Disaster
Welcome to the TI-Basic Developer (TI|BD) Nspire Basic Starter Kit! This tutorial is designed to help new Nspire programmers get their feet off the ground. The tutorial is divided into chapters that each have their own focus, and is meant to be read in sequential order. If you have questions or get stuck, leave a post on the forums and somebody will assist you. Happy coding!

1. Getting Started

  1. Introduction to Nspire Basic
  2. Overview of Nspire Basic
  3. Your First Program
  4. How to use your Nspire Calculator
  5. Computer Setup

2. The Basics of Nspire Basic

  1. How to display text on your Nspire
  2. How to loop a program on your Nspire
  3. How to use functions on your Nspire
  4. How to use variables on your Nspire

3. Creating Games

  1. How to make a Nspire arcade game
  2. How to make a Nspire RPG game
  3. How to make a Nspire Math game

4. Advanced Graphics

5. Math Functions

6. Optimization

7. Putting It All Together

8. Miscellaneous

If you have any suggestions whatsoever on content, feel free to add them here.
Nspire Pages To-Do
Click me to edit !
Drag me !
To Do TI|BD nspire
Here is a place for your title Click me to edit ! false

Testing area for the Nspire home header.

Why use Nspire Basic?

This tutorial is meant to teach new Programmers about the TI-Nspire. This is a simple introduction to Nspire TI-Basic for programmers that are already fairly experienced with TI-83 series Basic programming! Instead of re-teaching many things, this tutorial highlights the differences between the two languages.

Major Features

A major features of the older Nspire calculators is the simplicity of programming. It has a very strange layout compared to the other TI graphing calculators. First, all the letters get their own buttons, making it a little easier to type than on the 84. Also, it has a ctrl key rather than a 2nd key. It has a clicker key, menu key, catalogs, enter, and even a caps key. If you observe it long enough, it begins to resemble a keyboard. This is because the Nspire is designed to be like a computer in a way. It uses documents to store information. These documents hold information about anything you did within it, not just programs. You can choose to save it, or load different documents, a lot like a computer. Also, the Nspire utilizes a mouse type system. It replaces the arrow keys with one round button. It acts as the arrows, and as a way to move a mouse-like pointer across the screen. The Nspire is a transition of a calculator to a computer, yet held back enough to retain calculator status.

A very programming-relevant difference, on the other hand, is the advent of printing codes. Using the Text your program can identify that you want it to print a word, while the 83 only uses Disp and Output to print out the code.

Also one of the highlights is how much pictures have been empowered. They now can be any size and be displayed with any logic. True "real-time" multiplayer games are now possible with the SendCalc Command, something that was impossible on 83's.

The more specific differences described below tend to combine to make programs run faster, and allow for a programming style closer to programming a more "serious" language on a computer.

Commands

On the TI-89, commands can be entered letter by letter, and don't have to be chosen from a menu. In practice, programs and functions are tokenized, making a command range take up 1 to 3 bytes in a program. Most of the commands on the Nspire are the same or variations of the 68k commands. However, the Nspire lacks most graphical commands, and some variable commands are limited. Some commands require a Computer Algebra System, or CAS, so if your Nspire doesn't have CAS, many of the commands will not function.

There are a few commands for exclusive use in programming. These commands help direct how the program works so that it can complete various tasks.

Many commands have been added or removed between the two languages. In addition, the following commands have changed in spelling:

There are two more overall changes. First, many commands' names have been truncated where they were longer than 8 characters: this is the maximum for a command name on the TI-89. An example is RclPic, the 68k equivalent of RecallPic.

Second, the use of parentheses after a command now follows a strict convention.

  • "Instructions" — commands that do not return a value — do not require parentheses (e.g. If, Text, etc.)
  • "Functions" — commands that do return a value — require parentheses (e.g. sin(), setMode(), etc.)
  • Even functions with no arguments use parentheses (e.g. getKey(), startTmr(), etc.)

Many commands have been added. However, as far as statistics goes, the 68k calculators are inferior, even, to the TI-83 series; most of the functionality is now restricted to regressions, and the calculator doesn't even know internally how to calculate most probability distributions.

Variables

The way variables are stored has undergone major changes from the TI-83 series. All variables now share a common naming system: the name of a variable can be up to 8 letters long. Variables can also be placed in different folders, which can't be nested but otherwise are very similar to file folders on a computer. By default, variables are stored in the folder 'main'.

Variables on the Nspire function in much the same way as 68k variables. A variable can be a string of letters. An undefined variable is italicized. For example, if the variable height was undefined, or had nothing stored to it yet, then on the calculator the variable would look like height. Defined variables are bolded, so if height was defined, it would appear as height. Commands are neither bold or italicized, and you cannot store information into them.

List are very different. In addition, lists are important for saving save game data and highscore data in programs. This is better than storing highscore or save game information as a variable, as variables are commonly changed during calculations performed by the users. They now can hold any combination of numbers, expressions, and character strings. This makes them more powerful, but also slows them down significantly. Data's are basically matrices, but with the new capabilities (and speed limitations) of the new lists. Matrices stayed the same though, limited to numbers, but retained their speed. You can effectively emulate an "old style" list by using a matrix with only 1 row/column,

Programs

Programs are also considered variables, on the same level as any other: you can even define a program within another program. They imitate built-in commands, and can even be given parameters. Using the Local command, you can declare local variables that are reset to their old values once a program finishes running.

You can also define functions, which are similar to programs but return a value. Functions have some other limitations, though: they can only use local variables, and can't modify any global aspects of the calculator (so graphical commands, for example, are limited to programs).

With local variables, and the ability to define functions and programs, you can program in a procedural language style. Instead of placing the entire code of the program in one block, you can split it up into functions and subprograms that are defined at the beginning of the main program.

The entire issue of memory leaks (caused on the TI-83 series by jumping out of code blocks with Goto) is no longer present in 68k TI-Basic. Loops have offsets linking the end to the beginning, so the program doesn't need to keep a stack to be aware of what to do with End instructions. There is no longer any memory cost to entering a loop (or any other kind of code block), so it's impossible to leak memory this way.

Optimizations

Most types of trivial optimizations from the TI-83 series are invalid on the 68k calculators. For example, closing parentheses, quotes, and brackets are now mandatory — but don't add any size to the program, since it's tokenized and converted to postfix notation. The Ans variable no longer plays an important role: though the ans() command does exist to replace it, it's not modified by storing to variables inside a program, so it's mostly useful on the home screen.

A large part of 68k optimization revolves around careful use of lists. List variables are no longer random access: accessing the last element of a list is much slower than accessing the first element. For this reason, going through a list in a For loop is about the worst thing you could do.

Graphics

The screen resolution on the Nspire is superior to other calculators and is much better than any other calculator in history. The screen displays curves very well, it graphs cleanly, it uses letters and other characters with different size (much like a computer font style), and it is bigger. Also, the screen has many different shades of gray. In using inequalities, the calculator can actually shade in the region instead of drawing lines that represent it, and it darkens regions of overlap. The screen is very nicely done.

Apart from these very powerful commands, more ordinary commands have also been buffed up. Virtually all graphics commands have a point and a pixel equivalent, so you're free to choose one or the other to use (usually, you'll want pixels). The Circle command now draws circles instantaneously, as opposed to taking several seconds.

Instead of being forced to choose between home screen and graph screen, the choice is between graph screen and "Program I/O" screen on the 68k calculators. The program I/O screen is a separate home screen for programs, which is limited to text (but the text doesn't have to be aligned). In addition, both screens can be spiced up using dialogs, which imitate the appearance of a popup window on a computer, and are great for inputting data without having to erase anything from the screen.

Another major addition to the graphics command set is the newly created Dialog feature. New commands add extra I/O capability that doesn't interfere with the program I/O or the graph screen, allowing for enhanced in-program data entry.

Closing Words

This page gives an overview of some of the features of Nspire, but it isn't, and cannot, be complete. There are other pages you could visit to get a better picture of Nspire programming:

However, the best way to try to learn the language is first-hand experience with it.

It's the goal of this site to eventually cover all information on TI-Basic programming for the Nspire calculators. However, an excess of information can be overwhelming. So this page gives a suggested reading order (as well as necessary tidbits) so you don't get lost.

For Beginners

There are two alternatives for those who have just ventured into programming for these calculators. While you might want to just jump in, we have two tutorials that explain the basics of TI-Basic.

The first, the TI-Basic Starter Kit, teaches TI-Basic without assuming any previous programming experience. In fact, the very first page explains the basics of how a program works. After reading this tutorial carefully, you should be more than ready to handle the rest of this site.

The second tutorial is called TI-Nspire Programming for TI-83 Coders. As the name suggests, it is an introduction to programming for the Nspire calculators, for those who have already gotten pretty good at programming for the TI-83 series calculators. This is a fairly common situation: often, people get a new calculator when taking a more advanced math class. This tutorial explains the differences between TI-83 and TI-Nspire programming, so that you're not confused by the new features.

Further Reading

At this point, you should be familiar with more than a few TI-Basic commands. It might be a good idea to just jump into the command index and click on commands that sound interesting — you can really improve your TI-Basic knowledge that way. Or, select a category from the Commands menu in the top navigation, and read about commands in a more general way.

Looking at code examples is also a good way to learn. Sample Programs and Technique Examples are a good place to find such example code. See the Routines page for several short routines to get simple things done in the best possible way.

Use the glossary whenever you come across a term you're not familiar with. If it's not there or the entry doesn't help, drop a note in the forums and (usually within a day) helpful people will explain it and hopefully improve the glossary as well, so no one else has the same trouble.

Writing a Program

Of course, the best way to learn these topics is to come up with a project of yourself (check the projects page if you have no ideas), and go through the steps as you're doing it:

  1. Look at Planning when you're thinking about how to approach the problem.
  2. Consider Commenting code when you're writing it.
  3. If bugs arise (and they most likely will), see the section on Debugging.
  4. When the program works, add Setup and Cleanup to it, and check the section on Usability.
  5. If the program is too slow (and maybe even when it's not), see Optimization and Code Timings for ways to improve it.
  6. Finally, see Releasing Your Program for how to earn TI-Basic programming fame by making the program public.

These are listed in the Writing Programs section of the side navigation menu.

Advanced Topics

The "Special Topics" section (in the side navigation menu) discusses some advanced issues in TI-Nspire programming. You should probably have a good grasp of programming before venturing into these pages, but they are worth reading. Give them a glance to see how much you can understand.

Each special topic is mostly a stand-alone page. Here are the relative difficulties of the pages:

Easy

  • Subprograms — an idea you should be familiar with by now.
  • Saving Data — almost as easy as just storing to a variable.
  • Assembly — I'm not saying writing assembly is easy, but learning about it sure is.

Intermediate

  • Sprites — a matter of learning several commands, and where to use them.
  • Animation — a natural second step from the above.
  • Dialogs — again, just learning a few commands.

Hard

  • Compression — if you wanted, you could get into some heavy theory with this.
  • System Variables — almost more useful as a reference tool than anything else.
  • Tokenization — not much practical use, but it's useful to understand how things work.
  • Cross-Compatibility — if only more people were aware of this…

Reference Material

The pages in the Reference section of the side menu are probably not ones you'd read for fun. Take a look at them at any time to see what they're all about, and then check back when you need to know more.

2018

The ListPages module does not work recursively.

2017

The ListPages module does not work recursively.

2016

The ListPages module does not work recursively.

2015

The ListPages module does not work recursively.

2014

The ListPages module does not work recursively.

2013

The ListPages module does not work recursively.

2012

The ListPages module does not work recursively.

2011

The ListPages module does not work recursively.

2010

The ListPages module does not work recursively.

2009

The ListPages module does not work recursively.

2008

The ListPages module does not work recursively.

2007

The ListPages module does not work recursively.

2006

The ListPages module does not work recursively.

I'll look into doing something about it, but I'm not sure what.

That worries me… :/ test

But you can edit other people's posts…

Oh this looks neat.

samplescreenshot.gif

Routine Summary

Approximates a future value of a given function.

Inputs

X - Initial X-Value
Y - Initial Y-Value
Str1 - The equation
D - X-value at which the Y-value is approximated

Outputs

U - X-value approximation
V - Y -value approximation

Variables Used

E, C, H, X, U, Y, Y1, V

Calculator Compatibility

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

Author

Xeda Elnara, who optimized Myles_Zadok's optimization of the routine linked to below:

Authors

The Mathematics Department at the University of Arizona

URL: [http://math.arizona.edu/~krawczyk/Calculator/TI83PLUS/TI83PNEul.html]

Download

routine.zip

Please note that there may be a graphical bug that displays the token -1 as 1.

:"INITIAL-
:Input Ans+"X=",X
:Input Ans+"Y=",Y
:Input "EQN=",Str1
:Str1→Y1
:Input "FINAL-X=",D
:Input "NO. OF ITERATIONS=",E
:Eֿ¹(D-X→H
:For(I,1,E
:ClrHome
:Y+Y1H→Y
:X+H→X
:ClrHome
:Disp "STEP",I,"X=",X,"Y=
:Pause Y
:End

Euler's method is used to predict the value of a function at a higher value than the initial value. The initial x- and y-values are used to find the y- value at the desired x-coordinate of the given function. Multiple iterations are done to reach a better approximation.

Related Routines

Hello TIBD.

Hello world.

Need the rest of the conversation? Check out the archive.

The ListPages module does not work recursively.
The ListPages module does not work recursively.
The ListPages module does not work recursively.
The ListPages module does not work recursively.
Apr 21 Congratulations to Trenly for being promoted to moderator, and to Xeda Elnara and jonbush for being promoted to administrator!
Apr 18 Chatbox temporarily removed due to lack of security, and rules being broken. The anticipated return date is yet TBD

THIS TIP IS FROM TIPRGMZ9K

TIP IS MOSTLY FOR BASIC PROGRAMS.

Ok. Want to prevent people from pressing the "break" button
accidentally during a Dialog or Text session? Here's how:

Prgm
Lbl x
Try
flib("breakoff")
Dialog
Title "Test"
Text "You can't break me!"
EndDlog
Else
Goto x
EndTry
Endprgm

Note: This requires the [[library, which includes commands to disable the [ON key.

It does not have to be Lbl x. This should prevent people from "breaking" the program and exiting the current program in session. This tip might not work all the time.

Credits

Credits to burr, he made everything here.

stop.png

Command Summary

Stops the program at the given point of the program

Command Syntax

No special syntax

Menu Location

In the program editor, [F2][8][4]

Calculator Compatibility

This command works on all calculators.

Token Size

X byte(s)

Simply put, the Stop command stops the program wherever it is placed.

stop()
Prgm
0->X
While true
getkey()->k
x+1->x
Output 5,5,x
If k=13
Stop
EndWhile
EndPrgm

This program will increase the value of x by one, but when the user presses the ENTER button, it will stop. Keep in mind to put the Stop EXACTLY where you want it to stop.

Related Commands

Forum Rules


  • Always be respectful of other posters, including their opinions, values, point-of-view, etc.
  • Always try to work with other posters instead of against them; this is a community and we are all here to help.
  • Don't post or request anything illegal or illicit, including ROMs, music, movies, porn, etc.
  • No cursing, spamming, or flaming.
  • Don't advertise your programs or websites, unless they are relevant and have some unique value to them.
  • Don't reply to old threads (last post is more than three months old); start a new thread instead.
  • Place threads in the appropriate category; Additionally, if a thread starts to go off-topic please start a new one.
  • Don't try to pass off someone else's work as your own — give credit to the author whenever possible.
  • If you have been banned, do not use an alternate account to bypass your ban. We only ban users who have broken these rules, and all of your alternate accounts will be banned if we find there is reasonable proof to believe that it is the same person behind the two accounts.

Code Of Conduct


When people visit and contribute to the wiki, we want to make sure that they find this wiki useful and an enjoyable place to be. To ensure that this happens, we have created a simple code of conduct. Please read through it, and if you have any additional things to add, please go ahead and add them. Thank you for your continued commitment to this code of conduct.

  • Always try to be respectful of other contributors, including their opinions, values, point-of-view, etc. This means no personal attacks, profanity, and especially no threatening or harassing behavior.
  • Don't advertise your programs or websites, unless they are TI-Basic related and have some unique value to them. This wiki is not a catch-all for your programs and websites; there are other websites available for that purpose, so use them instead.
  • Be kind to new contributors, since they are still learning the ropes and figuring out how to use the wiki. If you see that they need some help, go out of your way to help them. This also applies when they make contributions to the wiki.
  • Compliment others on their work. When somebody puts a considerable amount of time and energy into writing an awesome tutorial, show them that you appreciate their effort and dedication. A simple compliment goes a long way.
  • Always try to work with other contributors, instead of against them. When somebody suggests an improvement to your work, take it for what it's worth and not a personal attack on you.
  • Don't post any illegal or unlawful information, unless you are willing to face the consequences. This wiki is not responsible for your actions; you alone will be the one getting in trouble. This is just a warning for your future knowledge.
  • Whenever you reference another website or tutorial, always remember to cite it as a reference. Other people have taken their time to make those things, so you should do the right thing and cite them.
  • Always be who you are. Everybody has something to contribute to the wiki, and we don't want to make you feel like your contributions don't matter. If you have a particular writing style, use that instead of trying to imitate someone else's writing style.
  • If you downgrade someone's program, you must give a valid reason by adding a comment to the page. It is rude to not do so, and it goes against other guidelines of helping others learn.
  • Refrain from double posting. This means posting two times in a row over the course of 24 hours without another person posting in between. If you have something to add, use the edit button (only applicable to your post for regular users) found under the options menu of your post. By doing this, you are not only following the rules, but you are also making the thread cleaner to read.
  • Do not rate your own programs on the archive. This can give a false rating, and can be misleading as to what the community actually thinks of your program.

123

Forum Rules


  • Always be respectful of other posters, including their opinions, values, point-of-view, etc.
  • Always try to work with other posters instead of against them; this is a community and we are all here to help.
  • Don't post or request anything illegal or illicit, including ROMs, music, movies, porn, etc.
  • No cursing, spamming, or flaming.
  • Don't advertise your programs or websites, unless they are relevant and have some unique value to them.
  • Don't reply to old threads (last post is more than three months old); start a new thread instead.
  • Place threads in the appropriate category; Additionally, if a thread starts to go off-topic please start a new one.
  • Don't try to pass off someone else's work as your own — give credit to the author whenever possible.
  • If you have been banned, do not use an alternate account to bypass your ban. We only ban users who have broken these rules, and all of your alternate accounts will be banned if we find there is reasonable proof to believe that it is the same person behind the two accounts.

Code Of Conduct


When people visit and contribute to the wiki, we want to make sure that they find this wiki useful and an enjoyable place to be. To ensure that this happens, we have created a simple code of conduct. Please read through it, and if you have any additional things to add, please go ahead and add them. Thank you for your continued commitment to this code of conduct.

  • Always try to be respectful of other contributors, including their opinions, values, point-of-view, etc. This means no personal attacks, profanity, and especially no threatening or harassing behavior.
  • Don't advertise your programs or websites, unless they are TI-Basic related and have some unique value to them. This wiki is not a catch-all for your programs and websites; there are other websites available for that purpose, so use them instead.
  • Be kind to new contributors, since they are still learning the ropes and figuring out how to use the wiki. If you see that they need some help, go out of your way to help them. This also applies when they make contributions to the wiki.
  • Compliment others on their work. When somebody puts a considerable amount of time and energy into writing an awesome tutorial, show them that you appreciate their effort and dedication. A simple compliment goes a long way.
  • Always try to work with other contributors, instead of against them. When somebody suggests an improvement to your work, take it for what it's worth and not a personal attack on you.
  • Don't post any illegal or unlawful information, unless you are willing to face the consequences. This wiki is not responsible for your actions; you alone will be the one getting in trouble. This is just a warning for your future knowledge.
  • Whenever you reference another website or tutorial, always remember to cite it as a reference. Other people have taken their time to make those things, so you should do the right thing and cite them.
  • Always be who you are. Everybody has something to contribute to the wiki, and we don't want to make you feel like your contributions don't matter. If you have a particular writing style, use that instead of trying to imitate someone else's writing style.
  • If you downgrade someone's program, you must give a valid reason by adding a comment to the page. It is rude to not do so, and it goes against other guidelines of helping others learn.
  • Refrain from double posting. This means posting two times in a row over the course of 24 hours without another person posting in between. If you have something to add, use the edit button (only applicable to your post for regular users) found under the options menu of your post. By doing this, you are not only following the rules, but you are also making the thread cleaner to read.
  • Do not rate your own programs on the archive. This can give a false rating, and can be misleading as to what the community actually thinks of your program.

123

author: Myles_Zadok
version: '1.0'
summary: 'Calculates the four roots of a quartic equation.'
description: 'Asks the user for the coefficients of the five quartic terms and calculates the value of each of the four roots.'
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:quartic/QUARTIC.8xp'
image: null
fileSize: '333'
fileSizeUnit: '1'
dateMade: '1491886800'

NOTE THAT THIS IS A SANDBOX AREA.

samplescreenshot.gif

Command Summary

Creates a folder with a specified name

Command Syntax

NewFold folder name

Menu Location

Catalog

Calculator Compatibility

89/92/T/+/V200

Token Size

1 byte or 2 bytes

The NewFold command allows the user to create a new folder. It can be run like this:

NewFold Hello
//This would make a folder name "hello"

Error Conditions

270 - Duplicate variable name happens when you attempt to create an already made folder.

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.

DispHome.gif

Command Summary

Returns the user to the homescreen

Command Syntax

Main command, no special syntax

Menu Location

Press [CATALOG] [D] then scroll down until you see it.

Calculator Compatibility

{$compatibility}

Token Size

2 bytes

The DispHome command returns the user to the homescreen. This is very useful in a program that uses the I/O screen since ending a program with a command like Stop will not automatically return the user to the homescreen. Take this example:

Prompt a
Pause
DispHome

This code will ask for a value for "a", then go to the homescreen. Had you not put the DispHome command there, you would have stayed at the I/O screen, which in some cases can be confusing.

Optimization

The DispHome command also combines the functionality of the Stop command. For example

DispHome
Stop

can be

DispHome

Related Commands

rename.png

Command Summary

Renames a variable into another one

Command Syntax

Rename var1,undefinedvar2

Menu Location

Catalog Menu

Calculator Compatibility

This command works on all calculators.

Token Size

X byte(s)

The Rename command allows you to rename a defined variable to an undefined variable. This is useful if you want to store the value of a variable into another variable, although the Store command is more commonly used for that purpose.

Rename a,b

The above code would run when "a" is a defined variable and "b" is an undefined variable. That means that if both "a" and "b" were defined, or if "a" was undefined and "b" was defined, it would not work (it would give you error 960).You would get an error if you try to redefine an already defined variable.

Advanced Uses

The Rename command can also be used for strings. The below code would store the text in Str1 to "a".

Rename str1,a

Error Conditions

960 - Undefined variable happens when there is an undefined variable.

270 - Duplicate variable name happens when there is a duplicate variable name.

Related Commands

Welcome to the TI-Basic Developer (TI|BD) 68k Basic Starter Kit! This tutorial is designed to help new 68k programmers get their feet off the ground. The tutorial is divided into chapters that each have their own focus, and is meant to be read in sequential order. If you have questions or get stuck, leave a post on the forums and somebody will assist you. Happy coding!

1. Getting Started

  1. Introduction to 68k Basic
  2. Overview of 68k Basic
  3. Your First Program
  4. Good Programming Practices
  5. How to use your 68k Calculator
  6. Computer Setup

2. The Basics of 68k Basic

  1. Intro to Functions in 68k Basic
  2. How to Make a Simple Counting Code in 68k Basic
  3. Overview of Variables and Comments
  4. Intro to Recursion in 68k Basic

3. Creating Games

  1. How to make a Arcade Game
  2. How to Make a RPG Game
  3. How to Make a Math Game
  4. How to Make a Sports Game

4. Advanced Graphics

5. Math Functions

6. Optimization

7. Putting It All Together

  1. Putting It All Together Part 1
  2. Putting It All Together Part 2

8. Miscellaneous

disp.png

Command Summary

Displays an output on the Home or I/O screen

Command Syntax

Disp //[text],var

Menu Location

From the program editor, press [F3][2]

Calculator Compatibility

This command works on all calculators.

Token Size

X byte(s)

The Disp command displays output in the Home App I/O screen. An example:

prgmexmp()
Prgm
Request "Enter something",var1   //Get a value for var1
Disp "var1=",var1
Pause
DelVar var1
ClrIO
DispHome
EndPrgm

Error Conditions

910 - Syntax happens when there is improper syntax/a variable was not used.

Related Commands

Credits

Credits to byobcello for the explanation and code, both were made by him. Modified for readability/corrections

InputStr68K.gif

Command Summary

Stores a string to a variable

Command Syntax

InputStr variable

Menu Location

In the program editor, press [F3][4]

Calculator Compatibility

TI 89(T)/92

Token Size

1 byte or 2 bytes

The InputStr command allows you to input a string to a variable. Since Input doesn't support the storing of strings into variables, you have to use this command to do that. Keep in mind that the inputted variable cannot be the name of a preexisting variable or flash application that is locked, protected, or archived. For example, if you had a program named "a" or "hello", the command wouldn't work because it is already in use.

InputStr A
//Here, you would a string to be stored to the variable A

InputStr hello
//This would store the string into the variable "hello".

Related Commands

Error Conditions

980 - Variable is locked, protected, or archived happens when the user attempted to redefine/modify an already defined variable.

Also See

Prompt68k.gif

Command Summary

Prompts the user to assign a value to a variable

Command Syntax

Prompt var1,var2…

Menu Location

In the program editor, press [F3][5]

Calculator Compatibility

TI 89(T)/92

Token Size

2 bytes

The Prompt command functions much like the Input command. It allows you to type a value to be stored to a variable. You can also prompt multiple values at the same time. For example:

Prompt A
//This will ask the user to type a value for A

Prompt A,B,C
//This will ask for a value for variables A,B, and C

You can also ask for input in user-made variables
Prompt cool
//This asks for a value for the variable "cool"

Related Commands

Circle68K.gif

Command Summary

Draws a circle on the graphscreen

Command Syntax

Circle X,Y,radius,drawing mode

Menu Location

  • Press [Diamond][F3] to enter the graphscreen
  • [F5][LEFT][LEFT] to get to the F7 menu
  • [4], then follow the prompts to draw the circle

Calculator Compatibility

TI-89(T)/92

Token Size

1 byte or 2 bytes

The Circle command allows a person to draw a circle on the graphscreen. It can be drawn using the given keystrokes, or it can be called at the homecreen by typing it out.

Circle 0,0,5 
//Will draw a circle with a center of (0,0) and a radius of five.

Advanced Uses

The Circle command is based off of the window settings, so depending on how they are set up, it could draw a circle or an ellipse.

Command Timing

Unlike the Circle command from the 83+ family of calculators, the Circle command is very fast, drawing it almost instantly to the graphcreen, as demonstrated by the screenshot.

Related Commands

author: Battlesquid
version: '1.0'
summary: 'Clash Royale…now on your 83+ family of calculators'
description: 'Clash Royale…you''ve probably seen it on mobile, and maybe even played it. Now, you can conquer the same way on your graphing calculator! Battle it out with another player to see who is truly the most OP. WIP, soon to be finished.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '1'
sports: '0'
casino: '0'
board: '1'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:op/OP.8xg'
image: 'archiveimage:superop-home/SuperOP-Home.gif'
fileSize: '3829'
fileSizeUnit: '1'
dateMade: '1490857200'

Routine Summary

Newton's Method - calculates the value of an equation

Inputs

Variant 1: Str1, A
Variant 2: Str1, Str2

Str1 and Str2 - The equation(s) are stored to the string variables.
Y1 and Y2 - The equation(s) are stored to the Y-variables from the string variables, then used for operations.
A - To store the seed value, and then the final value of the equation.

Outputs

A - The answer is stored to A

Variables Used

A, Y1, Y2

Calculator Compatibility

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

Authors

Variant 1:Myles_Zadok
Variant 2: Xeda Elnara

Download

newton.zip

Newton's Method is a routine for math that calculates the value of the zeroes of an equation, or the intersection point of two equations.

Variant 1

:Input "Y1=",Str1
:Str1→Y1
:Input "SEED VALUE=",A
:For(I,1,10)
:Tangent(Y1,A)
:A-((Y1(A))/(nDeriv(Y1,X,A)))→A
:End
:Disp "APPROX. ROOT IS ",A

The program asks the user for an equation and the seed value. The seed value is the point from which the calculator approximates the zero of the function, so the seed value needs to be close to the desired zero. The calculator then begins the For( loop, which is run 10 times, each time getting a closer approximation of the zero. The loop draws a tangent line and runs the formula for the zero of the function. The answer, depending on the seed value, should be really close to the zero of the function.

In case you're wondering, you can remove the Tangent( command altogether and make the program run faster. However, you will have no clue as to whether you chose a good seed value or not. The Tangent( command slows down the program, but it lets you see if your chosen seed value will be accurate or not.

Variant 2

Variant 2
:Input "Y1 ",Str1
:Str1→Y1
:Input "Y2 ",Str2
:Str2→Y2
:0→I
:Repeat I=10 or K<20
:I+1→I
:0→K
:10rand→A
:Ans+1
:While K<20 and E-10<abs(A-Ans
:Ans→A
:K+1→K
:A-(Y1(A)-Y2(A))/nDeriv((Y1-Y2),X,A
:End
:End
:Disp Ans

The program asks for two equations and runs Repeat and While loops followed by the formula for the X-coordinate of the intersection of the two equations. The answer should be the value of the X-coordinate of intersection.

+Routines

*Eulers Method

author: 'Angelo DeSanto'
version: 2.2.3.CE
summary: 'A program to solve for any of three variables: Pressure, Temperature, or Heat of formation.'
description: "Very easy to use as the program accepts three pressure units (atm, mmHg, & torr), as well as three temperature units (C,K,&F) and converts all of them automatically to an output of Kelvin, Atmospheres, or Kilojoules per mole, depending on the operation performed\n\nDownload includes a Ti-84+CE version, and a Ti-84+ friendly version"
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:ccsolver/ccsolver.zip'
image: 'archiveimage:capture-3/Capture-3.png'
fileSize: '3'
fileSizeUnit: '2'
dateMade: '1490760000'

author: 'BattlesquidBattlesquid'
version: '1.0'
summary: 'A mini version of the classic Bomberman game!'
description: 'A shrunken down version of the classic Bomberman game. Utilize your endless stream of bombs to make it to the exit without killing yourself. Controls in the README, works on the 83+ and 84+, but recommended for the 84+SE.'
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:bomberman/Bomberman.zip'
image: 'archiveimage:bomberman-gameplay/Bomberman-gameplay.gif'
fileSize: '1125'
fileSizeUnit: '1'
dateMade: '1490425200'

Author: Ericthe101

File Size: takes up barely any RAM.

a virus that will seriously mess up your calculator.

TI-Nspire

tinspire.png

The standard TI-Nspire calculator is comparable to the TI-84 Plus in features and functionality. It features a TI-84 mode by way of a replaceable snap-in keypad (included) and contains a TI-84 Plus emulator. The likely target of this is secondary schools that make use of the TI-84 Plus currently or have textbooks that cover the TI-83 (Plus) and TI-84 Plus lines, and to allow them to transition to the TI-Nspire line more easily.

TI Nspire CX

TI-nspire_CX

The TI-Nspire CX is one of the latest updates to the TI-Nspire series. It has a thinner design with a thickness of 1.57 cm (almost half of the TI-89), a 1200 mAh rechargeable battery (wall adapter is included in the American retail package), a 320 by 240 pixel full color backlit display (3.2" diagonal), and OS 3.0 which includes features such as 3D graphing. With the exception of interchangeable TI-84 keypads, the CX series retain all features of the previous TI-Nspire models. The colors of the calculator are still the same as those of the TI-Nspire models; the CX is white and dark blue. In addition, the external connectors have changed slightly. The mini-USB port, located at the center of the top of the TI-Nspire series, has moved to the right on the CX series. Lastly, on the CX series, TI added a second port immediately left of the mini-USB port, for a new wireless module.

TI Nspire CAS

220px-TI-Nspire_CAS_Touchpad.JPG

The TI-Nspire CAS calculator is capable of displaying and evaluating values symbolically, not just as floating-point numbers. It includes algebraic functions such as a symbolic differential equation solver: deSolve(…), the complex eigenvectors of a matrix: eigVc(…), as well as calculus based functions, including limits, derivatives, and integrals. For this reason, the TI-Nspire CAS is more comparable to the TI-89 Titanium and Voyage 200 than to other calculators. Its likely targets are college students and universities. Unlike the TI-Nspire, it is not compatible with the snap-in TI-84 Plus keypad.

TI Nspire CX CAS

tinspirecxcas.jpg

The TI-Nspire CX CAS Is the latest update to the TI-Nspire series. It has similar features to the CX, It has a thinner design with a thickness of 1.57 cm (almost half of the TI-89), a 1200 mAh rechargeable battery (wall adapter is included in the American retail package), a 320 by 240 pixel full color backlit display (3.2" diagonal), and OS 3.0 which includes features such as 3D graphing. This calculator can be programmed in two types of programming languages: TI-BASIC and Lua.

Bibliography

Wikipedia

author: Trenly
version: '1.0'
summary: 'A program for doing distributions in probability and statistics.'
description: "This program is put here for the use of the Prob-Stats class at my school, or anyone else who wishes to use it. It will be continuously updated as I progress through the course. Some features in the program are not fully implemented yet, as this program is still under development. This is not meant to be an optimized program, and I do not plan on optimizing until the end. The methods used in this program may not be the methods used in every prob-stat course. If you find any bugs with the program send me a private message here on the forums, or send me an email at moc.liamg|cmylnert#moc.liamg|cmylnert\n\nNote: If you enter 0 for Xmax on the normal distribution or the Poisson distribution it will assume it to be infinity. \nNote: If you enter a decimal for Xmin or Xmax in the binomial or Poisson distribution, it will properly round\n[[code]]\nLbl RR\nFix 4\nClrHome\nMenu(\"Distributions\",\"Binomial\",BD,\"Poisson\",PD,\"Normal\",ND,\"χ²\",XD,\"Inverses\",ID,\"Exit\",EX\nLbl BD\nDisp \"prgmBINOMDF\"\nInput \"N:\",N\nInput \"P:\",P\nInput \"Xmin:\",X\nInput \"Xmax:\",Y\nIf not(fPart(P) or iPart(P):Goto RR\nIf fPart(X):iPart(X)+1→X\nIf fPart(Y):iPart(Y)→Y\nIf fPart(N):iPart(N)→N\nIf sum(1>{N,Y}:Goto RR\nIf Y<X:Stop\nIf Y=X:binompdf(N,P,X)\nIf Y>X:binomcdf(N,P,Y)-binomcdf(N,P,X-1)\nGoto DA\nLbl PD\nDisp \"prgmPOISSDF\"\nInput \"λ:\",L\nInput \"Xmin:\",X\nInput \"Xmax:\",Y\nIf fPart(X):iPart(X)+1→X\nIf fPart(Y):iPart(Y)→Y\nIf 0>L:Goto RR\nIf Y=0:999999→Y\nIf X>Y:Goto RR\nIf X=Y:poissonpdf(L,X)\nIf Y>X:poissoncdf(L,Y)-poissoncdf(L,X-1)\nGoto DA\nLbl ND\nDisp \"prgmNORMALDF\"\nInput \"µ:\",M\nInput \"σ:\",S\nInput \"Xmin:\",X\nInput \"Xmax:\",Y\nIf Y=0:999999→Y\nnormalcdf(X,Y,M,S)\nGoto DA\nLbl XD\nLbl ID\nPause \"Coming Soon\nGoto RR\nLbl DA\nPause Ans\nGoto RR\nLbl EX\nFloat\nStop\n[[/code]]"
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:distribs-2/DISTRIBS.8xp'
image: null
fileSize: '577'
fileSizeUnit: '1'
dateMade: '1490245200'

Development articles for the Nspire are still very much underway. However, you can look at the beginners guide to gain some knowledge on Nspire Basic.

…that the Nspire can program in TI BASIC, C, Assembly, and Lua?

…that Nspires can program in BASIC, Lua, and C?

Did you know…

The ListPages module does not work recursively.

What is IRC?

IRC stands for Internet Relay Chat, and is a tool that allows users to communicate with each other quickly and efficiently. An IRC comes in the form of a client, which means you would have to download it to be able to use it. There are many networks in IRC (common ones such as freenode, EFnet, IRCNet) and within those networks, you can find channels (where the "actual" communication takes place). The TIBD has its own channel named #tibasicdev, which is really useful for those who have questions regarding calculators or programming. Here is a tutorial that will give you step by step instructions on how to connect to our IRC channel.

Step 1: Obtaining an IRC

The first step to connecting to IRC is actually getting an IRC client. There are many IRC's out there, but I will mention a few across the most common platforms. Here are my suggestions.

Step 2: Connecting to a network

For this tutorial, I will be using Quassel since it is easy to configure. Most other IRC's should setup similarly, so if you are using another IRC, the process should fairly be the same. Once you have an IRC client, open it up. A setup window should pop up. Click "Next" and you should see a "General" tab and "Away" tab.

Quassel Identity Setup
QSetup%201.png

In the "General" tab, you can add nicknames that will show up as you in IRC, and you can also add your real name if you like. In the "Away" tab, you can add an away message, which is displayed when you leave the IRC.

Once you have configured those tabs, click "Next". You will then see a space asking for a Network. By default it will be on Freenode, but don't worry about this yet. Click "Save & Connect". From there, you will need to go to File>Networks>Configure Networks. You should see this screen.
Network.png

Click on the "Add" button and another window should open. By default, you will be on the option of a preset network. Select "EFnet from the drop down list and press OK in the current window and Network window. You should be at the home page now (Make sure the network EFnet is highlighted before continuing).

Step 3:Connect to a Channel

Now look near the top of the screen, and you should see four buttons (Connect to IRC Disconnect from IRC, Join Channel, Leave Currently selected channel). Click on "Connect to IRC" to connect to the EFnet network. You will know you are connected when the text "EFnet" is black (Gray text means there is no connection). Now click on "Join Channel" and you should see a window. Type "#tibasicdev" in the channel space, then click OK.

Join Channel

basicdev.png

Congratulations, you are now at the TIBD channel! If you have any problems connecting you can discuss them here.

Credits

Thanks to jonbush and Pieman7373 for giving me the IRC's for Android and iOS :)

author: 'Myles_Zadok; adapted from Trenly''s adaptation of Robert Black''s Flappy Bird emulation'
version: '1.0'
summary: 'Full-screen Flappy Bird emulation on the TI-84+ CSE and CE calculators.'
description: "Full-screen Flappy Bird emulation on the TI-84+ CSE and CE calculators.\n\n\"This is a remake of the previously uploaded game Flappy Bird which features a more intuitive design which allows users to change the speed, and makes the input easier. The code was completely rewritten, and has been tested. It now appears to be bug-free.\n\nTo change the speed, change the first line of the program. A lower number stored into D will make the program faster, higher numbers will make it slower. D must be at least 1.\" - Taken from Trenly's Flappy Bird 2 description.\n\nIf your calculator is older than a TI-84+ CSE, then you need to use Trenly's Flappy Bird 2."
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '1'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: ff
download: 'archivefile:flpbirdc/FLPBIRDC.8xp'
image: null
fileSize: '397'
fileSizeUnit: '1'
dateMade: '1489212000'

author: 'Trenly; Credit to Robert Black for the original idea to emulate Flappy Bird on a calculator'
version: 1.0.2
summary: 'A remake of the previously uploaded game Flappy Bird.'
description: "This is a remake of the previously uploaded game Flappy Bird which features a more intuitive design which allows users to change the speed, and makes the input easier. The code was completely rewritten, and has been tested. It now appears to be bug-free. If it does not work when you enter it into your calculator, make sure you have entered everything correctly! This code has been proven to work by either the download or the source code.\n
\n\nTo change the speed, change the first line of the program. A lower number stored into D will make the program faster, higher numbers will make it slower. D must be at least 1. \n\nSource Code:1\n[[code]]\n15→D\nClrHome\n4→Y\n⁻1→S\nRepeat Y>8\nrandInt(3,7)→H\nS+1→S\nFor(V,16,1,⁻1)\nIf Y>8:Stop\nIf V=2 and (Y≠H and Y≠H-1):Stop\nIf Y≤8:Output(Y,2,\">\"\nFor(E,1,H-2)\nOutput(E,V,\"I\"\nEnd\nFor(E,H+1,8)\nOutput(E,V,\"I\")\nEnd\nFor(E,1,D)\nEnd\nFor(E,1,8)\nOutput(E,V,\" \" //one space\nEnd\nOutput(1,8,S\ngetKey→K\nIf not(K)\nThen\nIf Y≤8:Output(Y,2,\" \" //one space\nY+1→Y\nEnd\nIf K and Y>1\nThen\nIf Y≤8:Output(Y,2,\" \" //one space\nY-1→Y\nEnd\nEnd\nEnd\n[[/code]]"
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:flap/FLAP.8xp'
image: 'archiveimage:flappygif/FlappyGif.gif'
fileSize: '249'
fileSizeUnit: '1'
dateMade: '1489212000'

…that you can draw different lines for equations by going to the "Y=" menu, pressing left twice, and pressing enter to cycle through the different line types?

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 user-inputted list of numbers.'
description: 'The user is asked to input a list of numbers. The program then displays a menu of statistical variables. The user will then select a variable, and the calculator displays the value of the variable for the set list of numbers. This will be repeated until the user selects the menu option of "Quit." This program was originally written for a TI-84+CE. '
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 Ti-BD? If so, then welcome to the community! This is a guide on how to do some of the basic things here on the forums. Let's start with the basics. Since you're reading this thread, I am going to guess you have already made an account. If you haven't, you can click here to Create Account.

Rules

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

Changing your avatar

  1. Click on the My Account button at the top of the page.
  2. Navigate to the Settings tab
  3. Click the button next to "Avatar" which says "Change"
  4. Follow the prompts to upload an image to use as your avatar

Editing your "About Me" page

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

Adding a signature

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

Introducing yourself

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

Making a Post

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

Making a Thread

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

Adding a program to the archives

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

Adding a file to the forums or a thread

  1. On any thread, or in the screen for creating a thread, look for the "Forum Attachments" link near the top, or the "Files" button near the bottom
  2. Clicking on this link will bring up a list of files
  3. To add a file, click on the "Upload a file from your computer" button
  4. Browse your computer and select which files you want to upload
  5. Click on the "Upload" button and wait for a confirmation message
  6. To download your file, just click on the name of the file.
  7. To get the download link, right click on the name of the file, and then select "Copy Link Address"
  • Note: you can attach these files using wiki markup. To show an image use [[image pagename/filename]]. To attach any file, use [[file pagename/filename]]
  • To find the "pagename/filename" open the file list (see step 1). Right click on the title of the file you would like, and copy the link. Paste the link where "pagename/filename" goes. Remove the link except for the part after "local—files"

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

author: TheCubist
version: '1.0'
summary: 'A great Simon clone! For the Ti 84 +, that can remember up to 99 digits in its sequence! Remember the longest sequence and then repeat it back using the F1, F2, F3, and F4 keys. Good luck!'
description: 'A great Simon clone! For the Ti 84 +, that can remember up to 99 digits in its sequence! Remember the longest sequence and then repeat it back using the F1, F2, F3, and F4 keys. Good luck! This game has no current high score system, i am still working on that, but it still works perfectly fine. It is a very small program, so no harm in downloading it at all. Thanks a bunch to trenly who helped me optimize it!'
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:simon-1/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:\n-a unique combat system (inspired by Tiny Dice Dungeon)\n-6 levels with each 8 unique enemies\n-4 different dice, each with its own abilities\n-a shop to spend your money\n-a casino to l̶o̶s̶e̶ multiply your money\n-customizable options\n-a crafting system\n-and lots more!"
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:winitium-1/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 TI-Basic Developer celebrates its 10th birthday!
Sep 19 A chatbox has been added to the forums. If you need help, simply enter a nickname and ask your question.

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

Control Flow (PRGM)

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

Matrices (2nd MATRIX)

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

Graph Screen (2nd DRAW)

DRAW POINTS STO
1: ClrDraw 1: Pt-On( 1: StorePic
2: Line( 2: Pt-Off( 2: RecallPic
3: Horizontal 3: Pt-Change( 3: StoreGDB
4: Vertical 4: Pxl-On( 4: RecallGDB
5: Tangent( 5: Pxl-Off(
6: DrawF 6: Pxl-Change(
7: Shade( 7: pxl-Test(
8: DrawInv
9: Circle(
0: Text(

Lists (2nd LIST)

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

Zoom Menu (ZOOM)

ZOOM MEMORY
1: ZBox 1: ZPrevious
2: Zoom In 2: ZoomSto
3: Zoom Out 3: ZoomRcl
4: ZDecimal 4: SetFactors…
5: ZSquare
6: ZStandard
7: ZTrig
8: ZInteger
9: ZoomStat
0: ZoomFit
A: ZQuadrant1
B: ZFrac1/2
C: ZFrac1/3
D: ZFrac1/4
E: ZFrac1/5
F: ZFrac1/8
G: ZFrac1/10

Math Functions (MATH)

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

Graph Format (2nd FORMAT)

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

Operators (2nd TEST)

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

Angle (2nd ANGLE)

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

Strings (2nd CATALOG)

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

Statistics (STAT)

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

Distributions (2nd DISTR)

DISTR DRAW
1: normalpdf( 1: ShadeNorm(
2: normalcdf( 2: Shade_t(
3: invNorm( 3: Shadeχ²(
4: invT( 4: ShadeF
5: tpdf(
6: tcdf(
7: χ²pdf(
8: χ²cdf(
9: Fpdf(
0: Fcdf(
A: binompdf(
B: binomcdf(
C: poissonpdf(
D: poissoncdf
E: geometpdf(
F: geometcdf(

Stat Plots (2nd PLOT)

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

Window Variables (VARS 1)

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

Zoom Variables (VARS 2)

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

Table Variables (VARS 6)

TABLE
1: TblStart
2: ΔTbl
3: TblInput

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

ON/OFF
1: FnOn
2: FnOff

Statistics Variables (VARS 5)

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

Command Summary

Enables a grid of colored lines on the graph screen.

Command Syntax

GridLine [color#]

Menu Location

Press:

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

Calculator Compatibility

TI-84+ CSE/CE

Token Size

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

GridDot.png

Command Summary

Enables a grid of colored dots on the graph screen

Command Syntax

GridDot [color#]

Menu Location

Press:

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

Calculator Compatibility

TI-84+ CSE/CE

Token Size

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

toString.png

Command Summary

Returns the string representation of the value of the input.

Command Syntax

toString(value)

Menu Location

This command is found only in the Catalog. Press:

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

Calculator Compatibility

TI-84+ CE OS 5.2

Token Size

2 bytes

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

toString(1337       //returns "1337"

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

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

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

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

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

Error Conditions

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

Related Commands

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

The Code

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

Related Games

This page is unfinished.

Select your calculator to see the corresponding command index.

TI-83+
TI-84+ CE

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

This page lists all of the commands for the TI-83/84/SE/+ models. If you have a newer TI-84 Plus C Silver Edition or TI-84 Plus CE with a color display, please visit the Color Command Index.

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

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

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

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

Ops

#

A

B

C

D

E

F

G

H

I

L

M

N

O

P

Q

R

S

T

U

V

W

X

Z

eval.png

Command Summary

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

Command Syntax

eval(expression)

Menu Location

This command is found only in the Catalog. Press:

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

Calculator Compatibility

TI-84+ CE OS 5.2

Token Size

2 bytes

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

eval(1337       //returns "1337"

eval(2.0-3.0    //returns "‾1"

eval(.0001234   //returns "1.234ᴇ‾4"

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

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: 1.4_Beta
summary: 'A new update to Battlesquid''s game, inFINITE, which pits you against endless waves of monsters and (soon) bosses! Get your trigger fingers ready…'
description: "inFINITE | UPDATE 1.3\n___\ninFINITE pits you against seemingly endless waves of bosses and enemies. Battle it out as one of five classes for as long as you can. With over 3000 levels of gameplay, an achievement system, and well hidden easter eggs, you won't want to miss downloading this for your 83+. See the README for more info.\nAuthor\tMayowa Esan (moc.liamg|117diuqsemit#moc.liamg|117diuqsemit)"
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:infinite/INFINITE.zip'
image: 'archiveimage:infinite-logo/inFINITE-Logo.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:ant-1/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\nThis program 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:right-angle-triangle-solver-ultimateedition-1/Right_angle_triangle_solver_UltimateEdition.zip'
image: 'archiveimage:screenshot2-3/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.liamg|117diuqsemiT#moc.liamg|117diuqsemiT\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:sticks-1/Sticks.8xp'
image: 'archiveimage:1467017515-1/1467017515.gif'
fileSize: '931'
fileSizeUnit: '1'
dateMade: '1467010800'

asmprgm-example.gif
Example of Inputting Hex Code

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

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

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

Asm84CEPrgm
:CD101A02C9

Clears the LCD.

LCD Clear and redraw Status Bar

Asm84CEPrgm
:CD101A02CD3C1A02C9

Same as LCD Clear, but redraws the Status bar.

White

Asm84CEPrgm
:210000D436FFE5D11301FF5702EDB0C9

Black

Asm84CEPrgm
:210000D43600E5D11301FF5702EDB0C9

Fill Screen with color value in Ans (0-255, from xLibC palette)

Asm84CEPrgm
:CD500F02CD700F02320000D4210000D4E5D11301FF5702EDB0C9

Border [TO DO]

White Border [TO DO]

Black Border, Clear Inside [TO DO]

Invert Screen [TO DO]

Change brightness level (ti-84 plus CE)

Set Brightness

Asm84CEPrgm
:CD500F02CD700F02322400F6C9

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

Decrease Brightness

Asm84CEPrgm
:3A2400F63C322400F6C9

Decrease the brightness by 1. Run many times to see a noticeable difference.

Increase Brightness

Asm84CEPrgm
:3A2400F63D322400F6C9

Increase the brightness by 1. Run many times to see a noticeable difference.

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

Un-Dirty Graph Screen

:AsmPrgm84C
:FDCB0386C9

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

Turn Calculator Off [TO DO]

LCD Off [TO DO]

LCD On [TO DO]

Toggle LCD Power [TO DO]

Calculator Off

Asm84CEPrgm
:CD841402C9

Disable APD

Asm84CEPrgm
:CD341102C9

Disables Automatic Power Down on ti ti-84 plus CE.

Enable APD

Asm84CEPrgm
:CD381102C9

Enables Automatic Power Down on ti ti-84 plus CE.

Auto Calc

Auto DMS

AsmPrgm84C
:FD360A06C9

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

Auto Fractions

AsmPrgm84C
:FD360A0CC9

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

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

Turn Cursor Off

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?

Turn Cursor On

Asm84CEPrgm
:FDCB0CA6C9

Draw Ti Logo

Asm84CEPrgm
:CD001B02C9

Draws the TI logo

Edit Lock/Unlock Program [TO DO]

Battery Check [TO DO]

ASCII [TO DO]

Error

Asm84CEPrgm
:CD500F02CD700F02CD900702C9

This code will cause an error to be thrown, based on the value in Ans. The values correspond to the ones found here. Use your browser's search tool to look for "E_Overflow" which is Error 1. By default, there is no Goto option unless you add 128 to the values. So for example, for a divide by zero error with a goto option, use 130 as the error code.

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 TI-83+ Hexcodes page.

author: Kydapoot
version: '1.0'
summary: 'A really big and cool virtual fishtank program.'
description: 'This is an extensive virtual fish program where you try to see how long you can keep a fish alive by feeding it, cleaning it''s tank, and giving it medicine. But that''s only the beginning! You can also catch more fish, sell them, play minigames, and experience all the surprises the game has in store for you! Details (about installation/setup and gameplay) are all in the readme. I hope you enjoy! Source Code included.'
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:main-game/Main-Game.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 TI-Basic Developer has a complete TI-Basic Starter Kit filled with important tutorials, guides, and tips for new TI-Basic programmers?

This game is based roughly on games like Labyrinth of Touhou, however instead of 16 characters, you will be using two active characters who synergize well to fight bosses.

It is currently a TI-Basic game which runs with xLib, and is in early development. Planned future updates include a boss tower, more characters, and hidden bosses.

Apr 14 Members can now discuss TI-Basic on the #tibasicdev IRC channel on EFnet.
Apr 10 After years of development by TI-BD members, the TI-Basic Starter Kit has been completed.

Here are some review exercises to help you practice your optimization skills.


1. Write a program that, given a string in Ans containing letters A-Z, will return a list with the alphabetic positions of those letters.
Example:

"AZ
              AZ
prgmLETTONUM
Ans
           {1,26}
Possible Solution:

2. Change this short program so it doesn't flicker and then optimize it as much as possible.

:0→X:0→Y:Repeat 0
:ClrHome
:Output(Y,X,"X")
:getKey→K
:If K=24:X-1→X
:If K=25:Y+1→Y
:If K=26:X+1→X
:If K=34:Y-1→Y
:End
Possible Solution:
<< 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 >>

arclen.png

Command Summary

Returns the arc length of expression1 from start to end with respect to variable var.

Command Syntax

arcLen(expression1,var,start,end)

Menu Location

Describe how to get the command from a menu.

Calculator Compatibility

This command works on all calculators.

Token Size

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

author: 'Kydapoot, optimized by Trenly and ZacharyPi'
version: 1.1.1
summary: 'This is the optimized version of my previous quadratic program. The functions are the same, but there are no errors and it is much more compact.'
description: 'This is the optimized version of my previous quadratic program. The functions are the same, but there are no errors and it is much more compact. This is a program where you input A,B, and C and it calculates the vertex of the parabola and then the roots (if any). If there are two roots they all be listed, if there is one root, it will be listed twice. If there are no roots, you will get imaginary numbers. As well as calculating these values, it also graphs the equation (stored into Y1). This is not shown in the program, but can be viewed after exiting. The program also includes a list of equation forms and a square root finder for calculating discriminants. It does not require anything other than a few variables to run. The program is not locked.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
download: 'archivefile:quadplus-3/QUADPLUS.8xp'
image: 'archiveimage:capture-1-5/Capture-1.png'
fileSize: '391'
fileSizeUnit: '1'
dateMade: '1459227600'

author: Kydapoot
version: '1.0'
summary: 'This is a program where you input A,B, and C and it calculates the vertex of the parabola and then the roots (if any). As well as calculating these values, it also graphs the equation (stored into Y1). This is not shown in the program, but can be viewed after exiting. The program also includes a list of equation forms and a square root finder for calculating discriminants. '
description: 'This is a program where you input A,B, and C and it calculates the vertex of the parabola and then the roots (if any). If there are two roots they all be listed, if there is one root, it will be listed twice. If there are no roots, ERR:NONREAL ANS comes up. Simply press enter twice from here to resume the program. As well as calculating these values, it also graphs the equation (stored into Y1). This is not shown in the program, but can be viewed after exiting. The program also includes a list of equation forms and a square root finder for calculating discriminants. It does not require anything other than a few variables to run. They are deleted after the program is finished. The program is not locked, to the best of my knowledge.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
download: 'archivefile:quadrtc-1/QUADRTC.8xp'
image: 'archiveimage:capture-1-1/Capture-1.png'
fileSize: '447'
fileSizeUnit: '1'
dateMade: '1459227600'

author: 'Kevin Gomez (kg583)'
version: '1.0'
summary: 'Color port of the mobile game Flow Free.'
description: "The goal of each puzzle is to fill the board by connecting colored pipe ends. This port comes with 100 archived levels, tutorial level, achievements, and custom keybinds. See the readme for specific details about each feature.\nHappy playing!"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: gg
download: 'archivefile:flow-3/FLOW.zip'
image: 'archiveimage:flow-1-1-3/Flow_1-1.gif'
fileSize: '13700'
fileSizeUnit: '1'
dateMade: '1458882000'

CSS

div.code {  counter-reset: linenumber; }
div.code p {
    counter-increment: linenumber;
    margin: 0;
}
div.code p::before {
    content: counter(linenumber);
    width: 2.25em;
    display: inline-block;
    text-align: right;
    border-right: 1px dashed #DDD;
    padding-right: 3px;
    margin-right: 6px;
    -webkit-user-select: none;  /* Chrome/Safari */
    -moz-user-select: none;     /* Firefox */
    -ms-user-select: none;      /* IE 10+ */
    user-select: none;          /* Likely future */ 
}

Correct Format

:Full

:FnOff

:AxesOff

:0→Xmin:1→ΔX

:0→Ymin:1→ΔY

:ClrDraw

:Vertical Xmin

:Vertical Xmax

:Horizontal Ymin

:Horizontal Ymax

:60→A:92→B

:2→C:2→D:25→G

:Pxl-On(A,B

:Pxl-On(C,D

:Text(-1,28,31,"READY?

:Pause

:For(E,26,36

:Line(29,E,67,E,0

:End

:Repeat G=45 or not(pxl-Test(A,B) and pxl-Test(C,D

:getKey

:If Ans

:Ans→G

:A+(G=34)-(G=25→A

:B+(G=26)-(G=24→B

:1+pxl-Test(C+1,D

:Ans+(Ans=2 and pxl-Test(C,D-1

:Ans+(Ans=3 and pxl-Test(C-1,D→F

:C+(Ans=1)-(Ans=3→C

:D+(F=4)-(F=2→D

:Pxl-Change(A,B

:Pxl-Change(C,D

:End

Incorrect Format

:Full
:FnOff
:AxesOff
:0→Xmin:1→ΔX
:0→Ymin:1→ΔY
:ClrDraw
:Vertical Xmin
:Vertical Xmax
:Horizontal Ymin
:Horizontal Ymax
:60→A:92→B
:2→C:2→D:25→G
:Pxl-On(A,B
:Pxl-On(C,D
:Text(-1,28,31,"READY?
:Pause
:For(E,26,36
:Line(29,E,67,E,0
:End
:Repeat G=45 or not(pxl-Test(A,B) and pxl-Test(C,D
:getKey
:If Ans
:Ans→G
:A+(G=34)-(G=25→A
:B+(G=26)-(G=24→B
:1+pxl-Test(C+1,D
:Ans+(Ans=2 and pxl-Test(C,D-1
:Ans+(Ans=3 and pxl-Test(C-1,D→F
:C+(Ans=1)-(Ans=3→C
:D+(F=4)-(F=2→D
:Pxl-Change(A,B
:Pxl-Change(C,D
:End

Code Block

:Full
:FnOff
:AxesOff
:0→Xmin:1→ΔX
:0→Ymin:1→ΔY
:ClrDraw
:Vertical Xmin
:Vertical Xmax
:Horizontal Ymin
:Horizontal Ymax
:60→A:92→B
:2→C:2→D:25→G
:Pxl-On(A,B
:Pxl-On(C,D
:Text(-1,28,31,"READY?
:Pause
:For(E,26,36
:Line(29,E,67,E,0
:End
:Repeat G=45 or not(pxl-Test(A,B) and pxl-Test(C,D
:getKey
:If Ans
:Ans→G
:A+(G=34)-(G=25→A
:B+(G=26)-(G=24→B
:1+pxl-Test(C+1,D
:Ans+(Ans=2 and pxl-Test(C,D-1
:Ans+(Ans=3 and pxl-Test(C-1,D→F
:C+(Ans=1)-(Ans=3→C
:D+(F=4)-(F=2→D
:Pxl-Change(A,B
:Pxl-Change(C,D
:End
StoreGDB 1
Func
AxesOff
FnOff 
PlotsOff 
ClrHome
ZStandard
ZSquare
{0,0,0→L₁
Ans→L₂
Circle(0,0,9.9
For(A,0,2π,π/6
Line(9cos(A^^r^^),9sin(A^^r^^),9.9cos(A^^r^^),9.9sin(A^^r^^
End
Repeat getKey
Line(0,0,L₁(3),L₂(3),0
getTime
If not(fPart(Ans(3)/30
Then
Line(0,0,L₁(1),L₂(1),0
Line(0,0,L₁(2),L₂(2),0
End
­2π^^r^^(Ans+{Ans(2)/60,.5(Ans(3)≥30),0})/{12,60,60}+90°→L₂
{6,8,8.6}cos(Ans→L₁
{6,8,8.6}sin(L₂→L₂
Line(0,0,L₁(3),Ans(3
Line(0,0,L₁(1),Ans(1
Line(0,0,L₁(2),Ans(2
startTmr
Repeat checkTmr(Ans
End
End
ClrDraw
RecallGDB 1
DelVar GDB1
ClrHome
"
<< Math Review Exercises Table of Contents What is Optimization >>

A thorough understanding of math commands is essential to the mastery of TI-Basic. It is strongly recommended that you practice using these commands in different situations so that you will know which ones to apply when necessary.

Commands Introduced

<< Complex Numbers Table of Contents Exercises >>

Command Summary

Mode command that puts the calculator into Classic mode.

Command Syntax

MATHPRINT

Menu Location

Press:

  1. MODE
  2. DOWN until you reach Mathprint or Classic
  3. ENTER on Mathprint

Alternatively, use the catalog.

Calculator Compatibility

TI-84 2.53MP or later

Token Size

2 bytes

MATHPRINT will put the calculator into Mathprint mode as opposed to Classic mode. In MathPrint mode, enhanced homescreen input formatting is available. The Classic mode will make the calculator display everything as a calculator of lower OS would, including input. For instance, rather than superscripting exponents as Mathprint mode would, Classic mode uses the simple caret syntax (^).

Mathprint mode:
24
     16

Classic mode:
2^4
     16

When in Mathprint mode, text and numbers are displayed much slower than classic on the home screen and the function menus load slower. This can be inconvenient in games that use the home screen, but can also make solving equations that involve fractions and exponents easier as the numbers are in their correct positions and are the appropriate size.

Related Commands

This page contains tables detailing which features were added with each operating system release. Taking this information into account can help you maintain a level of backwards compatibility. Commands that are crossed out were removed in that version.

TI-83+/SE

OS Version Notable Changes
1.03 Initial version
1.10
1.12
1.13
1.14
1.15
1.16
1.17
1.18
1.19

TI-84+/SE

OS Version Notable Changes
2.21 setDate(, setTime(, setDtFmt, SetTmFmt(, timeCnv(, dayOfWk(, getDtStr(, getDate, getTime, getDtFmt, getTmFmt, isClockOn, ClockOff, ClockOn, OpenLib(, ExecLib, checkTmr(, startTmr
2.22
2.30 Manual-Fit, χ²GOF-Test(, invT(, LinRegTInt, invT(
2.40
2.41
2.43
2.53MP MATHPRINT, CLASSIC, DEC Answer, FRAC Answer, randIntNoRep(, ►F◄►D, logBASE(, summation Σ(, Un/d, ZFracX, remainder(
2.55MP statwizard-off, statwizard-on

TI-84+CSE

OS Version Notable Changes
4.0
4.2

TI-84+CE

OS Version Notable Changes
5.0 Get(, Send(
5.0.1
5.1.0.0110
5.1.5.0019 Get(, Send(, timed Pause

Admin

FWAC
waitexample.gif

Command Summary

Suspends execution for a specified amount of time

Command Syntax

Wait [seconds]

Menu Location

2ND CATALOG to enter the Catalog.
W to go to commands starting with W.

Calculator Compatibility

TI-84+ CE OS 5.2 or higher

Token Size

2 bytes

The Wait command was introduced in TI-OS 5.2 for the TI-84+CE. The Wait command tells the calculator to wait for a specified number of seconds before continuing. The specified amount of seconds can be a decimal, as it is not limited to whole numbers. This command can be useful for displaying information momentarily before proceeding in a program. The Wait command functions similarly to the Pause command, but without the extra arguments.

:Disp "WAIT FOR IT!
:Wait 4
:Disp "Surprise

Advanced Uses

The Wait command is useful for facilitating automatic linking within programs. Since the Get( and GetCalc( commands only work when the sending calculator is in a preemptible state, including a small Wait delay will allow the other calculator to receive data.

Because the Wait command is relatively new, it may be advisable to avoid using it to ensure compatibility with older operating systems. Similar functionality can be achieved with the second optional argument to the Pause command.

Optimization

Traditionally it was recommended to use either a For( loop or the rand( command to create a delay within a program. The For( loop takes more space, and the rand( command uses more memory during execution.

:rand(100
can be
:Wait 1

Error Conditions

  • ERROR: INVALID is thrown if the Wait command is executed on the home screen.

Related Commands

Please see the AsmPrgm page. The functionality and use is the same between both commands. However, the Asm84CEPrgm is only available on the TI-84+CE calculator. Keep in mind that hexadecimal for the monochrome calculators may not work on color calculators.

author: RebStrike
version: 'Dev. Build 132'
summary: ''
description: "This is an RPG-text-adventure game where its April Fools Day and you get a call from your friend who asks, \"Thinking of doing any pranks?\". You can choose to do the airhorn+seat prank, put a thumbtack on the teacher's seat, put a funny picture on the world map, or not do one at all. And when the pressure's on you can choose to blame your friend, take the blame, or keep quiet. This is a game all about choice.\n"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '1'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:prankday-1/PrankDay.zip'
image: null
fileSize: '15'
fileSizeUnit: '2'
dateMade: '1455858000'

author: Minxrod
version: '0.9 beta'
summary: 'A program that asks for a DNA or RNA sequence, then gives the complementary sequence and displays it!'
description: "This quick little program can generate a complementary DNA/RNA sequence for DNA/RNA, and then displays the result. In color!\n\nCurrently functional - it works if you 'play by the rules.' Invalid characters will crash the program, and the display looks strange if you have too small of a sequence.\n\nPlanned: \n1.0 - Main release, character check, will include key on diagram (what color is what base)\n1.0/1.1 - Optimizations and bugfixes, a readme that is 'slightly' helpful (instructions that are mostly self explanator)\n\nTo install, just send the file ACTG.8xp to your TI-84+CSE or TI-84+CE."
arcade: '0'
graphics: '1'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: ff
download: 'archivefile:actg-1/ACTG.8xp'
image: 'archiveimage:dnapic3-1/DNAPIC3.png'
fileSize: '603'
fileSizeUnit: '1'
dateMade: '1455253200'

author: VersePerMile
version: 4.2.5
summary: ''
description: 'This game allows the player to chose what range they would like, and also make a custom one. it even asked (after a couple of tries) if the player wants a hint. please report any bugs to me Thx!!'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:guess-4-3-5/GUESS-4-3-5.8xp'
image: null
fileSize: '790'
fileSizeUnit: '1'
dateMade: ''

TI-PLOW

author: 'earthnite, jonbush'
version: '1.0'
summary: 'TI-Plow is a popular single-player seasonal puzzle game for mobile devices.'
description: "Help Timmy the plow truck driver plow all the snow in the city. However, due to budget cuts, Timmy will lose his\njob if he drives the plow over areas that don’t have any snow: that would waste fuel, time, and money. Try not to take too long, the city doesn’t pay overtime.\n\nTI-PLOW features 100 hand-made levels for your enjoyment. Race against the clock to complete each level perfectly. Can you beat them all this season?"
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:ti-plow-84/TI-PLOW_84.zip'
image: 'archiveimage:plow/plow.gif'
fileSize: '4828'
fileSizeUnit: '1'
dateMade: '1450857600'

Routine Summary

Finds the area of any regular polygon.

Inputs

N,S

Outputs

F

Variables Used

{$variable}

Calculator Compatibility

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

Download

[{$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.

product-screenshot.png

Filename

Summary

Authors

Site URL

Ticalc.org URL

Release Date

Compatibility

Language

Product Intro

Product Screenshot

product-screenshot.jpg
(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

Dot-Thin.png

Command Summary

Sets all lines to be drawn using a series of individual pixels.

Command Syntax

This command is executed with no additional arguments

Menu Location

Go to Catalog, press [ALPHA][X^-1], and scroll down

Calculator Compatibility

TI-84+CSE/CE

Token Size

2 bytes

The Dot-Thin command sets all lines in the current function type to be drawn using a series of individual pixels at each interval of TraceStep. The command can be called on the homescreen or within a program.

:ClrDraw
:AxesOn
:Dot-Thin

Error Conditions

  • ERR:SYNTAX is thrown if the command is executed with any additional arguments

Related Commands

Dot-Thick.png

Command Summary

Sets all lines to be drawn using a series of thick points

Command Syntax

This command is executed with no additional arguments

Menu Location

Go to Catalog, press [ALPHA][X^-1], and scroll down

Calculator Compatibility

TI-84+CSE/CE

Token Size

2 bytes

The Dot-Thick command sets all lines in the current function type to be drawn using a series of thick points, about the size of a point drawn using Pt-On(, at each interval of the TraceStep. This command can be called on the homescreen or within a program.

:AxesOff
:RectGC
:Dot-Thick

Error Conditions

  • ERR:SYNTAX is thrown if any additional arguments are used with the command

Related Commands

Thin.png

Command Summary

Sets all graphing lines to be 1 pixel wide.

Command Syntax

This command is executed by itself with no additional arguments

Menu Location

Go to Catalog, press [ALPHA][4], and scroll down.

Calculator Compatibility

TI-84+CSE/CE

Token Size

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

Thick.png

Command Summary

Converts all lines to Thick (2-3 pixel wide) lines

Command Syntax

The command is called by itself with no additional arguments

Menu Location

Go to the Catalog, press [ALPHA][4], and scroll down.

Calculator Compatibility

TI-84+CSE/CE

Token Size

2 bytes

The Thick command converts all lines in the current function type to be drawn using a 2-3 pixel wide line (hence "Thick"). This mode is the default line drawing mode. It can be called on the homescreen or in a program.

:AxesOff
:GridOff
:Thick

Error Conditions

  • ERR:SYNTAX is thrown if any character is included in the same line as the Thick command.

Related Commands

author: Mewcancraft
version: '1.0'
summary: 'A basic Connect 4 game for local multiplayer. Compatible with MirageOS.'
description: "This program features a very basic Connect 4 game. The idea and interface were taken from a program made by CodeMaster123 that you can check out at http://tibasicdev.wikidot.com/forum/t-1441297/connect-4. I looked at his program and rewrote it from scratch to improve it whilst keeping his design, so feel free to download his too.\n\nFor those of you who don't know Connect 4, it's very easy. A typical Connect 4 game has two players: one who has a bunch of yellow (light) coins and one who has red (dark) coins. The board, which is an upright standing grid of slots, each slot the size to hold one coin, has walls between each of said grid's columns to seperate them from each other, meaning that when one drops a coin in a column, that coin will go all the way down to the first available slot in the same column. Every slot has a hole smaller than a coin on both sides, meaning that the two players can see what colour the coin inside that slot has. The players take turns on dropping their coins in the grid. The goal of the game is to get 4 coins of your colour in one line without being seperated by one of the other player's coins: this line can be horizontal, vertical or diagonal.\n\nThat said, these are the controls for this digital version of said game: You control the cursor (your \"hand\") with the left and right arrow keys and drop the coin in the designated column using Enter. Every time somebody drops a coin, the program will calculate whether or not 4 coins of the same colour were connected. This calculation takes approximately two seconds. After that, the playernumber in the bottom right will change, signifying that it's the other player's turn. Since this game is local multiplayer, you hand the calculator you're playing on to the opponent, so they can drop their coin. Then they pass it back to you, etc…\n\nPlayer 1's coins are light, player 2's coins are dark. The first to connect 4 of their coins, wins. Have fun!"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '1'
sports: '0'
casino: '0'
board: '1'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:connect4/CONNECT4.8xp'
image: 'archiveimage:screenshot-2/screenshot.gif'
fileSize: '851'
fileSizeUnit: '1'
dateMade: '1447369200'

author: Codemaster123
version: '1.1'
summary: 'A 2-player connect 4 game.'
description: 'New Update! Not a big one though. All I added was an intro animation.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '1'
sports: '0'
casino: '0'
board: '1'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:connect4-v-1-1/Connect4-V-1-1.zip'
image: null
fileSize: '7857'
fileSizeUnit: '2'
dateMade: '1447218000'

Welcome to TI-Basic Developer (TI|BD), the TI-Basic information repository! If you are a first-time visitor, please check out the welcome pack to get you up to speed on using the site. We encourage you to become a member and to get involved in the community, and to come back often to see what changes have occurred. And above all else, enjoy your stay!
New to Nspire Basic?

These pages provide an overview of Nspire Basic, and are designed to help you quickly get started learning and using Nspire Basic.

Did You Know...
The ListPages module does not work recursively.
Development
The ListPages module does not work recursively.
Recent News Recent Posts Recent Edits
The ListPages module does not work recursively.
In fact, this can be improved to account for non-integers as well. As a bonus, it's also...
(by Timothy Foster 15 Jul 2018 21:13, posts: 5)
I think I see why it works now: For some L₁, say L₁={4,5,7,0,3} , cumSum(L₁)={4,9,16,16,19} where...
(by kg583 15 Jul 2018 17:30, posts: 5)
Yeah. I'm just not good enough with algorithms to see how that code works, but It does
(by Trenly 15 Jul 2018 17:22, posts: 5)
The ListPages module does not work recursively.
Search the Site

There is a wide range of Nspire Basic content available on this site, so we recommend using the search engine or referring to the sitemap. If you can't find what you're looking for, leave a post in the forums and somebody will assist you.

Nov 8 Due to the release of the TI-84+CSE and TI-84+CE calculators, new commands have been added to the Command Index.
No thread to show - click Back once or twice and try again

This is the page with a list of screenshots displayed on the homepage.

The ListPages module does not work recursively.
Nov 1 The homepage screenshots now link to their respective programs on TI-BASIC Developer.
TI-FLOW

author: 'earthnite, jonbush'
version: '1.2'
summary: 'TI-FLOW is a port of Flow Free for the TI-84 Plus monochrome series of calculators. Flow is played by two simple rules: connect each lettered pair of dots (nodes), and fill every space. Flows are also not allowed to cross themselves or flows of a different letter. Can you complete every level perfectly?'
description: "TI-FLOW is a port of Flow Free for the TI-84 Plus monochrome series of calculators, created by Pablo Yong (earthnite) and Jonathan Bush (jonbush).\n\nFlow is played by two simple rules: connect each lettered pair of dots (nodes), and fill every space. Flows are also not allowed to cross themselves or flows of a different letter.\n\nFeatures:\n- A clean and fully functional GUI for selecting and playing TI-FLOW levels\n- Includes 400 playable levels separated into 4 packs that can be loaded individually.\n- The TI-FLOW Pack Creator Java program allows users to create their own packs and levels.\n- TI-FLOW will dynamically save your progress\n\nCan you complete every level perfectly?\n\nSee TI-FLOW_README.pdf for more in depth information.\n\nEnjoy!"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:ti-flow/TI-FLOW.zip'
image: 'archiveimage:tiflow1/tiflow1.gif'
fileSize: '11373'
fileSizeUnit: '1'
dateMade: '1445756400'

Mancala is an ancient game in which player take turns dropping stones (or seeds) into holes (or houses) that form a 6x2 grid with an extra house on either end, which are the players' end houses. Player choose a house on their side of the grid, pick up the stones in that house and distribute them in the consecutive houses going in a counter-clockwise manner. There are many rule sets to mancala, just as there were many civilisations that played versions of it. This page gives two versions: The "kahla" rule set widely used in the United States and coded by user kg583, and another rule set coded by TI-GBR (rules are explained).

Version 1: Kahla

— Programmed by kg583 and optimised by the TI-Basic Developer community (see credits for details)
— Compatible on both grayscale and color calculators

Version 1 rules:

See wikipedia page describing "kahla" rules of play - "KAHLA" mancala

The Code, Version 1, Kahla Mancala
ClrHome
14→F
F→dim(L1
Fill(3,L1                         
0→Xmin
1→deltaX                        //The little triangle X
{5,6→L2
If Xmax=94
L2-{1,5→L2
L2(1→C 
L2(2→D
DelVar J1-->P
Lbl M
For(X,1,6
Output(C-1,D+2X+(X>3),L1(X
Output(C+2,D+2X+(X>3),L1(F-X
End
L1(7→H                         //Saves a couple of bytes to do this
L1(F→I
Output(C,D+(I>=9),"_ _ _          
Output(C+1,D+F,"_ _ _
Output(C,D+(I>=9),I          //Greater than or equal to 9
Output(C+1,D+F,H       
If J 
Then
Pause
ClrHome
If H>I
Disp "Player 1 Wins!
If H<I
Disp "Player 2 Wins!
If H=I
Disp "Draw!
Pause
Goto Q                               
End
D+2-->A
C-1+3(P=2-->B
Repeat K=21
getKey-->K
Output(B,A-1,">
Output(B,A+1,"<
If K
Then
Output(B,A-1,"_              //One space here and the next line
Output(B,A+1,"_
End
A+(K=26)(A=D+6)+2(K=26)(A≠D+13)-(K=24)(A=D+9)-2(K=24)(A≠D+2→A
If K=45
Goto Q
End
.5(A-D-(A>D+6→X
F(P=2)-X+2X(P=1→X
L1(X→V
0→L1(X
If not(V
Goto M
While V
X+1→X
If X=15
1→X
1+L1(X→L1(X
V-1→V
End
If X/7≠P
Then
If 1=L1(X
Then
1+L1(7P)+L1(F-X→L1(7P
0→L1(X
0→L1(F-X
End
3-P→P
End
If not(sum(L1,1,6             //Tried to a piecewise thing here; had to settle for two If's
Then
L1(F)+sum(L1,8,13-->S
L1(7→T
Fill(0,L1
S→L1(F
T→L1(7
1→J
End
If not(sum(L1,8,13
Then
L1(7)+sum(L1,1,6→S
L1(F→T
Fill(0,L1
S→L1(7
T→L1(F
1→J
End
Goto M
Lbl Q
ClrList L1,L2
ZStandard
ClrHome

Version 2:

— Programmed by TI-GBR and optimised by the TI-Basic Developer community (see credits for details)

Version 2 rules:

board 6 by 2 active houses with 4 stones starting in each, and two wells, one at either end.

Picture at start
P%20%20%20%20%20%200%20%20%20%20%20%20%20P%D6L%20%20%204%20%20%20%20%204%20%3C%20%20L%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%D6A%20%20%204%20%20%20%20%204%20%20%20%20A%20%D6Y%20%20%204%20%20%20%20%204%20%20%20%20Y%20%D6E%20%20%204%20%20%20%20%204%20%20%20%20E%20%D6R%20%20%204%20%20%20%20%204%20%20%20%20R%D6%20%20%20%204%20%20%20%20%204%20%20%20%20%20%20%20%20%D62%20%20%20%20%20%200%20%20%20%20%20%20%201.gif

(Its been stretched a little)

Each player, on their turn, chooses a house on their side of the board. (6 options)
the stones from that house get distributed by picking them up, and placing 1 stone in each house consecutive to the last, going around in a counter-clockwise pattern until the stones run out. If the last stone falls in one of the wells, then the player gets another turn. The first player to clear their side of the board of stones wins.

After first turn: player 1 has chosen the fourth house from the top, the last stone fell in a well, so player 1 will go again.
P%20%20%20%20%20%201%20%20%20%20%20%20%20P%D6L%20%20%204%20%20%20%20%205%20%20%20%20L%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%D6A%20%20%204%20%20%20%20%205%20%20%20%20A%20%D6Y%20%20%204%20%20%20%20%205%20%20%20%20Y%20%D6E%20%20%204%20%20%20%20%200%20%3C%20%20E%20%D6R%20%20%204%20%20%20%20%204%20%20%20%20R%D6%20%20%20%204%20%20%20%20%204%20%20%20%20%20%20%20%20%D62%20%20%20%20%20%200%20%20%20%20%20%20%201.gifPlayer 1 goes again.
P%20%20%20%20%20%202%20%20%20%20%20%20%20P%D6L%20%20%205%20%20%20%20%206%20%20%20%20L%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%D6A%20%20%205%20%20%20%20%206%20%20%20%20A%20%D6Y%20%20%204%20%20%20%20%200%20%3C%20%20Y%20%D6E%20%20%204%20%20%20%20%200%20%20%20%20E%20%D6R%20%20%204%20%20%20%20%204%20%20%20%20R%D6%20%20%20%204%20%20%20%20%204%20%20%20%20%20%20%20%20%D62%20%20%20%20%20%200%20%20%20%20%20%20%201.gif

Now its player 2's turn.

End of game image:

P%20%20%20%20%20%2027%20%20%20%20%20%20P%D6L%20%20%200%20%20%20%20%200%20%20%20%20L%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%20%D6A%20%20%200%20%20%20%20%200%20%20%20%20A%20%D6Y%20%20%200%20%20%20%20%200%20%20%20%20Y%20%D6E%20%20%200%20%20%20%20%200%20%20%20%20E%20%D6R%20%20%200%20%20%20%20%200%20%20%20%20R%D6%20%20%20%3E0%20%20%20%20%201%20%20%20%20%20%20%20%20%D62%20%20%20%20%20%2021%20%20%20%20%20%201.gif

Player 2 has won.

The Code, Version 2
:Clrhome                                                        //setup
:14->dim(L1
:Fill(4,L1                                              
:0->L1(7
:0->L1(14                                                       //L1 setup finished here; board ready
:DelVar WDelVar K1->L
:"PLAYER_
:For(P,1,8
:Output(P,1,sub(Ans+"2",P,1
:Output(P,16,sub(Ans+"1",P,1
:End
:Repeat W                                                    // Main loop, Keep playing until W is no longer = 0, (equals 1 or 2)
:If L!=7 and L!=14                                          //Does not switch player if L = 7 or 14, allows for extra turns
:1+(P=1->P                                          //switch player between 1 and 2
:1->L                                                             //Initialize L
:For(A,1,6                                                     // Display the board after clearing possible extra numbers. See L1 schematic below.
:Output(A+1,6,"_
:Output(A+1,5,L1(A
:Output(A+1,12,"_
:Output(A+1,11,L1(14-A
:End
:Output(8,8,L1(7
:Output(1,8,L1(14
:1->R                                                                 //initialize R which is the row input number
:Repeat K=105 and L1(R(P=2)+(14-R)(P=1))!=0                                                 //repeat input routine until user presses enter and the current house is not empty
:Output(R+1,4(P=2)+13(P=1),sub("<>",P,1             //Display the appropriate cursor at the relative R coordinate and at  the x value of 4 if P=2 and at 13 if P=1
:Repeat Ans                                                           // getkey
:getkey->K
:End
:Output(R+1,4(P=2)+13(P=1),"_                             //Delete the cursor
:min(6,max(1,R+(K=34)-(K=25->R                  //Depending on input, add or subtract 1 from R, within the bounds
:End                                                                // End input routine
:R(P=2)+(14-R)(P=1)->L                                    //Calculate L Based on R and the player number (right now, L is the list element number that was chosen)
:L1(L->S                                                            //Set S to the number of stones in the chosen lest element
:0->L1(L                                                            //Remove the stones from the chosen list element
:While S                                                    //Distribution loop ends when S = 0
:L+(L<14)-13(L=14->L                                        //Select the next list element. If The current List element is 14, the next is 1 (loops around)
:1+L1(L->L1(L                                               //These two commands add one to the list element house (determined by L), and take one away from the supply (S)
:S-1->S                                                          
:End                                                                 //End Distribution loop, check S
:seq(L1(M),M,1,6                                              // take Player 2's Houses list from L1
:If not(max(Ans                                                 // If none of player 2's Houses have stones-
:2->W                                                                //then store 2 to W, Game will end.
:seq(L1(M),M,8,13                                             //take Player 1's Houses from L1
:If not(max(Ans                                               //If none of player 1's Houses have stones-
:1->W                                                             //then store 1 to W, Game will end.
:End                                                               // End main loop, check W
:Clrhome                                                            // clear screen
:SetupEditor               
:"CONGRATS_PLAYER"+sub("12",W,1        //display winner

Vars used:

L1 - list of number of stones in each house
R - Input row number from which L is derived (can be equal to any #1-6)
P - Player 1 or 2
L - Chosen List element (house) to empty - equals: R if P+2 and equals: 14-R if P=1
W - Win or continue playing and for which player if win. Can equal 0,1, or 2, if 1 or 2, game ends
S - number of stones left to distribute during distribution routine.
A - a counting var used in For( loops.

Credits

The original version 1 was coded by kg583
It was then optimised by the TI-Basic community, Including:

  • kg583
  • earthnite
  • TI-GBR
  • lirtosiast

The original version 2 was coded by TI-GBR
It was then optimised by the TI-Basic community, Including:

  • TI-GBR
  • earthnite
  • kg583
  • jonbush

This was a COMMUNITY PROJECT and was developed in the Projects page

See development page

THANK YOU to everyone who participated in this community project!

If anyone experiences problems with the code on this page, please post on the "Discuss" page for this page. See the tools below.

It seems that we are ready to make a mancala page. once it is made, feel free to edit it to relative perfection. Both games will be published, And credit given to those who worked on this community project. THANK YOU to all those who participated. we are starting a new ABSTRACT STRATEGY BOARD GAMES project featuring Isola. Please come participate in this continuation of this page, if you want to.

ISOLA

This is a continuation of Abstract strategy board games in which we programmed Mancala.

the same rules apply to this community project-

" In publication on the games page, credit will be given to the original contributor(s) of the code, and to those who helped optimise it. If there are many small optimisations, credits for the optimisations will be given to the Ti-Community, with a link to this page for clarification."

This project is dedicated to Isola, since Pedro, a guest, posted his code for Isola on the first Abstract strategy board games.

Here I will put the code that Pedro posted:

Lbl 2

ClrHome
DelVar [A]{10,16→dim([A]       // [A] represents the map, 1 is a wall, 0 is a free space
11→X:2→Y:10→I:9→J             //X and Y are the coordinates of player 1, I and J for the player 2

For(A,1,10                         //i put walls on the sides of the map
1→[A](A,1
1→[A](A,16
End
For(A,2,15
1→[A](1,A
1→[A](10,A
End

For(A,1,6
Output(A,1,sub("Joueur",A,1
End

Output(Y-1,X-1,"O        //i display the position of players  O=player 1   and θ=player 2
Output(J-1,I-1,"θ            // the -1 is because there is a space between the screen and the matrix, to hide the sides of the map
1→[A](2,11         //put the positions of players in the matrix
1→[A](9,10

While 1

X→M:Y→L                              //to test if the player moved
Repeat X≠M or Y≠L

Output(8,1,"1                               //for player 1

Repeat Ans=24 or Ans=25 or Ans=26 or Ans=34   //asking for move
getKey→K
End

Output(Y-1,X-1,"X                //X is a wall on the screen

X+(K=26)(0=[A](Y,X+1))-(K=24)(0=[A](Y,X-1→X         //moves of the players
Y-(K=25)(0=[A](Y-1,X))+(K=34)(0=[A](Y+1,X→Y

Output(Y-1,X-1,"O
1→[A](Y,X

End

1→C                                                                              //test if the other player can move
For(A,⁻1,1,2
If not(min(seq([A](J+A,I),A,⁻1,1,2))) or not(min(seq([A](J,I+A),A,⁻1,1,2:DelVar C
End
If C:Goto 1                 //memory leaks but it happens only one time at each game

I→M:J→L                                    //same thing for player 2
Repeat I≠M or J≠L

Output(8,1,"2
Repeat Ans=24 or Ans=25 or Ans=26 or Ans=34
getKey→K
End
Output(J-1,I-1,"X
I+(K=26)(0=[A](J,I+1))-(K=24)(0=[A](J,I-1→I
J-(K=25)(0=[A](J-1,I))+(K=34)(0=[A](J+1,I→J
Output(J-1,I-1,"θ
1→[A](J,I
End

1→C
For(A,⁻1,1,2
If not(min(seq([A](Y+A,X),A,⁻1,1,2))) or not(min(seq([A](Y,X+A),A,⁻1,1,2:DelVar C
End
If C:Goto 1

End
Lbl 1
For(A,1,3
Output(A+3,2,sub("Win",A,1
End
Pause 
Goto 2

This is a repost of the code, because it is more organised to have a separate project for Isola.

Here is the page describing Isola: Isola (isolation)

Lets see what we can do to optimise this!

Link to the original Posts: Here

We have optimised the two games to a good point. They both work. the next step is to publish them on a new page titled "Mancala" under the games page.

Symbolic Division is a method of finding the roots and factors of a polynomial given at least one factor.
This is a function, rather than a program, and can be used in graphs, other functions, and programs.
Rather than returning a list of factors as a result, we return an expression.

Code

:synthdiv(colist,ftr)
:Func
:Local count,ansList,xexp,ansExp
:expr("x")→xexp
:0→ansExp
:newList(dim(colist))→ansList
:colist[1]→ansList[1]
:For count,2,dim(ansList)
:colist[count]+ansList[count-1]*ftr→ansList[count]
:EndFor
:For count,1,dim(ansList)
:ansExp+ansList[count]*xexp^(dim(ansList)-count-1)→ansExp
:EndFor
:ansExp-ansList[dim(ansList)]/xexp+ansList[dim(ansList)]/(xexp-ftr)→ansExp
:Return ansExp
:EndFunc

What's Going On?

First, this is a function, not a program! To make a function, press F1 in the program editor, choose "3:New", and make sure the "Type:" is "Function"
This takes 2 arguments, a list, and a number. We assume that's what we are given, and don't bother to check the type of the arguments.
The first argument, colist, should be a list of all the coefficients in your expression. The second, ftr, is one single factor or root of your expression.

Variables

We then set up a few variables for our function.
Functions can read global variables, but cannot write or create global variables!
count is used in our For loops.
ansList is a list of all the factors we want to return
xexp is the expression "x". We use it to create the returned expression.
ansExp is the factors in expression form.
To prevent errors when making our expression, we set our answer expression ansExp to zero.
We create the answer list using newList() with the number of elements in our given colist
In symbolic division, you "drop" your first coefficient. We just store the first element of colist as the first element of our answer list ansList

Dividing

Now we start a For loop. We start from 2 since we already found our first answer above.
The next line multiplies the previous answer by the factor, and adds that to the current coefficient, storing it in the next element of our answer list.

Prettifying the Answer

We start another For loop.
Then we add our current expression to the answer list element times "x" to the power of the appropriate power. and store that as our answer expression.

Fixing an Error

After we prettify the answer, we have a mistake. Since the answer is an expression, we can easily subtract the mistake, and add our correction.

Returning the Answer

All Functions must return something using Return

Examples

Here are a few examples of use.

synthdiv({5,.46,84,.50,7},1/5)
5x3-45x2+75x-35

synthdiv({1,5,6},1)
12
-- +x+6
x-1

author: Michael2_3B
version: '1.2'
summary: 'Merge tiles together to rack up points! This is like a combination between Tetris and 2048.'
description: 'Shades is a simple, zen-like game for the TI-84 Plus CE. It is like a merge between Tetris and 2048. Combine tiles together in order to rack up the most points you possibly can! Just don''t let the tiles stack to the top of screen! This is a port of the original iOS game created by UOVO. See the README for more info.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: ff
download: 'archivefile:shades84pce/SHADES84PCE.zip'
image: 'archiveimage:shades/SHADES.gif'
fileSize: '2002'
fileSizeUnit: '1'
dateMade: '1445317200'

So, We have decided to work on Mancala first.
Since there are so many rules to this game, we are developing two mancala games. Both need to be optimised for size and speed though! If you are good at optimisation, please come help us. Also, If you are interested in Helping us program a different board game please post about it, and we can move on to that one after mancala is finished. As far as I can tell, we only have a few participants in this project at the moment.

This is your Basic connect 4 game. Drop Checkers down any of the 7 columns, taking turns until either the board is filled of one player gets four in a row. Try to understand the code. It uses Matrix [A] to track the game board, Var P as one or two to track whose turn it is, V as the input-ed column, L2 as the height of the columns, And Z as the counter for the possible number of turns.

The Code

DelVar [A]{6,7→dim([A]            //sets [A] to 6x7 all 0's
Disp"
Disp"+-+-+-+-+-+-+-+
For(A,1,5
Disp"]
End
Output(8,1,"]
For(A,3,8
Output(A,15,"[
End
For(A,1,8
Output(A,16,sub("PLAYER_ _",A,1                                            //"_" is a space
End
DelVar θ2→P
7→dim(L₂ 
Fill(6,L₂
For(Z,1,42
If θ
Goto 1
(P=1)2+(P=2)→P
Output(8,16,P
2→V
Repeat K=105 and L₂(.5V
Output(1,V,"v
Repeat K
getKey→K
End
Output(1,V,"_
V+2(K=26 and V≤12)-2(K=24 and V≥4→V
End
.5V→V
P(P=1)+(P-3)(P=2→[A](L₂(V),V)
If P=1
Output(2+L₂(V),2V,"0                                           //zero
If P=2
Output(2+L₂(V),2V,"O                                          //letter O
0→θ
If L₂(V)≤3
Then
For(A,7,5,-1
cumSum(seq([A](A-I,V),I,1,4
If Ans(4)=4
1→θ
If Ans(4)=-4
-1→θ
End
End
For(A,0,3
cumSum(seq([A](L₂(V),A+I),I,1,4
If Ans(4)=4
1→θ
If Ans(4)=-4
-1→θ
End
V+L₂(V->B
If B≥5 and B≤10
Then
seq([A](1,B-I),I,(B≤7)(B-1)+6(B≥8),(B≤7)+(B≥8)(B-7),-1→L₁
For(A,1,dim(L₁)-3
cumSum(seq(L₁(M),M,A,A+3
If Ans(4)=4
1→θ
If Ans(4)=-4
-1→θ
End
End
L2(V)-V→B
If B≤2 and B≥-3
Then
seq([A](I,I-B),I,(B≤-1)+(B+1)(B≥0),6(B≥0)+(B+7)(B≤-1→L₁
For(A,1,dim(L₁)-3
cumSum(seq(L1(M),M,A,A+3
If Ans(4)=4
1→θ
If Ans(4)=-4
-1→θ
End
End
L₂(V)-1→L₂(V
End
Lbl 1
ClrHome
"PLAYER_
If θ=1
Ans+"1
If θ≠1
Ans+"2
Ans+" WINS!
If Z=42
"CAT GOT THE GAME
Ans

Credits

This Game was coded by TI-GBR and optimized by jonbush and earthnite.
See development page

Our games page is already quite long, but it could be better. Lets program some board games

For anyone who is interested, there are several games that could be programmed. We would need to do them one at a time, posting code, optimising it, changing it, and then publishing it on the games page. here are some examples-

1. peg solitare
2. Go
3. Isola (Isolation)
4. Mancala

… there are many possible others. If you're interested in participating in this community project, please post about your interest and which game you'd like to start on first, so we can get started. In publication on the games page, credit will be given to the original contributor(s) of the code, and to those who helped optimise it. If there are many small optimisations, credits for the optimisations will be given to the Ti-Community, with a link to this page for clarification.

Routine Summary

This is useful for factoring large nth degree polynomials (and finding their roots, of course), as well as finding an upper and lower limit for the roots of an nth degree polynomial, as per the remainder and factor theorems and some others.
It uses L₁ for input of the coefficients of the starting polynomial, uses X for r in (x-r) (what you're dividing by), so have those variables predefined (or put :Input L₁:Input X at the the beginning of the program), and it outputs L₂ as the answer with the last list entry as the remainder.

Inputs

L₁ - the coefficients of the polynomial you want divide by (x-r)

Outputs

L₂ - the coefficients of the answer and the remainder is stored as the last list entry

Variables Used

L₁, L₂, A, R, Ans

Calculator Compatibility

TI-83/84/+/SE

Author

TI-GBR, optimized by earthnite

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

dim(L₁→dim( L₂ 
L₁(1→L₂(1
For(A,2,dim(L₁ 
L₁(A)+R(L₂(A-1→L₂(A
End
L₂

Synthetic division works for problems in the following format.

(a0xn + a1xn-1 + a2xn-2 + … + an-1x1 + anx0) / (x-r)

Where a0≠0

For example,
Problem: find the roots of x3-x2-2x-12=0

First we need to find all possible (r) in (x-r)
Factor an:-12 {±1,±2,±3,±4,±6,±12
Factor a0:1 {±1
List of an/a0:{±1,±2,±3,±4,±6,±12
this last list is the list of all possible r in (x-r)

Now for synthetic division.
See the wikihow website

Using the program.

Input L1 with the polynomial's coefficients, {1,-1,-2,-12→L1
Input R for r in (x-r), 3→R

We get a L2 as an answer, the last entry in the list is the remainder, if this is 0, we know that (x-r) is a factor.The other entries in the list represent the coefficients of the quotient, a polynomial of 1 degree less than the starting polynomial.
so for starting polynomial f(x) divided by (x-r) , f(x)= (x-r) * q(x) +R, where q(x) is the quotient of 1 degree less than f(x) and R is the remainder. if R is =0 (x-r) is a factor of f(x) and f(x) can be broken down into q(x)*(x-r)

Now, remember we found all possible r's? Well, do synthetic division for each of those r's until the remainder (R, the last entry on L2) is 0. when you have that, you rewrite your equation, so in our problem 3 for r gives 0 for R so we would rewrite the problem, using the coefficients as:

Input: {1,-1,-2,-12→L1
Input: 3→R
Output {1,2,4,0
This means that (x3-x2-2x-12) / (x-3) = x2+2x+4
(x-3) is a factor of (x3-x2-2x-12
Then use the quadratic formula with x2+2x+4 to find the other factors.

Author: TI-73

File Size: 21b

To Fake The Home Screen

author: Mewcancraft
version: '1.0'
summary: 'Based on the ancient real-life puzzle, I bring you a semi-animated digital version of the Tower of Hanoi! Features include: a toggleable move counter and timer, customizable difficulty, a built-in instructions booklet, MirageOS compatibility, a special hidden gamemode and more!'
description: "NOTE: IT IS RECOMMENDED TO READ ALL OF THIS INFORMATION THROUGH BEFORE PLAYING THE GAME, AS IT WILL BE EASIER TO UNDERSTAND HOW EVERYTHING WORKS.\n\nHello there! My name is Mew, and may I firstly thank you for visiting my game's page! A lot of hard work has been put into the game, and I'm glad people appreciate that! Now, let me give you some info on it:\n\nTHE CONCEPT:\n\nBased on the ancient real-life puzzle, you start out with 3 pegs, the first one having a chosen amount of layers stacked decreasing in size on it. Your job is to move that stack, in the same order, from the first peg onto the last one, obviously following the rules.\n\n\nTHE RULES:\n\nThese are the rules you have to follow while solving the puzzle. Obviously it isn't possible to not do that anyway, since I programmed them in.\nI also included a shortened version of the rules (along with the controls) in the game itself, so that when somebody needs them but doesn't have access to this page, at least they have that.\n\n1. Thou shalt not move more than 1 layer at a time. This is pretty obvious, because otherwise you would be able to just move the whole stack at once.\n\n2. Thou shalt not move non-atop layers. Together with rule 1 this means that you can only move a layer if it is the upmost layer on its stack.\n\n3. Thou shalt not put big layers on small ones. This rule makes it so that at any given moment in time, there are no layers forming an upside down cone shape in the game.\n\n\nCONTROLS:\n\nWhile in the menus, you navigate using the arrow keys and the Enter key. While in the game itself, you use the left and right arrow keys to move your cursor, the up arrow key to lift a layer and the down arrow key to drop it. At any time in a game, you can restart by pressing 2nd, or Alpha to return to the main menu. \nAlso, so that you don't forget what peg you are taking from/adding to (due to e.g. distraction), there are arrows designating your choice of movement.\n\n\nFAQ\n\nQ: Why is there no leaderboard for highscores?\nA: There are 3 reasons for this: 1. I ran out of space on the menu screens, so I would have to redesign the whole menu system (which I'm not going to do) just to add a single extra option, 2. Because it would mean that for every number of layers I would need to have a leaderboard for time and amount of moves, meaning I would need 8 different leaderboards. I can't imagine how much extra navigating-code would have to be put into that… Finally reason 3: as I said already, I would need 8 different leaderboards, which obviously need to be stored somewhere outside of the program. I don't want to infest people's calculators with extra memory-consuming parts, which they may not know are taking memory. I don't want anyone thinking they have just the right amount of memory to use my program, but eventually get an out of memory message. I've had it happen before, it's not cool. So why are there time and move counters then? Well, you could use it just for personal measure, but if you really wanted to compete with friends (assuming you have them) you could always make a leaderboard yourselves.\n\nQ: Why is there a sentence on my homescreen when I quit, what does it mean and how do I get rid of it?\nA: The reason it is there is because it's my signature. Every program I write in TI-Basic I give a fitting phrase when it gets stopped. You can delete it like you delete your history, put your cursor on it and press delete. \nAs far as the meaning is concerned, it's a reference to the legend about the temple of Hanoi, where the priests guarding the temple have the same game (but in real life), which uttilises 64 golden rings. When the priests complete that puzzle (following the same rules as you have to in this game), it is said that that will be the end of the universe, or at least of humanity*.\n\nQ: Did you implement easter eggs?\nA: Maybe… It TOTALLY does not involve a secret code starting with K that rhymes with \"thee\" that has to be typed on the main menu using the arrow keys, 2nd, Alpha and Enter…\n\nQ: I can't use any of the options, is that a bug?\nA: Nope. To use an option, you first have to select it by pressing Enter, which will lock the cursor. Then, you can customize your options.\n\nQ: What do I do if I accidentally choose a wrong peg to take from/add to?\nA: Since there isn't an undo button for your last action, I would suggest selecting that same peg in the other direction: this makes the layer stay put, although it does add +1 to your move count.\n\nQ: Why does lifting a layer up and dropping it on the same peg count as a move?\nA: Because if you were to pick up a layer in real life and then put it on the same peg again, it would rather be seen as doing something as opposed to nothing.\n\nQ: I found a bug! What do I do?\nA: Post it below! I'd love it if others would like to help me improve my game by notifying me of bugs! After all, I'm only one person, and there might be flaws I didn't notice that others have.\n\nQ: What do I do if I have a question that's not listed in the FAQ?\nA: Like with the bugs, don't hesitate to post them below! I'll try to reply to everyone as well as I can.\n\n\n*This might not be such a crazy idea if you think about it. The minimum amount of moves required to solve the puzzle is 2^n-1, where n is the amount of layers in the puzzle. This means that for the puzzle the legend is talking about, that would be 2^64-1~1,844674407e19 moves! So, let's say hypothetically that from start to finish there's not a single interruption, every move is the right move to eventually finish with the minimal amount of moves possible, and let's say a move takes at least 2 seconds to complete. That means it would roughly take 1.169.884.835.000 years to complete! Technically, we can't really predict that far into the future, but the chances of that being \"the end\" are definitely not unexisting…"
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: dd
download: 'archivefile:hanoi-1/HANOI.8xp'
image: 'archiveimage:hanoigif-1/Hanoigif.gif'
fileSize: '4439'
fileSizeUnit: '1'
dateMade: '1439676000'

Command Summary

Changes the color of the graph border.

Command Syntax

BorderColor <color#>

Menu Location

Press:

  1. 2ND Zoom to access format menu.
  2. Scroll down to BorderColor and use arrows.

It can also be found under the catalog.

Calculator Compatibility

TI-84+ CSE/CE

Token Size

2 bytes

There are only 4 borders to choose from, so using the default colors will not work. Instead, you may only use a value between 1-4.

For example, to change the border color to light blue, do:

BorderColor 3

Here are the color values:

Color Value
Light Gray 1
Snowy Mint / Light Madang 2
Light Blue 3
White 4

The colors of borders 2 and 3 are not usable or accessible in any way except as a border color. The use of border colors 1 or 4 along with the appropriate background can create the illusion of a larger graph screen. However, nothing can be draw outside the standard window.

Related Commands

Command Summary

Changes the color of a certain function.

Command Syntax

GraphColor(function#,color#)

Menu Location

Press:

  1. 2ND 0 to access catalog.
  2. TAN to get to the G index
  3. Scroll down to find GraphColor(, then ENTER to paste.

Graph colors can also be changed under Y=.

Calculator Compatibility

TI-84+ CSE/CE

Token Size

2 bytes

This command will change the color of any function from Y0 to Y9. So, for example, to change the color of Y3 to NAVY, do:

GraphColor(3,NAVY

Notice, you must use the number of the function, rather than the entire function name, which would be Y3.

As you may know, you can also use the value of the color, which can be any integer between 10 and 24. So, our last command could also be:

GraphColor(3,17

Related Commands

Command Summary

Turns asymptote detection on.

Command Syntax

DetectAsymOn

Menu Location

Press:

  1. 2nd FORMAT to access the graph format menu
  2. Use arrows and ENTER to select "On" under "Detect Asymptotes:"

It can also be found under the catalog.

Calculator Compatibility

TI-84+ CSE/CE

Token Size

2 bytes

When DetectAsymOn is selected, the calculator will detect asymptotes, adjusting the graph accordingly. This method of graphing is the most accurate but is also much slower than graphing with asymptotes turned off.

An asymptote is, by definition, "a line that continually approaches a given curve but does not meet it at any finite distance." Basically, an asymptote is the line where a function does not have any values on a certain axis.

Related Commands

Command Summary

Turns asymptote detection off.

Command Syntax

DetectAsymOff

Menu Location

Press:

  1. 2nd FORMAT to access the graph format menu
  2. Use arrows and ENTER to select "Off" under "Detect Asymptotes:"

It can also be found in the catalog.

Calculator Compatibility

TI-84+ CSE/CE

Token Size

2 bytes

When DetectAsymOff is selected, the calculator will not detect asymptotes, adjusting the graph accordingly. This method of graphing is much faster than with asymptotes turned on. However, the graph can be erroneous when dealing with rational functions, as it will often draw extra lines to connect points near undefined values.

An asymptote is, by definition, "a line that continually approaches a given curve but does not meet it at any finite distance." Basically, an asymptote is the line where a function does not have any values on a certain axis.

Related Commands

I am working on this game I will post the part of the code that I have finished. If anyone can figure out how to add a score please feel free to edit!

Program:SCAVENGER1
:Output(4,4,"LOADING..."
:Fill(0,[A]
:ClrHome
:Disp "DIFFICULTY?"
:Pause
:Menu("CHOOSE","EASY",1,"NORMAL",2,"HARD",3)
:Lbl 1
:ClrHome
:Lbl W
:4->U
:8->V
:Repeat Z=21
:getKey->Z
:If Ans
:Output(U,V," "
:min(8,max(1,U+randInt(-5,5)))->U
:min(16,max(1,V+randInt(-5,5)))->V
:Output(U,Ans,"X"
:5->A
:9->B
:Repeat K=21
:getKey->K
:If Ans
:Output(A,B," "
:min(8,max(1,A+sum(ΔList(Ans={25,34->A 
:min(16,max(1,B+sum(ΔList(K={24,26->B
:Output(A,Ans,"O"
:End
:End
:Goto W
:Lbl 2
:prgmSCAVENGER2
:Lbl 3
:prgmSCAVENGER3

Now we need to program SCAVENGER2

:ClrHome

Now Finally…SCAVENGER3!

insert the code here

I am currently working on this program. Check back in later. I will add in the part of the code that I finished. I'm having trouble making the "X" move while the two random targets move so feel free to edit if you figured out how to get it to work.

:ClrHome
:4->U
:8->V
:Repeat K=21
:getKey->K
:If Ans
:Output(u,V," "
:min(8,max(1,U+sum(List(Ans={25,34->U //Find the "List" with the triangle before it in the catalog. Same thing with the next line.
:min(16,V+sum(List(K={24,26->V
:1->A
:1->B
:8->C
:16->D
:Repeat getKey or (A=C and B=D)
:Output(A,B," "
:Output(C,D," "
:min(8,max(1,A+randInt(-1,1)))->A
:min(16,max(1,B+randInt(-1,1)))->B
:min(8,max(1,C+randInt(-1,1)))->C
:min16,max(1,D+randInt(-1,1)))->D
:Output(A,B,"O"
:Output(C,D,"Q"
:End

…that TI 84+CSE and CE calculators have ten high-resolution image slots that can be used as backgrounds for graphing?

Instructions

First, write the name and model of your calculator in the table below, then use this code with an empty line in the "test code here" space to measure your loop overhead.

Add the number of iterations you used to the "iterations" column, and [time taken]/[iterations] to the "average" column. Then subtract your loop overhead from the result and list it in the "time" column.

FnOff
PlotsOff
0→Xmin
94→Xmax
-62→Ymin
0→Ymax
DispGraph //if it is a graphing command
startTmr→θ
Repeat checkTmr(θ
End
For(𝑛,1,[iterations])    //sequence variable 𝑛; note the closing parenthesis.
  //test code here
End
checkTmr(θ+1

Math Commands

Home Screen Commands

Command Iterations Average (ms) Loop overhead (ms) Time (ms) Username
ClrHome 1000 29 1.2 28 kgmstwo
Disp " 1000 51 1.2 50 kgmstwo
Output(1,1," 10000 3.8 1.2 2.6 kgmstwo
Output(1,1,"A 10000 4.4 1.2 3.2 kgmstwo
Output(1,1,"AB 10000 5.0 1.2 3.8 kgmstwo
Output(1,1,"ABC 10000 5.6 1.2 4.4 kgmstwo
ClrHome 1000 27 .68 26 kgmstwo

Graphics Commands

Command Iterations Average (ms) Loop overhead (ms) Time (ms) Username
Pxl-On(0,0 10000 2.9 1.2 1.7 kgmstwo
Pxl-Off(0,0 10000 2.9 1.2 1.7 kgmstwo
Pxl-Change(0,0 10000 2.9 1.2 1.7 kgmstwo
Horizontal -5 1000 36 1.2 35 kgmstwo
Horizontal -5 1000 35 .68 34 kgmstwo
Vertical 5 1000 25 1.2 24 kgmstwo
ClrDraw 1000 101 1.2 100 kgmstwo
StoPic Pic1 10000 4.7 1.2 3.5 kgmstwo
StoPic Pic1 10000 4.2 .68 3.5 kgmstwo
RclPic Pic1 1000 28 1.2 27 kgmstwo
Pt-On(10,-10 10000 4.1 1.2 2.9 kgmstwo
Pt-On(10,-10 10000 4.5 1.2 3.3 kgmstwo
Pt-On(10,-10 10000 4.0 .68 3.3 kgmstwo
:ZStandard:84→Xmin:72→Ymax:ZInteger 100 220 .68 220 kgmstwo
0->Xmin:1->DeltaX:0->Ymin:1->DeltaY 1000 14 .68 13 kgmstwo
0->Xmin:94->Xmax:-63->Ymin:0->Ymax 1000 18 .68 17 kgmstwo
Line(5,0,5,-62 1000 27 .68 26 kgmstwo
Line(5,0,5,-62,0 1000 27 .68 26 kgmstwo
Line(0,-5,94,-5 1000 37 .68 36 kgmstwo
Line(0,-5,94,-5,0 1000 37 .68 36 kgmstwo
Line(10,-10,10,-10 10000 7.2 .68 6.5 kgmstwo
Line(10,-10,10,-10,0 10000 7.4 .68 6.7 kgmstwo

note: multiple commands always on their own line.

Loop Overheads

Command Average (ms) Username
For(n,1,100000) .83 kgmstwo
For(n,1,100000 .69 kgmstwo

Calculators Used

Username Model OS version
kgmstwo 84+SE 2.43
lirtosiast 84+ 2.55MP
backgroundOff.png

Command Summary

Turns off the graph Background, setting it back to the default white color.

Command Syntax

BackgroundOff

Menu Location

[2ND][PRGM][LEFT ARROW][2]

Calculator Compatibility

TI-84+CE/CSE

Token Size

2 bytes

The BackgroundOff command has only one purpose: turn the background off. Run the command on its own line in a program with no other characters or arguments.

:BackgroundOn BLUE //Makes background blue
:BackgroundOff //Makes background white again

Optimization

BackgroundOff does essentially the same thing as turning the background on to the color white, as shown below.

:BackgroundOn WHITE
can be
:BackgroundOff

Related Commands

Let's review the commands you have learned concerning mathematical operations. Highlight the area next to the word Answer to reveal the answer. If there are certain topics you don't feel confident in yet, don't worry. Just go back to the appropriate page and review.

1. True or False: Subtraction is the same as adding a negative number.

Answer: True. 5 - 2 = 5 + -2

2. Which of the following expressions are equivalent?

  1. abs(-5)
  2. -30 / 6
  3. int(-5.5)
  4. 51
  5. 30 / 5

Answer: Choices 1 and 4, which both equal 5.

3. True or False: The complex number i squared is equal to one.

Answer: False. i2 = -1

4. Evaluate the following expression. Remember the Order of Operations.

(1)
\begin{equation} 24 / 4 + 2 * (9 - √9) / 3 \end{equation}

Answer: The answer is 10. Remember PEMDAS

5. Which of the following commands will calculate the number of possible 3-digit number lock codes? The code can use the numbers 0 - 30 and order does matter.

  1. 3 nPr 30
  2. 30 nCr 3
  3. 3 nCr 31
  4. 31 nPr 3

Answer: Choice 4. Order matters, making the code a permutation. The length of the code, or r, is 3 digits, and the number of possible digits. or n, is 31, because we can use all numbers from 1 to 30 as well as 0.

6. True or False: The default base of log(n) is 10.

Answer: True. To get a different base, use the logBASE function or the formula: log(x)/log(b) = logb(x)

7. Which of the following trigonometric identities is correct?

  1. cos(x) - sin(x) = tan(x)
  2. tan(x) + cos(x) = sin(x)
  3. sin(x) / cos(x) = tan(x)
  4. sin(x) * tan(x) = cos(x)

Answer: Choice 3.

8. The max() command can be used as a space-saving substitute for which kind of logical operator?

Answer: The operator OR. The min() command can be used as a substitute for AND statements.

<< 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 pre-existing set of vocab, along with a sentence structure, if you want. You can also reset your vocab list and sentence structure list. Please see the README for more info :)'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:customphrasegen/CustomPhraseGen.zip'
image: 'archiveimage:002436/002436.gif'
fileSize: '2583'
fileSizeUnit: '1'
dateMade: '1436245200'

.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Noncommercial-No Derivative Works 2.5 License.