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This is a TI-83 TAS, but it's unlike anything ever submitted before. Rather than loading a game, this run writes it... and *then* TAS's it. Slowly. In all the glory the TI-8x line is (in)famous for. Also, the game is *really* broken for how short it is - it's like the result of Snake and Astroids swapping a few too many digital bits without using (memory) protection. Or something. On second thought, forget that analogy and take a gander at the source code in its entirety:
26üK
1.1üB
{4AnsüA
ClrHome
For(A,1,û2
randInt1,16)+.1randInt1,8üC
Repeat C=Ans(1
Aüdim(áA
áA(1
Output(10fPart(Ans),int(Ans),"O
Output(10fPart(B),int(B)," 
Output(10fPart(C),int(C),"*
getKey
If Ans=45
Goto 0
If Ans=34 or 2>abs(Ans-25
AnsüK
áA(AüB
áA(1)+(K=26)-(K=24)+.1K=34)-(K=25
If max(áA=Ans
Goto 0
Ans+16(not(int(Ans-(17=int(Ans)))+.8(not(fPart(Ans))-(.9=fPart(Ans
augment{Ans},áAüA
End
augmentAns,{Ans(AüA
End
Lbl 0
ClrHome
A
As ais523 put it, that's some pretty serious mojibake for anyone without the proper fonts installed, so I recommend viewing the source code from the TI Basic Developer site on the Snake wiki page if you're interested but I wanted to include it here so it's clear exactly how little code this game is derived from.

Speedcoding

The highlight of this TAS, and really, the only reason to watch it, is the speedcoding (writing source code as fast as possible) at the beginning of the run. I was inspired by Bisqwit's NES emulator speedcoding project, which I've always been amused by. When I started looking into making a TI-83 run many months ago I discovered that it was possible to load an .x8p file or create a movie but not both at the same time, so I started down the path of writing a game. I jumped in without considering the consequences and immediately got stuck because I, er, didn't *really* know how to use a TI-83 calculator, or at least not how to write a program with one. I initially thought I could literally type the commands out, but that doesn't work - after reading the TI-Basic starter kit page I discovered you have to delve into each menu, such as the Prgrm menu, and select the symbol for a For loop, or an If, and even to write a = operator. I considered writing a complex Lua script but opted to enter everything manually, and the process became much faster once I realized I had to start thinking like an EMACS user.
Of course, by doing it by hand I encountered a number of issues when I missed ) characters or mistyped list symbols and I caused myself great pain as hexing everything in kept causing desyncs. There is a substantial amount of lag that changes depending on where things are on the screen which makes hexing a nightmare. There are lag frames every time you enter a menu, every time you create a newline, pretty much lag any time you repaint the screen in any way other than writing a single character on the same line. After entering all of these commands manually I exit programming mode and enter execution mode which starts the game Snake. I opted to make no changes at all to the source code to stay faithful to the published code, although I later regretted not increasing the drawing speed.

Why I chose Snake

When I was a teenager I had a Compaq 386 20 MHz luggable with an orange plasma display and I had a copy of a math learning game called Googol. You can play Googol Googolpede here in a browser. Googolpede was a great way to practice my math facts - you'd have to run your snake into either T or F to answer questions, and it could be quite challenging - you'd have to solve the equation while avoiding walls or yourself. It left a deep imprint on me and I've enjoyed Snake ever since - I was thrilled it was highlighted at AGDQ 2014, but I digress.

About *this* variant of Snake

This simple variant of Snake has some quite interesting features considering how compact it is:
* Segmented snake parts and stuff to eat that shows up inside you!
* The ability to wrap around the edges of the screen!
* The ability to phase through body parts at the edges!
* Snake coiling!
* Really bad controls!
* RNG that isn't!
* Really slow movement that gets even slower when you press buttons!
Needless to say, the game is quite abusable, and thankfully has an obvious ending (although it takes quite a while to get there, but more on that in a moment). For starters, the game moves the head of the snake 5 frames before the end of the snake is advanced forward, as if you're growing and shrinking repeatedly. The result is you can't directly chase your own tail and you have to be one segment behind it. Additionally, after drawing your new snake location on the screen, directional button presses for the next 5 frames will impact what happens when the next segment is drawn, and button presses after that point affect what will happen after the one after that is drawn. In other words, you have to press buttons in advance, which is unnatural and annoying.

Run comments

The game starts fairly tamely in part because with only a single segment it's not like you can run into yourself but that starts becoming a problem very quickly (well, if you consider the glacial pace of this game quick). Once more than one segment shows up you start to notice that * food bits show up regardless of whether your body is already occupying that space or not, meaning you have to move yourself out of the way before you can eat it or you'll collide with yourself instead of eating the food and die, unless you're at the edge of the screen. Let me break that down:
You can wrap off the edges of the screen, and if a part of your body is at the edge of the location you're appearing at it's possible to phase through your body (i.e. you're in the same place more than once - sometimes way more than once). Sometimes when you do this your body part becomes invisible leaving land mines for you to find later if you forget where you've been. This property can be heavily abused in the four corners where it's possible to coil yourself by repeatedly phasing into yourself. I use this several times to artificially shorten the snake length, although it takes time and I was going for pure speed since this is likely only Vault material so I avoided it when possible.
It's a good time to note that the RNG isn't actually random. The first game you play will always start with the first * food piece in the lower right, and then the next position is always the same, and so on - in fact, player controls have no impact whatsoever on the RNG, so the only thing you can do is reposition where your snake body is so future *'s appear where you can get to them. This starts to get exceedingly difficult as your body grows to the point that you end up constricting where you can move.
Every time you eat a * your body grows by one and your score grows by 1, starting at 0 points. I'm not sure why yet from looking at the code but when you hit 100 points the next food piece you eat ends the game, showing the score in the upper right corner. I'm quite happy about this, as the next obvious goal choice would be to completely fill the screen which would take another 28 points and the run was way longer than I thought possible as it was.

Sync info

As I've implied above, this was created using only the calculator's 1.02 version firmware (which you can dump from an appropriately outfitted TI-83 calculator using these instructions). This run will desync if using 1.07 firmware.
So, sit back, watch the run on Turbo, and enjoy! Thanks go to adelikat for making the emulation possible and thanks to Spikestuff for the encode.

Noxxa: Claiming.
Noxxa: This is a really interesting run, and its idea of tool-assisted speedcoding to create and then run a game at once is pretty nice. However, there are a few flaws with this particular run that bring it down:
  • First of all, the resulting run is extremely slow-paced and boring to watch. It takes 20 minutes to get 100 points, which means collecting food at an average rate of five per minute, or one per 12 seconds. That is very slow. The game has no sound or visual appeal to speak of, either, as the snake entirely consists of 0s.
  • The game's "random number generation" is completely deterministic, which makes the game trivial to run - as long as you have mapped out a route (and with some practice), it is possible to do a perfect run with ease. The game's controls are bad, but not impossible to work with.
  • While the RNG is deterministic, it can still be manipulated before game start, which could lead to potentially shorter routes and faster times. Neither the author nor anyone else has tested this, but I find it unlikely that the first seed is the best seed with regards to route length. This would need to be checked before we can ascertain whether the run is optimal.
  • The code sample used to create the game in this speedcoding run is a slightly notable example of a game program, but it is by no means official and as such, there is no reason to adhere to using this version, and not a version that may be optimized to be faster, better looking, have better features, or be superior in some other way. To accept a run like this as a speedrun, we need to set criteria as to what game sources we'll allow, and there is no particularly good reason to accept this as an "official" Snake build. Therefore, this run would have to be judged like a homebrew game.
Furthermore, I don't believe tool-assisted speedcoding is a concept that should work its way to the Vault. The Vault was designed as a repository for speedruns of any game that can viably be speedrun, and speedcoding does not fit the same mold. It does not ordinarily speedrun a game, so it does not really belong in the Vault.
Even if it did qualify for the Vault, I would still hold against this run the second and fourth points outlined above, which respectively make the run fail to qualify on TAS-worthiness, and lack of sufficient notability of the game version. The third point also makes me doubt whether the run is optimal.
The tool-assisted speedcoding concept in this run would be good for a showcase run for Moons, but as outlined above, this run has many flaws that make it uninteresting to watch, which means this submission ends up with no good place on the site for it. As such, rejecting.

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This topic is for the purpose of discussing #4874: dwangoAC's TI83 Snake in 20:36.88
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[2015-10-11 12:56:15] <adelikat> I demand an encode now!!!! Link to video
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I wanna nominate dwangoAC as First edition TASer of the year if this award exists.
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A TI83 TAS? Not exactly entertaining, but very, very interesting! Yes vote! So it is impossible to get a 'ROM' of this game? It feels kinda weird that you have to first write the game, and then play it. But it also makes this movie even more special, and it's surprising that the source code is so short. Edit: I remember my old cellphone had a snake game pretty similar to this one, but you could choose before a difficulty level. A TAS of that would be very nice, since in the highest difficulty level the snake moved extremely fast. I don't know if that is possible to emulate, though.
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What?! No Sound!? Ugh.. Yes Vote.
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BrunoVisnadi wrote:
So it is impossible to get a 'ROM' of this game?
There's a downloadable file at the page link, but unfortunately you can either record a movie or load an additional ROM file but not both in BizHawk (or at least that was the case when I started this months ago). I should probably add that information to the submission text. :)
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Definitely a yes! We must encourage new ideas like this, I hope to see other calculator games (I often play a Tetris on my HP50G calculator, I would love to emulate and TAS it).
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there was a "boxman" puzzle game i used to play on my ti-83 that i would love to see a TAS. don't remember much besides it took me several months to beat all the levels and they all involved puzzles about stacking boxes and moving them from one place to another without trapping yourself or messing up edit: also, i think this run is cool and making the game and then TASing it is interesting and opens up the possiblity to TASing "magazine games" or something!
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000000000000000
  00000000      
000  0000  0000 
00*  0000  000  
0    0000 0000  
00000000000000  
00000000000000  
00000000000000  
Very interesting. I'd been wondering what a Snake TAS might look like - unfortunately, without sound and at the typical pace, it's not that interesting. Maybe a version with good visuals and sound and adjustable speed would be good. At any rate, props to dwangoAC for finding a TASable game on TI-83.
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The concept was pretty novel, and it's not a bad idea in theory, but the execution is very disappointing. The snake game has a pace that can be described as glacial at best, there's no sound, and the lack of directional sprites and no borders makes the snake's movement somewhat confusing at times, especially near the end when you're basically looking at a shapeless blob of 0's changing around. All of these just make the run a sluggish mess to watch. I'll have to vote no to this.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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Since the game gets random numbers using rand/randInt, you should be able to manipulate the RNG by running 0→rand on the homescreen. 0 will produce the default seed, and any other number will produce some other seed. Have you tried it? And is tampering with the RNG like this allowed? Normally it would be some more random value if you had used the calculator for other things between turning it on and starting the game. In my opinion, this game and TI-BASIC games in general are too slow to make an entertaining TAS. TASing assembly games (or Axe games, for when there's TI-83 Plus support) would be better.
BrunoVisnadi wrote:
So it is impossible to get a 'ROM' of this game?
You can get the game as a program file, and you can send it over the link port instead of typing it in manually. However, you can only send it to RAM, because this calculator series didn't get flash memory until the TI-83 Plus. That means that if you want to start the movie from a point where the game already is installed, you can't start from power-on. (I'm talking about how it works on real hardware - I'm not familiar with BizHawk's TI-83 support.)
solarplex wrote:
What?! No Sound!? Ugh.. Yes Vote.
Such is the world of calculators :) Only a tiny number of games for the TI-83 Plus/TI-84 Plus support sound, and I don't know if there are any at all for the TI-83. The main reason is that the only way of producing sounds is bitbanging the link port, which uses a lot of precious CPU time. Doing it in TI-BASIC is completely out of the question. Another reason is that those who make games can be reluctant to add features that most people won't be able to use. People generally don't keep 2.5 mm port headphones around so that they can use them for their calculator...
Riddim wrote:
there was a "boxman" puzzle game i used to play on my ti-83 that i would love to see a TAS.
I assume you mean Block Dude for the TI-83 Plus? The TI-83 and TI-83 Plus are two completely different models, though they do have a lot of similarities since they're in the same series. Games written in TI-BASIC (like this Snake game) are usually cross-compatible, but games that use native code aren't cross-compatible, though they are reasonable to port if you have access to the source code.
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Well, I wasn't expecting this... Unfortunately, it ends up being one of those classic "fascinating concept, not very entertaining, definitely not vaultable" cases, like bobtreb's original Pokemon Yellow total control run (the one with the MLP music). It's entertaining for a minute or so, but after that there is nothing more to show really. It's a real shame that the snake can't be made to move faster. Is this a limit imposed by the calculator's processing power?
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thatguy wrote:
It's a real shame that the snake can't be made to move faster. Is this a limit imposed by the calculator's processing power?
It's because of the calculator's limited processing power combined with the inefficiency of TI-BASIC. An Snake game written in assembly could be much faster.
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Wait, how come the program is inputted manually? Also, you're saying that the RNG is fixed, but I'm pretty sure that you can do this run faster by initializing rand before launching the game. No opinion as far as entertainment goes for now, I need to think about it more.
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thatguy wrote:
"fascinating concept, not very entertaining, definitely not vaultable"
Well, it obviously does differ from a human play. Such route plan wouldn't be possible without tools. So, according to the vault rules, why isn't it vaultable?
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BrunoVisnadi wrote:
Well, it obviously does differ from a human play. Such route plan wouldn't be possible without tools. So, according to the vault rules, why isn't it vaultable?
Both the run and the game are judged if a homebrew game is used. The only official game for TI calculators as far as I know is the puzzle pack that includes Block Dude. And no, I wouldn't say that it's obviously different from human play. The route is hard to figure out in real-time, but if you make a route in advance, you might be able to play as well as this TAS if you have a lot of patience.
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BrunoVisnadi wrote:
Well, it obviously does differ from a human play. Such route plan wouldn't be possible without tools.
If I understand the run comments right, everything is 100% fixed. If that's the case (and someone correct me if it isn't), then a human player could, in theory, practice and perform the exact same "route" to get the exact same result. Due to the slow pace of the game (and the fact that it even slows down as you get farther in), an RTA might be able to completely match the TAS. But again, this is just theory/assumption on my part.
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JosJuice wrote:
Since the game gets random numbers using rand/randInt, you should be able to manipulate the RNG by running 0→rand on the homescreen.
This would give me a different initial pattern but would provide no other benefit, I'm afraid. Regarding being different than human play, I'd challenge anyone who thinks this is even remotely possible to try it. A human would have to make literally hundreds of 5-frame window button presses throughout the run *or* be able to see into the future. This is largely because of the poor controls in the game, admittedly, but I think any human would give up in frustration and mental exhaustion long before that. Think of this run as a demonstration of speedcoding and an invitation to others to create even better works for the TI-83. I encourage anyone who is considering this to contemplate creating a Lua script or keyboard macros at the very least and make sure you don't make any mistakes at all when writing the program because hexing things in after the fact is a horrible experience. I would love to see some of the other TI-Basic games run, and who knows, perhaps there's something out there that would make it to Moons. For now, I'm glad I finally finished this run that I started so many months ago, and I have other things I need to be focusing on, so I'll let this run's fate play out.
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dwangoAC wrote:
This would give me a different initial pattern but would provide no other benefit, I'm afraid.
Indeed. Maybe it would save a little bit of time from having a better sequence, but it wouldn't let you do any major RNG manipulation.
dwangoAC wrote:
A human would have to make literally hundreds of 5-frame window button presses throughout the run *or* be able to see into the future.
Predicting the future isn't especially hard since the only thing that will happen in the future is the snake moving according to your previous input. Well, the game might generate new food too, but you don't need to know about that if you already have a planned route. I don't expect any one to actually do a real-time run like this one, so there is still some difference between TAS and non-TAS, but this combined with the game choice makes me think that it isn't a good fit for the vault.
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JosJuice wrote:
BrunoVisnadi wrote:
Well, it obviously does differ from a human play. Such route plan wouldn't be possible without tools. So, according to the vault rules, why isn't it vaultable?
Both the run and the game are judged if a homebrew game is used. The only official game for TI calculators as far as I know is the puzzle pack that includes Block Dude. And no, I wouldn't say that it's obviously different from human play. The route is hard to figure out in real-time, but if you make a route in advance, you might be able to play as well as this TAS if you have a lot of patience.
Hm... I still believe this differs from a human play. There is some luck manipulation, input pressed for less than 5 frames, and as the submission text says, you have to press inputs in advance. BUT, since you have to write the game before playing it, it makes sense to judge it as a homebrew game. In that case, I agree it would not be vaultable... which is a pity.
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BrunoVisnadi wrote:
thatguy wrote:
"fascinating concept, not very entertaining, definitely not vaultable"
Well, it obviously does differ from a human play. Such route plan wouldn't be possible without tools. So, according to the vault rules, why isn't it vaultable?
For one, you can change it by programming it differently. If you follow the link to the source code, you can see multiple different versions of Snake, most of which are much more memory and resource efficient, which allow it to both run faster and use much larger fields.
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While looking a bit closer at the encode that was posted here, I noticed that you made a new line after typing the A at the end of the program. Is there any reason for that? Also, for the submission text... I'm pretty sure there is no .x8p format. The TI-83 uses .83p and the TI-83 Plus uses .8xp. If you want to avoid the "serious mojibake", use these characters: → instead of ü, ᴇ2 instead of û2, and ʟA instead of áA. You are also lacking a space in Output(10fPart(B),int(B)," , and there's something weird with the parentheses, but maybe that's just how the markup works? The reason that the game ends when the snake is 100 tiles long is that the outermost loop is a For loop that runs until A=ᴇ2 (where ᴇ2 means 10^2, i.e. 100). It's a bit unexpected to have a For loop there, but it does work as a method of not getting an error when the snake hits 100. The TI-83 can only keep 99 elements in lists IIRC, unlike newer calculators in the series, so trying to execute A→dim(ʟA with A=100 would lead to the game exiting with ERR:INVALID DIM.
BrunoVisnadi wrote:
There is some luck manipulation,
The run contains no luck manipulation at all, and the only possible luck manipulation is as easy to do in real time as just launching the program.
BrunoVisnadi wrote:
input pressed for less than 5 frames, and as the submission text says, you have to press inputs in advance.
You have to press during ~80 ms after the end of the snake is erased (which happens ~80 ms after the front of the snake is drawn) or in advance. It's essentially a long input window (same length as the period of time between two frames) combined with input delay. Unfortunately, the input delay is very long because the game runs the getKey command right after the Output commands. If it hadn't been for the command that draws food, we wouldn't even have the 8 ms window after the snake is erased.
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JosJuice wrote:
While looking a bit closer at the encode that was posted here, I noticed that you made a new line after typing the A at the end of the program. Is there any reason for that?
I initially believed that it wasn't entering A in when saving and I deliberately hit enter after typing it to ensure it was "registered" - in theory, if removing it doesn't cause problems we can probably hex that in with no problems based on the nature of the RNG.
JosJuice wrote:
If you want to avoid the "serious mojibake", use these characters: → instead of ü, ᴇ2 instead of û2, and ʟA instead of áA. You are also lacking a space in Output(10fPart(B),int(B)," , and there's something weird with the parentheses, but maybe that's just how the markup works?
I can substitute the characters. I copied everything directly out of a converted file but perhaps the space is being mangled in some other way. I'll try to fix a few things if I can.
JosJuice wrote:
The reason that the game ends when the snake is 100 tiles long is that the outermost loop is a For loop that runs until A=ᴇ2 (where ᴇ2 means 10^2, i.e. 100). It's a bit unexpected to have a For loop there, but it does work as a method of not getting an error when the snake hits 100. The TI-83 can only keep 99 elements in lists IIRC, unlike newer calculators in the series, so trying to execute A→dim(ʟA with A=100 would lead to the game exiting with ERR:INVALID DIM.
Thanks for the explanation!
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