino: '0' board: '0' utility: '0' misc: '1' compatibility: bb download: 'archivefile:mineti2-1/MINETI2.8xp' image: 'archiveimage:picz/PICZ.BMP' fileSize: '531' fileSizeUnit: '1' dateMade: '1432094400' This page is dedicated to showcase small snippets of code that may be useful. These small routines are designed to accomplish tasks involving mathematics. Unless specified, output is in Ans. Primality of Positive Integer – jonbush; lirtosiast This routine works for 3≤X<106 and returns 0 if X is composite, and 1 if X is prime. If used in an If statement or place where the true value does not matter, you can remove the 0≠. min(remainder(X,seq(A,A,2,1+√(X  This code can be modified to be faster if X is already known to be odd. min(remainder(X,seq(A,A,3,1+√(X),2  The following code is faster for large or even X, and works for all 0≤X<3.99*106. min(X={2,3,5 If X≥7 and fPart(.5X min(remainder(X,3+2cumSum(not(binompdf(int(.5√(X)),0  Euler's Totient Function Φ(n) – kg583 This routine calculates the value of Euler's Totient Function for any integer X>3. 2+sum(seq(gcd(X,A)=1,A,2,X-2  Number of Factors – kg583 This routine calculates the number of factors for any integer X>2. A factor is any integer can divide X with no remainder (including 1 and X). 2+Xmean(seq(not(remainder(X,A),A,2,X-2  This page is dedicated to showcase small snippets of code may be useful. These small routines are designed to accomplish tasks involving lists, matrices, and their attributes. Unless specified, output is in Ans. Index of Maximum List Element – jonbush This line finds the index of first occurrence of a specific value in a list. The list to be searched is in Ans at the beginning. 1+sum(not(cumSum(Ans=max(Ans  This can also be used to find the index of the minimum or of any other value in place of "max(Ans" Number of Elements Less than X – kg583 This line counts the number of elements in a list less than some number X. The list to be searched is in Ans. sum(0<Ans-X  Replace < with > to return the number of elements greater than X, ≤ for numbers less than or equal to X and ≥ for numbers greater than or equal to X. Shuffle a list This routine is the fastest way to shuffle a list. L1 is the list to be shuffled and L2 is a temporary list used to do the shuffling. Make sure to clean up L2 after your program. :rand(dim(L1->L2 :SortA(L2,L1  This page is dedicated to showcase small snippets of code may be useful. These small routines are designed to accomplish tasks involving numbers and their attributes. Unless specified, output is in Ans. Rounding The int( command always rounds towards -∞, and iPart( rounds towards 0. Here are the other two directions: -int(-X //rounds towards +∞  iPart(X+not(not(fPart(X //rounds away from 0  Number Concatenation – DarkerLine Returns the number formed by concatenating positive integers M and N. N+M10^(1+int(log(N  Number of Digits in Nonzero Integer If X is always positive, remove the "abs(". 1+int(log(abs(X  Number of Digits in Decimal Number – Weregoose, lirtosiast not(X)+sum(0 or fPart(abs(X10^(cumSum(binomcdf(13,0))-2-int(log(abs(X+not(X  Sum of Digits of Integer – DarkerLine, lirtosiast If X is always nonnegative, remove the "abs(". sum(int(10fPart(abs(X10^(-cumSum(binomcdf(13,0  Sum of Digits of Decimal Number – DarkerLine, lirtosiast If X is always nonnegative, remove both "abs(". If nonzero, remove the "+not(X". sum(int(10fPart(abs(X10^(cumSum(binomcdf(13,0))-2-int(log(abs(X+not(X  The finance variables (N,I%,PV,PMT,FV,P/Y,C/Y), window variables (ZXscl, ZYscl, Xscl, Yscl, u(nMin), v(nMin), u(n-1), v(n-1), Zu(nMin), v(nMin), Xmin, Xmax, Ymin, Ymax, Tmin, Tmax, θmin, θmax, ZXmin, ZXmax, ZYmin, ZYmax, Zθmin, Zθmax, ZTmin, ZTmax, TblStart, PlotStart, ZPlotStart, nMax, ZnMax, nMin, ZnMin, ΔTbl, Tstep, θstep, ZTstep, Zθstep, ΔX, ΔY, XFact, YFact, TblInput, w(nMin), Zw(nMin), PlotStep, ZPlotStep, Xres, ZXres), and the sequence variable n are much faster than real variables and Ans (but slower than immediate constants) to access. They are harder to type and can make code look confusing, so it is better to write your program using normal variables, and then switch to the faster ones when you're done. Do NOT use C/Y if you are using P/Y, because if you set the value of P/Y, the calculator changes C/Y to the same number. Also do not use any of the X- or Y- window variables, because that will alter the graph screen. Use n, window variables, or finance variables when speed is important, because they take about 8000 fewer CPU cycles to access or store to, or about 0.5 ms on a TI-84 series calculator and 1.3 ms on a TI-83 or 83+. After thousands of times accessing the variable, the time can add up. Code used in testing: [number]→[var] For(X,1,ᴇ4 [var] End  Results (seconds): Code 83+ 84+ 84+ CSE 0→A 67 25 ** 0→N 55 20 ** 1→A 67 30 ** 1→N 55 25 ** Results of other test (seconds)  Code TI-84+ SE 1→X 0.0049 N→X 0.005 n→X 0.005 Xmin→X 0.0051 Ans→X 0.0054 N→X 0.0055 [A](1,1→X 0.0083 L₁(1→X 0.0142 Routine Summary Converts a string to lower/upper case. Inputs Str1 - The string to convert A - The case to convert to: 0 for lower, 1 for upper Outputs Ans or Str1- The converted string Variables Used Str1, Str2, A, B, N Calculator Compatibility TI-83/84/+/SE/CSE/CE Authors Electromagnet8 URL: Cemetech " "+Str1+" →Str1 length(Ans→B "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz→Str2 For(N,2,B inString(sub(Str2,1+A26,26),sub(Str1,N,1 If Ans sub(Str1,1,N-1)+sub(Str2,Ans+not(A)26,1)+sub(Str1,N+1,B-N→Str1 End sub(Str1,2,B-2→Str1  We pad the string with spaces to prevent a domain error. With our string stored in Str1, we loop through each character in order. To convert to lowercase, we search for the uppercase characters in Str2. To convert to uppercase, we search for the lowercase characters in Str2. If it finds the other case character, we replace that character with the other case character. Otherwise, we skip the code to replace. Example use: "helLO wOrld" converted to lowercase is "hello world" "H^:'[]{}/ello* world" converted to uppercase is "H^:'[]{}/ELLO* WORLD"  …There is no dyk 28 ..oh wait now there is… …There is no dyk 28 ..oh wait now there is… Routine Summary Converts a decimal into a fraction Inputs Ans - Decimal input Outputs Ans - Numerator (1), Denominator (2) Variables Used A, B, Ans Calculator Compatibility TI-83/84/+/SE Author 12Me21 :Ans→A:1→B :While fPart(A :10A→A:10B→B :End :{A,B}/gcd(abs(A),B  It starts by setting up a fraction with the input as the numerator and 1 as the denominator. After that, it multiplies both by 10 until the numerator is an integer, and then simplifies the fraction. Error Conditions • ERR:DATA TYPE is thrown if Ans is an imaginary or complex number • ERR:DOMAIN is thrown if Ans has more than 11 digits after the decimal. Related Routines Routine Summary Returns the index number of an element searched for within a list Inputs X - Element that it's finding L₁ - List that's being searched Outputs Ans - Index number of element searched. Variables Used {$variable}

Calculator Compatibility

TI-83/84/+/SE/CSE

Author

RogueBantha

//Finds first occurence of X in L1
1+sum(not(cumSum(L1=X)))

//Finds last occurence of X in L1
max((L1=X)cumSum(1 or L1))


Given a value in X, this code will search L1 and return the index number of the first (or last) occurrence of X.
For example, in a list L1={1,2,5,4}, the index value of the element 5 is 3. Storing 5 to X and running this code will return 3.

Error Conditions

The first routine returns 1+dim(L₁) if L1 does not contain X, so if L1={1,2,5,4} and one searches for 9, the code will return 5.

The second routine returns 0 if L1 does not contain X, so L1={1,2,5,4} and one searches for 9, the code will return 0.

Command Summary

Used to display a background image on the graphscreen

Command Syntax

BackgroundOn Image#
Background color
Background # (0-24)

Press

1. 2ND DRAW to access the draw menu
3. Enter or 1 to select BackgroundOn

TI-84+CSE and TI-84+CE

2 bytes

With the introduction of color and a higher resolution screen than the monochrome calculators, the TI-84+CSE and TI-84+CE included the ability to display a background image on the graphscreen. The images variables are similar to the picture variables in that there 10 slots. In addition, functions can be drawn on top of images.

BackgroundOn recalls an image variable or color and displays it on the graphscreen.

:BackgroundOn Image1
is the same as
:BackgroundOn 1


Intrestingly, the following is a valid syntax, which fills the graphscreen with a light blue (18).

:15→B
:BackgroundOn B+3


In addition, BackgroundOn can be used to fill the graphscreen with a solid color. The color variables range from 10 to 24, blue to dark gray, as documented here. For example, BackgroundOn 12 will fill the graphscreen with black.

:BackgroundOn 12


Error Conditions

• ERR:DOMAIN is thrown if the number is not an integer between 0 and 24.

Related Commands

Please see the AsmPrgm page. The functionality and use is the same between both commands. However, the Asm84CPrgm is only available on the TI-84+CSE calculator. Keep in mind that hexadecimal for the monochrome calculators may not work on color calculators.

Command Summary

Defines the color of the text

Command Syntax

TextColor(color
TextColor(number

Press:

1. 2ND PRGM to enter the DRAW menu
2. A to select TextColor(, or use arrows

TI-84+CSE and TI-84+CE

2 bytes

The TextColor( token is used to set the color before Text(. Although the default color is blue, the calculator saves the color until it is changed again using TextColor( or a memory reset.

:TextColor(BLUE
:Text(0,0,"THIS TEXT IS BLUE
:TextColor(GRAY
:Text(12,0,"THIS TEXT IS GRAY
:Text(24,0,"THIS IS GRAY AS WELL
:TextColor(12
:Text(36,0,"THIS TEXT IS BLACK


The following table are the colors associated with their numeric values.

Color Token Numeric Value
BLUE 10
RED 11
BLACK 12
MAGENTA 13
GREEN 14
ORANGE 15
BROWN 16
NAVY 17
LTBLUE 18
YELLOW 19
WHITE 20
LTGRAY 21
MEDGRAY 22
GRAY 23
DARKGRAY 24

Each color token is 2 bytes.
The color tokens can be used in calculations. For example, LTBLUE/3 will equal 6.

Error Conditions

• ERR:DOMAIN is thrown if the argument is not an integer within the 10-24 range.

…that the color tokens on a TI-84+CSE/CE can be used as number equivalents for math? For example, BLUE*5 equals 50 while DARKGRAY-4 equals 20?

author: Trenly
version: 3.0!
summary: 'A multi-function chemistry and physics program. Perfect for an IB or college student.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
image: null
fileSize: '4746'
fileSizeUnit: '1'

author: 'kaleb5005131 with help from members of ti-bd,cemetech,and other sites'
version: ''
summary: 'A program with many geometry functions.'
description: 'A must have for a geometry student!'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
image: null
fileSize: '4934'
fileSizeUnit: '1'

author: Michael2_3B
version: '1.0'
summary: 'An Avalanche spinoff.'
description: "This is one of my most basic games, however it is still kind of addicting :P You must collect the falling \"+\" signs and avoid the falling \"-\" signs. Failure to do so will result in Game Over. Highscore included.\n\nCONTROLS: Left and Right Arrow keys to move, CLEAR to quit at any time."
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
image: 'archiveimage:1426271213-1/1426271213.gif'
fileSize: '447'
fileSizeUnit: '1'

author: IndigoWare
version: '1.0'
summary: 'Recite the digits of pi (π). How far can you go?'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: ee
image: 'archiveimage:bmpcrispi-1/bmpCRISPI.BMP'
fileSize: '828'
fileSizeUnit: '1'

 Jan 27 — TI Education officially announced the new TI-84 Plus CE graphing calculator, a slimmer, faster successor of the TI-84 Plus CSE. It is planned to be available in Spring 2015.
 Feb 25 — This spring, the new slim Ti- 84 + CE is released.

author: 'Josiah W.'
version: '1.0'
summary: 'The insanely addicting Cookie Clicker game that took the internet by storm has now made its way to the calculator in this must-have port! Complete with a mouse cursor, grayscale graphics, a news ticker, and much more, Cookie Clicker Axe is one of the best Cookie Clicker clones you''ll see on your calculator! Made using Axe Parser 1.2.2.'
description: 'The insanely addicting Cookie Clicker game that took the internet by storm has now made its way to the calculator in this must-have port! Complete with a mouse cursor, grayscale graphics, a news ticker, and much more, Cookie Clicker Axe is one of the best Cookie Clicker clones you''ll see on your calculator! Made using Axe Parser 1.2.2.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
fileSize: '16'
fileSizeUnit: '2'

author: 'Josiah W.'
description: 'The insanely addicting Cookie Clicker game that took the internet by storm has now made its way to the calculator in this must-have port! Complete with a mouse cursor, grayscale graphics, a news ticker, and much more, Cookie Clicker Axe is one of the best Cookie Clicker clones you''ll see on your calculator! Made using Axe Parser 1.2.2.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
size: '16'
unit: '2'

author: 'Robert Black'
version: '0.9'
summary: 'Five Nights at Freddy''s clone!'
description: "Moderators, please delete this page. It was a beautiful piece of coding, but it was deleted by a friend who got into the nasty habit of clearing the memory whenever he wanted to clear the screen.\n\nIt pretty depressing."
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
image: null
fileSize: '5680'
fileSizeUnit: '1'

author: Roug3
version: '1.0'
summary: 'Simple game using variables galore.'
description: "My first real game. Featuring a hit detection bug and occasional domain error. Any help with fixing those is greatly appreciated. Change system (CH) being implemented but not currently working. Any constructive criticism is welcome.\nThanks,\nRoug3"
graphics: '1'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: dd
image: null
fileSize: '619'
fileSizeUnit: '1'

author: 12Me21
version: '1'
summary: 'Randomly changes the results of calculations'
description: "Put this on someone else's calculator\nWhen they try to do a math problem, if the answer would be an integer, it randomly changes it to another integer, and if the answer wouldn't be an integer, it changes it to a random number.\nI would also suggest editing their other programs and changing \"Stop\" to whatever you named this program (if you want to be extra evil)\nI actually did this to someone… I'm so mean.\n\nCode: (download is useless because they might get suspicious if their calc. stopped working after you plugged it into your computer.)\n\nWhile 1\nInput \"\",θ\nIf θ=Int(θ\nThen\nDisp θ+RandInt(-θ,θ\nElse\nDisp θ+Rand(-θ,θ\nEnd\nEnd\n\n"
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
image: null
fileSize: '64'
fileSizeUnit: '1'

author: 'Matthias Vandersanden'
version: '1.0'
summary: 'Horner''s method is a algorithm to divide a polynom by (x-a) ( From wikipedia:[In mathematics, Horner''s method is either of two things: (i) an algorithm for calculating polynomials, which consists of transforming the monomial form into a computationally efficient form;[2] or (ii) a method for approximating the roots of a polynomial. The latter is also known as Ruffini–Horner''s method.])'
description: 'A simple graphical program to use Horner''s method. There may be some bugs. Coefficients and a''s are inputted in this form => a,b,c,d,e…. max 7 coefficients.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb