March 23, 2026

When math class becomes a dungeon crawl

TI-89 Height-Mapped Raycaster

Yes, your old calculator just ran 3D—and the comments erupted

TLDR: A retro 3D dungeon crawler now runs on the TI-89 calculator, reviving a 2002 engine for tiny hardware. Commenters cheer, argue over a “fisheye” visual fix versus performance, ask if the Voyage 200 works, and trade NES dev war stories—proof that old gadgets still have wild new tricks.

Your high school TI-89 just leveled up into a full-on 3D dungeon crawler, and the comments are losing it. The project resurrects a 2002 “Wolfenstein-style” engine to draw textured walls, stairs, and enemies on a tiny grayscale screen—aka “Doom-on-a-toaster” energy—and the nostalgia-fueled applause is loud.

Then the drama kicks in. A hardware turf war breaks out as legacy TI-89 owners flex while TI-89 Titanium folks discover they’re stuck with a simpler, flat-shaded version. Cue the “will this run on a Voyage 200?” crowd storming in, demanding answers and forming a sub-fandom of their own. Meanwhile, graphics purists zero in on a visual quirk: a subtle “fisheye” look. One commenter asks if the fix—cosine correction—was too expensive for the tiny processor, sparking a classic debate: accuracy vs. frame rate. Team Purist wants perfectly straight walls; Team Pragmatist wants speed on a 10MHz chip, period.

Bonus cameo: an NES developer struts in, saying raycasters are a sweet way to bolt 3D onto old machines, and drops a video like a mic. It’s retro dev Avengers Assemble.

Between cheers, tech nitpicks, and calculator class tribalism, there’s even a quiet footnote: the old engine has no explicit open-source license—so everyone’s crossing fingers no legal ghosts spawn mid-dungeon. For now, though, the vibe is clear: math class just turned into a monster hunt.

Key Points

  • A height‑mapped raycasting engine and procedural dungeon crawler for TI‑89 calculators is built on top of the 2002 FAT Engine.
  • Features include textured walls/doors, per‑tile floor elevations with stair rendering, billboard sprites with mask transparency and Z‑buffer occlusion, and procedural level generation.
  • Prebuilt binaries and libusb‑based transfer tools support both standard TI‑89 (DBUS via SilverLink) and TI‑89 Titanium (DUSB via direct USB).
  • The full FAT Engine (texturing/sprites) works only on standard TI‑89 (HW1/HW2); Titanium HW4 blocks heap code execution, requiring a standalone flat‑shaded version (descend.89z).
  • The project builds using a Dockerized GCC4TI toolchain with Python 3, uses exePack for compression, and includes the original FAT Engine SDK (no explicit open‑source license).

Hottest takes

"will this run on a voyage 200?" — alexshendi
"I noticed the “fisheye” effect, was the cosine correction too expensive" — mysterydip
"Ray casters are fun because they aren&#x27;t <i>that</i> computationally expensive" — tombert
Made with <3 by @siedrix and @shesho from CDMX. Powered by Forge&Hive.