Add two Breakout examples and the tutorials that build them
Two complete games in `examples/breakout/`, both 100% BASIC: `characters/`
draws its wall in the text grid with two `DATA` sprites for the ball and
paddle, and `sprites/` loads CC0 artwork and captures its whole screen with
`SSHAPE`/`SPRSAV`. They take opposite shapes for reasons that are entirely
this interpreter's, which is what the chapters are for.
`docs/17-tutorial-breakout.md` and `docs/18-tutorial-breakout-artwork.md`
build each one a step at a time, and end in a checklist of the rules a real
program runs into: create every name before the loop starts, write a text row
whole, loop with `GOTO` rather than `DO`, put the float on the left. Every
trap is a runnable block with its own output rather than a claim -- the value
pool dying at four thousand names, the skipped `BEGIN` block that breaks its
caller's `RETURN`, `SSHAPE` ignoring a subscript, `READ`'s single cursor.
Five figures, generated from the listings beside them by `docs_screenshots`,
and a `breakout_art` setup so the ones that load artwork load the example's
own. The character game's wall cannot be photographed -- the screenshot host
omits the text layer on purpose -- so it is shown as compared output instead.
`docs/07-sound.md` never said `SOUND`'s frequency is a SID register value
rather than hertz, which both games depend on. It says so now, with the
conversion from `src/audio_tables.c:84`.
`TODO.md` gains the thirteen defects the two games turned up -- §6 items 30
to 33 and all of §9 -- each with a reduction that fits on a screen, the file
and line of the cause, and what a fix would touch.
Verified: `docs_examples` passes in both build configurations,
`docs_screenshots --check` re-renders all thirteen figures and byte-compares
them, the full 109-test suite passes in both builds, every quoted fragment
was checked to appear verbatim in the listing it came from, and every
relative link and anchor resolves.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 22:54:42 -04:00
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REM ####################################################################
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REM BREAKOUT
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REM
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REM One hundred percent BASIC, for the AKGL BASIC interpreter.
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REM ../akbasic/build-akgl/basic breakout.bas
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REM
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REM The ball and the paddle are sprites, defined from DATA in this listing.
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REM The bricks, the HUD and the messages are characters in the text grid.
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REM Nothing here loads an asset and nothing here uses DRAW, BOX or CIRCLE:
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REM the drawing verbs do not survive a frame in this interpreter, while the
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REM text grid and the sprites are both redrawn from persistent state every
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REM frame. See README.md for the whole list of things that shaped this.
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REM
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REM Three rules this listing never breaks, each one earned the hard way:
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REM * A row of text is written whole, from column 0. CHAR terminates the
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Stop the listings and their chapters stating fixed defects as fact
You were right that this was still everywhere. The two `.bas` files carried
their workarounds as present-tense statements about the interpreter -- "a name
first created inside a GOSUB costs a value slot that is never handed back",
"writing PAST the terminator of a short row draws nothing at all", "SSHAPE and
GSHAPE ignore the subscript on a string array", "a FOR inside a BEGIN block does
not survive the RETURN" -- and every one of those is now false. A comment that
lies is worse than no comment, and these were the first thing anybody opening
the files would read.
**The characters game takes the geometry fix.** `CW# = 16` becomes `CW# =
RGR(3)`, and the grid comes from `RWINDOW`, so the game fits whatever window and
font the host gives it. That was the one thing in the listing that would break on
a different font, and `RGR(3)` and `RWINDOW` were added to the interpreter
because of it -- leaving the constant in place while Chapter 17 teaches the
function was the inconsistency worth closing. `RGR(1)` still comes first so a
build with no graphics device refuses by naming the device that is missing.
Everything else in both listings keeps its shape and says why. Declaring every
name up front, guarding loops with `GOTO`, six scalars for six brick stamps: none
is forced any more and none costs anything, so they stay, with the comments
marking which rules stand and which are history. The sprites header's five traps
are marked FIXED where they are fixed.
The chapters follow: Chapter 17 Step 2 no longer says "the listing still has
`CW# = 16`", and Chapter 18's trap section is "five things that did not do what
they looked like" with the two that still stand named up front rather than left
to be counted.
Verified: Chapter 17 Step 2's block is once again verbatim from the listing, so
every quoted fragment in both chapters matches its source with no exceptions;
both games run 40 seconds on the SDL frontend with no error line; both suites
green in both configurations; `docs_examples` and `docs_screenshots --check`
pass.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 06:32:48 -04:00
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REM row where it stops, so writing at column N erases N+1 onwards.
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Add two Breakout examples and the tutorials that build them
Two complete games in `examples/breakout/`, both 100% BASIC: `characters/`
draws its wall in the text grid with two `DATA` sprites for the ball and
paddle, and `sprites/` loads CC0 artwork and captures its whole screen with
`SSHAPE`/`SPRSAV`. They take opposite shapes for reasons that are entirely
this interpreter's, which is what the chapters are for.
`docs/17-tutorial-breakout.md` and `docs/18-tutorial-breakout-artwork.md`
build each one a step at a time, and end in a checklist of the rules a real
program runs into: create every name before the loop starts, write a text row
whole, loop with `GOTO` rather than `DO`, put the float on the left. Every
trap is a runnable block with its own output rather than a claim -- the value
pool dying at four thousand names, the skipped `BEGIN` block that breaks its
caller's `RETURN`, `SSHAPE` ignoring a subscript, `READ`'s single cursor.
Five figures, generated from the listings beside them by `docs_screenshots`,
and a `breakout_art` setup so the ones that load artwork load the example's
own. The character game's wall cannot be photographed -- the screenshot host
omits the text layer on purpose -- so it is shown as compared output instead.
`docs/07-sound.md` never said `SOUND`'s frequency is a SID register value
rather than hertz, which both games depend on. It says so now, with the
conversion from `src/audio_tables.c:84`.
`TODO.md` gains the thirteen defects the two games turned up -- §6 items 30
to 33 and all of §9 -- each with a reduction that fits on a screen, the file
and line of the cause, and what a fix would touch.
Verified: `docs_examples` passes in both build configurations,
`docs_screenshots --check` re-renders all thirteen figures and byte-compares
them, the full 109-test suite passes in both builds, every quoted fragment
was checked to appear verbatim in the listing it came from, and every
relative link and anchor resolves.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 22:54:42 -04:00
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REM * Mixed + and - are parenthesised. This parser reads a - b + c as
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REM a - (b + c), and matches only ONE unparenthesised AND or OR.
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Stop the listings and their chapters stating fixed defects as fact
You were right that this was still everywhere. The two `.bas` files carried
their workarounds as present-tense statements about the interpreter -- "a name
first created inside a GOSUB costs a value slot that is never handed back",
"writing PAST the terminator of a short row draws nothing at all", "SSHAPE and
GSHAPE ignore the subscript on a string array", "a FOR inside a BEGIN block does
not survive the RETURN" -- and every one of those is now false. A comment that
lies is worse than no comment, and these were the first thing anybody opening
the files would read.
**The characters game takes the geometry fix.** `CW# = 16` becomes `CW# =
RGR(3)`, and the grid comes from `RWINDOW`, so the game fits whatever window and
font the host gives it. That was the one thing in the listing that would break on
a different font, and `RGR(3)` and `RWINDOW` were added to the interpreter
because of it -- leaving the constant in place while Chapter 17 teaches the
function was the inconsistency worth closing. `RGR(1)` still comes first so a
build with no graphics device refuses by naming the device that is missing.
Everything else in both listings keeps its shape and says why. Declaring every
name up front, guarding loops with `GOTO`, six scalars for six brick stamps: none
is forced any more and none costs anything, so they stay, with the comments
marking which rules stand and which are history. The sprites header's five traps
are marked FIXED where they are fixed.
The chapters follow: Chapter 17 Step 2 no longer says "the listing still has
`CW# = 16`", and Chapter 18's trap section is "five things that did not do what
they looked like" with the two that still stand named up front rather than left
to be counted.
Verified: Chapter 17 Step 2's block is once again verbatim from the listing, so
every quoted fragment in both chapters matches its source with no exceptions;
both games run 40 seconds on the SDL frontend with no error line; both suites
green in both configurations; `docs_examples` and `docs_screenshots --check`
pass.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 06:32:48 -04:00
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REM * The main loop is a GOTO loop. Every loop and every GOSUB takes one
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REM of 32 scopes, and a state change jumping out of a DO would leak one
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REM every time; thirty-two lives later the program stops.
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REM
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REM Two more rules were true when this was written and are not any more.
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REM They are recorded because the shape of the listing is still theirs:
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REM * Every name is created once, in the pool block below. A name first
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REM created inside a GOSUB or a FOR used to cost a value slot that was
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REM never handed back, out of 4096 for the whole run, and this game died
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REM after twenty-five seconds because of it. A scalar is free now; only
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REM the DIMs below still have to be up here. TODO.md section 6 item 30.
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REM * Writing PAST the terminator of a short row used to draw nothing at
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REM all. The gap is padded with spaces now. TODO.md section 6 item 32.
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Add two Breakout examples and the tutorials that build them
Two complete games in `examples/breakout/`, both 100% BASIC: `characters/`
draws its wall in the text grid with two `DATA` sprites for the ball and
paddle, and `sprites/` loads CC0 artwork and captures its whole screen with
`SSHAPE`/`SPRSAV`. They take opposite shapes for reasons that are entirely
this interpreter's, which is what the chapters are for.
`docs/17-tutorial-breakout.md` and `docs/18-tutorial-breakout-artwork.md`
build each one a step at a time, and end in a checklist of the rules a real
program runs into: create every name before the loop starts, write a text row
whole, loop with `GOTO` rather than `DO`, put the float on the left. Every
trap is a runnable block with its own output rather than a claim -- the value
pool dying at four thousand names, the skipped `BEGIN` block that breaks its
caller's `RETURN`, `SSHAPE` ignoring a subscript, `READ`'s single cursor.
Five figures, generated from the listings beside them by `docs_screenshots`,
and a `breakout_art` setup so the ones that load artwork load the example's
own. The character game's wall cannot be photographed -- the screenshot host
omits the text layer on purpose -- so it is shown as compared output instead.
`docs/07-sound.md` never said `SOUND`'s frequency is a SID register value
rather than hertz, which both games depend on. It says so now, with the
conversion from `src/audio_tables.c:84`.
`TODO.md` gains the thirteen defects the two games turned up -- §6 items 30
to 33 and all of §9 -- each with a reduction that fits on a screen, the file
and line of the cause, and what a fix would touch.
Verified: `docs_examples` passes in both build configurations,
`docs_screenshots --check` re-renders all thirteen figures and byte-compares
them, the full 109-test suite passes in both builds, every quoted fragment
was checked to appear verbatim in the listing it came from, and every
relative link and anchor resolves.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 22:54:42 -04:00
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REM
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REM Written by Claude Opus (1M)
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REM ####################################################################
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LABEL SETUP
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SCNCLR
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REM --- geometry -------------------------------------------------------
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Stop the listings and their chapters stating fixed defects as fact
You were right that this was still everywhere. The two `.bas` files carried
their workarounds as present-tense statements about the interpreter -- "a name
first created inside a GOSUB costs a value slot that is never handed back",
"writing PAST the terminator of a short row draws nothing at all", "SSHAPE and
GSHAPE ignore the subscript on a string array", "a FOR inside a BEGIN block does
not survive the RETURN" -- and every one of those is now false. A comment that
lies is worse than no comment, and these were the first thing anybody opening
the files would read.
**The characters game takes the geometry fix.** `CW# = 16` becomes `CW# =
RGR(3)`, and the grid comes from `RWINDOW`, so the game fits whatever window and
font the host gives it. That was the one thing in the listing that would break on
a different font, and `RGR(3)` and `RWINDOW` were added to the interpreter
because of it -- leaving the constant in place while Chapter 17 teaches the
function was the inconsistency worth closing. `RGR(1)` still comes first so a
build with no graphics device refuses by naming the device that is missing.
Everything else in both listings keeps its shape and says why. Declaring every
name up front, guarding loops with `GOTO`, six scalars for six brick stamps: none
is forced any more and none costs anything, so they stay, with the comments
marking which rules stand and which are history. The sprites header's five traps
are marked FIXED where they are fixed.
The chapters follow: Chapter 17 Step 2 no longer says "the listing still has
`CW# = 16`", and Chapter 18's trap section is "five things that did not do what
they looked like" with the two that still stand named up front rather than left
to be counted.
Verified: Chapter 17 Step 2's block is once again verbatim from the listing, so
every quoted fragment in both chapters matches its source with no exceptions;
both games run 40 seconds on the SDL frontend with no error line; both suites
green in both configurations; `docs_examples` and `docs_screenshots --check`
pass.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 06:32:48 -04:00
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