General and TI-BASIC

These tutorials deal with general calculator operation and troubleshooting, as well as TI-BASIC, the classic language built-in to all of TI's graphing calculators.

Axe and Z80 assembly

Both languages are harder to grasp than TI-BASIC, but much faster. A relief for those frustrated by direct ASM programming, Axe is like C for the calculator.

  • Arrays in Axe

    Just because Axe doesn't support data structures doesn't mean you can't use them. Arrays are one of the most important data structures in the field of game programming, used for everything from the parts of the snake in a game of Nibbles to the enemies and bullets of Phoenix. Learn how to hack bytes into a meaningful array in this guide. It'll also show you some pretty crazy ways to optimize your array manipulations.

    Deep Thought 2011 · Report an error · Tutorial contents

  • The Ultimate Guide to Axe Parser

    So you know BASIC and the rest of your calculator inside-out (eh, not really). Now what? If you want to learn a new, faster, and tad-bit-harder language, or if you're confused by (or in fear of) pure Z80 assembly, start here. It'll teach you the nuts and bolts (and blades and handles) of the Axe Parser language.

    Deep Thought 2011 · Report an error

  • Collision Detection

    Collision detection is a cornerstone of many games. Whether it's a player, a bullet, or a ball, anything in your game that moves and interacts with other objects probably needs a collision detection routine somewhere. This quick guide not only teaches you the basics of position-based collision detection but also generates optimized code for you, through an online script.

    Deep Thought 2011 · Report an error

  • FIRIN' LAZ0RZ

    Axe is fast and very easy to code, so why not make an awesome game out of it? This tutorial will guide you step by step in making a shoot-em-up game (Space Invaders-style). It builds an array structure in Axe to show you an easy way to set up a SHMUP game.

    Deep Thought 2011 · Report an error · Tutorial contents

  • Buoyancy

    Pardon the lame pun in the title. Floating-point numbers are slow and cumbersome, and may very well be the root of all evils (of BASIC). But it's a calculator, and you need precision. This is a short guide to why FP is used and how it works.

    Deep Thought 2011 · Report an error · Tutorial contents

+ Tweet