This is a repository for the all the progams I wrote on my TI-85 back when I was in high school. These were written before I had even learned to code, so they are incredibly inefficient -- even for such a low-performance architecture.
- There was a bug/feature that made closing parenthesis (when not ambiguous
Outpt(1,1,"qqq"
vsOutpt(X(1,2),2,"qqq"
) totally optional. This may have increased the compile time, but it was a trade off to trim a few bytes off the application. Since I used this technique in my code, the files don't have closing parenthesis (unless it was required) - There are no comments in the code. I forget if there was a way to write comments, but it would've bloated the code.
- I don't think that indentation is valid, but I added it just to make it slightly more readable and so I could see if I had actually closed off all the Ifs/Fors/Repeats
- This code is specific to the TI-85. It's old. It's better. Deal with it.
This is a battleship game. It stores four HUGE matricies that take up a ton of memory. It's a good idea to delete these after the game is finished. The game is two player, not single player.
This is a black jack game. It was the first successful game I ever wrote. Looking back, I realize it's probably the worst code I've ever written, and honestly, I don't know how it even ran. The goto
s and the horrendous inefficiency in picking the cards. Really, you shouldn't look at this code.
This is the second iteration of my black jack game. This was written in my junior year of high school mostly during study halls. By the time I finished it, I was quite proud of myself for having written much more concise code for the game. In particular, I revised the logic for generating cards to eliminate the god-awful If-Then chains. All in all, I reduced the size of the game from 3218 bytes in the first version to 1739 bytes in the second version. Looking back, I still see places where I could have improved the code, but it was pretty good having never formally learned coding. I also added comments to this file so it would be more understandable.
One other note: neither BLKJK or BLKJK2 implement actual card decks. Cards are generated at random and are not selected from a real deck. It is, therefore, impossible to card count and cheat these games. It is also, possible to have more than 52 cards in your hand. This leads to hilarious situations where you bust by 800 points.
This was the first of several games that I wrote that share money across the games. They use a global variable "POT" that stores the amount of money the player has.
This game originally started as a text-based adventure game. Then I realized that that was far too complicated to write, so I turned it into a "Pre-Text Adventure Game", which was really just a maze. The game is simple, you navigate rooms with N S E W controls and look for cheese. The CMAZE.pdf file has documentation on how the rooms are laid out. But, you can easily just button-mash until you find the cheese. If you find the cheese and bring it back to the starting room, you earn $10,000 for the global money variable "POT"