I Wrote Minecraft for a Calculator

Video Information

This is a port of Minecraft running on a TI 84.  No really, you can place blocks, move around,   save and load worlds, all in real-time on a  device about a thousand times less powerful   than a modern computer. But full disclosure,  this isn’t the first time the game Minecraft  

Has been brought to a graphing calculator. In  fact, there’s a proud tradition of calculator   Minecraft ports going back to at least 2011  from what I can tell. A common trend you’ll   find between all of these is that they use  a 2D side view of the game rather than 3D. 

One of the better ports I found was “Minecraft  2D” for the TI nSpire by Jen’s Kolbinger. Depite   being 2D, it’s a pretty extensive port of  the game, with different game modes, mobs,   crafting, furnaces ansd more. Obviously it’s not  going to beat the PC version in terms of content,  

But for a port of the game flattened down  into 2D, it’s got enough to be compelling.   The other notable port I found was Crafti  by Vogtinator. This one is probably the most   impressive port there is. It’s able to pack in  full 3D graphics, chunk loading, and even redstone  

Onto a calculator. I’d say that “Program of the  Year” award from ticalc.org was well earned.  That being said, there are some things about these  two that I don’t particularly care for. For one,   crafti uses affine texture mapping instead  of perspective, which causes this really  

Ugly warping to happen whenever you get too close  to a block. But more importantly, both of these   ports are only available on the TI nSpire, which  as someone who didn’t HAVE an nSpire while going   through high school, makes me just a little salty. So here’s the goal. Get a 3D version of Minecraft  

Running on the TI84. And that’s already a pretty  tall order. Even though they look similar on the   outside, under the hood the TI 84 and nSpire  couldn’t be more different in terms of power.   The nSpire has 64MB of RAM, which doesn’t sound  like much, until you realize the Ti 84 has 256KB.  

The nSpire runs at nearly 400 MHz in the  latest model, the Ti 84 runs at 48MHz. And   let’s be clear here, that doesn’t mean the  nSpire is “just” 8 times faster. The nSpire   is using a 32 bit ARM processor whereas  the 84 has a kinda-8 kinda-24-bit eZ80.  

The ARM has way more registers and more powerful  instructions which basically means that cycle for   cycle, the ARM chip still does more work than the  eZ80. About the only thing even remotely similar   between these two calculators is that they  both have the same 320×240 display hardware. 

With that in mind, perspective 3D is basically  out of the question. It involves doing a bunch   of projections and texture warpings to draw  each face of a block, and for a world with as   many polygons as Minecraft, a TI84 would  absolutely crawl. But thankfully, there  

Is another way to do 3D that’s been used in games  as far back as the mid 80s: isometric projection.   You can think of it like having the three 3D axes  oriented like this. Each of the dimensions has a  

Unique direction, so you can still perceive  3D structure even as we project down to 2D.   The big difference here from perspective 3D  is that things don’t change in size as they   get closer or further away from the viewer, and  this ends up being a big help for games, since we  

Don’t need to warp or scale an object to get it to  look like it’s moving around in 3D. All it takes   is sliding it around the screen, something tilemap  and sprite hardware can do really fast. That’s why  

So many 3D retro games, from Marble Madness, to  Sonic 3D Blast, to Sim City 2000 all use isometric   graphics. You just need to draw each object  from one fixed perspective, and you’re good!  So let’s make some isometric sprites to use.  Creating these 3D blocks out of 2D textures ends  

Up being a pretty simple task. You just take the  2D face of a block, and shift all the pixels down   from left to right. It’s similar for the right  face and you do a slightly more complicated,  

But still affine transformation for the top. With  that, we now have some 2D sprites of 3D blocks to   play around with. It’s actually really simple  to place them on the screen and get something   that looks 3D. Even moving them around in GIMP,  you can see how nicely they all tile together.  

The only real problem is that drawing the  world like this on the calculator is slow.   Take a look at this scene. Since almost every  block is covered on one side, we need to start   from the back and draw all the way to the front,  otherwise the blocks will draw over each other  

In the wrong order like this. For a typical  scene, it takes up to 10 seconds to render in,   which is just unacceptable. The problem is,  rendering this way wastes a lot of work drawing   in pixels only to draw over them again later.  You can speed this up a little bit by avoiding  

Drawing faces covered directly by their neighbors,  though that won’t help for blocks further apart.   What we need is a fast way to be able to tell at  each pixel, what block is the one on top and only  

Draw that one. So here’s the trick I worked out. If you stare at the grid long enough, you might   begin to notice that each block can be divided  into six equal sized triangular slices, two for   each face. More importantly, when projecting the  blocks from the 3D grid, they should always line  

Up on these triangular boundaries. In fact, we  can actually represent the entire Minecraft world   here as a triangular grid like this. Every time we  place a block, we fill in the triangles around it,  

And now we have a map to look up the closest block  to the camera for any position on the screen.  Now this representation alone can  already make things a lot faster,   since it’s cheaper to waste time writing 6 bytes  to memory updating the grid compared to the 768  

Bytes it takes to write pixels to the screen.  And we can add more data to this grid to help   keep track of things as we’re drawing. In this  case, for each triangle we can track the distance   of the blocks on the grid to the camera.  Normally, when we’re drawing in the world,  

We need to start with the blocks all the way in  the back and work our way forward so that any   block that gets covered up is drawn before we draw  the block that covers it, but with a depth map,  

We can just check and see if the block we’re  adding should be in front of or behind each tile.   If the depth of the block we’re adding  is greater than what’s already there,   we skip it, and if it’s closer to the camera,  we draw over. This lets us update the triangle  

Grid in any order, and will be pretty helpful  later on when we get around to placing blocks.  Now this triangle grid here already helps  speed up the graphics significantly, going   from 10 seconds to draw the full screen to under  one second. It’s a pretty serious improvement,  

But still not enough to have animations  like scrolling look very smooth. So,   time to dive into the technical stuff yet again.  The Ti84 doesn’t have much by way of graphics   hardware. No sprites, no tilemaps, about the only  thing it does have is double buffering. Basically,  

The VRAM is split into two sections, so that one  is shown on the screen and the other is invisible.   The idea is that watching graphics get drawn onto  the screen would make things look flickery, so   instead, we draw our graphics to the back buffer,  then when we’re done, the screen makes a quick  

Flip and starts showing that buffer, while we  start drawing the next frame in on the old buffer.  One thing you might have noticed is that it’s  pretty wasteful to redraw the whole screen   when scrolling, since thanks to the isometric  perspective most of the image stays completely  

The same besides being shifted over a bit. And  that’s a good observation, because on the ez80,   it’s much cheaper to copy pixels around than  it is to draw in new ones. In fact there’s   a hardware instruction that makes copying large  chunks of memory super fast. So when the program  

Is scrolling the screen, what it really does  is copy most of the previous frame over to the   other buffer, then fills in the empty bits around  the edges. Altogether this saves a ton of time   drawing the scene, and manages to get us up to  frame rates of about 10 FPS. It’s probably the  

First time I’ve ever been happy to see Minecraft  running at 10 frames-per-second, but compared to   the 10 seconds-per-frame we were dealing with  earlier, I’ll take this speed in a heartbeat.  At this point, things were starting to come  together. There’s a 3D world you can look around,  

A couple different types of blocks, I even added a  function to create trees just to make things feel   a little more alive. But one thing I wanted to try  to add to really make the graphics pop, was water. 

Water is a pretty tricky thing to implement  in the current system I have here. I mean,   the cheap way is just to make a solid blue block  and call it a day. But that doesn’t look very   good since you can’t actually see what’s under the  water. The real Minecraft has transparent water,  

And I simply refuse to be outdone. Problem is,  transparency on the Ti84 isn’t really an option.   In a traditional graphics pipeline, transparency  is pulled off by taking the current RGB color on   the screen, blending each of the components  with another color, and then replacing the  

Original with the blended color, but here I’m  using palletized (or indexed) color, which   means that I chose 256 colors to draw my graphics  beforehand, and then each pixel I write is just an   index into that palette like a paint-by-numbers.  The only way to get a specific RGB color is to  

Find the closest one in the palette, which  would take too long to do for every pixel.  Here’s the thing though, all the graphics you’ve  been seeing so far were made to only use a quarter   of the total palette space. That’s right, I was  sneakily planning ahead. I figured the easiest way  

To find the color you want is to have it already  in your palette, so for each of the 64 colors   used to draw this Minecraft world, there are  three other copies blended with blue for water,   black for shading, and both for, well,  both. Lay them out in the right order,  

And adding shading or water color to a pixel is  as easy as adding one bit to get the same color   from a different palette. Now that it’s so easy  to tint pixels with different colors, I threw in  

Some water blocks, and shaded the right faces of  each block to give everything a bit more depth.  Since I figured I had the graphics down  pretty well, I started moving my focus   toward making this an actually playable game.  I added a little cursor sprite for the player,  

Put in a block select GUI which takes advantage of  my prior palette trickery to dim the background,   and finally added the ability to place and  remove blocks into the world. It wasn’t quite   as easy as I’m making it sound here, but on the  bright side, the game now feels a lot more like  

Minecraft. You can go around and build the  obligatory dirt house, or a pyramid of gold,   or even a shameless attempt at self promotion. The only real issue I saw at this point was that,   moving around the world, it’s not always easy  to tell where things are in space. That’s the  

One big drawback to isometric projections like  this. Since things don’t shrink away with depth,   there’s an ambiguity between 3D positions. Like  if I place a block here, then move south and up,   and place a block here, they end up in the same  spot on the screen. You can actually use this  

Ambiguity to make some neat geometry like these  impossible stairs, but in terms of usability,   it makes it really hard to make sure  you’re placing blocks where you want to.   One quick fix I did was incorporating  the depth map into the player sprite,  

So now if the cursor is behind a block,  it shows up as occluded. It’s not perfect,   but it does let you line up with something  familiar like the ground or a wall.  I did have one other idea though, and  that was to add shadows. Originally,  

I was just testing around with some graphics in  GIMP, taking screenshots I had generated in-game   and hand-drawing shadows on top to see what they  would look like, and after a little bit I started   to notice a pattern with regards to the triangle  grid. For each face of a block, there are only  

Four states the shadows can be in. Totally empty,  totally shadowed, or half shadowed on each side,   and so rendering shadows on a block really just  boils down to picking which shadow pattern to use,   and then combining a pre-drawn shadow mask to the  block texture, using the same palette trick I used  

Earlier for the water. In other words, we can pick  a block, pick the effects we want to render on it,   and then combine all these textures together  when drawing to get the sprite we want.  The only tricky part now is figuring out which  patterns we want to use. The sunlight shines in  

From the top-left side, so for each block, if  there’s something in between it and the sun,   the block should be in shadow. In other words,  only the top-left-most blocks should be in the   sun. But how do we tell which blocks those are?  Well, if you’re starting to think that this sounds  

Like the visibility problem I had all the way back  at the start, you’re completely right. Turns out,   it’s the same exact question, but rotated 90  degrees. So I added another depth map, but this   one measures the distance of the closest block to  the sun for each triangle. When adding in a block,  

All you have to do is check if it’s at the top  of the depth map, and if not, draw it in shadow.  I think the shadows do a lot to make these  graphics look aesthetically pleasing. On one  

Hand they’re functional, since they give some cues  to help you resolve depth, but they’re also good   at adding a little bit of variety in worlds with  lots of repeated textures. Plus I dunno, in some  

Places they give off a bit of a moody vibe. Or at  least, as moody as the bright colors of Minecraft   can be. Anyways, it’s something the original  Minecraft doesn’t have, so checkmate Mojang! 

And now it’s time for the “rest of the owl” part  of the video, where I add in a bunch of less   interesting parts to finish this thing out. Stuff  like adding save support or a nicer cursor sprite,   putting in a main menu, and also some  more natural looking worldgen. Plus,  

Lots, and lots, of little bug fixes to cover  the myriad ways water and shadows can interact.  Here’s what I ended up with. A realistic world  where you can scroll around and build things.   Everything feels pretty quick and responsive, and  the graphics, for a calculator, look pretty good!  

In fact I actually think isometric Minecraft looks  best on a tiny screen like this. Being able to see   the whole world makes everything seem small, but  zoomed in like this? It fits just about right.  Now obviously, this Minecraft port is missing  a lot, even compared to other calculator ports.  

There’s no redstone, no mobs, basically nothing  dynamic like falling sand or flowing water,   but I think there’s a pleasant simplicity to it  regardless. At least, that’s the excuse I’m going   with. It kinda evokes a Minecraft Classic vibe  back when the whole point of the game was just  

To build things. In fact in some sense it’s  a lot like Classic. Try as I might to cram in   as many textures as I can, there are only 24  different blocks to play with here. That 256k  

Of memory fills up fast, you know. Same thing  with the world size. I played around with a few   different dimensions before settling on 48x16x48  as a reasonable space to play in. It’s just big   enough for a device this small, but it isn’t  infinite. I actually did think a bit about  

Adding a chunk loading system like in real  Minecraft, but the more I thought about it,   the more complex it sounded. Plus, by the time  I was debugging graphical glitches I was getting   pretty worn down on this project, and as the  saying goes “perfect is the enemy of good enough.” 

And hopefully this is good enough for everyone  out there. I mean, it is free after all. You get   what you pay for. But still, it’s a version  of Minecraft you can play right on a TI 84   calculator. It certainly met my expectations for  this project, and I gotta say, it is pretty fun  

To build stuff in. My apologies in advance to  all the high school math teachers who are bound   to catch students playing this instead of paying  attention. Save this game for after class guys,   ok? But, anyways, there you have it, 3D Minecraft,  

Finally available for the first time ever, on  the TI84, download link in the description.  Except uh, funny thing, that. Turns out just about  a month after I started working on my version of   Minecraft, Michael2_3B of the cemetech forums  released his own isometric Minecraft port for  

The TI84. I unfortunately wasn’t able  to get it running locally to try out,   but going by the screenshots he posted, it  looks pretty nice. It has some features I didn’t   implement in mine like redstone and gravity,  and the lighting system is pretty impressive.  

No other way to put it, that’s a massive L  for me, so I’ll have to be content instead   with making the second 3D port of Minecraft  for the TI84, and you know what? I’ll take it.

This video, titled ‘I Wrote Minecraft for a Calculator’, was uploaded by The Science Elf on 2023-08-28 12:32:26. It has garnered 619016 views and 41402 likes. The duration of the video is 00:14:43 or 883 seconds.

Ever since high school, I’ve wished I could play Minecraft on my calculator. Now it’s time to make that dream a reality.

Check out the code here: https://github.com/TheScienceElf/Blocks-TI-84

Music Used: Church of 8 Wheels – Otis McDonald (0:01, 12:09) Take it Slow – SefChol (2:33) Weekend in Tattoine – Unicorn Heads (6:06) Tiptoe out the Back – Dan Lebowitz (9:25)

Clips in Order of Appearance: Arcade Longplay [519] Marble Madness – youtube.com/watch?v=XzlA1JTPMto (3:10) Mega Drive Longplay [020] Sonic 3D Blast -youtube.com/watch?v=VPqPt_R7nuo (3:11) SimCity 2000 – Gameplay (PC/HD) – youtube.com/watch?v=jk7BkwksgX8 (3:12)

Other Minecraft Ports Featured: Minecraft 2D CE – https://www.ticalc.org/archives/files/fileinfo/471/47199.html (0:24) Minecraft 2D – https://www.ticalc.org/archives/files/fileinfo/457/45729.html (0:29) Crafti – https://www.ticalc.org/archives/files/fileinfo/460/46054.html (0:49) Isometric Minecraft CE – https://www.cemetech.net/forum/viewtopic.php?t=18436 (13:59)

NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG OR MICROSOFT.

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I Wrote Minecraft for a Calculator