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 
author: Myles_Zadok
version: '1.0'
summary: 'Calculates sample standard deviation, variance, population standard deviation, population variance, and the mean of a userinputted 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 TI84+CE. '
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:statmenu/STATMENU.8xp'
image: null
fileSize: '349'
fileSizeUnit: '1'
dateMade: '1486274400'
Are you new to TiBD? 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.
Changing your avatar
 Click on the My Account button at the top of the page.
 Navigate to the Settings tab
 Click the button next to "Avatar" which says "Change"
 Follow the prompts to upload an image to use as your avatar
Editing your "About Me" page
 Click on the My Account button at the top of the page.
 Navigate to the Settings tab
 On the left side of the screen, you will see a tab titled About me, click that
 Add any information you wish to share
Adding a signature
 Click on the My Account button at the top of the page.
 Navigate to the Settings tab
 On the left side of the screen, you will see a tab titled Forum signature, click that
 Add a signature that will appear under all your posts
Introducing yourself
 Click here to go to the Community Introductions forum
 Click on the "New Thread" button
 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
 Navigate around forums! Find a thread you want to reply to. I personally like to use the Recent Posts page.
 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.
 To contribute to the original post click on the "New post" button
 To contribute to a specific reply or post, click on the "Reply" button under the post you want to respond to.
 Edit the title if you want, although this is optional
 Write your response
 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 TIBasic 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.
Making a Thread
 Navigate to the Discussion Forums. There should be a button for this on the sidebar.
 Decide which forum most relates to what you want to discuss.
 Near the top of the page, click on the "Create new thread" button
 Add a relevant title, and a summary. Note that the summary should not be the same as your post, but rather a short description
 Write your post. As with any other post, you can use Wiki Markups
Adding a program to the archives
 Navigate to the Program Archives. There should be a button for this on the sidebar.
 In the box at the top of the page, there is a link to Add a Program to the Archive.
 Enter a name for your program in the box, and then click "Create Program Page"
 Fill in as much information as possible.
 Add a download by clicking on the "Select File" Button. Most programs are in the form of .8xp .8xg .zip or .rar
 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.
 Hit "Save"
 Your program is now on the archives!
Adding a file to the forums or a thread
 On any thread, or in the screen for creating a thread, look for the "Forum Attachments" link near the top
 Clicking on this link will bring up a list of files
 To add a file, click on the "Upload a file from your computer" button
 Browse your computer and select which files you want to upload
 Click on the "Upload" button and wait for a confirmation message
 To download your file, just click on the name of the file.
 To get the download link, right click on the name of the file, and then select "Copy Link Address"
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.
 Click Here to go right to the new message screen.
 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 TIBD, 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 TIBD. 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!'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:simon1/SIMON.8xp'
image: null
fileSize: '326'
fileSizeUnit: '1'
dateMade: '1480233600'
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:\na unique combat system (inspired by Tiny Dice Dungeon)\n6 levels with each 8 unique enemies\n4 different dice, each with its own abilities\na shop to spend your money\na casino to l̶o̶s̶e̶ multiply your money\ncustomizable options\na crafting system\nand lots more!"
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:winitium1/Winitium.zip'
image: null
fileSize: '20'
fileSizeUnit: '2'
dateMade: '1479164400'
Sep  19 —  A chatbox has been added to the forums. If you need help, simply enter a nickname and ask your question. 
Sep  04 —  TIBasic 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 TI83+ 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)

Matrices (2nd MATRIX)


Graph Screen (2nd DRAW)

Lists (2nd LIST)


Zoom Menu (ZOOM)

Math Functions (MATH)


Graph Format (2nd FORMAT)

Operators (2nd TEST)


Angle (2nd ANGLE)

Strings (2nd CATALOG)


Statistics (STAT)

Distributions (2nd DISTR)


Stat Plots (2nd PLOT)

Window Variables (VARS 1)


Zoom Variables (VARS 2)
Table Variables (VARS 6)
Function On/Off Variables (VARS YVARS 4)

Statistics Variables (VARS 5)

Enables a grid of colored lines on the graph screen.
GridLine [color#]
Press:
 2nd FORMAT to access the graph format menu.
 Use arrows and ENTER to select GridLine.
TI84+ 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.
Advanced Uses
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
Enables a grid of colored dots on the graph screen
GridDot [color#]
Press:
 2nd FORMAT to access the graph format menu.
 Use arrows and ENTER to select GridDot.
TI84+ 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
Returns the string representation of the value of the input.
toString(value)
This command is found only in the Catalog. Press:
 2ND CATALOG to enter the catalog
 T to go to commands starting with T
 Scroll down to toString(.
TI84+ 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 numbertostring 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 (19) in fifteen guesses or less. To help assist you with the codebreaking, 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^(5cumSum(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
This page is unfinished.
Select your calculator to see the corresponding command index.
This page lists all of the commands for the TI84 Plus Silver Edition and older models. If you have a newer TI84 Plus C Silver Edition or TI84 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 TI83+, TI83+SE, TI84+, TI84+SE, or TI84+CSE calculator.
 ^{84+} indicates that the command requires a TI84+,TI84+SE, or TI84+CSE calculator.
 ^{84+2.30} indicates that the command requires a TI84+, TI84+SE, or TI84+CSE calculator with OS 2.30 or higher.
 ^{84+2.53MP} indicates that the command requires a TI84+, TI84+SE, or TI84+CSE calculator with OS 2.53MP or higher.
See Compatibility for a chart of only the commands that require certain calculators or operating systems.
Ops
#
 ֿ¹, ², ³
 √(, ³√(
 1PropZInt(
 2PropZInt(
 1PropZTest(
 2PropZTest(
 2SampFTest
 2SampTInt
 2SampTTest
 2SampZInt(
 2SampZTest(
 1Var Stats
 2Var Stats
A
 abs(
 and
 angle(
 ANOVA(
 Ans
 Archive ^{83+}
 Asm( ^{83+}
 AsmComp( ^{83+}
 AsmPrgm ^{83+}
 augment(
 AUTO Answer^{84+2.53MP}
 AxesOff
 AxesOn
 a+bi
B
C
 checkTmr( ^{84+}
 χ²cdf(
 χ²pdf(
 χ²Test(
 χ²GOFTest( ^{84+2.30}
 Circle(
 CLASSIC^{84+2.53MP}
 Clear Entries
 ClockOff ^{84+}
 ClockOn ^{84+}
 ClrAllLists
 ClrDraw
 ClrHome
 ClrList
 ClrTable
 conj(
 Connected
 CoordOff
 CoordOn
 cos(
 cosֿ¹(
 cosh(
 coshֿ¹(
 CubicReg
 cumSum(
D
 dayOfWk( ^{84+}
 dbd(
 DEC Answer^{84+2.53MP}
 ►Dec
 Degree
 DelVar
 DependAsk
 DependAuto
 det(
 DiagnosticOff
 DiagnosticOn
 dim(
 Disp
 DispGraph
 DispTable
 ►DMS
 Dot
 DrawF
 DrawInv
 DS<(
E
 e
 e^(
 E
 ►Eff(
 Else
 End
 Eng
 Equ►String(
 eval( ^{84+ CE OS 5.2}
 ExecLib ^{84+}
 expr(
 ExpReg
 ExprOff
 ExprOn
F
 Fcdf(
 ►F◄►D^{84+2.53MP}
 Fill(
 Fix
 Float
 fMax(
 fMin(
 fnInt(
 FnOff
 FnOn
 For(
 fPart(
 Fpdf(
 FRAC Answer^{84+2.53MP}
 ►Frac
 Full
 Func
G
 GarbageCollect ^{83+}
 gcd(
 geometcdf(
 geometpdf(
 Get(
 GetCalc(
 getDate ^{84+}
 getDtFmt ^{84+}
 getDtStr( ^{84+}
 getKey
 getTime ^{84+}
 getTmFmt ^{84+}
 getTmStr( ^{84+}
 Goto
 GraphStyle(
 GridOff
 GridOn
 GT
H
I
 i
 identity(
 If
 imag(
 IndpntAsk
 IndpntAuto
 Input
 inString(
 int(
 ΣInt(
 invNorm(
 invT( ^{84+2.30}
 iPart(
 irr(
 IS>(
 IsClockOn ^{84+}
L
 ∟
 LabelOff
 LabelOn
 Lbl
 lcm(
 length(
 Line(
 LinReg(a+bx)
 LinReg(ax+b)
 LinRegTInt ^{84+2.30}
 LinRegTTest
 ΔList(
 List►matr(
 ln(
 LnReg
 log(
 logBASE(^{84+2.53MP}
 Logistic
M
 ManualFit ^{84+2.30}
 MATHPRINT^{84+2.53MP}
 Matr►list(
 max(
 mean(
 median(
 MedMed
 Menu(
 min(
 ModBoxplot
N
 n
 nCr
 n/d^{84+2.53MP}
 nDeriv(
 ►n/d◄►Un/d^{84+2.53MP}
 ►Nom(
 Normal
 normalcdf(
 normalpdf(
 NormProbPlot
 not(
 nPr
 npv(
O
P
 Param
 Pause
 Plot1(
 Plot2(
 Plot3(
 PlotsOff
 PlotsOn
 Pmt_Bgn
 Pmt_End
 poissoncdf(
 poissonpdf(
 Polar
 ►Polar
 PolarGC
 prgm
 ΣPrn(
 prod(
 Prompt
 PtChange(
 PtOff(
 PtOn(
 PwrReg
 PxlChange(
 PxlOff(
 PxlOn(
 pxlTest(
 P►Rx(
 P►Ry(
Q
R
 Radian
 rand
 randBin(
 randInt(
 randIntNoRep(^{84+2.53MP}
 randM(
 randNorm(
 re^θi
 Real
 real(
 RecallGDB
 RecallPic
 ►Rect
 RectGC
 ref(
 remainder(^{84+2.53MP}
 Repeat
 Return
 round(
 *row(
 row+(
 *row+(
 rowSwap(
 rref(
 R►Pr(
 R►Pθ(
S
 Scatter
 Sci
 Select(
 Send(
 seq(
 Seq
 Sequential
 setDate( ^{84+}
 setDtFmt( ^{84+}
 setTime( ^{84+}
 setTmFmt( ^{84+}
 SetUpEditor
 Shade(
 Shadeχ²(
 ShadeF(
 ShadeNorm(
 Shade_t(
 Simul
 sin(
 sinֿ¹(
 sinh(
 sinhֿ¹(
 SinReg
 solve(
 SortA(
 SortD(
 startTmr ^{84+}
 statwizardoff ^{84+2.55MP}
 statwizardon ^{84+2.55MP}
 stdDev(
 Stop
 StoreGDB
 StorePic
 String►Equ(
 sub(
 sum(
 summation Σ(^{84+2.53MP}
T
 tan(
 tanֿ¹(
 Tangent(
 tanh(
 tanhֿ¹(
 tcdf(
 Text(
 Then
 Time
 timeCnv( ^{84+}
 TInterval
 toString(
 tpdf(
 Trace
 TTest
 tvm_FV
 tvm_I%
 tvm_N
 tvm_Pmt
 tvm_PV
U
V
W
X
Z
Returns the string representation of the value of a real expression.
eval(expression)
This command is found only in the Catalog. Press:
 2ND CATALOG to enter the catalog
 E to go to commands starting with E
 Scroll down to eval(.
TI84+ 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(2.03.0 //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.
Advanced Uses
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 TI83+/84+ "
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '1'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:ndless/NDLESS.zip'
image: 'archiveimage:homescreen/HomeScreen.gif'
fileSize: '7121'
fileSizeUnit: '1'
dateMade: '1472713200'
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!'
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:ant1/ANT.8xp'
image: null
fileSize: '797'
fileSizeUnit: '1'
dateMade: '1469084400'
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."
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: dd
download: 'archivefile:rightangletrianglesolverultimateedition1/Right_angle_triangle_solver_UltimateEdition.zip'
image: 'archiveimage:screenshot23/screenshot2.gif'
fileSize: '959'
fileSizeUnit: '1'
dateMade: '1468735200'
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.liamg117diuqsemiT#moc.liamg117diuqsemiT\nEnjoy!"
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:sticks1/Sticks.8xp'
image: 'archiveimage:14670175151/1467017515.gif'
fileSize: '931'
fileSizeUnit: '1'
dateMade: '1467010800'
Example of Inputting Hex Code
There are all sorts of small assembly programs that you can create simply using the calculator's builtin 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.
Table of Contents

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.
Screen to Graph [TO DO]
Quick Key [TO DO]
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
Fill Screen [TO DO]
LCD Clear [TO DO]
White [TO DO]
Black [TO DO]
Border [TO DO]
White Border [TO DO]
Black Border, Clear Inside [TO DO]
Invert Screen [TO DO]
Change contrast level [TO DO]
Set Contrast [TO DO]
Decrease Contrast [TO DO]
Increase Contrast [TO DO]
Run Indicator [TO DO]
Run Indicator Off [TO DO]
Run Indicator On [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
UnDirty 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.
Turn Calculator Off [TO DO]
LCD Off [TO DO]
LCD On [TO DO]
Toggle LCD Power [TO DO]
Calculator Off [TO DO]
Auto Calc
Auto DMS
AsmPrgm84C
:FD360A06C9
Auto DMS displays all decimals in DegreesMinutesSeconds on the home screen, automatically.
Auto Fractions
AsmPrgm84C
:FD360A0CC9
Auto Fractions will display decimals as fractions (if it can) on the home screen, automatically.
Screen Shifting [TO DO]
Shift Screen Right 1 [TO DO]
Shift Screen Left 1 [TO DO]
Shift Screen Up 1 [TO DO]
Shift Screen Down 1 [TO DO]
Shift Screen Right 4 [TO DO]
Shift Screen Left 4 [TO DO]
Shift Screen Up 4 [TO DO]
Shift Screen Down 4 [TO DO]
Memory Functions [TO DO]
Free RAM [TO DO]
Archiving [TO DO]
Unarchiving [TO DO]
ToggleArch [TO DO]
Reset Defaults [TO DO]
Reset RAM
AsmPrgm84C
:C7
DelVar [TO DO]
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?
Edit Lock/Unlock Program [TO DO]
Battery Check [TO DO]
ASCII [TO DO]
AsmPrgm84CE
:EF7BCD500f02CD700F02CDB80702C9
Display an ASCII character at the last cursor position, using Ans (0 to 255) (TI84 Plus CE)
Error [TO DO]
Advanced [TO DO]
CharLength [TO DO]
String Pixel Width [TO DO]
ListToVars 1 [TO DO]
ListToVars 2 [TO DO]
ExecAns [TO DO]
RepeatKeys [TO DO]
FastKeys [TO DO]
MultiKeys 2 [TO DO]
Sprite [TO DO]
References
Most of these are ported from the TI83+ 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.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:calcfish/CalcFish.zip'
image: 'archiveimage:maingame/MainGame.png'
fileSize: '11271'
fileSizeUnit: '1'
dateMade: '1464066000'
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.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '1'
utility: '1'
misc: '1'
compatibility: bb
download: 'archivefile:matad/MATAD.zip'
image: null
fileSize: '623'
fileSizeUnit: '1'
dateMade: '1461646800'
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 TIBasic Developer has a complete TIBasic Starter Kit filled with important tutorials, guides, and tips for new TIBasic 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 TIBasic 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 TIBasic on the #tibasicdev IRC channel on EFnet. 
Apr  10 —  After years of development by TIBD members, the TIBasic 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 AZ, will return a list with the alphabetic positions of those letters.
Example:
"AZ
AZ
prgmLETTONUM
Ans
{1,26}
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:X1→X
:If K=25:Y+1→Y
:If K=26:X+1→X
:If K=34:Y1→Y
:End
<< Summary  Table of Contents  Starter Kit Review >> 
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.
<< Graph Screen  Table of Contents  Exercises >> 
Returns the arc length of expression1 from start to end with respect to variable var.
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:quadplus3/QUADPLUS.8xp'
image: 'archiveimage:capture15/Capture1.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:quadrtc1/QUADRTC.8xp'
image: 'archiveimage:capture11/Capture1.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:flow3/FLOW.zip'
image: 'archiveimage:flow113/Flow_11.gif'
fileSize: '13500'
fileSizeUnit: '1'
dateMade: '1458882000'
CSS
div.code { counterreset: linenumber; } div.code p { counterincrement: linenumber; margin: 0; } div.code p::before { content: counter(linenumber); width: 2.25em; display: inlineblock; textalign: right; borderright: 1px dashed #DDD; paddingright: 3px; marginright: 6px; webkituserselect: none; /* Chrome/Safari */ mozuserselect: none; /* Firefox */ msuserselect: none; /* IE 10+ */ userselect: 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
:PxlOn(A,B
:PxlOn(C,D
:Text(1,28,31,"READY?
:Pause
:For(E,26,36
:Line(29,E,67,E,0
:End
:Repeat G=45 or not(pxlTest(A,B) and pxlTest(C,D
:getKey
:If Ans
:Ans→G
:A+(G=34)(G=25→A
:B+(G=26)(G=24→B
:1+pxlTest(C+1,D
:Ans+(Ans=2 and pxlTest(C,D1
:Ans+(Ans=3 and pxlTest(C1,D→F
:C+(Ans=1)(Ans=3→C
:D+(F=4)(F=2→D
:PxlChange(A,B
:PxlChange(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
:PxlOn(A,B
:PxlOn(C,D
:Text(1,28,31,"READY?
:Pause
:For(E,26,36
:Line(29,E,67,E,0
:End
:Repeat G=45 or not(pxlTest(A,B) and pxlTest(C,D
:getKey
:If Ans
:Ans→G
:A+(G=34)(G=25→A
:B+(G=26)(G=24→B
:1+pxlTest(C+1,D
:Ans+(Ans=2 and pxlTest(C,D1
:Ans+(Ans=3 and pxlTest(C1,D→F
:C+(Ans=1)(Ans=3→C
:D+(F=4)(F=2→D
:PxlChange(A,B
:PxlChange(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
:PxlOn(A,B
:PxlOn(C,D
:Text(1,28,31,"READY?
:Pause
:For(E,26,36
:Line(29,E,67,E,0
:End
:Repeat G=45 or not(pxlTest(A,B) and pxlTest(C,D
:getKey
:If Ans
:Ans→G
:A+(G=34)(G=25→A
:B+(G=26)(G=24→B
:1+pxlTest(C+1,D
:Ans+(Ans=2 and pxlTest(C,D1
:Ans+(Ans=3 and pxlTest(C1,D→F
:C+(Ans=1)(Ans=3→C
:D+(F=4)(F=2→D
:PxlChange(A,B
:PxlChange(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
"
<< Math Review Exercises  Table of Contents  What is Optimization >> 
A thorough understanding of math commands is essential to the mastery of TIBasic. 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
<< Complex Numbers  Table of Contents  Exercises >> 
Mode command that puts the calculator into Classic mode.
MATHPRINT
Press:
 MODE
 DOWN until you reach Mathprint or Classic
 ENTER on Mathprint
Alternatively, use the catalog.
TI84 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:
2^{4}
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.
TI83+/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 
TI84+/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  ManualFit, χ²GOFTest(, 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  statwizardoff, statwizardon 
TI84+CSE
OS Version  Notable Changes 

4.0  
4.2 
TI84+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
Suspends execution for a specified amount of time
Wait [seconds]
2ND CATALOG to enter the Catalog.
W to go to commands starting with W.
TI84+ CE OS 5.2 or higher
2 bytes
The Wait command was introduced in TIOS 5.2 for the TI84+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 TI84+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 RPGtextadventure 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:prankday1/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 TI84+CSE or TI84+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:actg1/ACTG.8xp'
image: 'archiveimage:dnapic31/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:guess435/GUESS435.8xp'
image: null
fileSize: '790'
fileSizeUnit: '1'
dateMade: ''
author: 'earthnite, jonbush'
version: '1.0'
summary: 'TIPlow is a popular singleplayer 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\nTIPLOW features 100 handmade 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:tiplow84/TIPLOW_84.zip'
image: 'archiveimage:plow/plow.gif'
fileSize: '4828'
fileSizeUnit: '1'
dateMade: '1450857600'
Finds the area of any regular polygon.
N,S
F
{$variable}
TI83/84/+/SE/CSE/CE
[{$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 expanding it.
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
Sets all lines to be drawn using a series of individual pixels.
This command is executed with no additional arguments
Go to Catalog, press [ALPHA][X^1], and scroll down
TI84+CSE/CE
2 bytes
The DotThin 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
:DotThin
Error Conditions
 ERR:SYNTAX is thrown if the command is executed with any additional arguments
Related Commands
Sets all lines to be drawn using a series of thick points
This command is executed with no additional arguments
Go to Catalog, press [ALPHA][X^1], and scroll down
TI84+CSE/CE
2 bytes
The DotThick 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 PtOn() at each interval of the TraceStep. This command can be called on the homescreen or within a program.
:AxesOff
:RectGC
:DotThick
Error Conditions
 ERR:SYNTAX is thrown if any additional arguments are used with the command
Related Commands
Sets all graphing lines to be 1 pixel wide.
This command is executed by itself with no additional arguments
Go to Catalog, press [ALPHA][4], and scroll down.
TI84+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
Converts all lines to Thick (23 pixel wide) lines
The command is called by itself with no additional arguments
Go to the Catalog, press [ALPHA][4], and scroll down.
TI84+CSE/CE
2 bytes
The Thick command converts all lines in the current function type to be drawn using a 23 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/t1441297/connect4. 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:screenshot2/screenshot.gif'
fileSize: '851'
fileSizeUnit: '1'
dateMade: '1447369200'
author: Codemaster123
version: '1.1'
summary: 'A 2player 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:connect4v11/Connect4V11.zip'
image: null
fileSize: '7857'
fileSizeUnit: '2'
dateMade: '1447218000'
Welcome to TIBasic Developer (TIBD), the TIBasic information repository! If you are a firsttime 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 TIBasic? 
These pages provide an overview of TIBasic, and are designed to help you quickly get started learning and using TIBasic. 
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 Xcoordinate, 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 yvar type v
:"Y2">w //the yvar 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 TIBasic 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. 
Nov  8 —  Due to the release of the TI84+CSE and TI84+CE calculators, new commands have been added to the Command Index. 
This is the page with a list of screenshots displayed on the homepage.
Nov  1 —  The homepage screenshots now link to their respective programs on TIBASIC Developer. 
author: 'earthnite, jonbush'
version: '1.2'
summary: 'TIFLOW is a port of Flow Free for the TI84 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: "TIFLOW is a port of Flow Free for the TI84 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 TIFLOW levels\n Includes 400 playable levels separated into 4 packs that can be loaded individually.\n The TIFLOW Pack Creator Java program allows users to create their own packs and levels.\n TIFLOW will dynamically save your progress\n\nCan you complete every level perfectly?\n\nSee TIFLOW_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:tiflow/TIFLOW.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 counterclockwise 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 TIGBR (rules are explained).
Version 1: Kahla
— Programmed by kg583 and optimised by the TIBasic 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(C1,D+2X+(X>3),L1(X
Output(C+2,D+2X+(X>3),L1(FX
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
C1+3(P=2>B
Repeat K=21
getKey>K
Output(B,A1,">
Output(B,A+1,"<
If K
Then
Output(B,A1,"_ //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(AD(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
V1>V
End
If X/7!=P
Then
If 1=L1(X
Then
1+L1(7P)+L1(FX>L1(7P
0>L1(X
0>L1(FX
End
3P>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 TIGBR and optimised by the TIBasic 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 counterclockwise 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.
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(14A
: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)+(14R)(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)+(14R)(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)
:S1>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 #16)
P  Player 1 or 2
L  Chosen List element (house) to empty  equals: R if P+2 and equals: 14R 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 TIBasic community, Including:
 kg583
 earthnite
 TIGBR
 lirtosiast
The original version 2 was coded by TIGBR
It was then optimised by the TIBasic community, Including:
 TIGBR
 earthnite
 kg583
 jonbush
This was a COMMUNITY PROJECT and was developed in the Projects 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 TiCommunity, 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(Y1,X1,"O //i display the position of players O=player 1 and θ=player 2
Output(J1,I1,"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(Y1,X1,"X //X is a wall on the screen
X+(K=26)(0=[A](Y,X+1))(K=24)(0=[A](Y,X1→X //moves of the players
Y(K=25)(0=[A](Y1,X))+(K=34)(0=[A](Y+1,X→Y
Output(Y1,X1,"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(J1,I1,"X
I+(K=26)(0=[A](J,I+1))(K=24)(0=[A](J,I1→I
J(K=25)(0=[A](J1,I))+(K=34)(0=[A](J+1,I→J
Output(J1,I1,"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[count1]*ftr→ansList[count]
:EndFor
:For count,1,dim(ansList)
:ansExp+ansList[count]*xexp^(dim(ansList)count1)→ansExp
:EndFor
:ansExpansList[dim(ansList)]/xexp+ansList[dim(ansList)]/(xexpftr)→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)
5x^{3}45x^{2}+75x35
synthdiv({1,5,6},1)
12
 +x+6
x1
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, zenlike game for the TI84 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 inputed 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)+(P3)(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](AI,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,BI),I,(B≤7)(B1)+6(B≥8),(B≤7)+(B≥8)(B7),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,IB),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 TIGBR 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 TiCommunity, with a link to this page for clarification.
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 (xr) (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.
L₁  the coefficients of the polynomial you want divide by (xr)
L₂  the coefficients of the answer and the remainder is stored as the last list entry
L₁, L₂, A, R, Ans
TI83/84/+/SE
TIGBR, optimized by earthnite
{$authors}
URL: [http://tibasicdev.wikidot.com/forum/t1109444
[[code]
[{$download}]
dim(L₁→dim( L₂
L₁(1→L₂(1
For(A,2,dim(L₁
L₁(A)+R(L₂(A1→L₂(A
End
L₂
Synthetic division works for problems in the following format.
(a_{0}x^{n} + a_{1}x^{n1} + a_{2}x^{n2} + … + a_{n1}x^{1} + a_{n}x^{0}) / (xr)
Where a_{0}≠0
For example,
Problem: find the roots of x^{3}x^{2}2x12=0
First we need to find all possible (r) in (xr)
Factor a_{n}:12 {±1,±2,±3,±4,±6,±12
Factor a_{0}:1 {±1
List of a_{n}/a_{0}:{±1,±2,±3,±4,±6,±12
this last list is the list of all possible r in (xr)
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 (xr), 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 (xr) 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 (xr) , f(x)= (xr) * 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 (xr) is a factor of f(x) and f(x) can be broken down into q(x)*(xr)
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 (x^{3}x^{2}2x12) / (x3) = x^{2}+2x+4
(x3) is a factor of (x^{3}x^{2}2x12
Then use the quadratic formula with x^{2}+2x+4 to find the other factors.
Author: TI73 File Size: 21b 
To Fake The Home Screen 
author: Mewcancraft
version: '1.0'
summary: 'Based on the ancient reallife puzzle, I bring you a semianimated digital version of the Tower of Hanoi! Features include: a toggleable move counter and timer, customizable difficulty, a builtin 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 reallife 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 nonatop 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 navigatingcode 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 memoryconsuming 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 TIBasic 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^n1, where n is the amount of layers in the puzzle. This means that for the puzzle the legend is talking about, that would be 2^641~1,844674407e19 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:hanoi1/HANOI.8xp'
image: 'archiveimage:hanoigif1/Hanoigif.gif'
fileSize: '4439'
fileSizeUnit: '1'
dateMade: '1439676000'
Changes the color of the graph border.
BorderColor <color#>
Press:
 2ND Zoom to access format menu.
 Scroll down to BorderColor and use arrows.
It can also be found under the catalog.
TI84+ 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 14.
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
Changes the color of a certain function.
GraphColor(function#,color#)
Press:
 2ND 0 to access catalog.
 TAN to get to the G index
 Scroll down to find GraphColor(, then ENTER to paste.
Graph colors can also be changed under Y=.
TI84+ CSE/CE
2 bytes
This command will change the color of any function from Y_{0} to Y_{9}. So, for example, to change the color of Y_{3} to NAVY, do:
GraphColor(3,NAVY
Notice, you must use the number of the function, rather than the entire function name, which would be Y_{3}.
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
Turns asymptote detection on.
DetectAsymOn
Press:
 2nd FORMAT to access the graph format menu
 Use arrows and ENTER to select "On" under "Detect Asymptotes:"
It can also be found under the catalog.
TI84+ 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
Turns asymptote detection off.
DetectAsymOff
Press:
 2nd FORMAT to access the graph format menu
 Use arrows and ENTER to select "Off" under "Detect Asymptotes:"
It can also be found under the catalog.
TI84+ 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 highresolution 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
Table of Contents

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 

PxlOn(0,0  10000  2.9  1.2  1.7  kgmstwo 
PxlOff(0,0  10000  2.9  1.2  1.7  kgmstwo 
PxlChange(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 
PtOn(10,10  10000  4.1  1.2  2.9  kgmstwo 
PtOn(10,10  10000  4.5  1.2  3.3  kgmstwo 
PtOn(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 
Turns off the graph Background, setting it back to the default white color.
BackgroundOff
[2ND][PRGM][LEFT ARROW][2]
TI84+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?
 abs(5)
 30 / 6
 int(5.5)
 5^{1}
 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. i^{2} = 1
4. Evaluate the following expression. Remember the Order of Operations.
(1)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.
 3 nPr 30
 30 nCr 3
 3 nCr 31
 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) = log_{b}(x)
7. Which of the following trigonometric identities is correct?
 cos(x)  sin(x) = tan(x)
 tan(x) + cos(x) = sin(x)
 sin(x) / cos(x) = tan(x)
 sin(x) * tan(x) = cos(x)
Answer: Choice 3.
8. The max() command can be used as a spacesaving substitute for which kind of logical operator?
Answer: The operator OR. The min() command can be used as a substitute for AND statements.
<< Chapter Summary  Table of Contents  Sample Program: Analog Clock >> 
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 preexisting 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 keyedin 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:guess1/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 pxlTest(31,47\n:PxlOn(31,47\n:Text(randInt(0,57),91,\"=\n:I%+pxlTest(30,47)pxlTest(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 Runlength 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:p53v098c0764/P53v098c076.rar'
image: 'archiveimage:p53preview/P53Preview.gif'
fileSize: '6500'
fileSizeUnit: '1'
dateMade: '1430690400'
author: 12Me21
version: '2'
summary: '2D building/mining game'
description: "This is basically the same as TICRAFT, 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 TInspire 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:mineti21/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<10^{6} 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
min(remainder(X,seq(A,A,3,1+√(X),2
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,X2
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,X2
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<AnsX
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))2int(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))2int(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(n1), v(n1), 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 TI84 series calculator and 1.3 ms on a TI83 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  TI84+ 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 
Converts a string to lower/upper case.
Str1  The string to convert
A  The case to convert to: 0 for lower, 1 for upper
Ans or Str1 The converted string
Str1, Str2, A, B, N
TI83/84/+/SE/CSE/CE
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,N1)+sub(Str2,Ans+not(A)26,1)+sub(Str1,N+1,BN→Str1
End
sub(Str1,2,B2→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…
Converts a decimal into a fraction
Ans  Decimal input
Ans  Numerator (1), Denominator (2)
A, B, Ans
TI83/84/+/SE
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
Returns the index number of an element searched for within a list
X  Element that it's finding
L₁  List that's being searched
Ans  Index number of element searched.
{$variable}
TI83/84/+/SE/CSE
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.
Used to display a background image on the graphscreen
BackgroundOn Image#
Background color
Background # (024)
Press
 2ND DRAW to access the draw menu
 Navigate to BACKGROUND submenu
 Enter or 1 to select BackgroundOn
TI84+CSE and TI84+CE
2 bytes
With the introduction of color and a higher resolution screen than the monochrome calculators, the TI84+CSE and TI84+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 TI84+CSE calculator. Keep in mind that hexadecimal for the monochrome calculators may not work on color calculators.
Defines the color of the text
TextColor(color
TextColor(number
Press:
 2ND PRGM to enter the DRAW menu
 A to select TextColor(, or use arrows
TI84+CSE and TI84+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 1024 range.
…that the color tokens on a TI84+CSE/CE can be used as number equivalents for math? For example, BLUE*5 equals 50 while DARKGRAY4 equals 20?
author: Trenly
version: 3.0!
summary: 'A multifunction chemistry and physics program. Perfect for an IB or college student.'
description: "A multifunction chemistry and physics program. Perfect for an IB or college student.\n\nVersion Info:\n\nChemistry Updates:\nMenus: The menus have been combined and rearranged a little bit to work with other areas of update\nConversions: Combined all menus since conversions are now intuitive. Select which two you want to convert between and it will work either way! Simply put in a 0 [Zero] for the unit you want to find! It will also take you back to the input screen in the case of an invalid input!\nAll other formulas in the chemistry section are error checking and some are intuitive also.\n\nPhysics Updates:\nMenus: Menus have been combined\nConversions are now intuitive\n\nGeneral Updates:\nMassive Size Redution! Removed over 3k bytes of code, and added speed but yet keeping function.\nNo more dependencies! Did away with those programs it had been dependant upon since 2.0. This means an increase of speed!\nFaster! Updated formulas and used new techniques for display to make it faster overall.\n\nThere may be new bugs, but if you find any, please let me know at moc.liamgcmylnert#moc.liamgcmylnert\n\nNext update: Optics and Waves, Angular Motion (Possibly), Nuclear Physics, and some things you suggest!\n"
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:sciences1/SCIENCES.8xp'
image: null
fileSize: '4746'
fileSizeUnit: '1'
dateMade: '1363244400'
author: 'kaleb5005131 with help from members of tibd,cemetech,and other sites'
version: ''
summary: 'A program with many geometry functions.'
description: 'A must have for a geometry student!'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
download: 'archivefile:geometry/GEOMETRY.8xp'
image: null
fileSize: '4934'
fileSizeUnit: '1'
dateMade: '1428390000'
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."
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:baplus1/BAPLUS.8xp'
image: 'archiveimage:14262712131/1426271213.gif'
fileSize: '447'
fileSizeUnit: '1'
dateMade: '1426222800'
author: IndigoWare
version: '1.0'
summary: 'Recite the digits of pi (π). How far can you go?'
description: "Pi (π) is well known for its utility in all things circles (C=2πr, A=πr²). Pi is also known for being an irrational number, a number that goes on forever. This program won't help you memorize this number in its entirety, but it will help you remember the first 126!\n\n= OBJECTIVE\nFill the screen with the first 126 digits of pi, one digit at a time! Mistakes will set you back a little, but you'll also learn the next few digits. Don't give up!\n\n= CONTROLS\nNumber Keys 09: Type a number\nEnter: Continue after getting a digit wrong; proceed once you've completed all 126 digits\nClear: Exit the game. Progress is never saved.\n\n= TROUBLESHOOTING / RESTRICTIONS\nThis program currently uses the remainder() command, which is available on only operating systems past 2.53 MP. I'll remove this restriction in a future update.\nIf the program still doesn't work, try unarchiving any real variables or clearing a little space on your calculator.\n\n= MISCELLANEOUS\nThanks for checking out this program and reading this through! As a small thankyou gift, store pi to the variable X (π→X) before running CrisPI. You'll get a handy reference for the first 126 digits of pi.\n\n= LAST WORDS\nThis is my first program, so please feel free to comment on the program itself or on this page about anything I might have missed, programming tips, etc. Thank you!\n — IndigoWare"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: ee
download: 'archivefile:crispi1/CRISPI.8xp'
image: 'archiveimage:bmpcrispi1/bmpCRISPI.BMP'
fileSize: '828'
fileSizeUnit: '1'
dateMade: '1425960000'
Jan  27 —  TI Education officially announced the new TI84 Plus CE graphing calculator, a slimmer, faster successor of the TI84 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 musthave 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 musthave 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.'
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:cookieclickeraxe/CookieClickerAxe.zip'
image: 'archiveimage:cookieclickerscreenie/CookieClickerScreenie.png'
fileSize: '16'
fileSizeUnit: '2'
dateMade: '1423288800'
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 musthave 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.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
image: '/archives:cookieclickeraxe/CookieClickerScreenie.png'
download: CookieClickerAxe.zip
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."
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:readme12/README.txt'
image: null
fileSize: '5680'
fileSizeUnit: '1'
dateMade: '1420700400'
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"
arcade: '1'
graphics: '1'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: dd
download: 'archivefile:mov/MOV.8xp'
image: null
fileSize: '619'
fileSizeUnit: '1'
dateMade: '1418716800'
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"
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:me221/me22.png'
image: null
fileSize: '64'
fileSizeUnit: '1'
dateMade: '1417669200'
author: 'Matthias Vandersanden'
version: '1.0'
summary: 'Horner''s method is a algorithm to divide a polynom by (xa) ( 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.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
download: 'archivefile:horner1/HORNER.8xg'
image: 'archiveimage:screen021/SCREEN02.BMP'
fileSize: '933'
fileSizeUnit: '1'
dateMade: '1417388400'
.