Disaster

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

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


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

counting()
:Prgm


The first code is the title of the project called "Count()" but you could make it whatever you want. While the second code is ": Prgm", which let's the calculator understand that it is a "program".
:  Local a,b
:  10^10→b
:  For a,1,b
:    Disp a


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


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

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

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

author: 'Texas Instruments'
version: 2.55MP
summary: 'This is in full hexadecimal. Please be aware this can get slow.'
description: "+ How to get the code\nDownload the OS [here].\nIn Microsoft Notepad, open the OS file, the name of it is this: TI84Plus_OS255.8Xu\nYou should see the entire hex code. Save the file as a Word document.\nNow you have the OS source code!\n\nUse this advantage for inspirations, updates, ideas and more!"
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: bb
image: null
fileSize: '868'
fileSizeUnit: '2'

author: 'Texas Instruments'
version: 2.55MP
summary: "The latest TI-84 Plus operating system 2.55 update* features MathPrint™ and is available to download free for TI-84 Plus and TI-84 Plus Silver Edition graphics calculators.\n"
description: "The latest TI-84 Plus operating system 2.55 update* features MathPrint™ and is available to download free for TI-84 Plus and TI-84 Plus Silver Edition graphics calculators.\n\nSource code coming soon."
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: dd
image: 'archiveimage:eap-2d-templates-a/EAP_2D-templates_a.jpg'
fileSize: '16384'
fileSizeUnit: '1'

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

## Indentation

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

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

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


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

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


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

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

## Variable Naming

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

There are no new updates.

This is a program that is related to Oasis (A shell programmed in pure TI-Basic), and is programmed in pure TI-Basic.
It allows you to:
• Archive and Un-Archive programs
• Hide/Show programs
• Lock/Unlock programs
• Garbage Collect
• View Data about programs (Shows how many lines of code is in the program, tells if it is archived, hidden, locked, converts name to hexadecimal string, and shows how big that program is.)
• Delete/Create Programs

###### How to use

1. Make sure Celtic 3 is installed.
2. Input a program name you would like to manage. Make sure it exists and is in ALL caps, or the program will quit immediately.
3. Do the things you need to do.

You can however, press some "secret keys" to do certain functions, a short explanation will be explained.
• Garbage Collect
Do this by pressing [2ND] while you are at the main management screen. Keep in mind if you're using Dr. Dnar's Archive utility (or some other program or app that recovers variables that have been archived since at least once before), you will not be able to recover programs after doing a Garbage Collect.
• Delete Program
Press [ALPHA] at the main screen.
By doing this, you must be 100% positive that you want to remove this program from your calculator.
• New program
Press [MATH]. It will take you to a screen that looks like when your actually going to create a program from using the [PRGM] menu. It must be in all caps and must meet the usual requirements to be created.

These are the 3 only "secret keys" function.

###### Source Code

These are the only libraries I know.

# det( and real(Libraries

[Any ones that have a * require a string after the command (e.x. det(0,5,"EXAMPLE")]

###### Things that still need to be done

• Convert the program to an app and upload to the archives
• Optimize the program
• and more

# Completed things for ManagerOS

author: _iPhoenix_
version: v1.0
summary: 'A port of the popular game Stick Hero, ported to the CE in pure TI-Basic!'
description: 'A port of Stick Hero, for the CE! I took a lot of inspiration from PT_''s CSE port of the game, so check that out, too!'
graphics: '0'
platform: '1'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: ff
image: 'archiveimage:image/Image.gif'
fileSize: '1303'
fileSizeUnit: '1'

author: Bio_Hazard1282
version: 1.0.7
summary: 'http://thevideogamingsite.wikidot.com/program-manager'
description: "This is a program that is related to Oasis (A shell programmed in pure TI-Basic), and is programmed in pure TI-Basic.\nIt allows you to:\n• Archive and Un-Archive programs\n• Hide/Show programs\n• Lock/Unlock programs\n• Garbage Collect\n• View Data about programs (Shows how many lines of code is in the program, tells if it is archived, hidden, locked, converts name to hexadecimal string, and shows how big that program is.)\n• Delete/Create Programs\n\n++++++ New Updates\n• Run programs\n• Download program codes and store them into a string, then recall the string\n• Sort for MirageOS, BASIC, Assembly programs\n• The program source code\n• Important updates\n• More det( and real functions\n• The program will become an app\n--\n++++ I am thinking…\n++++++ This could become an OS, I am thinking if calling it ManagerOS…"
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
image: null
fileSize: '1783'
fileSizeUnit: '1'

version: '2.0'
summary: 'An Explicit and Implicit Derivative solver for the TI-84+. Nice UI and fully-featured.'
description: "Requires both Omnicalc and Symbolic to be installed. Both applications can be found on Detached Solutions' website.\n\nFor explicit derivatives, if you don't have the information for what X=, just input \"+\".\n\nWhen on the solved derivative screen, press [ZOOM] to view the derivative full-screen or press [GRAPH] to view the graphs of the original function, its derivative, and (if applicable) its tangent and normal lines at the specified point.\n\nImages: https://imgur.com/a/EbZl1"
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
image: null
fileSize: '2232'
fileSizeUnit: '1'

Command Summary

Returns the numerator of a fraction or given expression

Command Syntax

getNum(expression1)

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

This command works on all calculators.

X byte(s)

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

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


# Related Commands

author: wifijoe
version: v1.0
summary: 'Play the famous game Minesweeper on your calculator! '
description: "controls are:\narrow keys: movement\n2nd button: reveal square\nALPHA button: mark/un-mark mine\n\nto win: clear the board of all of the squares. Empty spots will not clear themselves.\n\nside note: while this can run on a ti-83+, it is not recommended.\n\njust ask me if you want it to be open source!"
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: cc
image: 'archiveimage:capture/Capture.png'
fileSize: '1183'
fileSizeUnit: '1'

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

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### z80

+ list pages

Text displayed when hoveredText to hover

TI Basic is great!

 Revision types: ALL  new pages  source changes  title changes  page name changes  tags changes  metadata changes  files changes From categories: Whole site _default 68k 68k-command 84cs 84cse admin admin-forum admin-nav admin-section admin-thread archive archive-categories archivefile archiveimage archives asm badge basicbuilder board challenges chat css del deleted dyk empty-page excerpt featured-program featured-project file forum home how-to inc member nav navi news nspire pages portable portal post projects projectupdates project-updates reports resources sandbox screenshot search showcases sk system template test ti wishlist xlib z80 Revisions per page: 10 20 50 100 200
page 1123...next »
 68k: The dayOfWk command S T 20 Nov 2017 20:28 (rev. 4) Myles_Zadok
Monospaced commands
 68k: The d() Command S 20 Nov 2017 20:26 (rev. 5) Myles_Zadok
Monospaced commands
 The DetectAsymOff Command S 20 Nov 2017 20:24 (rev. 5) Myles_Zadok
Monospaced commands
 The det( Command S 20 Nov 2017 20:22 (rev. 11) Myles_Zadok
Monospaced commands
 css: Site S 20 Nov 2017 03:44 (rev. 13) Battlesquid
 Site Logo History T 20 Nov 2017 02:33 (rev. 91) Battlesquid
 68k: The CyclePic command S 20 Nov 2017 02:21 (rev. 4) Myles_Zadok
Monospaced commands
 68k: The Cycle Command S 20 Nov 2017 02:19 (rev. 4) Myles_Zadok
Monospaced commands
 The DependAuto Command S 20 Nov 2017 02:13 (rev. 6) Myles_Zadok
Monospaced commands
 The DependAsk Command S 20 Nov 2017 02:11 (rev. 6) Myles_Zadok
Monospaced commands
 84cs: Hexcodes N 19 Nov 2017 17:10 (new) LAX18
 The Ans Variable S 18 Nov 2017 04:35 (rev. 16) kg583
 The rref( Command S 17 Nov 2017 21:47 (rev. 8) kg583
Now it is...
 68k: The Custom Command S 17 Nov 2017 21:12 (rev. 8) Myles_Zadok
Monospaced commands
 The DelVar Command S 17 Nov 2017 21:06 (rev. 16) Myles_Zadok
Monospaced commands
 The rref( Command S 17 Nov 2017 16:22 (rev. 7) Battlesquid
i think that's fixed...
 The Degree Command S 17 Nov 2017 03:54 (rev. 10) kg583
Monospaced commands
 68k: The csch() Command S 17 Nov 2017 01:25 (rev. 4) Myles_Zadok
Monospaced
 The ►Dec Command S 17 Nov 2017 01:21 (rev. 9) Myles_Zadok
Monospaced
 forum: Forum Thread F 16 Nov 2017 05:09 (rev. 59) Trenly
page 1123...next »

author: 'Ti Programs Online'
version: '1.0'
summary: 'Helps calculate taxes for 2017 fiscal year.'
description: 'Helps calculate taxes for 2017 fiscal year.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
image: null
fileSize: '487'
fileSizeUnit: '1'

Command Summary

Pastes the content of a variable

Command Syntax

Rcl variable

[2ND][STO>]

TI-83+/84+/C/SE

N/A

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

Rcl Str1


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

# Related Commands

This code finds the angle of intersection of two lines.

Routine Summary

Finds the angle of intersection for any two lines.

Inputs

Str1 and Str2

Outputs

Ans

Variables Used

Y1, Y2, I, Ans, X

Calculator Compatibility

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

Authors

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


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

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

:solve(Y2(X)-Y1(X)=0,X,0→X


Command Summary

Graphs up to 5 piecewise expressions.

Command Syntax

(expression, condition [,expression, condition])

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

1: While editing a program, press [math]

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

TI-84+CE OS 5.3

2 bytes

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

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


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

:piecewise(X²+2,X≥0


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

# Optimization

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

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


# Error Conditions

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

# Related Commands

• Command 1
• Command 2
• Command 3

The ListPages module does not work recursively.

author: eeffeemorgan
version: '1.1.2-Base Codes'
summary: '2D Minecraft'
description: "83-Craft is a Minecraft like game in which you can place/destroy blocks and move around. \nAlso, giving credit where it is due, this was not entirely mine it is my take on Ti-Craft by 12Me21. Go check it out here:\nhttp://tibasicdev.wikidot.com/archive:ticraft\nAlso, I will be updating this almost constantly because I never have anything to do in my classes at school.\n\n\nBiomes:\n0:Default\n1:Forest\n2:Flat lands\n3:Barren\n4:Underground\n5:Plains\n6:Barren Plains\n7:Skylands?\n\nControls:\nPress the arrow keys to move.\nPress Y= to set the block to air\nPress window to set the block to dirt\nPress zoom to set the block to stone\nPress trace to set the block to leaves\nPress graph to set the block to Wood\nMode = glass\nDEL = Brick\nX,T,θ,n = Mushroom\nTo place blocks around the player use keys:12346789 (Ex:to place a block above the player press 8 to place one below press 2)\nPress STO to reach save menu\n\nOld:\nTrees! Mushrooms! Biomes!\nWood, Leaves, Dirt, Stone\n\nNew!:\nGlass, Brick, Mushroom(Place-able),\nSkylands, \nOre generation!\n\nUp coming:\nBaddies\nClimbing\n4 more blocks"
graphics: '0'
platform: '1'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
image: 'archiveimage:83-craft-2/83_Craft_2.gif'
fileSize: '2804'
fileSizeUnit: '1'

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

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

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

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

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

reason: 'testing autonumbering 2'
proof: 'again, none'

reason: 'testing for autonumbering'
proof: None

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

# Pending

The ListPages module does not work recursively.

# All

The ListPages module does not work recursively.

## A

The ListPages module does not work recursively.

## B

The ListPages module does not work recursively.

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

Preparation

References

• CHAR
• → ∟ ⌊ ‾
• × ÷ ±
• √ Σ ≠
• ≥ ≤ π
• Δ χ ▶
• ֿ¹ ² ³
• L₁ L₂ L₃
• L₄ L₅ L₆
• ≅ ℕ º
• θ ∠ ∞
• ♦ ⇧ ∫

this seems to look nice

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

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

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

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

Just testing. Thanks jonbush :)

Recent Posts

The only form of commenting that is available in TI-Basic looks like this :line(s) of...
(by kg583 21 Nov 2017 00:36, posts: 2)
So the majority of my programming experience is with G code and I’m able to put notes and other t...
(by MachineKeen 21 Nov 2017 00:33, posts: 2)
Well to be very specific I’m creating a program to calculate ingredient weights using bakers p...
(by MachineKeen 21 Nov 2017 00:27, posts: 5)
I don't see very many pure TI-Basic games for CSE/CE models, so to play something like this was...
(by Myles_Zadok 20 Nov 2017 22:25, posts: 2)
I'm referring to the current settings on the calculator. That's all that you can change on the...
(by Battlesquid 20 Nov 2017 01:28, posts: 8)
By content, what do you mean. I know that you can change the settings, but how do you change what...
(by LAX18 19 Nov 2017 20:39, posts: 8)

(Started 21 Nov 2017 00:33, Posts: 2)
(Started 19 Nov 2017 16:55, Posts: 8)
(Started 17 Nov 2017 13:59, Posts: 5)
(Started 16 Nov 2017 05:06, Posts: 12)
(Started 15 Nov 2017 12:39, Posts: 3)
(Started 14 Nov 2017 16:33, Posts: 6)
(Started 13 Nov 2017 19:22, Posts: 3)
(Started 13 Nov 2017 01:08, Posts: 7)
(Started 12 Nov 2017 17:05, Posts: 7)
(Started 11 Nov 2017 12:14, Posts: 3)
(Started 10 Nov 2017 15:11, Posts: 14)
(Started 09 Nov 2017 23:42, Posts: 5)

• CHAR
• → ∟ ⌊ ‾
• × ÷ ±
• √ Σ ≠
• ≥ ≤ π
• Δ χ ▶
• ֿ¹ ² ³
• L₁ L₂ L₃
• L₄ L₅ L₆
• ≅ ℕ º
• θ ∠ ∞
• ♦ ⇧ ∫

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

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

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

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

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

You will see this in the side nav menu and in the list "OPen Task"
if the task is done, close it with "_closed"

This is a sticky thread!( tagged with "_sticky")
Please - this is the 1. Thread on this admin-forum example - onlöy to demonstrate the possibilities

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

 {$label} [[include admin-section:{$name}]] The ListPages module does not work recursively.The ListPages module does not work recursively. The ListPages module does not work recursively. The ListPages module does not work recursively. The ListPages module does not work recursively.

To add a section, you need to:

1. Enter the name of the section in the input box below and click Ok.
2. Edit the main list of sections to add your new section.
 Forum management: - Forum guide - Important pages - Open Tasks Thread management: - To make a thread sticky, tag it '_sticky'. - To close a thread, tag it '_closed'. - To create a task, tag it '_task'. Open tasks: (More...)
 Create a new forum section
 Section Last edit open / closed
 Design This is the place to discuss admin questions for the setup of the wiki -design, layout, structure, permissions. And to store the decisions. The ListPages module does not work recursively.The ListPages module does not work recursively. The ListPages module does not work recursively. The ListPages module does not work recursively. The ListPages module does not work recursively.

to close a task tag any thread with _closed.

The ListPages module does not work recursively.

This forum implements the TopicTree pattern for forum discussion. It uses a number of key Wikidot features:

• Per-page comments, via the Comments module - forbidden for "admin-forum:" here! - comments are stored in the standard public forum and therefore readable…!
• Live-templating, to format section and thread pages
• Cross-site includes, to pull in packages like the scrollbar
• Customizable themes
• Page parenting and breadcrumbs

Roughly, the forum consists of a set of 'sections' ("admin-section:) , each with a number of autonumbered 'threads', ("admin-thread:") and each thread can contain sub-threads, to any level of nesting. Each section, and thread or sub-thread is a page, not a post".

You can add special tags to thread pages to make them behave in certain ways:

• _sticky creates a sticky thread, which always shows first in lists of threads
• _closed pushes the thread to the end of the list and marks it "(Closed)"
• _task shows the thread on the list of open tasks in the side bar menu
• _nocomment disables per-page comments and asks the user to use sub-threads to discuss (not enabled for thsi admikn-forum! )

Click any page to edit it:

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…that there are also models aimed for the Chinese market, such as the TI-Nspire CM-C?

@import url(http://static.wikidot.com/common--theme/co/css/style.css?0);

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margin: 0;
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#header h1 a {
margin: 0 320px 0 8px;
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width: 20%;
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float: left;
background-color: #C7C9B8;
border-right: 1px solid #BBBEAB;
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font-size: 140%;
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#side-bar p {
margin: 0px;
margin-bottom: 3px;
margin: 0px;
}

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#footer {
background: #564A43;
border-color: #171412;
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version: '2.0'
summary: 'Pong for CE calculators, with two game modes!'
description: 'Pong for CE calculators. Includes a Versus CPU game mode AND a high score mode. (High scores are not recorded) Use the arrow keys to move the paddle, 2nd to pause the game, and enter to resume the game. Version 2.0 includes an option for the user to choose the color of the paddle, as well as overall improvements to the game.'
graphics: '1'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '1'
casino: '0'
board: '0'
utility: '0'
misc: '1'
compatibility: ff
image: 'archiveimage:pongce2-image/PongCE2-image.png'
fileSize: '3556'
fileSizeUnit: '1'

Routine Summary

Reverses the order of elements in a list.

Inputs

L₁

Outputs

L₁

Variables Used

M,X

Calculator Compatibility

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

Author

kg583

:dim(L₁→M
:For(L,1,int(M/2
:L₁(L→Z
:L₁(M-L+1→L₁(L
:Z→L₁(M-L+1
:End


This routine will quickly reverse L₁. It works by swapping pairs of elements that are equidistant from the center of the list, and uses no other lists as dummy variables.

Routine Summary

Calculates the mode(s) of a list of numbers.

Inputs

A,B - Whole numbers

Outputs

L₁(I) - Greatest common divisor (gcd) of A and B
L₂(I), L₃(I) - Bézout coefficients such that AL₂(I)+BL₃(I) = L₁(I)

Variables Used

I, Q

Calculator Compatibility

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

Author

kg583

:{A,B→L₁
:{1,0→L₂
:{0,1→L₃
:1→I
:While L₁(dim(L₁
:I+1→I
:int(L₁(I-1)/L₁(I→Q
:L₁(I-1)-AnsL₁(I→L₁(I+1
:L₂(I-1)-QL₂(I→L₂(I+1
:L₃(I-1)-QL₃(I→L₃(I+1
:End


The Extended Euclidean Algorithm is a highly efficient algorithm for calculating the greatest common divisor (GCD) of two numbers. The algorithm, in the process of finding the GCD, also finds the Bézout coefficients x and y. These are whole numbers such that

(1)
\begin{align} ax+by=\gcd(a,b) \end{align}

version: '1.0'
summary: 'An avalanche spin-off for color calculators.'
description: "From Basic Avalanche Plus: \"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. High score included.\n\nCONTROLS: Left and Right Arrow keys to move, CLEAR to quit at any time.\""
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: ff
image: null
fileSize: '458'
fileSizeUnit: '1'

## Members

 since 05 Sep 2006 03:12 since 08 Sep 2006 00:46 since 08 Sep 2006 00:46 since 11 Sep 2006 23:23 since 24 Sep 2006 21:28 since 25 Sep 2006 05:29 since 25 Sep 2006 22:37 since 02 Oct 2006 06:43 since 22 Oct 2006 12:12 since 24 Oct 2006 18:33 since 24 Oct 2006 18:34 since 24 Oct 2006 18:34 since 03 Nov 2006 19:43 since 05 Nov 2006 22:38 since 08 Dec 2006 06:37 since 17 Jan 2007 12:29 since 17 Jan 2007 13:58 since 10 Feb 2007 18:42 since 21 Mar 2007 05:13 since 31 Mar 2007 01:59 since 12 Apr 2007 02:15 since 14 Apr 2007 01:45 since 15 Apr 2007 17:16 since 16 Apr 2007 05:50 since 15 May 2007 05:46 since 11 Jun 2007 04:39 since 20 Aug 2007 09:09 since 04 Sep 2007 05:36 since 04 Sep 2007 05:36 since 04 Oct 2007 02:00 since 04 Nov 2007 04:11 since 15 Nov 2007 00:32 since 12 Dec 2007 05:17 since 18 Dec 2007 06:52 since 23 Dec 2007 20:08 since 16 Jan 2008 07:27 since 21 Jan 2008 03:01 since 25 Jan 2008 22:07 since 27 Jan 2008 03:16 since 02 Feb 2008 21:49 since 07 Feb 2008 03:58 since 09 Feb 2008 16:17 since 12 Feb 2008 12:29 since 23 Feb 2008 02:56 since 28 Feb 2008 08:15 since 20 Mar 2008 12:33 since 24 Mar 2008 18:38 since 25 Mar 2008 01:48 since 28 Mar 2008 00:37 since 10 Apr 2008 03:15 since 27 Apr 2008 14:51 since 03 May 2008 22:45 since 04 May 2008 12:12 since 06 May 2008 23:41 since 10 May 2008 09:14 since 25 May 2008 22:40 since 31 May 2008 04:18 since 06 Jun 2008 12:16 since 09 Jun 2008 17:46 since 09 Jun 2008 22:40 since 10 Jun 2008 13:01 since 10 Jun 2008 13:01 since 10 Jun 2008 18:28 since 10 Jun 2008 22:13 since 11 Jun 2008 01:04 since 11 Jun 2008 15:05 since 12 Jun 2008 03:55 since 12 Jun 2008 05:02 since 12 Jun 2008 12:55 since 12 Jun 2008 17:27 since 13 Jun 2008 13:48 since 13 Jun 2008 14:24 since 16 Jun 2008 08:47 since 18 Jun 2008 11:29 since 19 Jun 2008 05:44 since 21 Jun 2008 10:48 since 21 Jun 2008 18:55 since 24 Jun 2008 21:55 since 25 Jun 2008 16:36 since 27 Jun 2008 14:22 since 30 Jun 2008 20:00 since 01 Jul 2008 18:50 since 12 Jul 2008 12:07 since 18 Jul 2008 01:45 since 16 Aug 2008 02:35 since 16 Aug 2008 06:07 since 20 Aug 2008 14:53 since 23 Aug 2008 14:31 since 28 Aug 2008 01:25 since 09 Sep 2008 02:43 since 17 Sep 2008 00:40 since 17 Sep 2008 02:25 since 23 Sep 2008 01:19 since 23 Sep 2008 15:40 since 01 Oct 2008 17:12 since 03 Oct 2008 06:37 since 03 Oct 2008 16:14 since 06 Oct 2008 17:32 since 25 Oct 2008 23:08 since 26 Oct 2008 15:42
page 1 of 12123...1112next »

## Moderators

author: a_bretherino
version: 1.0.2
summary: 'Wheel of fortune, the GAME for 2-3 players with puzzle adder!'
description: "Completely TI BASIC Wheel of Fortune game show for 2-3 people with expansion pack and puzzle adder program! Independent game: no other software required!\n\nRequires TI-84+CE for 26x10 home screen display and RAM space."
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '1'
sports: '0'
casino: '1'
board: '0'
utility: '0'
misc: '0'
compatibility: ff
image: null
fileSize: '26639'
fileSizeUnit: '1'

## Program Editor:

Before you start by making your first code, you must learn how to create a program(Make sure you are in the Calculator application). Press Menu and go to 8. Then, press 1 and 1 again. A window will pop up prompting the name of the program. Put in the name, then select the type (program or function) and press OK. Now, you are in the program editor, you can now move to the tutorials underneath.

## Introduction:

Well hello and welcome to your first tutorial! Let's start with the title "How to print text on a TI-Nspire", Well to simply answer your question it's Disp or text. Let's look at the two examples underneath.

Text "HELLO, WORLD!"

If you want to include more functionality to displaying text, you can use Disp which will display your text as well.

Disp "HELLO, WORLD!"

author: 'TI-Basic Dude'
version: 1.3.1dots
summary: 'Look at description.'
description: "How to play:\nYou need to find all the hidden dots within the time limit. \nComes with FREE of the ASCII chars:\n↑↓#%&@\\_|₀₁₂₃₄₅₆₇₈₉…$Ŝ\n\n(Oops, did not turn out correctly… Oh well.)\n\nThis was just typed in on August 10th, 8:30 AM.\nAnd, this game allows you to pause the game. Just in case you need to use the restroom or make lunch or something. \n\nAllows you to stop the game in case you need to quit. Pretty fun if I do say so myself.\n\nAnd I may go to Europe this year or next year for my moms job.\nNot sure if there is internet or not in Europe. Well, see ya around!" arcade: '1' graphics: '0' platform: '0' puzzle: '1' rpg: '1' strategy: '1' sports: '0' casino: '0' board: '0' utility: '0' misc: '1' compatibility: bb download: 'archivefile:dots/DOTS.8xp' image: 'archiveimage:screen01-3/SCREEN01.JPG' fileSize: '2470' fileSizeUnit: '1' dateMade: '1498888800' author: 'Michael K. Pellegrino' version: '1.0' summary: 'This version of the classic game was written in pure z80 Assembler. To run it use the Asm command. It was written for the TI83/84+ calculators.' description: 'Classic game of 21 - Text Based - Saves your bank upon exit. If you run out of funds - you can register the game for$2.00 and you will perpetually have a bank roll.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '1'
sports: '0'
casino: '1'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
image: null
fileSize: '3256'
fileSizeUnit: '1'

Routine Summary

Calculates the mode(s) of a list of numbers.

Inputs

L₁ - To store the user-inputted list of numbers

Outputs

L₃ - The mode(s) of the original list of numbers
Ans - The mode(s) of the original list of numbers (alternates)

Variables Used

L₂ - Intermediate calculation storage
X - Weregoose's version only

Calculator Compatibility

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

Authors

:ClrList L₂,L₃
:iL₁(1)+sum(L₁=L₁(1→L₂(1
:For(L,2,dim(L₁
:If not(max(L₁(L)=imag(L₂
:iL₁(L)+sum(L₁=L₁(L→L₂(1+dim(L₂
:End
:For(L,1,dim(L₂
:If real(L₂(L))=max(real(L₂
:imag(L₂(L→L₃(1+dim(L₃
:End


The mode of a list is the value that occurs most often within the list. This routine will find the mode and, if there are any ties, will display all modes. Examples:

:{1,2,3,3,4
Mode = {3}
:{5,5,6,6,7
Mode = {5,6}


# Alternate Routines

:SortA(L₁
:Repeat min(0≠ΔList(L₂
:{0→L₂
:ΔList(L₁→L₃
:For(θ,1,dim(L₃
:If not(L₃(θ
:L₁(θ→L₂(1+dim(L₂
:End
:L₂→L₁
:End
:ΔList(cumSum(L₂


This version coded by Trenly is slightly shorter than the above routine by kg583 and produces the same output, which is saved in Ans rather than L₃. However, the original list in L₁ is modified in the process, so make sure to backup that list somewhere else if you need it later.

:1+max(abs(L₁→X
:L₁+Ans
:While max(Ans
:Ans→L₁
:SortD(L₁
:L₁augment({0},not(ΔList(L₁
:End
:sum(L₁ xor 0→dim(L₁
:L₁-X


This version written by Weregoose is very similar to Trenly's in form and function. The output is, again, in Ans and lists all modes, but does also modify L₁ in the process. Note the advanced use of the xor function.

# Introduction

The 68k series can easily make an accurate distinction between programs and/or functions. Functions are just like programs except that they do not allow statements with side effects (such as Input or "Disp," or allow editing of non-local variables), and they return a single value, which in the absence of an explicit Return statement is the last expression evaluated in the system.

Moreover, the 68k version of TI-BASIC allows creating user-defined functions. Functions have the same syntax as programs except that they use the "Func…EndFunc" keywords instead of "Prgm…EndPrgm," and that they are not allowed to use instructions that perform I/O, modify non-local variables, nor call programs. However, functions can still be non-pure because they can call built-in functions such as "getTime(), getKey(), or rand()."

Lastly, all functions have a return value, which in the absence of an explicit Return statement is the last expression evaluated.

# Functions Program Example

fact(x)
:Func
:If x=0
:Return 1
:If x<0
:Return undef
:x*fact(x-1)
:EndFunc

Bibliography

#### Creating a program in the Program Editor

Time to make your first program in 68k Basic! In the APPS menu select #7, go to the "Program Editor", and then press "New". Enter a name for your program in the variable field, let's call it "hellowld". Press enter, and here we go!

#### Creating the Program

The following program, when executed, will display the phrase "Hello World!"

hellowld()
:Prgm
:ClrIO
:
:Disp "Hello World!"
:
:Pause
:ClrIO
:DispHome
:EndPrgm


Let's go through a line-by-line analysis of this code.

hellowld()
:Prgm


This is where the program starts. Every program you make will start with the name of the program, followed by parenthesis. The nest line contains an opening Prgm tag, which indicates the beginning of the program. Everything after it will contain the actual code that you write.

:ClrIO
:
:Disp "Hello World!"


The next command is ClrIO, which will clear the Input/Output buffer. For those who don't know what this is, it's basically a different section of the calculator where output is displayed (so output is not displayed on the Home screen, it is displayed here). After that, we have a new command Disp, which displays a string to the IO buffer.

:Pause
:ClrIO
:DispHome
:EndPrgm


We then pause the program, which will halt program execution until the ENTER key is pressed. More information on why we do this up ahead. After pressing the enter key, the program clears the IO buffer (which erases the "Hello World!" message from it) and goes back to the home screen using the DispHome command. This is the end of our program, which means that we can add the EndPrgm tag, which closes the program.

You may look back and ask, why did we include the pause command? This is because shortly after, we display the home screen using DispHome. This means that the "Hello World!" message will be printed the IO buffer, but it will display the home screen quickly before you can even try to read the message. We add the pause in there to allow the user to read the message before executing the rest of the code. This roadblock can be crossed by removing the DispHome command, but for ease of use, we keep the DispHome and make sure to throw in the pause command after we display the text.

author: 'TI-Basic Dude'
version: 5.0S.0C
summary: 'This is My first upload to this website!!!!! Yay!!!'
description: "This Program Includes a Onblock assembly program and the security program. Please post to tell me if you want to change it in any way/ or optimize it.\n\nThis Program Includes:\n\n~ Security Program (I highly recommend you get TI's Start-Up Customization App)\n~ On block (To prevent people from using the [ON] key to exit.)\n\nYou may choose your own PIN instead of \"9257\".\n\nOther Information:\n\n79 bytes for the prgmONBLOCK\n434 bytes for the prgmθSECURTY\nThis program is edit locked. To unlock it, use the TI-BD's assembly program for the Lock status for a program.\n\nⒸ 2017 TI-Basic Dude\n"
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: bb
image: null
fileSize: '513'
fileSizeUnit: '1'

…that you can change the color of the input or output of a math box?

…that you can compare multiple data sets in the same graphing window?

…that many of the Windows shortcut key commands work on the Nspire?

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

xor

# Z

The ListPages module does not work recursively.

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

Did you know…

The ListPages module does not work recursively.

Did you know…

The ListPages module does not work recursively.

Did you know…

The ListPages module does not work recursively.
 May 11 — The nspire section was added to the news category

## Program Editor

Before you start by making your first code, you must learn how to create a program(Make sure you are in the Calculator application). Press Menu and go to 8. Then, press 1 and 1 again. A window will pop up prompting the name of the program. Put in the name, then select the type (program or function) and press OK. Now, you are in the program editor, you can now move to the tutorials underneath.

## Hello World!

The following program, when executed, will display the phrase "HELLO, WORLD!"

Text "HELLO, WORLD!"

Other Methods:

If you want to include more functionality to displaying text, you can use Disp.

Text "HELLO, WORLD!"

Is the same as:

Disp "HELLO, WORLD!"

author: 'Trent Knight'
version: '1.0'
summary: 'GeometryCE is a program that automatically calculates many different geometry formulas for you.'
description: 'GeometryCE stores many common formulas for you to use, and solves the formulas for you. All answers are given in exact form. I am planning on updating it with approximate answers and more formulas.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '0'
compatibility: ff
image: null
fileSize: '6'
fileSizeUnit: '2'

Preparation

References

• CHAR
• → ∟ ⌊ ‾
• × ÷ ±
• √ Σ ≠
• ≥ ≤ π
• Δ χ ▶
• ֿ¹ ² ³
• L₁ L₂ L₃
• L₄ L₅ L₆
• ≅ ℕ º
• θ ∠ ∞
• ♦ ⇧ ∫

This FAQ is an attempt to answer the common TI-Basic related questions that people ask. Many of the questions are related to each other, so it is recommended that you read through the whole list. If you have any questions that aren't mentioned on the list, please post them in the forum or make a comment at the bottom of the page.

## General

Q: Is TI-Basic easy to learn?
A: Yes! TI-Basic has the majority of the standard features and functionality that you find in other BASIC programming language variants (i.e., things like user input and variables are very similar), so if you can learn those languages, TI-Basic should be no problem. If TI-Basic is your first exposure to programming, it will require some work to learn, but it is definitely worth it because TI-Basic is a fun language to use.

Q: How do I learn TI-Basic?
A: The best way to learn TI-Basic is to download a copy of the manual, and start making small, sample programs to try out the different TI-Basic commands. Once you feel comfortable with the commands, you can start putting them together to create larger programs. After that, you should move on to learning the more advanced design concepts and techniques that are part of TI-Basic.

Q: Where can I get information on TI-Basic?
A: The wiki you are currently on has the largest collection of TI-Basic information available, including commands, design concepts, techniques, and experimentation. The resources page also has a comprehensive list of TI-Basic tutorials that you can find elsewhere on the Internet. In addition, you can download all of those tutorials (and many more) on the downloads page.

Q: Do you have a tutorial about [subject]?
A: The best way to find out is to use the search box. If you don't find what you are looking for, leave a comment in the forum and one of us will try to help you. We won't guarantee that you will find everything on this wiki that you are looking for, since it is a constant work in progress and there are simply too many topics to cover. If you would like to make a suggestion for a new tutorial, you can add it to the wiki to-do list.

Q: Where did the TI-Basic name come from?
A: Back when the language was growing in popularity and use, people wanted a simple name to refer to it that was easy to remember and told you what it was. Because it is the built-in programming language of the TI graphing calculators, and it is a variant of BASIC (more or less), TI-Basic is what they called it. You should note that the name is unofficial, as TI has never actually given it a name (for example, try searching for TI-Basic in the calculator manual; you won't find it).

Q: I've seen TI-Basic spelled with all uppercase (TI-BASIC) and with mixed case (TI-Basic), but what is the correct way to spell it?
A: Truthfully, there is no one correct way to spell it. It is just a personal preference. On this wiki, however, you will probably notice that we spell TI-Basic with mixed case. The primary reason for that decision is because it is easier to read (all caps aren't very reader-friendly).

Q: What calculators support TI-Basic?
A: All of the TI graphing calculators have TI-Basic support built-in. Of course, the calculators each have their own TI-Basic variant (see next question).

Q: What's the difference between Z80 and 68k TI-Basic and Nspire TI-Basic?
A: Simply put, a whole lot. Nspire TI-Basic lacks all sorts of things that 68k (and even Z80) TI-Basic has, especially graphics commands. This mostly relegates Nspire TI-Basic to math programs.

Q: Is there a place where I can interact with other TI-Basic programmers?
A: While there is a forum available here on this wiki for TI-Basic discussion and help, the best TI-Basic forum in terms of user activity is United-TI, which has a Nspire TI-Basic section. In fact, the majority of members of this wiki are active members at United-TI, so you will probably see us hanging around there.

## Games

Q: Where can I find TI-Basic games and programs to download?
A: On our resources page, you will find several links to general TI related sites. One of the best sites to visit for games and programs is ticalc.org, which has the largest archive of TI-Basic games and programs of any site on the Internet.

Q: What is an emulator?
A: An emulator allows you to run a virtual form of your calculator on your computer, which is very convenient when you want to make quick changes to programs, or do any debugging or optimizing. There are several emulators available for you to use, so you should just experiment to see which one you prefer.

Q: I downloaded an emulator for my calculator, but it won't work because it says it needs a ROM image. What is that?
A: A ROM image is simply an instance of your calculator, which tells the emulator that you own your calculator. It is primarily used as a safeguard because only one person is supposed to be using any one ROM image. To download the ROM image to your computer, you just link your calculator to your computer, and then the emulator should be able to download the ROM image off of it.

Q: I have an awesome idea for a game, but I don't know how to program. Can you program it for me?
A: While we would like to help you program your game, we each have our own projects that we're working on and other real-world things (like school and a job) that occupy our time, so we aren't able to program your game for you. At the same time, if you have a specific TI-Basic programming question that you need help with, we'd be happy to help you. Even better than us programming your game, though, is you programming it yourself (see next question).

Q: What do I need to make games?
A: The main things you need to make games are your TI calculator and calculator manual. Before you actually implement a game, however, you should plan it out. This involves coming up with the idea for the game, and working out the many details of the game: graphics, gameplay, menus, and so on. Once you have all of those things figured out, you just need to put them into action.

Q: What is a good tutorial for making games?
A: Unfortunately, there really is no comprehensive game tutorial available. Instead, there are several small tutorials that each cover different aspects of games. In addition, on this wiki there are quite a few techniques covered — see for example the Special Topics section.

Q: Can I use a routine from this wiki in my game?
A: Yes! In fact, we encourage it. All of the routines on this site are designed to be as optimized and efficient as possible, so that readers learn the best way to program.

Q: Can I use sprites from other games in my own game?
A: The general consensus among the calculator programming community is that using somebody else's graphics in your game is fine, as long as you get their permission to do so. However, if you don't plan on releasing your game to the community, but instead just keeping it to yourself and your friends, then it doesn't really matter.

## Programming

Q: How do I draw graphics?
A: Nspire TI-Basic is relatively unknown to the programming community, so nobdy really knows how to use graphics commands. Hopefully, as knowledge of programming the Nspire grows, there will be more information on Nspire graphics.

Q: Can I do [task] in TI-Basic?
A: While it's possible to do almost anything in TI-Basic, whether it looks nice and runs at a decent speed is a different matter. If you have thoroughly planned your program and made it as optimized as possible, and your program still takes a minute to load and there's a five second lag after each key press, that's a good indicator that you should probably use assembly or C instead. At the same time, you should always strive to push the boundaries of TI-Basic.

Q: How do I convert a number to a string and vice versa?
A: The string() command can be used to convert any variable type to a string. To convert in the other direction, use the expr() command.

Q: My program is extremely large. Is there a way to manage/condense the code better?
A: First of all, your program will probably shrink in size after the first time you run it, due to tokenization. If that's not enough for you, see the optimization page for more tricks.

Q: Are there any undocumented features (Easter eggs) in TI-Basic?
A: Unlike the TI-83 version of TI-Basic, virtually everything we know about the Nspire calculators' TI-Basic is documented somewhere. However, there are some features that the manual doesn't emphasize but are quite useful to TI-Basic programmers.

Q: How do you disable the ON key?
A: This is impossible in pure TI-Basic. Using Try..EndTry blocks, you can disable the ON key during text input, but the only way to disable it universally is with an assembly program or Exec code.

Q: How do I hide the code of my TI-Basic program?
A: This is impossible — if someone can run your program, they can see the code as well. You really shouldn't try to hide the code too, but let others learn from it instead.

## Troubleshooting

Q: My calculator can't handle expressions with several variables, (e.g. it can't factor x^2+y^2+2xy). How do I fix this?
A: When you type xy next to each other, the calculator doesn't treat it as multiplication, but as a different variable called "xy". Write x*y instead and you should have no trouble.

Q: I've entered a simple expression and am confident of the result, but the calculator gives something bizarre! (For example, d(x^2,x) gives 10 as a result) What's wrong?
A: Make sure all the variables you're manipulating in a general way (x, in the example) are actually undefined. If not, delete them using DelVar. Otherwise, their values will get substituted and you'll get a weird answer. This can result in other surprising errors as well.

Q: I think some of the routines on this wiki have errors in them, because they didn't work for me. Could you please correct them?
A: We have strived to make sure that all of the routines on this site work correctly and without problems. However, if you are 100% sure that you entered the routine correctly into your calculator, please leave a comment on the page using the comment function at the bottom of the page. Somebody will then be able to correct the routine so that it won't cause anybody else any problems.

Q: I was playing a TI-Basic game and my calculator suddenly shut off. When I turned it back on, my memory was erased. What happened?
A: Your game had a glitch of some kind, and it caused the calculator to crash. This is usually caused by Assembly programs, as the majority of TI-Basic errors are caught by the calculator. You don't have to worry very much about TI-Basic crashes because they don't do any real permanent damage to the calculator, but because it is very annoying to have to replace all of your programs after your RAM is cleared, you should always store any important files in the archive.

Q: When I tried to run my TI-Basic program, I got this error message. What does it mean?
A: Most error messages are fairly self-explanatory, but if you're still confused, you should consult our list of error messages with a more in-depth explanation.

## Assembly/C

Q: How does TI-Basic compare to Assembly or C?
A: TI-Basic is much easier to learn and program in, but it is rather slow because it is an interpreted language. TI-Basic has many good graphics commands, but will still be slower than assembly or C programs; also, TI-Basic programs are limited in control over the calculator.

Q: Is it possible to convert TI-Basic to Assembly?
A: No, it is not. There are currently no working programs available that will convert TI-Basic to Assembly (note: I say working because people have tried creating TI-Basic to Assembly converters, but nobody has completed one yet), so the only way you can convert a TI-Basic program to Assembly is by learning Assembly and porting the program yourself. You could also try asking an Assembly programmer to port it for you, but most people won't do that unless the program is pretty small.

Q: I want to use an Assembly program with my TI-Basic program, but I can't figure out how to use it. Can you help me?
A: Unfortunately, we really can't do much for you. What we recommend is that you contact the author of the Assembly program and ask them for help. They wrote the program, so naturally they should be able to answer any questions that you have.

## Program Editor

Before you start by making your first code, you must learn how to create a program(Make sure you are in the Calculator application). Press Menu and go to 8. Then, press 1 and 1 again. A window will pop up prompting the name of the program. Put in the name, then select the type (program or function) and press OK. Now, you are in the program editor, you can now move to the tutorials underneath.

## Hello World!

The following program, when executed, will display the phrase "HELLO, WORLD!"

Text "HELLO, WORLD!"

Other Methods:

If you want to include more functionality to displaying text, you can use Disp.

Text "HELLO, WORLD!"

Is the same as:

Disp "HELLO, WORLD!"

## Who's Greater?

In this code, if c is greater than d, the program will say "yes" or otherwise it will say "no".

If c>d Then
Disp "Yes"
Else
Disp "No"
EndIf

author: Zixcoder
version: 1.4.1
summary: 'A Minesweeper program that will sweep you into a fun, classic puzzle! Find all the mines on the screen to win. This version includes varying difficulties, different text and control styles, custom options, automatic clearing, and a saving and loading feature, all written in pure TI-BASIC for the TI-84+C calculators. Happy solving!'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '1'
utility: '0'
misc: '0'
compatibility: ff
image: 'archiveimage:minesweepercapture-1/MinesweeperCapture.png'
fileSize: '9960'
fileSizeUnit: '1'

 Welcome to the TI-Basic Developer (TI|BD) Nspire Basic Starter Kit! This tutorial is designed to help new Nspire programmers get their feet off the ground. The tutorial is divided into chapters that each have their own focus, and is meant to be read in sequential order. If you have questions or get stuck, leave a post on the forums and somebody will assist you. Happy coding!
 1. Getting Started 2. The Basics of Nspire Basic 3. Creating Games 4. Advanced Graphics 5. Math Functions 6. Optimization 7. Putting It All Together 8. Miscellaneous
If you have any suggestions whatsoever on content, feel free to add them here.
Nspire Pages To-Do
To Do TI|BD nspire
Here is a place for your title Click me to edit ! false

Testing area for the Nspire home header.

# Why use Nspire Basic?

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

# Major Features

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

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

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

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

# Commands

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

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

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

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

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

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

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

# Variables

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

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

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

# Programs

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

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

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

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

# Optimizations

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

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

# Graphics

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

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

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

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

# Closing Words

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

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

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

# For Beginners

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

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

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

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

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

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

# Writing a Program

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

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

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

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

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

### Easy

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

### Intermediate

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

### Hard

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

# Reference Material

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

This sitemap is a list of the pages in the Nspire section of the site, organized in a hierarchical fashion for easy viewing. Please note that this does not include all of the pages in the Nspire section, for instance, the command pages.

# 2017

The ListPages module does not work recursively.

# 2016

The ListPages module does not work recursively.

# 2015

The ListPages module does not work recursively.

# 2014

The ListPages module does not work recursively.

# 2013

The ListPages module does not work recursively.

# 2012

The ListPages module does not work recursively.

# 2011

The ListPages module does not work recursively.

# 2010

The ListPages module does not work recursively.

# 2009

The ListPages module does not work recursively.

# 2008

The ListPages module does not work recursively.

# 2007

The ListPages module does not work recursively.

# 2006

The ListPages module does not work recursively.

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

That worries me… :/ test

But you can edit other people's posts…

Oh this looks neat.

Routine Summary

Approximates a future value of a given function.

Inputs

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

Outputs

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

Variables Used

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

Calculator Compatibility

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

Author

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

Authors

The Mathematics Department at the University of Arizona

routine.zip

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

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


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

# Related Routines

Hello TIBD.

Hello world.

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

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

THIS TIP IS FROM TIPRGMZ9K

TIP IS MOSTLY FOR BASIC PROGRAMS.

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

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


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

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

# Credits

Credits to burr, he made everything here.

Command Summary

Stops the program at the given point of the program

Command Syntax

No special syntax

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

This command works on all calculators.

X byte(s)

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

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


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

# Forum Rules

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

# Code Of Conduct

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

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

# Forum Rules

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

# Code Of Conduct

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

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

version: '1.0'
summary: 'Calculates the four roots of a quartic equation.'
description: 'Asks the user for the coefficients of the five quartic terms and calculates the value of each of the four roots.'
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
image: null
fileSize: '333'
fileSizeUnit: '1'

NOTE THAT THIS IS A SANDBOX AREA.

Command Summary

Creates a folder with a specified name

Command Syntax

NewFold folder name

Catalog

89/92/T/+/V200

1 byte or 2 bytes

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

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


# Error Conditions

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

# Related Commands

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

Command Summary

Returns the user to the homescreen

Command Syntax

Main command, no special syntax

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

{\$compatibility}

2 bytes

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

Prompt a
Pause
DispHome


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

# Optimization

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

DispHome
Stop

can be

DispHome


# Related Commands

Command Summary

Renames a variable into another one

Command Syntax

Rename var1,undefinedvar2

This command works on all calculators.

X byte(s)

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

Rename a,b


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

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

Rename str1,a


# Error Conditions

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

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

# Related Commands

 Welcome to the TI-Basic Developer (TI|BD) 68k Basic Starter Kit! This tutorial is designed to help new 68k programmers get their feet off the ground. The tutorial is divided into chapters that each have their own focus, and is meant to be read in sequential order. If you have questions or get stuck, leave a post on the forums and somebody will assist you. Happy coding!
 1. Getting Started 2. The Basics of 68k Basic 3. Creating Games 4. Advanced Graphics 5. Math Functions 6. Optimization 7. Putting It All Together 8. Miscellaneous

Command Summary

Displays an output on the Home or I/O screen

Command Syntax

Disp //[text],var

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

This command works on all calculators.

X byte(s)

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

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


# Error Conditions

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

# Credits

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

Command Summary

Stores a string to a variable

Command Syntax

InputStr variable

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

TI 89(T)/92

1 byte or 2 bytes

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

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

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


# Error Conditions

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

# Also See

Command Summary

Prompts the user to assign a value to a variable

Command Syntax

Prompt var1,var2…

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

TI 89(T)/92

2 bytes

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

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

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


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


# Related Commands

Command Summary

Draws a circle on the graphscreen

Command Syntax

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

TI-89(T)/92

1 byte or 2 bytes

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

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


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

# Command Timing

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

# Related Commands

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

Routine Summary

Newton's Method - calculates the value of an equation

Inputs

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

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

Outputs

A - The answer is stored to A

Variables Used

A, Y1, Y2

Calculator Compatibility

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

Authors

Variant 2: Xeda Elnara

newton.zip

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

Variant 1

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


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

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

Variant 2

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


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

+Routines

author: 'Angelo DeSanto'
version: 2.2.3.CE
summary: 'A program to solve for any of three variables: Pressure, Temperature, or Heat of formation.'
description: "Very easy to use as the program accepts three pressure units (atm, mmHg, & torr), as well as three temperature units (C,K,&F) and converts all of them automatically to an output of Kelvin, Atmospheres, or Kilojoules per mole, depending on the operation performed\n\nDownload includes a Ti-84+CE version, and a Ti-84+ friendly version"
graphics: '0'
platform: '0'
puzzle: '0'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '1'
misc: '1'
compatibility: bb
image: 'archiveimage:capture-3/Capture-3.png'
fileSize: '3'
fileSizeUnit: '2'

author: Battlesquid
version: '1.0'
summary: 'A mini version of the classic Bomberman game!'
description: 'A shrunken down version of the classic Bomberman game. Utilize your endless stream of bombs to make it to the exit without killing yourself. Controls in the README, works on the 83+ and 84+, but recommended for the 84+SE.'
graphics: '0'
platform: '0'
puzzle: '1'
rpg: '0'
strategy: '0'
sports: '0'
casino: '0'
board: '0'
utility: '0'
misc: '0'
compatibility: bb
image: 'archiveimage:bomberman-gameplay/Bomberman-gameplay.gif'
fileSize: '1125'
fileSizeUnit: '1'

 Author: Ericthe101 File Size: takes up barely any RAM. a virus that will seriously mess up your calculator.

# TI-Nspire

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

# TI Nspire CX

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

# TI Nspire CAS

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

# TI Nspire CX CAS

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

# Bibliography

Wikipedia

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

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

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

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

Did you know…

The ListPages module does not work recursively.

# What is IRC?

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

# Step 1: Obtaining an IRC

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

• Linux
• Windows
• Mac OS X
• iOS
• Android

# Step 2: Connecting to a network

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

Quassel Identity Setup

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

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

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

# Step 3:Connect to a Channel

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

Join Channel

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

# Credits

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

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

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

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

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

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

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