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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'

author: 'Conor O''Brien'
version: v.1.0
summary: 'Guess a number from 1 to 8!'
description: "Guess a number from 1 to 8! This program takes a keyed-in input from the user.\n\nINSTRUCTIONS\n===========\nUse the left and right arrow keys to navigate between the numbers; once the asterisk is beneath the user's choice, they may press [ENTER] to select said number. They may choose to select the same number multiple times.\n\nOTHER INFO\n=========\nUses 880 RAM. Uses variables D,A,U,L,R,T,G, and Str5"
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:guess-1/GUESS.zip'
image: null
fileSize: '942'
fileSizeUnit: '1'
dateMade: ''

author: 12Me21
version: '2.0'
summary: 'It''s snake. In spaaceee!'
description: "Use the up/down arrows to move up and down, and go through the = signs (asteroids) to get points (you get a point when the 2 pixels above and below you are both on)\n\n(sorry about the crappy animation, jsTIfied's animated screenshot tool is glitchy. The real game looks much better (though it's more blurry))\n\nIt is short enough to type into your calculator:\n\n[[code]]\nprgmSPCESNKE\n:0->I%\n:ClrDraw\n:Repeat pxl-Test(31,47\n:Pxl-On(31,47\n:Text(randInt(0,57),91,\"=\n:I%+pxl-Test(30,47)pxl-Test(32,47->I%\n:getKey\n:If Ans=25\n:Asm(prgmDOWN\n:If Ans=34\n:Asm(prgmUP\n:Text(0,1,I%\n:Asm(prgmLEFT\n:End\n:Text(0,0,\" (10 spaces)\n:If I%>ZnMax\n:I%->ZnMax\n:For(X,1,9\n:Asm(prgmFLASH\n:End\n:Text(51,0,\" SCORE: \",I%\n:Text(57,0,\" HIGHSCORE: \",ZnMax\n:Pause :ClrHome\n\nprgmUP\n:AsmPrgm214C9311409301F402EDB0EB010C00EF304CEF6A48C9\n\nprgmDOWN\n:AsmPrgm213396113F9601F402EDB823010C00EF304CEF6A48C9\n\nprgmLEFT\n:AsmPrgm213F960E40060CB7CB162B10FB0D20F5EF6A48C9\n\nprgmFLASH\n:AsmPrgm210000115F3FEF5F4DC9\n[[/code]]\n\nAlso, it doesn't use any variables! (except for keeping track of the score)"
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:scgm/SCGM.8xg'
image: 'archiveimage:scr/scr.gif'
fileSize: '950'
fileSizeUnit: '1'
dateMade: '1433736000'

:"_OO3_OO_O3_O_2O_2O->Str1
:"_->Str2
:For(F,1,length(Str1
:sub(Str1,F,1->Str3
:If inString("123456789",Str3
:Then
:For(G,1,expr(Str3
:Str2+sub(Str1,F+1,1->Str2
:End
:Else
:Str2+Str3->Str2
:End
:End

You can use a technique known as Run-length encoding (RLE) to compress a string. In the example above, this is done by placing a number in front of the consecutive repeated tokens. Str1 is the compressed string, and Str2 is the decompressed string. In Str2, the "2O" in Str1 becomes "OOO", and "3_" becomes "".

Related Routines

author: 'Steven Luiten'
version: v0.9.8c.076
summary: 'Based on the game Pokemon Red.'
description: "The game is operated with the buttons 2ND, ALPHA, ENTER and the arrow keys. WARNING: Do not press ON.\nIt is recommended to delete the variables List 1~6 and String 1~5 and archive any programs you may have."
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '1'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: dd
download: 'archivefile:p53-v0-9-8c-076-4/P53-v0-9-8c-076.rar'
image: 'archiveimage:p53-preview/P53-Preview.gif'
fileSize: '6500'
fileSizeUnit: '1'
dateMade: '1430690400'

author: 12Me21
version: '2'
summary: '2D building/mining game'
description: "This is basically the same as TI-CRAFT, but I changed the name because there's no crafting involved, and I think someone else is already using the name.\nControls:\nleft and right arrows: move\nup: jump\nDel and Stat: \"climb\" up/down (move 2 pixels, even if there is 1 in the way)\nVars and Clear: move sideways 2 pixels. (Going through a door)\nNumbers: remove/place blocks\n2ND: Menu\n\nMenu:\nLOAD: Recallpic 8\nNEW: Generate new world\nSave: Storepic 8\nExit: Exit\nResume: Resume (can also load worlds from the graph screen I think)\n\nCompatible with Doors CS (it cost me 72 extra bytes for that 16x16 icon!)\n\nShould work with all calculators, tested on TI-nspire w/ 84+SE keypad.\n\n\n"
arcade: '0'
graphics: '0'
platform: '1'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:mineti2-1/MINETI2.8xp'
image: 'archiveimage:picz/PICZ.BMP'
fileSize: '531'
fileSizeUnit: '1'
dateMade: '1432094400'

This page is dedicated to showcase small snippets of code that may be useful. These small routines are designed to accomplish tasks involving mathematics. Unless specified, output is in Ans.


Primality of Positive Integerjonbush; lirtosiast

This routine works for 3≤X<106 and returns 0 if X is composite, and 1 if X is prime.
If used in an If statement or place where the true value does not matter, you can remove the 0≠.

min(remainder(X,seq(A,A,2,1+√(X
This code can be modified to be faster if X is already known to be odd.
min(remainder(X,seq(A,A,3,1+√(X),2
The following code is faster for large or even X, and works for all 0≤X<3.99*106.
min(X={2,3,5
If X≥7 and fPart(.5X
min(remainder(X,3+2cumSum(not(binompdf(int(.5√(X)),0

Euler's Totient Function Φ(n)kg583

This routine calculates the value of Euler's Totient Function for any integer X>3.

2+sum(seq(gcd(X,A)=1,A,2,X-2

Number of Factorskg583

This routine calculates the number of factors for any integer X>2. A factor is any integer can divide X with no remainder (including 1 and X).

2+Xmean(seq(not(remainder(X,A),A,2,X-2

This page is dedicated to showcase small snippets of code may be useful. These small routines are designed to accomplish tasks involving lists, matrices, and their attributes. Unless specified, output is in Ans.

Index of Maximum List Element – jonbush

This line finds the index of first occurrence of a specific value in a list.
The list to be searched is in Ans at the beginning.

:1+sum(not(cumSum(Ans=max(Ans

This can also be used to find the index of the minimum or of any other value in place of max(Ans

Number of Elements Less than X – kg583

This line counts the number of elements in a list less than some number X.
The list to be searched is in Ans.

:sum(0<Ans-X

Replace < with > to return the number of elements greater than X, for numbers less than or equal to X and for numbers greater than or equal to X.

Shuffle a list

This routine is the fastest way to shuffle a list. L₁ is the list to be shuffled and L₂ is a temporary list used to do the shuffling. Make sure to clean up L₂ after your program.

:rand(dim(L₁->L₂
:SortA(L₂,L₁

Reverse a list – Xeda Elnara

This routine is the smallest way to reverse a list. L₁ is reversed without affecting Ans.

:dim(L₁
:seq(L₁(Ans-K),K,0,Ans-1

Remove list element – jonbush

This routine is the smallest way to remove a single element from a list. The position of the element to be removed from L₁ is in Ans, and the result is a list with that element removed.

:seq(L₁(A+(A≥Ans)),A,1,dim(L₁)-1

Enter List using Input - Trenly

This routine is a way to allow a list to be entered using the Input command. The values to store in the list should be a comma separated string of numbers e.g "1,2,3"

:Input Str1
:expr("{"+Str1→L₁

Nth Occurrence of Element — kg583

This routine will find the index of the Nth occurrence of an element X in a list. If it does not exist, the output will be dim(Ans)+1

:1+Σ(sum(not(cumSum(Ans=X)-K)),K,0,N-1

Partial Probability - Timothy Foster

This routine takes a single list in Ans, and randomly selects an element according to the bin sizes in the list. As an example, if the input is {4,11,2,3,0} there is a 4/20 chance that Bin 1 is chosen, an 11/20 chance for bin 2, 2/20 for bin 3, a 3/20 chance for bin 4, and a 0/20 chance for bin 5.

1+sum(cumSum(Ans)<randsum(Ans

This page is dedicated to showcasing small snippets of code that may be useful. These small routines are designed to accomplish tasks involving numbers and their attributes. Unless specified, the output is in Ans.


Rounding - lirtosiast, Trenly

The int( command always rounds towards -∞, and iPart( rounds towards 0. Here are the other two directions:

-int(-X                   //rounds towards +∞
iPart(X+not(not(fPart(X   //rounds away from 0

For natural rounding, where a number rounds up if the decimal part is greater than one half and down otherwise, use this:

iPart(X+(fPart(X)≥.5

To round towards the nearest N or multiple of N, the code would be:

X/N->X
NiPart(X+(fPart(X)≥.5

Number ConcatenationDarkerLine

Returns the number formed by concatenating positive integers M and N.

N+M10^(1+int(log(N

Number of Digits in Nonzero Integer

If X is always positive, remove the "abs(".

1+int(log(abs(X

Number of Digits in Decimal NumberWeregoose, lirtosiast

not(X)+sum(0 or fPart(abs(X10^(cumSum(binomcdf(13,0))-2-int(log(abs(X+not(X

Sum of Digits of IntegerDarkerLine, lirtosiast

If X is always nonnegative, remove the "abs(".

sum(int(10fPart(abs(X10^(-cumSum(binomcdf(13,0

Sum of Digits of Decimal NumberDarkerLine, lirtosiast

If X is always nonnegative, remove both "abs(". If nonzero, remove the "+not(X".

sum(int(10fPart(abs(X10^(cumSum(binomcdf(13,0))-2-int(log(abs(X+not(X

Fraction SimplifierBattlesquid

Simplifies fractions where A is the numerator and B is the denominator.

With Disp

"A/B▶Frac"→Str1
Disp expr(Str1

With Output(

"A/B▶Frac"→Str1
Output(1,1,expr(Str1

Alternatively, there is Xeda Elnara's method, but an abs command would have to be used to ensure that there is not a negative input.

gcd(A,B→C
A/C→A
B/C→B

The finance variables (N,I%,PV,PMT,FV,P/Y,C/Y), window variables (ZXscl, ZYscl, Xscl, Yscl, u(nMin), v(nMin), u(n-1), v(n-1), Zu(nMin), v(nMin), Xmin, Xmax, Ymin, Ymax, Tmin, Tmax, θmin, θmax, ZXmin, ZXmax, ZYmin, ZYmax, Zθmin, Zθmax, ZTmin, ZTmax, TblStart, PlotStart, ZPlotStart, nMax, ZnMax, nMin, ZnMin, ΔTbl, Tstep, θstep, ZTstep, Zθstep, ΔX, ΔY, XFact, YFact, TblInput, w(nMin), Zw(nMin), PlotStep, ZPlotStep, Xres, ZXres), and the sequence variable n are much faster than real variables and Ans (but slower than immediate constants) to access, but take up more space, being two byte tokens instead of one byte real variables. They are harder to type and can make code look confusing, so it is better to write your program using normal variables, and then switch to the faster ones when you're done. Do NOT use C/Y if you are using P/Y, because if you set the value of P/Y, the calculator changes C/Y to the same number. Also do not use any of the X- or Y- window variables, because that will alter the graph screen.

Use n, window variables, or finance variables when speed is important, because they take about 8000 fewer CPU cycles to access or store to, or about 0.5 ms on a TI-84 series calculator and 1.3 ms on a TI-83 or 83+. After thousands of times accessing the variable, the time can add up.

Code used in testing:

[number]→[var]
For(X,1,ᴇ4
[var]
End

Results (seconds):
Code 83+ 84+ 84+ CSE
0→A 67 25 **
0→N 55 20 **
1→A 67 30 **
1→N 55 25 **

Results of other test (seconds)

Code TI-84+ SE
1→X 0.0049
N→X 0.005
n→X 0.005
Xmin→X 0.0051
Ans→X 0.0054
N→X 0.0055
[A](1,1→X 0.0083
L₁(1→X 0.0142

Routine Summary

Converts a string to lower/upper case.

Inputs

Str1 - The string to convert
A - The case to convert to: 0 for lower, 1 for upper

Outputs

Ans or Str1- The converted string

Variables Used

Str1, Str2, A, B, N

Calculator Compatibility

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

Authors

Electromagnet8

URL: Cemetech

" "+Str1+" →Str1 
length(Ans→B 
"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz→Str2 
For(N,2,B 
inString(sub(Str2,1+A26,26),sub(Str1,N,1 
If Ans 
sub(Str1,1,N-1)+sub(Str2,Ans+not(A)26,1)+sub(Str1,N+1,B-N→Str1 
End 
sub(Str1,2,B-2→Str1

We pad the string with spaces to prevent a domain error.

With our string stored in Str1, we loop through each character in order.

To convert to lowercase, we search for the uppercase characters in Str2.
To convert to uppercase, we search for the lowercase characters in Str2.

If it finds the other case character, we replace that character with the other case character. Otherwise, we skip the code to replace.

Example use:

"helLO wOrld"
converted to lowercase is
"hello world"

"H^:'[]{}/ello* world"
converted to uppercase is
"H^:'[]{}/ELLO* WORLD"

…There is no dyk 28
..oh wait now there is…

…There is no dyk 28
..oh wait now there is…


Routine Summary

Converts a decimal into a fraction

Inputs

Ans - Decimal input

Outputs

Ans - Numerator (1), Denominator (2)

Variables Used

A, B, Ans

Calculator Compatibility

TI-83/84/+/SE

Author

12Me21

:Ans→A:1→B
:While fPart(A
:10A→A:10B→B
:End
:{A,B}/gcd(abs(A),B

It starts by setting up a fraction with the input as the numerator and 1 as the denominator. After that, it multiplies both by 10 until the numerator is an integer, and then simplifies the fraction.

Error Conditions

  • ERR:DATA TYPE is thrown if Ans is an imaginary or complex number
  • ERR:DOMAIN is thrown if Ans has more than 11 digits after the decimal.

Related Routines

Routine Summary

Returns the index number of an element searched for within a list

Inputs

X - Element that it's finding
L₁ - List that's being searched

Outputs

Ans - Index number of element searched.

Variables Used

{$variable}

Calculator Compatibility

TI-83/84/+/SE/CSE

Author

RogueBantha

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

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

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

Error Conditions

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

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

BackgroundOn.png

Command Summary

Used to display a background image on the graphscreen

Command Syntax

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

Menu Location

Press

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

Calculator Compatibility

TI-84+CSE and TI-84+CE

Token Size

2 bytes

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

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

:BackgroundOn Image1
is the same as
:BackgroundOn 1

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

:15→B
:BackgroundOn B+3

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

:BackgroundOn 12

Error Conditions

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

Related Commands

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

TextColor(-2.png

Command Summary

Defines the color of the text

Command Syntax

TextColor(color
TextColor(number

Menu Location

Press:

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

Calculator Compatibility

TI-84+CSE and TI-84+CE

Token Size

2 bytes

The TextColor( token is used to set the color for Text(. Although the default color is Blue, the calculator saves the color until it is changed again using TextColor( or when a memory reset occurs. When a memory reset occurs, the text color is reset back to blue.

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

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

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

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

Background Colors

When the calculator displays text on the graphscreen, it displays it on top of a predetermined background color. This background color is white for all colors of text, except for yellow, white, and light gray (LTGRAY), which have a background color of medium gray (MEDGRAY). If you want to display text in your game without the annoying text-background, you need to have the graphscreen background be white or medium gray so the text-background doesn't show. The only known alternative is to use Pxl-On to draw the text manually, so how you work around this issue depends almost entirely on how lazy you are. You can see how this works by looking at the image in the Command Summary sidebar.

Error Conditions

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

Related Commands

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

author: Trenly
version: 3.0!
summary: 'A multi-function chemistry and physics program. Perfect for an IB or college student.'
description: "A multi-function chemistry and physics program. Perfect for an IB or college student.\n\nVersion Info:\n\nChemistry Updates:\n-Menus: The menus have been combined and rearranged a little bit to work with other areas of update\n-Conversions: Combined all menus since conversions are now intuitive. Select which two you want to convert between and it will work either way! Simply put in a 0 [Zero] for the unit you want to find! It will also take you back to the input screen in the case of an invalid input!\n-All other formulas in the chemistry section are error checking and some are intuitive also.\n\nPhysics Updates:\n-Menus: Menus have been combined\n-Conversions are now intuitive\n\nGeneral Updates:\n-Massive Size Redution! Removed over 3k bytes of code, and added speed but yet keeping function.\n-No more dependencies! Did away with those programs it had been dependant upon since 2.0. This means an increase of speed!\n-Faster! Updated formulas and used new techniques for display to make it faster overall.\n\nThere may be new bugs, but if you find any, please let me know at moc.liamg|cmylnert#moc.liamg|cmylnert\n\nNext update: Optics and Waves, Angular Motion (Possibly), Nuclear Physics, and some things you suggest!\n"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
download: 'archivefile:sciences-1/SCIENCES.8xp'
image: null
fileSize: '4746'
fileSizeUnit: '1'
dateMade: '1363244400'

author: 'kaleb5005131 with help from members of ti-bd,cemetech,and other sites'
version: ''
summary: 'A program with many geometry functions.'
description: 'A must have for a geometry student!'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
download: 'archivefile:geometry/GEOMETRY.8xp'
image: null
fileSize: '4934'
fileSizeUnit: '1'
dateMade: '1428390000'

author: Michael2_3B
version: '1.0'
summary: 'An Avalanche spinoff.'
description: "This is one of my most basic games, however it is still kind of addicting :P You must collect the falling \"+\" signs and avoid the falling \"-\" signs. Failure to do so will result in Game Over. Highscore included.\n\nCONTROLS: Left and Right Arrow keys to move, CLEAR to quit at any time."
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:baplus-1/BAPLUS.8xp'
image: 'archiveimage:1426271213-1/1426271213.gif'
fileSize: '447'
fileSizeUnit: '1'
dateMade: '1426222800'

author: IndigoWare
version: '1.0'
summary: 'Recite the digits of pi (π). How far can you go?'
description: "Pi (π) is well known for its utility in all things circles (C=2πr, A=πr²). Pi is also known for being an irrational number, a number that goes on forever. This program won't help you memorize this number in its entirety, but it will help you remember the first 126!\n\n= OBJECTIVE\nFill the screen with the first 126 digits of pi, one digit at a time! Mistakes will set you back a little, but you'll also learn the next few digits. Don't give up!\n\n= CONTROLS\nNumber Keys 0-9: Type a number\nEnter: Continue after getting a digit wrong; proceed once you've completed all 126 digits\nClear: Exit the game. Progress is never saved.\n\n= TROUBLESHOOTING / RESTRICTIONS\nThis program currently uses the remainder() command, which is available on only operating systems past 2.53 MP. I'll remove this restriction in a future update.\nIf the program still doesn't work, try unarchiving any real variables or clearing a little space on your calculator.\n\n= MISCELLANEOUS\nThanks for checking out this program and reading this through! As a small thank-you gift, store pi to the variable X (π→X) before running CrisPI. You'll get a handy reference for the first 126 digits of pi.\n\n= LAST WORDS\nThis is my first program, so please feel free to comment on the program itself or on this page about anything I might have missed, programming tips, etc. Thank you!\n — IndigoWare"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: ee
download: 'archivefile:crispi-1/CRISPI.8xp'
image: 'archiveimage:bmpcrispi-1/bmpCRISPI.BMP'
fileSize: '828'
fileSizeUnit: '1'
dateMade: '1425960000'

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

author: 'Josiah W.'
version: '1.0'
summary: 'The insanely addicting Cookie Clicker game that took the internet by storm has now made its way to the calculator in this must-have port! Complete with a mouse cursor, grayscale graphics, a news ticker, and much more, Cookie Clicker Axe is one of the best Cookie Clicker clones you''ll see on your calculator! Made using Axe Parser 1.2.2.'
description: 'The insanely addicting Cookie Clicker game that took the internet by storm has now made its way to the calculator in this must-have port! Complete with a mouse cursor, grayscale graphics, a news ticker, and much more, Cookie Clicker Axe is one of the best Cookie Clicker clones you''ll see on your calculator! Made using Axe Parser 1.2.2.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:cookieclickeraxe/CookieClickerAxe.zip'
image: 'archiveimage:cookieclickerscreenie/CookieClickerScreenie.png'
fileSize: '16'
fileSizeUnit: '2'
dateMade: '1423288800'

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

author: 'Robert Black'
version: '0.9'
summary: 'Five Nights at Freddy''s clone!'
description: "Moderators, please delete this page. It was a beautiful piece of coding, but it was deleted by a friend who got into the nasty habit of clearing the memory whenever he wanted to clear the screen.\n\nIt pretty depressing."
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:readme-12/README.txt'
image: null
fileSize: '5680'
fileSizeUnit: '1'
dateMade: '1420700400'

author: Roug3
version: '1.0'
summary: 'Simple game using variables galore.'
description: "My first real game. Featuring a hit detection bug and occasional domain error. Any help with fixing those is greatly appreciated. Change system (CH) being implemented but not currently working. Any constructive criticism is welcome.\nThanks,\nRoug3"
arcade: '1'
graphics: '1'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: dd
download: 'archivefile:mov/MOV.8xp'
image: null
fileSize: '619'
fileSizeUnit: '1'
dateMade: '1418716800'

author: 12Me21
version: '1'
summary: 'Randomly changes the results of calculations'
description: "Put this on someone else's calculator\nWhen they try to do a math problem, if the answer would be an integer, it randomly changes it to another integer, and if the answer wouldn't be an integer, it changes it to a random number.\nI would also suggest editing their other programs and changing \"Stop\" to whatever you named this program (if you want to be extra evil)\nI actually did this to someone… I'm so mean.\n\nCode: (download is useless because they might get suspicious if their calc. stopped working after you plugged it into your computer.)\n\nWhile 1\nInput \"\",θ\nIf θ=Int(θ\nThen\nDisp θ+RandInt(-θ,θ\nElse\nDisp θ+Rand(-θ,θ\nEnd\nEnd\n\n"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
download: 'archivefile:me22-1/me22.png'
image: null
fileSize: '64'
fileSizeUnit: '1'
dateMade: '1417669200'

author: 'Matthias Vandersanden'
version: '1.0'
summary: 'Horner''s method is a algorithm to divide a polynom by (x-a) ( From wikipedia:[In mathematics, Horner''s method is either of two things: (i) an algorithm for calculating polynomials, which consists of transforming the monomial form into a computationally efficient form;[2] or (ii) a method for approximating the roots of a polynomial. The latter is also known as Ruffini–Horner''s method.])'
description: 'A simple graphical program to use Horner''s method. There may be some bugs. Coefficients and a''s are inputted in this form => a,b,c,d,e…. max 7 coefficients.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
download: 'archivefile:horner-1/HORNER.8xg'
image: 'archiveimage:screen02-1/SCREEN02.BMP'
fileSize: '933'
fileSizeUnit: '1'
dateMade: '1417388400'

author: 12Me21
version: '8.1'
summary: 'Fast 2D Minecraft-ish game.'
description: "I wanted to make a game that would be fast enough to be fun to play, and I mostly succeeded.\n\nFeatures:\nSaving/Loading levels \nGravity\nMovement\nPlacing/Removing Blocks\nPlayer Location Saves\nRandomly Generated Terrain\nSeed Input\nNEW:\nTerrain Generator Customization\nHelp Menu\n\n\nControls:\nArrow keys: Move left/right and jump\nDEL: Climb up (move 2 pixels up)\nSTAT: Climb down (move 2 pixels down)\n1,2,3,4,6,7,8,9: Place/Remove \"Blocks\" (ex: 8 places/removes the block directly above the player.)\nSTO->: Pause Menu\nON: Quit without saving\n\nNotes:\nPlayer coordinates are saved in List \"TC\"\nIf you fall off the screen, the game will crash.\nYou can fly by holding the up button or by tapping the up and DEL buttons.\nTrying to load files that don't exist will cause the game to crash (Duh)\n\n\n"
arcade: '0'
graphics: '0'
platform: '1'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:ticraft/TICRAFT.8xp'
image: null
fileSize: '1191'
fileSizeUnit: '1'
dateMade: '1417150800'

heading level 1

Heading1

cpp code block
copy1.gif

author: 'Denis M'
version: '2.0'
summary: 'This program converts between the base 2, base 10 and base 16 numeral systems. [UPDATE: REDUCED IN SIZE (A LOT)]'
description: 'This program converts between the base 2, base 10 and base 16 numeral systems, A.K.A. binary, decimal and hexadecimal. Written in pure TI-Basic. That''s all it does. Have fun with it!'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
download: 'archivefile:bdhcnvrt-v2/BDHCNVRT-V2.zip'
image: 'archiveimage:bdhcnvrt-2/BDHCNVRT.gif'
fileSize: '1286'
fileSizeUnit: '1'
dateMade: '1414796400'

Oct 10 Silver Phantom was made a site moderator due to his commitment and dedication to the forum.
Oct 10 Toothless the Dragon was made a site moderator due to his commitment and dedication to the forum.

Routine Summary

Converts a String into a List

Inputs

Str1

Outputs

L₁

Variables Used

A,B, Str0, Str1, L₁

Calculator Compatibility

TI-83/84/+/SE

Author

Toothless the Dragon

" ABCDEFGHIJKLMNOPQRSTUVWXYZ->Str0
DelVar L1
int(length(Str1)/7->dim(L1
For(A,0,dim(L1
0
For(B,1,min(7,length(Str1)-7A
Ans+.1^(2B)inString(Str0,sub(Str1,B+7A,1
End
Ans->L1(A+1
End
"

This code was made as an alternative to the string-to-list code. it works in conjunction with the list to string alternative.

Related Routines

Routine Summary

Converts a List into a String

Inputs

L₁

Outputs

Str1

Variables Used

A, B, C, Str0, Str1, L1

Calculator Compatibility

TI-83/84/+/SE

Author

Toothless the Dragon

" ABCDEFGHIJKLMNOPQRSTUVWXYZ->Str0
" ->Str1
For(A,1,dim(L₁
L₁(A->B
For(C,1,7
Str3+sub(Str0,int(100B),1->Str1
fPart(100B->B
If not(int(100Ans
8->C
End
End
sub(Str1,2,length(Str1)-1->Str1
"

This code was made as an alternative to the previously existing list-to-string code.

Related Routines

author: N/A
version: N/A
summary: 'Chemistry and Physics Program'
description: 'THIS PROGRAM HAS MOVED! It may now be found Here'
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:chem/Chem.txt'
image: null
fileSize: '2318'
fileSizeUnit: '1'
dateMade: ''

author: 'Robert Black'
version: '0.1'
summary: '2-dimensional Minecraft!'
description: "I've finished!\n2-dimensional Minecraft on a calculator!\nPress arrow keys to move, press 4,2,6, and 8 to move your selector thing around (the thing you use to place and destroy blocks), Mode to switch between place and destroy modes.\nThere is gravity, but you have infinite blocks. This program is not slow like most of my other ones.\nThis program doesn't include blocks that have any function, but I will add it as soon as I remove the letter graphics.\nCan someone show me how to convert this program from the Home Screen to the graph? I know a way, but it takes over 5 minutes for the program to redraw the screen.\nIf you have played this, please comment, I want to see how many people have used this.\n\n[[code]]\n:[[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0][0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0][0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0][0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0][0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0][0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0][0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0][1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]]→[A]\n:5→X\n:1→Y\n:5→L\n:1→M\n:5→A\n:5→B\n:5→N\n:5→O\n:1→P\n:1→H\n:1→R\n:While 1\n:getKey→K\n:X-(K=24 and [A](Y,X-1)=0)+(K=26 and [A](Y,X+1)=0)→X\n:If K=25 and not([A](Y+1,X) = 0)\n:Then\n:For(W,1,3\n:If Y>1\n:Then\n:If [A](Y,X)=0\n:Y-1→Y\n:End\n:End\n:End\n:If Y<8 and [A](Y+1,X)=0\n:Y+1→Y\n:If K=22\n:Then\n:If P=1\n:Then\n:0→P\n:Else\n:1→P\n:End\n:End\n:If K=83\n:Then\n:If P=0\n:Then\n:0→[A](B,A\n:Output(B,A,\" \"\n:End\n:If P=1\n:Then\n:H→[A](B,A //Sorry for the earlier mistake, fixed now\n:Output(B,A,H\n:End\n:End\n:If R=1\n:Then\n:0→R\n:ClrHome\n:For(V,1,16\n:For(W,1,8\n:If not([A](W,V)=0)\n:Output(W,V,[A](W,V\n:End\n:End\n:End\n:If [A](M,L)=0\n:Then\n:Output(M,L,\" \"\n:Else\n:Output(M,L,[A](M,L\n:End\n:X→L\n:Y→M\n:If [A](O,N)=0\n:Then\n:Output(O,N,\" \"\n:Else\n:Output(O,N,[A](M,L\n:End\n:X→N\n:Y→O\n:If (K=82 and A>1) or (K=84 and A<16) or (K=73 and B>1) or (K=93 and B<8)\n:Then\n:If [A](B,A)=0\n:Then\n:Output(B,A,\" \"\n:Else\n:Output(B,A,[A](B,A\n:End\n:If K=82\n:A-1→A\n:If K=84\n:A+1→A\n:If K=73\n:B-1→B\n:If K=93\n:B+1→B\n:Output(B,A,\"O\n:End\n:Output(Y,X,\"*\n:End\n[[/code]]"
arcade: '1'
graphics: '0'
platform: '1'
puzzle: '0'
rpg: '1'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:readme-11/README.txt'
image: null
fileSize: '0'
fileSizeUnit: '1'
dateMade: '1412136000'

author: 'Robert Black'
version: '1.0'
summary: 'Classic Minesweeper game'
description: "Hello, I'm back.\nThis is a game exactly like Minesweeper.\nPress the arrow keys to move your selector thingy.\nPress Clear when you think you have won.\nPress Enter to chose a space.\n[[code]]\n:{16,16→dim([A] //sorry for the long matrix :) Fixed\n:For(W,1,20\n:1→[A](randInt(1,8),randInt(1,16\n:End\n:ClrHome\n:8→X\n:4→Y\n:While 1\n:getKey→K\n:If not([A](Y,X)=2)\n:Output(Y,X,\" \"\n:X-(K=24 and X>1)+(K=26 and X<16)→X\n:Y-(K=25 and Y>1)+(K=34 and Y<8)→Y\n:Output(Y,X,\"O\n:If K=105 or [A](Y,X)=2\n:Then\n:0→G\n:If X>1\n:Then\n:If [A](Y,X-1)=1\n:G+1→G\n:End\n:If X<16\n:Then\n:If [A](Y,X+1)=1\n:G+1→G\n:End\n:If Y>1\n:Then\n:If [A](Y-1,X-1)=1 //You might have to change Y-1 to Y+1, I can't remember\n:G+1→G\n:End\n:If Y<8\n:Then\n:If [A](Y+1,X-1)=1 //You might have to change Y+1 to Y-1, I can't remember\n:G+1→G\n:End\n:If [A](Y,X)=1\n:Then\n:Pause \"YOU LOSE\n:Output(8,1,9\n:End\n:Output(Y,X,G\n:2→[A](Y,X\n:1→X\n:1→Y\n:0→G\n:End\n:If K=45\n:Then\n0→G\n:For(H,1,16\n:For(I,1,8\n:If [A](I,H)=0\n:1→G\n:End\n:End\n:If G=0\n:Pause \"YOU WIN!\n:Output(8,1,9\n:End\n:End\n:End\n[[/code]]"
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:readme-10/README.txt'
image: null
fileSize: '0'
fileSizeUnit: '1'
dateMade: '1412136000'

quadfact.png

Routine Summary

A program that factors a quadratic using the inspection method.

Inputs

A,B,C

Outputs

L1

Variables Used

A,B,C,P,F,L,N,M,J,O,I,L1

Calculator Compatibility

TI-83/84/+/SE

Author

b2jammer

Download

quadfact.zip

:Prompt A,B,C
:AC→P:A→F:C→L
:1→N:1→M
:If (P<0) or (B<0):Then
:-1→N
:-1→M
:End
:For(J,M,N*abs(P),N)
:J+(J=0)→J
:If fPart(P/J)=0 and (P/J)+J=B:Then
:J→I
:(P/J)→O
:N*abs(P)→J
:End
:End
:{0,0,0,0→L1
:1-2(F<0)
:Ansgcd(abs(F),abs(O→L1(1
:1-2(I<0)
:Ansgcd(abs(I),abs(L→L1(2
:1-2(F<0 xor A<0)
:Ansgcd(abs(F),abs(I→L1(3
:1-2(O<0 xor B<0)
:Ansgcd(abs(O),abs(L→L1(4
:Disp "(AX+B)(CX+D)
:Disp "{A,B,C,D}
:(L1(1)L1(3)=A)
:Ans(L1(1)L1(4)+L1(2)L1(3)=B)
:Ans(L1(2)L1(4)=C)
:AnsL1

A program that takes the coefficients of a quadratic function and factors it using the Factoring by Inspection method, storing the new coefficients to L1.

author: 'Robert Black'
version: '1.0'
summary: 'There are two bridges, you are trying to shoot the other person, you can damage their bridge by shooting it, you can repair it by trying to walk off.'
description: "There are two bridges, you are trying to shoot the other person, you can damage their bridge by shooting it, you can repair it by trying to walk off.\nThe enemy has an insanely smart AI, and this program is so insanely fast you'll never recover, and, for once, I don't need help making it faster!\nIt's faster because the screen doesn't redraw itself.\nI finally created a game more frustrating than flappy bird! >:)\nI WILL FINISH THIS PAGE SOON\n(sorry it is taking so long to finish this, but my friend has the calculator with the coding on it, and he keeps forgetting to bring it to school)\n\n\n:ClrHome\n:Disp \"----\"\n:For(A,1,16\n:Output(8,A,\"-\n:End\n:{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}→⌊1\n:{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}→⌊2\n:3→W\n:0→E\n:13→X\n:16→A\n:8→B\n:16→C\n:1→D\n:While 1\n:getKey→K\n:If X>1\n:Then\n:If K=24\n:Then\n:If ⌊1(X-1)=1\n:Then\n:Output(8,X,\"-\n:X-1→X\n:Else\n:If randInt(1,5) = 5\n:Then\n:Output(8,X,\"-\n:1→⌊1(X-1\n:X-1→X\n:End\n:End\n:End\n:End\n:If X<16\n:Then\n:If ⌊1(X+1)=1\n:Then\n:Output(8,X,\"-\n:X+1→X"
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:readme-8/README.txt'
image: null
fileSize: '0'
fileSizeUnit: '1'
dateMade: '1411358400'

author: ThinkManify
version: v1.0
summary: 'Shows a model of a prism in 3D.'
description: "This program is able to rotate and resize a model, and also change its vertex count.\nIt isn't the fastest - neither is it smooth, but that's kind of a restriction on the calculator's hardware.\nOnly assembly would make ik quicker, although I'm not experienced in that language.\n\nA port can be made to TI-84+ calculators - the only reason it isn't for the non-color calculators is the drawing coordinates;\nTI-84+C calculators have a resolution almost 3 times bigger than the regular TI-84's.\nWith enough notice I'll create such a version.\n\n====CONTROLS====\n[ENTER]: Quit program\n[(] or [)]: Change vertexcount. This is for the top and bottom face only.\n[Arrow keys]: Rotate model.\n[-] or [+]: Change model size."
arcade: '0'
graphics: '1'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: ff
download: 'archivefile:rot3d/Rot3D.zip'
image: 'archiveimage:rot3d/Rot3D.gif'
fileSize: '1202'
fileSizeUnit: '1'
dateMade: '1410904800'

author: 'Robert Black'
version: '1.0'
summary: 'Calculator etch-a-sketch'
description: "Hello, back from my garden.\nI made a simple etch-a-sketch program.\nPress the arrows to move.\nPress Delete to clear screen.\n\n\n:8→X\n:4→Y\n:While 1\n:getKey→K\n:If K=24\n:Then\n:Output(Y,X,\"O\n:X-1→X\n:Output(Y,X,\"*\n:End\n:If K=25\n:Then\n:Output(Y,X,\"O\n:Y-1→Y\n:Output(Y,X,\"*\n:End\n:If K=26\n:Then\n:Output(Y,X,\"O\n:X+1→X\n:Output(Y,X,\"*\n:End\n:If K=34\n:Then\n:Output(Y,X,\"O\n:Y+1→Y\n:Output(Y,X,\"*\n:End\n:End"
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:readme-7/README.txt'
image: null
fileSize: '0'
fileSizeUnit: '1'
dateMade: '1409724000'

author: 'Robert Black'
version: '1.0'
summary: 'Shoot asteroids'
description: "Hi.\nI'm back.\nThis is a really fun but slow game, I would appreciate it if anyone could tell me how to make it faster.\nThe download doesn't work.\nI created this program before I knew how to use For loops, sorry.\nYou are the letter H at the bottom, you press the left and right arrows to move, and the up arrow to shoot.\nYou can only have one bullet on the screen at one time.\nI am working on making it faster.\nThank you.\n\n\n:1→L\n:0→Z\n:8→X\n:0→P\n:{15,2,7,13,5,6,9,11,3,8}→⌊1\n:{1,2,3,4,3,2,1,2,3,2}→⌊2\n:{1,1,1,1,1,1,1,1,1,1}→⌊3\n:{1,1,1,1,1,1,1,1,1,1}→⌊4\n:16→A\n:8→B\n:0→W\n:{0,50,100,200,400}→⌊5\n:0→V\n:While Z=0\n:getKey→K\n:0→W\n:If K=24\n:Then\n:X-1→X\n:End\n:If K=26\n:X+1→X\n:If K=25\n:Then\n:If B=8\n:Then\n:X→A\n:7→B\n:End\n:End\n:0→W\n:While not(W=10)\n:W+1→W\n:If A=⌊1(W) and B=⌊2(W)\n:Then\n:⌊3(W)-1→⌊3(W)\n:16→A\n:8→B\n:If ⌊3(W)=0\n:Then\n:randInt(1,15)→⌊1(W)\n:1→⌊2(W)\n:P+((⌊4(W)*⌊4(W))*10)→P\n:randInt(1,L)→⌊3(W)\n:⌊3(W)→⌊4(W)\n:End\n:End\n:End\n:If X=16\n:Then\n:15→X\n:End\n:If X=0\n:Then\n:1→X\n:End\n:If not(Z=V)\n:Then\n:Disp \"YOU FINISHED\"\n:Disp \"LEVEL\"\n:Pause V\n:Z→V\n:End\n:0→W\n:While not(W=5)\n:W+1→W\n:If P>= ⌊5(W)\n:Then\n:W→L\n:End\n:End\n:0→W\n:While not(W=10)\n:W+1→W\n:If ⌊1(W) = X and ⌊2(W)=8\n:Then\n:If not(L=5)\n:Then\n:While 1\n:Disp P\n:End\n:End\n:End\n:End\n:0→W\n:While not(W=10)\n:W+1→W\n:If ⌊3(W)=1\n:Then\n:Output(⌊2(W),⌊1(W),\"A\n:End\n:If ⌊3(W)=2\n:Then\n:Output(⌊2(W),⌊1(W),\"B\n:End\n:If ⌊3(W)=3\n:Then\n:Output(⌊2(W),⌊1(W),\"C\n:End\n:If ⌊3(W)=4\n:Then\n:Output(⌊2(W),⌊1(W),\"D\n:End\n:If ⌊3(W)=5\n:Then\n:Output(⌊2(W),⌊1(W),\"E\n:End\n:End\n:0→W\n:Output(8,X,\"H\n:Output(B,A,\"O\n:While not(W=10)\n:W+1→W\n:⌊2(W)+1→⌊2(W)\n:End\n:If not(B=8)\n:Then\n:B-1→B\n:End\n:0→W\n:While not(W=10)\n:W+1→W\n:If ⌊2(W)>8\n:Then\n:1→⌊2(W)\n:randInt(1,15)→⌊1(W)\n:randInt(1,L)→⌊3(W)\n:⌊3(W)→⌊4(W)\n:End\n:End\n:If B=1\n:Then\n:16→A\n:8→B\n:End\n:Output(1,1,P\n:End"
arcade: '0'
graphics: '1'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:readme-6/README.txt'
image: null
fileSize: '0'
fileSizeUnit: '1'
dateMade: '1409724000'

author: 'Ramm, Bernd'
version: '1.0'
summary: 'Analyses the german plate load test for soil testing. In german it is called "Lastplattendruckversuch".'
description: "The program consists of three parts (LPlatte, LPlatte1, LPlatte2) and will only work with all parts. The asked inputs are written in german. The results are the deformtionmodule\nEV1 and EV2 and the ratio between the two results."
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
download: 'archivefile:lplatte/LPlatte.zip'
image: null
fileSize: '2372'
fileSizeUnit: '1'
dateMade: ''

author: 123outerme
version: '1.3'
summary: 'An Adventure game with RPG and Puzzle elements. Collect the ten Ancient Uvutian artifacts and save the world from the mischevious group, the Terrors! This game can run from the TI-83+ to the TI-84+CSE. Enjoy it on all platforms!'
description: 'A dungeon crawler RPG with action and puzzle elements. As an unarmed, regular civilian, go on an epic quest to defeat a mischievous group called the Terrors and bring peace back to the world. This game is fully compatible with non-color and color calculators; you can use the same game files for both the +C and non-color calcs.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '1'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:sourceseekers1-3/SourceSeekers1-3.zip'
image: 'archiveimage:screenshot/screenshot.gif'
fileSize: '10695'
fileSizeUnit: '1'
dateMade: '1407038400'

|author=TDecker

|size=690 bytes

|description=Flappybird with endless levels of hardness

The Code

:0->S
:0->G
:Zstandard
:Zinteger
:Text(25,25,"LOADING….."
:For(A,-47,-35
:Vertical A
:End
:For(A,47,35,-1
:Vertical A
:End
:For(A,-20,20
:Line(A,7,A,0,0
:End
:0->V
:Lbl L
:L+1->L
:2->F
:Text(25,25,"LEVEL: ",L
:Text(40,15,"PRESS ANY KEY"
:Repeat getkey
:End
:Text(25,25," " //40 spaces
:Text(40,15," " //50 spaces
:For(M,1,15
:S+50+abs(R)->S
:For(A,35,-35,-3
:Vertical A
:Line(A,R,A,R+15-1.5L,0
:Line(A-3,31,A-3,-31,0
:getkey->K
:If K=45
:Goto Q
:If K=25
:6->F
:F-2->F
:V->U
:V+F->V
:pt-off(-18,U,3
:pt-off(-15,U,2
:pt-on(-18,V,3
:pt-on(-15,V,2
:-V+31->P
:If P<0 or P>62
:Goto Q
:If pxl-test(P,32
:Goto Q
:End
:End
:Goto L
:Lbl Q
:If K=45
:Then
:Clrdraw
:Clrhome
:Return
:End
:For(A,1,12
:Line(-15,V,-15+randint(-7,7),V+randint(-7,7)
:End
:Clrdraw
:Text(-1,25,12,"SCORE: ",LS

author: 'Robert Black'
version: '1.0'
summary: 'A mix between Pong and Brick-Breaker'
description: "Part 2 is where you are trying to get through the city walls. You control the paddle on the bottom, and the calculator controls the paddle on the top. If you get the ball past the paddle on top, it smashes part of the wall and you need to get the ball through there. This is a modified version of a program I found online. (The original coding only had one paddle (yours), and there wasn't a way to win)\n>= is greater than or equal to.\nIf you played this game, please comment, I want to see how many people have played this.\n\n:Delvar C\n:Delvar G\n:{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}→⌊1\n:7→A\n:8→B\n:1→D\n:5→I\n:randInt(1,2)→J\n:0→Q\n:-1→E\n:6→F\n:While not(C\n:ClrHome\n:0→W\n:Output(A,B,\".\n:Output(8,F,\"—\n:Output(2,I,\"==\n:Q+1→Q\n:If Q=J\n:Then\n:1→J\n:0→Q\n:randInt(1,5)→S\n:If S=1\n:Then\n:3→J\n:End\n:B→I\n:End\n:If A=1\n:-D→D\n:If A=7\n:Then\n:If B>=F-1 and B<=F+2\n:-D→D\n:End\n:If A=3\n:Then\n:If B>=I-1 and B<=I+2\n:Then\n:abs(D)→D\n:End\n:End\n:If A=2\n:Then\n:While not(W=16\n:W+1→W\n:If B=W\n:Then\n:If ⌊1(W)=0\n:Then\n:Pause \"YOU WON PART 2!\n:Output(100,100,\"P\n:End\n:If ⌊1(W)=1\n:Then\n:0→⌊1(W\n:End\n:End\n:End\n:End\n:0→W\n:While not(W=16\n:W+1→W\n:If ⌊1(W)=1\n:Then\n:Output(1,W,\"-\n:End\n:End\n:If B=1 or B=16\n:-E→E\n:(A=8)→C\n:A+D→A\n:B+E→B\n:getKey→K\n:F+(K=26 and F<13)*2-(K=24 and F>1)*2→F\n:End\n:Pause \"YOU LOSE\"\n:ClrHome\n:Output(1,1,\"\")"
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:readme-5/README.txt'
image: null
fileSize: '0'
fileSizeUnit: '1'
dateMade: '1401948000'

author: 'Robert Black'
version: '1.0'
summary: 'Save the existence of cheese!'
description: "Cheese Quest is a game where someone kills all the cows on the world except 2, which he captures, so he can get rich off the only cheese supply in the world. Part 1 is crossing the dangerous terrain to reach his fortress.\nCheese Quest part 2 is coming soon. EDIT: Part 2 is here!\nPress up to jump.\nThere is a glitch where the platforms turn invisible when they reach the left side of the screen…\n\n:ClrHome\n:{3,5,8,10,13}→⌊1\n:{2,3,4,5,7}→⌊2\n:7→Y\n:0→Z\n:0→W\n:0→B\n:0→V\n:Lbl AA\n:Z+1→Z\n:For(W,1,5\n:⌊1(W)-1→⌊1(W)\n:End\n:ClrHome\n:For(W,1,5\n:Output(⌊2(W),⌊1(W),\"-\n:End\n:Output(Y,4,\"*\n:getKey→K\n:For(W,1,5\n:If ⌊1(W)=4 or ⌊1(W)=3 or ⌊1(W)=2 or ⌊1(W)=1 or ⌊1(W)=0\n:Then\n:If ⌊2(W)=Y-1\n:Then\n:If K=25\n:Then\n:2→B\n:End\n:If not(K=25\n:Then\n:0→B\n:End\n:End\n:End\n:Y+B→Y\n:If Y<1\n:Then\n:Output(100,100,\"P\n:End\n:If B>-1\n:Then\n:B-1→B\n:End\n:If not(Z>99\n:Goto AA\n:Disp \"GOOD JOB!\"\n:Disp \"YOU FINISHED\"\n:Pause \"PART 1!\""
arcade: '1'
graphics: '0'
platform: '1'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
download: 'archivefile:readme-9/README.txt'
image: null
fileSize: '0'
fileSizeUnit: '1'
dateMade: '1401861600'

author: 'Robert Black'
version: 0.9.0
summary: 'A frogger clone'
description: "Hi\nI decided to make a frogger clone.\nI don't know how to allow people to download, so you'll have to type in the coding yourself.\nPretend <= is less than or equal to .\nSadly, I won't be able to contribute to this website during the summer, because my dad makes me work in my garden all day(hey, not every programmer has to be an adult).\n\n:8→X\n:0→Z\n:8→Y\n:{14,12,7,2,3,9,4,11,6,13,1,15}→⌊1\n:{2,2,3,3,4,4,5,5,6,6,7,7}→⌊2\n:0→W\n:While Z=0\nWhile not(W=16\n:W+1→W\n:If ⌊1(W)>16\n:1→⌊1(W)\n:randInt(2,7)→⌊2(W)\n:If ⌊1(W)<1\n:16→⌊1(W\n:randInt(2,7)→⌊2(W\n:End\n:If ⌊1(W)<=1\n:Then\n:1→⌊1(W\n:randInt(2,7)→⌊2(W\n:End\n:End\n:0→W\n:While not(W=12\n:W+1→W\n:If ⌊2(W)=2 or ⌊2(W)=4 or ⌊2(W)=6\n:Then\n:⌊1(W)+1→⌊1(W\n:End\n:If ⌊2(W)=3 or ⌊2(W)=5 or ⌊2(W)=7\n:Then\n:⌊1(W)-1→⌊1(W\n:End\n:End\n:getKey→K\n:If K=24\n:Then\n:X-1→X\n:End\n:If K=34\n:Then\n:Y=1→Y\n:End\n:If K=26\n:Then\n:X+1→X\n:End\n:If K=25\n:Then\n:Y-1→Y\n:End\n:0→W\n:ClrHome\n:While not(W=12\n:W+1→W\n:If ⌊1(W)>=1 and ⌊1(W)<=16\n:Then\n:Output(⌊2(W),⌊1(W),\"====\n:End\n:End\n:0→W\n:Output(Y,X,\".\n:While not(W=12\n:W+1→W\n:If X=⌊1(W) or X=⌊1(W)+1 or X=⌊1(W)+2 or X=⌊1(W)+3\n:Then\n:If Y=⌊2(W\n:Then\n:If not(⌊2(W)=2 and ⌊2(W)=7\n:Then\n:While 1\n:Disp C\n:End\n:End\n:End\n:End\n:End\n:0→W\n:If Y=1\n:Then\n:If D=1\n:Then\n:C+1→C\n:2→D\n:End\n:End\n:If Y=8\n:Then\n:If D=2\n:Then\n:C+1→C\n:1→D\n:End\n:End\n:End\n\n\nI know it is insanely slow, does anyone know how to make this program faster?"
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:readme-4/README.txt'
image: null
fileSize: '0'
fileSizeUnit: '1'
dateMade: '1401688800'

author: 'Robert Black; Code edited and optimized by Trenly'
version: 2.0.1
summary: "A flappy bird clone\n"
description: "+ This program has been remade. To see the remake, visit the Flappy Bird 2 page.\nHi, this is my first post to this site! I knew how to program in Python, which got me interested in learning TI-Basic. Within 2 hours of knowing that Ti-Basic existed, I made a flappy bird game. The program might have a few bugs (I programed it from scratch on my friend's calculator, so I don't have it with me), so if you find any bugs, please edit this page to remove them if you can figure out where they are.\n\nInstead of the game plainly ending when you die, it returns an error message.\n\nPlease comment if there is something wrong with the program.\n\nNote: The download link doesn't work, you'll have to type in the code by hand.\nEDIT: I borrowed my friend's calculator, here is the actual coding: (other coding was deleted)\nANOTHER EDIT: Now has a scoring system\n\n[[code]]\n:1→Y\n:16→A\n:1→B\n:5→E\n:0→Z\n:Lbl G\n:getKey→K\n:A-1→A\n:randInt(2,7)→D\n:ClrHome\n:If not(A:16→A\n:If not(A=16:0→B\n:If A=16:1→B\n:If B=1:D=E\n:If K=25:Y-1→Y\n:If not(K=25:Y+1→Y\n:Output(Y,3,\"0\n:For(I,1,8)\n:Output(I,A,\"H\n:End\n:Output(E,A,\" \"1 space\n:Output(E+1,A,\" \"1 space\n:If A=3\n:Then\n:If not(Y=E) and not(Y=E+1\n:Output(10,10,\"P\n:Output(1,8,Z\n:Z+1→Z\n:End\n:Goto G\n[[/code]]"
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:flappyb/FLAPPYB.8xp'
image: null
fileSize: '300'
fileSizeUnit: '1'
dateMade: '1401256800'

author: Zachatoo
version: V1.3.7
summary: 'Dungeon Crawler compatible with TI-83 and upTI-84CSE! Hope you guys enjoy! '
description: 'Classic dungeon crawler on the home-screen (for portability). Further work on project is based on ''fanbase'' and time available. Game is based on you being a snake trying to escape a cave that you found yourself lost in. Can you use your intellect and the objects around you in order to get out?'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '1'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: ff
download: 'archivefile:cave/cave.zip'
image: 'archiveimage:screen-image-cave/SCREEN_IMAGE_CAVE.PNG'
fileSize: '1119'
fileSizeUnit: '1'
dateMade: '1399874400'

author: TI123outerme
version: '1.2'
summary: 'A semi-text based adventure. You go on an quest to avenge your burned-down home.'
description: "This game is somewhat text-based, but support for basic pixel graphics may be coming soon.\nThis game includes features such as a tournament, the ability to buy new weapons and HP, a fighting system, and much more!\nThe screenshot shows the game's title screen working and centered on a TI-84+CSE, but there's an option at the beginning to center it on the TI-83+ and up calculators. If you are having trouble with downloading or running any of the programs or subprograms, you can find the individual programs and documentation here: https://www.dropbox.com/sh/h4ruxl1obyjs2qn/AAAJGwiLEfaxheRSuNsz-mUQa"
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:terrors/Terrors.zip'
image: 'archiveimage:terrorstitlescreen/TERRORSTITLESCREEN.GIF'
fileSize: '5792'
fileSizeUnit: '1'
dateMade: '1399521600'

author: 'Timothy Foster'
version: '1.0'
summary: 'This Snake game is not like the normal snake game. In this game, you are trying to outlive your opponent, a basic AI, by not running into any walls or plus signs. The longer you last, the more points you earn. You also earn points by collecting donut like squares. The moment you collide with a wall, a plus sign, your tail, or your opponent''s tail, you lose and the game ends.'
description: "This Snake game is not like the normal snake game. In this game, you are trying to outlive your opponent, a basic AI, by not running into any walls or plus signs. The longer you last, the more points you earn. You also earn points by collecting donut like squares. The moment you collide with a wall, a plus sign, your tail, or your opponent's tail, you lose and the game ends.\n\nAs you move, you create a wall behind you which permanently remains there. You continue in a straight path until you change direction with the press of one of the arrow keys. If the AI runs into a wall, you progress to the next level.\n\nThis game features a title screen, quick and addictive game play, and a highscore system. Have fun!\n\nIf you need to quit while in the middle of program operation, press CLEAR.\n\nThis program was my entry for Challenge 8."
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:chlg8/CHLG8.zip'
image: 'archiveimage:snake/SNAKE.BMP'
fileSize: '994'
fileSizeUnit: '1'
dateMade: '1245819600'

author: Mapar007
version: '1.0'
summary: 'This is a program to create data sheets and read them. You must input a random code of 6 letters/numbers which form your personal ID. It will make secure that nobody else can read your data sheets on their calculator!'
description: "This is a program to create data sheets and read them. You must input a random code of 6 letters/numbers which form your personal ID. It will make secure that nobody else can read your data sheets on their calculator!\n\n(note:do not pick MNEMON as a code, unless you want everyone to be able to read your files!)"
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: cc
download: 'archivefile:mnemon/mnemon.zip'
image: 'archiveimage:cht1/CHT1.BMP'
fileSize: '1073'
fileSizeUnit: '1'
dateMade: '1215061200'

author: 7thAce
version: '1.0'
summary: 'This is a game package. There are 4 games in there now, and 4 more will be coming. Press 2nd to play them all in order. Just read the readme :)'
description: 'This is a game package. There are 4 games in there now, and 4 more will be coming. Press 2nd to play them all in order. Just read the readme :)'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:minigame-party/minigame-party.zip'
image: 'archiveimage:minigames/minigames.bmp'
fileSize: '7856'
fileSizeUnit: '1'
dateMade: '1215061200'

author: 'Edward H'
version: '1.0'
summary: 'Balances chemical equations, inputted as a string.'
description: 'Balances chemical equations, inputted as a string.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
download: 'archivefile:chemeq1-0/chemeq1-0.zip'
image: 'archiveimage:chemical/chemical.gif'
fileSize: '928'
fileSizeUnit: '1'
dateMade: '1218690000'

author: Architeuthiskid
version: '1.0'
summary: 'In collect, you go around and collect the dots that appear as soon as you eat the previous one. It is almost exactly the same as snake, with the major difference that the dot does NOT grow. If you move 100 times, or hit one of the walls, it''s game over. For further info, look at the readme. Remember, this is a beta version, so it is lacking in many features that I will add later.'
description: 'In collect, you go around and collect the dots that appear as soon as you eat the previous one. It is almost exactly the same as snake, with the major difference that the dot does NOT grow. If you move 100 times, or hit one of the walls, it''s game over. For further info, look at the readme. Remember, this is a beta version, so it is lacking in many features that I will add later.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:collect/collect.zip'
image: 'archiveimage:collect/collect.bmp'
fileSize: '3000'
fileSizeUnit: '1'
dateMade: '1219554000'

author: Builderboy
version: '2005'
summary: 'In Six Differences, you attempt to find the six differences in the two pictures displayed side by side on your calculator. Has 9 well designed levels, with a feature to install multiple level packs, AND a custom level editor. Uses a revolutionary system to store levels as a series of lines, which eliminates the need for picture variables, allowing the entire game to be hosted in One Program!'
description: 'An Angel production! In Six Differences, you attempt to find the six differences in the two pictures displayed side by side on your calculator. Has 9 well designed levels, with a feature to install multiple level packs, AND a custom level editor. Uses a revolutionary system to store levels as a series of lines, which eliminates the need for picture variables, allowing the entire game to be hosted in One Program! Create your own levels! Install new level packs! Find the Differences!!'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:sixdiff/SixDiff.zip'
image: 'archiveimage:sixdiff/sixdiff.gif'
fileSize: '4152'
fileSizeUnit: '1'
dateMade: '1219986000'

author: Builderboy
version: '2005'
summary: 'The simple game of Spider entails arranging the pipes so the spider can crawl through them for as long as possible. There are 3 Difficulty settings which enable extra pipe sections, and make the spider move faster. A highscore table is avaailiable so you can boast to your Friends! An Angel Production.'
description: 'The simple game of Spider entails arranging the pipes so the spider can crawl through them for as long as possible. There are 3 Difficulty settings which enable extra pipe sections, and make the spider move faster. A highscore table is avaailiable so you can boast to your Friends! An Angel Production.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:spider/Spider.zip'
image: 'archiveimage:spider/spider.gif'
fileSize: '2358'
fileSizeUnit: '1'
dateMade: '1219986000'

author: Mapar007
version: '1.0'
summary: 'A VERY upgraded version of Mnemon with better interface and remembering utilities.'
description: 'A VERY upgraded version of Mnemon with better interface and remembering utilities.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: cc
download: 'archivefile:phoenix10/phoenix10.zip'
image: 'archiveimage:phmain/PHMAIN.BMP'
fileSize: '4500'
fileSizeUnit: '1'
dateMade: '1223355600'

author: patriotsfan
version: '1.0'
summary: 'This program calculates quarterback ratings for four different leagues: NFL, CFL, NCAA, and AFL.'
description: 'This program calculates quarterback ratings for four different leagues: NFL, CFL, NCAA, and AFL.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '1'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: cc
download: 'archivefile:qbrating/qbrating.zip'
image: 'archiveimage:rating/RATING.gif'
fileSize: '975'
fileSizeUnit: '1'
dateMade: '1226124000'

author: 'Rhombus Productions'
version: '1.4'
summary: 'This program includes three games that has every thing to do with dots.'
description: "this program includes three games that has every thing to do with dots\n\nNew in version 1.4\n\n* Smaller\n* Faster\n* New Splash Screen\n\nNew in version 1.3\n\n* Runs Faster!\n* Size reduced by 600 bytes\n* bug fixes!\n"
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:dot-mania-1-4/Dot-Mania-1-4.zip'
image: 'archiveimage:pythagorean-1/pythagorean.png'
fileSize: '4857'
fileSizeUnit: '1'
dateMade: '1227160800'

author: HJTP
version: '1.0'
summary: 'A program containing a digital timer and a digital and analog clock.'
description: 'A program containing a digital timer and a digital and analog clock.'
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:timer/Timer.zip'
image: 'archiveimage:show-analog-2/SHOW_ANALOG_2.JPG'
fileSize: '1500'
fileSizeUnit: '1'
dateMade: '1228456800'

author: Noahbaby94
version: '1.0'
summary: 'Have you played 15 square before? Well this is XSquare. You can create any size field between 2-5 for the length and 2-7 for the width. See the readme for more details.'
description: 'Have you played 15 square before? Well this is XSquare. You can create any size field between 2-5 for the length and 2-7 for the width. See the readme for more details.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '1'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:xslider/Xslider.zip'
image: 'archiveimage:xslider/xslider.gif'
fileSize: '1025'
fileSizeUnit: '1'
dateMade: '1229234400'

author: 'Rhombus Productions'
version: '1.0'
summary: 'Solves and shows you the work of every step of the distance, midpoint, and Pythagorean theorem formulas.'
description: 'Solves and shows you the work of every step of the distance, midpoint, and Pythagorean theorem formulas.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: cc
download: 'archivefile:pythagorean/pythagorean.8xp'
image: 'archiveimage:pythagorean/pythagorean.png'
fileSize: '1703'
fileSizeUnit: '1'
dateMade: '1232258400'

author: 'N*E*V*E*M_X'
version: 1.1.4
summary: 'A basketball free throw emulator for the TI-83 to the TI-84+SE.'
description: 'A basketball free throw emulator for the TI-83 to the TI-84+SE.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '1'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:foul-shot/foul-shot.zip'
image: 'archiveimage:foulshot/foulshot.gif'
fileSize: '1548'
fileSizeUnit: '1'
dateMade: '1236661200'

author: 'N*E*V*U*M_X'
version: 1.0.2
summary: 'An optimized Tetris remake with extremely accurate controls, timings, and collision detections. Compare size and accuracy to BC''s Beta Tetris.'
description: 'An optimized Tetris remake with extremely accurate controls, timings, and collision detections. Compare size and accuracy to BC''s Beta Tetris.'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:tetrix/tetrix.zip'
image: 'archiveimage:tetrix/tetrix.gif'
fileSize: '2267'
fileSizeUnit: '1'
dateMade: '1238130000'

author: 'Thomas P.'
version: '0.3'
summary: 'A chatprogramm for 2 calculators with a complex user interface. Both users have their own names and can even write messages at the same time.'
description: "A chatprogramm for 2 calculators with a complex user interface. Both users have their own names and can even write messages at the same time.\n\nWhen you've send a message and the calculator screens \"press enter\", wait 1 sec (the other calc needs time to update). This is the only bug I know in this program and I hope I'll find a solution soon."
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: cc
download: 'archivefile:chat03/CHAT03'
image: 'archiveimage:chat/chat.gif'
fileSize: '900'
fileSizeUnit: '1'
dateMade: '1240290000'

author: Symphsoft
version: '3.5'
summary: 'This program is intended for teachers or anyone who wants to grade tests or exams. It is one of the first programs that I have written, but it is constantly being improved. Version 3.5 has a better user interface, and improved control.'
description: 'This program is intended for teachers or anyone who wants to grade tests or exams. It is one of the first programs that I have written, but it is constantly being improved. Version 3.5 has a better user interface, and improved control. This version is designed to work with the standard grading scale(eg. 100-93: A, 92-85: B, etc.), but for states with different grading scales, contact me. Email me at macperson84 AT mac DOT com.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: cc
download: 'archivefile:ez-grader/EZ-Grader.zip'
image: null
fileSize: '912'
fileSizeUnit: '1'
dateMade: '1243054800'

author: Builderboy
version: '2005'
summary: 'Vortex is a fun, challenging, turn-based multiplayer strategy game. The object of the game is to kill your opponent. You can go around collecting boxes of money and use them to buy upgrades, items, and weapons. The game also features a random level generator. Fully MirageOS compatible.'
description: 'Vortex is a fun, challenging, turn-based multiplayer strategy game. The object of the game is to kill your opponent. You can go around collecting boxes of money and use them to buy upgrades, items, and weapons. The game also features a random level generator. Fully MirageOS compatible.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:vortex/Vortex.zip'
image: 'archiveimage:vortex/vortex.gif'
fileSize: '3964'
fileSizeUnit: '1'
dateMade: '1215320400'

author: Builderboy
version: '2005'
summary: 'The Beta version of the new Trapped game. Ungroup the file and run ALEV to install. Then run A to play. Tell me what you think!'
description: 'The Beta version of the new Trapped game. Ungroup the file and run ALEV to install. Then run A to play. Tell me what you think!'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '1'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: dd
download: 'archivefile:trappedbeta2/TrappedBeta2.zip'
image: 'archiveimage:trapped/trapped.GIF'
fileSize: '10079'
fileSizeUnit: '1'
dateMade: '1229752800'

author: Weregoose
version: '1.0'
summary: 'You have to navigate a scrolling tunnel for as long as possible.'
description: 'You have to navigate a scrolling tunnel for as long as possible. You can view and study the source on this page.'
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:flythecopter/flythecopter.zip'
image: null
fileSize: '356'
fileSizeUnit: '1'
dateMade: '1217653200'

author: 'Noah Maddox'
version: '1.0'
summary: 'An exact quadratic solver that displays answers in "pretty print".'
description: 'An exact quadratic solver that displays answers in "pretty print".'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: cc
download: 'archivefile:quad/quad.zip'
image: 'archiveimage:exactquadratic/exactQuadratic.gif'
fileSize: '694'
fileSizeUnit: '1'
dateMade: '1219899600'

author: graphmastur
version: '2.0'
summary: 'This program will take the graphscreen and turn it into recallable lines.'
description: 'This program will take the graphscreen and turn it into recallable lines.'
arcade: '0'
graphics: '1'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: dd
download: 'archivefile:line/line.zip'
image: 'archiveimage:line-2-0-screenshot/line-2-0-screenshot.gif'
fileSize: '16'
fileSizeUnit: '2'
dateMade: '1225170000'

author: builderboy
version: '1.0'
summary: 'You wake up to find yourself trapped in the center of a fiendish maze filled with mystery and enemies that want to eat you. A mysterious friend and long forgotten notes guide you through the maze. Find items, blow up walls, fight logical enemies, and above all, find the machine that will help you escape.'
description: 'You wake up to find yourself trapped in the center of a fiendish maze filled with mystery and enemies that want to eat you. A mysterious friend and long forgotten notes guide you through the maze. Find items, blow up walls, fight logical enemies, and above all, find the machine that will help you escape.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '1'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:trapped/trapped.zip'
image: null
fileSize: '13932'
fileSizeUnit: '1'
dateMade: '1222664400'

author: 7thAce
version: '1.2'
summary: 'A Casino game where you roll 5 dice three times and try to accumulate the highest score with your rolls.'
description: 'A Casino game where you roll 5 dice three times and try to accumulate the highest score with your rolls. Played on the graph screen.'
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '1'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:yahtzee-v1-2/Yahtzee-v1-2.zip'
image: 'archiveimage:yahtzee/yahtzee.gif'
fileSize: '4100'
fileSizeUnit: '1'
dateMade: '1227247200'

Apr 18 burr added all of the pending programs to the archives

author: 'James Kanjo'
version: '1.9'
summary: 'Bunny Gotchi is a virtual pet (a bunny rabbit) on your calculator, environmentally friendly bunny made up of only brackets and periods.'
description: "Bunny Gotchi is a virtual pet (a bunny rabbit) on your calculator.\nIt is an environmentally friendly bunny made up of only brackets and periods.\nBunny Gotchi uses interesting animation techniques with ASCII characters, to generate images.\nBunny Gotchi is a fun game which will challenge your efforts to keep it alive, healthy and happy!\n\nA nice feature of this game is a working demonstration of using TI-Basic to connect two calculators and they will distinguish automatically a client-host negotiation to prepare real-time animation."
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '1'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: 'archivefile:bunnygotchi-1-9-1/bunnygotchi-1-9.zip'
image: 'archiveimage:bunnygotchi/BUNNYGOTCHI.gif'
fileSize: '5740'
fileSizeUnit: '1'
dateMade: '1214974800'

author: Builderboy
version: '2005'
summary: 'Peggle is a fun and addicting physics based game. The game consists of 9 levels composed of several different types of blocks. You are given 9 balls to shoot into the arena to try to hit as many blocks as possible, resulting in them being erased at the end of a turn. If all blocks are erased, you proceed to the next level.'
description: 'Peggle is a fun and addicting physics based game. The game consists of 9 levels composed of several different types of blocks. You are given 9 balls to shoot into the arena to try to hit as many blocks as possible, resulting in them being erased at the end of a turn. If all blocks are erased, you proceed to the next level. Sophisticated scoring also allows for highscores to be made even if a level is not beaten. You can choose to play as one of 4 characters, each character having there own powerup accessible by hitting a special block. With challenging gameplay, stunning graphics, and great replayability, Peggle is a must for all calculator gamers!'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '1'
utility: '0'
misc: '0'
compatibility: dd
download: 'archivefile:peggle/Peggle.zip'
image: 'archiveimage:screen01/SCREEN01.gif'
fileSize: '7300'
fileSizeUnit: '1'
dateMade: '1229407200'

author: 'Edward H'
version: '1.0'
summary: 'Nibbles is a version of snake, which is very graphical and very fast. This version of snake is unique because it doesn''t use any list variables to control the movement of the snake.'
description: "Nibbles is a version of snake, which is very graphical and very fast. This version of snake is unique because it doesn't use any list variables to control the movement of the snake.\n\n
\n--\nThis page has been copied here from a deprecated portion of the site. To see the original page, click here\n\n"
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:nibbles/NIBBLES.8xp'
image: 'archiveimage:nibbles/nibbles.gif'
fileSize: '580'
fileSizeUnit: '1'
dateMade: '1218085200'

author: 'Mikhail Lavrov (Darkerline)'
version: '1.0'
summary: 'Donut Quest is a TI-Basic game of revolutionary quality. It uses no libraries of any kind, in fact, you don''t need anything other than the game program to play it. On each of eight levels, you must get to (and eat) all the donuts, then leave through an exit (unless given other instructions).'
description: 'Donut Quest is a TI-Basic game of revolutionary quality. It uses no libraries of any kind, in fact, you don''t need anything other than the game program to play it. On each of eight levels, you must get to (and eat) all the donuts, then leave through an exit (unless given other instructions).'
arcade: '1'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
download: 'archivefile:donutquest/donutquest.zip'
image: 'archiveimage:donut-quest/donut-quest.gif'
fileSize: '10154'
fileSizeUnit: '1'
dateMade: '1214974800'

author: Builderboy
version: '1.0'
summary: 'In Portal, you are a test subject at The Aperture Science Enrichment Program and are testing The recent invention of the Portal Gun! Yay! It allows you to shoot portals and move between them. Those who have played the official version will remember GlaDos… And she''s back in the calculator version!'
description: 'In Portal, you are a test subject at The Aperture Science Enrichment Program and are testing The recent invention of the Portal Gun! Yay! It allows you to shoot portals and move between them. Those who have played the official version will remember GlaDos… And she''s back in the calculator version! GlaDOS is your narrator and guide and is the one that will monitor all your tests. But when the tests are over… Watch out! the game isn''t over yet…'
arcade: '0'
graphics: '0'
platform: '1'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: dd
download: 'archivefile:portal-1/portal.zip'
image: 'archiveimage:screenshot2-1/SCREENSHOT2.gif'
fileSize: '9405'
fileSizeUnit: '1'
dateMade: '1215061200'

author: ''
version: ''
summary: ''
description: ''
arcade: '0'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
download: null
image: null
fileSize: '3'
fileSizeUnit: '1'

jonbush

Connect Four game with an AI. Temporarily removed.

PLEASE REMOVE the following words that do NOT describe your program:

Puzzle Strategy Board Misc

challenges:26/connect4.gif

connect4.zip

2031

.

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