Add the AKLABS megademo example
A six-scene demoscene production that pushes the interpreter to its edges on purpose: an LCG where there is no RND, redrawn strokes where the palette cannot be written, the sprite bank as the scrolltext, a supernova and black hole out of SOLID/COLLISION/RSPPOS, wireframe 3D from two rotations and a perspective divide, and a single-queue beeper-style soundtrack with a noise drum break. The same file runs in the standalone frontend and in the clockless screenshot host, which gets each scene as a still. Three interpreter lessons learned the hard way are recorded in the example's README and TODO.md section 4: a scalar first assigned in a GOSUB dies with its scope, predeclaring scratch runs the 128-slot variable pool dry, and a TI# busy-wait starves the PLAY queue of its one release per frame. Co-Authored-By: Claude Code (Fable 5) <noreply@anthropic.com> Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
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TODO.md
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TODO.md
@@ -727,6 +727,73 @@ Also on the queue, from the reference's own defect list:
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so moving one operand out of the way only shifted the collision along. Covered by
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`tests/language/arrays_in_parameter_lists.bas` and `tests/runtime_evaluate.c`.
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### What a demoscene program wanted and could not have
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`examples/megademo/megademo.bas` was written to push the interpreter to its edges, and these
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are the edges it hit. None of them blocked the demo — every one has a workaround, and the
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program carries all six — but each workaround is a routine every future game will carry too,
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and that is the argument for the verb. Ordered by how much BASIC each one would delete.
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- **`RND` is still missing.** Chapter 17 teaches the LCG workaround and the demo's `RANDOM`
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label carries it: nine tokens, two convention globals (`RMAX#` in, `RND#` out), and a seed
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the caller must remember to take from `TI#`. That is the right *teaching* example and the
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wrong thing to make every program transcribe. Closing it is the standard function shape —
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dispatch-table row, exec handler, tests, a Chapter 12 row — and Chapter 17's section becomes
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a history lesson instead of a requirement. `ASC` is in the same boat with a worse workaround
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(`INSTR` into a 41-character alphabet string); `INT` and `SQR` are not, because integer
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assignment and `^ 0.5` already are those functions.
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- **The palette cannot be written.** `PALETTE[17]` in `src/graphics_tables.c` is `static
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const`, and `COLOR` can only choose among its sixteen entries. Palette rotation was the
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cheapest animation of the whole era — one register write cycled every pixel of a colour —
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and here the same effect is a full redraw: the demo's title "colour cycle" re-strokes the
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logo every frame (`DRAWTEXT` with `CM# = 1`), and its raster bars erase and redraw five
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ramp lines apiece per frame. Closing it means palette state moves from a static table to
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the graphics backend, plus a verb form to set an index (`COLOR` grew nothing new on a C128,
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so this would be ours — Chapter 13 material), plus the docs figures that assume Pepto's
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values stay put.
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- **`GSHAPE` stamps in one mode.** BASIC 7.0's takes a mode argument — replace, OR, AND,
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XOR — and XOR is the one that mattered: stamp to draw, stamp again to erase, no damage to
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what was underneath. That is software sprites beyond the eight real ones, and it is the
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difference between the demo's raster bars chewing holes in the starfield (they erase in
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black) and leaving it intact. Needs a blend argument through `SSHAPE`/`GSHAPE`'s render
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path in `src/graphics_akgl.c`, and libakgl may need to offer the blend mode first — check
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before filing there.
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- **Nothing reports whether `PLAY` has drained.** The queue depth exists in
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`akbasic_AudioState` (`count - head`); no function reads it. The demo's `TUNE` label
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requeues each batch on a wall-clock guess — it stamps `MT#` with the batch's computed
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length plus a breath, and the sums drift against `TEMPO` and had better stay under the
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queue's 128-note cap when a requeue lands early. An `RPLAY(v)` returning notes pending —
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same shape as `RSPPOS` — deletes the arithmetic. It also fixes the quiet failure Chapter 7
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warns about, where a program `QUIT`s before its music finishes and never knows.
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- **`PLAY` is monophonic: one queue, one clock, one instrument per batch.** An earlier
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version of this entry claimed there was no noise waveform, and that was wrong —
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`ENVELOPE`'s sixth argument selects triangle, sawtooth, square or noise
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(`src/runtime_audio.c`), which Chapter 7 does not document and should. The real gap is in
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`akbasic_play_service()` (`src/play.c`): every voice's notes go into **one** queue with one
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release clock, and the envelope applied when a note sounds is whatever the last `T`
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*parsed* selected — so a program that writes three `V` tracks gets them end to end, on one
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instrument, and `M` is a no-op precisely because there is nothing to synchronise. The
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backend already has three independent voices and `tone()` takes a voice number; what is
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wanted is a queue head and clock per voice, and the envelope resolved at parse time into
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the note rather than read from shared state at release. The demo works around it the way
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1985 did on one channel: an interleaved kick–bass–arpeggio line (the `TUNE` label), which
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is authentic and should not be mandatory.
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- **The only vsync is spinning on `TI#`, and the spin is worse than it looks.** Chapter 13
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documents the polling; the demo's first cut had the loop — read `TI#`, branch to yourself
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until it moves — and it did not just waste CPU, it **starved the `PLAY` queue dry**. The
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chain is measurable: the host calls `settime()` once per `runtime_run()` batch, and
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`akbasic_play_service()` can therefore release at most one note per batch (after a release,
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`nextms` sits ahead of the frozen clock). A batch of 256 *held* `SLEEP` steps is nearly
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free, but a batch of 256 *executed* spin statements is slow enough to drop the release rate
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below a sixteenth-note tune's fifteen notes a second — and the queue never reclaims slots
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until it drains completely, so the backlog compounded across scenes and overflowed the
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128-note queue with `PLAY queue is full`. Reproduced both ways in isolation: the same tune
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requeued eight times over a `SLEEP` loop survives, over a `TI#` spin it dies on the third
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batch. The demo's `VSYNC` label now sleeps a frame instead. A verb that parks the program
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until the next batch boundary (`SLEEP 0` is an available spelling) is the same
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hold-without-blocking shape `SLEEP` and `GETKEY` already have in `src/runtime_console.c`,
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and it would make the honest spelling also the safe one.
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---
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## 5. Deliberate deviations from the reference
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