Huh, I am too young to have messed with Ti-84 programming, but what you described sounds extreemly similar to my experience programing in YOLOL the ingame/inworld programming language in the game starbase.
In this language you are limited to 120 characters per line, and 20 lines with .2 second execution time for a single line in a "chip" (the devices that store and execute code ingame). Only very basic operations are availible, like goto, if, and math operations.
You basically end up code golfing to squeeze as much as possible into those 120 characters, to minimize latency and use fewer chips (which have in-world costs) its been a fun experience so far.
I wonder if the developers were inspired by the similar Ti-84 programming limits
In this language you are limited to 120 characters per line, and 20 lines with .2 second execution time for a single line in a "chip" (the devices that store and execute code ingame). Only very basic operations are availible, like goto, if, and math operations.
You basically end up code golfing to squeeze as much as possible into those 120 characters, to minimize latency and use fewer chips (which have in-world costs) its been a fun experience so far.
I wonder if the developers were inspired by the similar Ti-84 programming limits