851b03bcf6491698d01892ae9ce7a53b9102afcd
13 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
a9600c3fcc
|
Say what was hit, which way is out, and how far
The narrowphase has been producing a contact since it went in, and the interpreter was throwing it away. `RCOLLISION(n, f)` reports it: what was hit (a sprite or a `SOLID` rectangle), which one, the contact normal, the penetration depth, the contact point, and which axis to reverse. **The normal points out of the other thing and toward this one**, so a program moves along it by the depth and is exactly clear. That sign is the one assertion in the new test that could not be caught any other way -- both parties of a sprite-against-sprite hit get their own record, each pointing the way *that* sprite has to move, and sharing one would tell both to go the same direction, which is how two things end up stuck inside each other. **Field 7 is the one that deletes the most BASIC.** It is the minimum translation axis, computed from the normal in C, and it is there because doing it in BASIC means comparing two floats -- which is exactly where this dialect's left-operand rule catches people. `BALLBRICKS`/`TESTCELL` in the artwork breakout spend six lines computing an overlap rectangle and comparing its width to its height to get this number. The record is **sticky and deepest-wins**: replaced whenever that sprite is in a contact and otherwise left alone, so `BUMP` stays the event and this stays the detail of it. Making it clear itself when nothing touches would break the pairing, because `BUMP` accumulates across steps and a once-a-frame poll would find the detail already gone. Reading `BUMP` clears both, so they cannot disagree. Deliberately narrower than `akgl_Contact`: no actor pointers, because BASIC has no actor; no tile fields, because there is no tilemap; no z, because every test is planar; and **no `dt` and no `sensor`**, which libakgl documents as filled in by the resolver. This interpreter never resolves anything, so those two come back zero and mean nothing, and an always-zero field in a reference table is a lie. Documented with the two caveats that matter: fields 2, 3 and 4 are floats and want a `%` variable, and the contact *point* is exact only for two boxes -- libakgl's solver returns a point on the portal it converged to, while the normal and depth are exact for every pair. Chapter 8's collision section stops claiming only type 1 exists, which has been false since the previous commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL |
|||
|
5709dc160c
|
Keep what a program draws, instead of making it a sprite
A drawing lasted exactly one frame. The verbs are immediate, they went to the back buffer, SDL double-buffers and the frontend never clears -- so the only way to keep a picture was to capture it with `SSHAPE` and install it as a sprite, which is what `examples/breakout/sprites/breakout.bas` spends two of its eight sprites doing. That was TODO.md section 9 item 9. The drawing verbs now render into a layer texture the frame composites under the text and the sprites. Draw once; it is there on every frame after. **Bracketed around the step phase, not around each verb.** One pair of `SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also what makes `SSHAPE` read back what the program has just drawn rather than whatever the last frame left. **The layer is transparent where nothing was drawn.** It covers the whole window and composites underneath, so an opaque one would black out the frame the moment a program issued a single `DRAW`. And a fresh SDL target texture's contents are undefined, so it is cleared on creation -- skipping that puts uninitialised memory under the first frame's text and looks like a driver bug rather than a missing memset. **The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()` is called from two places with different answers to "is a render target current": the frame loop calls it between steps, and the sink's editor calls it from *inside* a step, borrowing a frame while it waits for a typed line. SDL refuses to present while a target is current, so the pump ends the layer, presents, and puts it back only if it was the one that ended it. `akgl_frontend` caught this -- it drives a REPL session, and it failed with "You can't present on a render target" the first time the brackets went in. This does not make a drawing *visible* on its own. The text layer still repaints every row it owns, opaque, every frame, and by default it owns the whole window; `WINDOW` shrinks it and that half was already fixed. The two together are what a picture needed, and the tests assert both -- a pixel still there a frame later with nothing redrawn, and a pixel below a shrunk text area surviving the text repaint. The second assertion wipes to a non-black colour first, because against black it could not tell a transparent layer from an opaque one. The tests found two of their own bugs on the way: `stop_runtime()` was not tearing the graphics backend down, so re-initialising it dropped a live texture on the floor; and a first draft called `begin()` before `start_runtime()`, which re-inits the backend, so the assertion read back off an orphaned render target and passed while proving nothing. Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it does not. The batch-boundary tear stays documented -- it bites an `SSHAPE` capture, which matters much less now that capturing is not the only way to keep a picture. Both games still run clean. 111 with akgl, 110 without. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL |
|||
|
802bbcc17a
|
Collide sprites with rectangles that are not sprites
Some checks failed
akbasic CI Build / cmake_build (push) Failing after 3m19s
akbasic CI Build / sanitizers (push) Failing after 4m33s
akbasic CI Build / coverage (push) Failing after 3m41s
akbasic CI Build / akgl_build (push) Failing after 21s
akbasic CI Build / mutation_test (push) Failing after 3m29s
`SOLID id, x1, y1, x2, y2` registers static collision geometry; `SOLID id` retires one and a bare `SOLID` retires them all, the way `TRAP`, `COLLISION` and `DCLOSE` all read absence. `COLLISION 2` and `BUMP(2)` stop being refused and mean *sprite met static geometry*. **This is the thing eight sprite slots made impossible.** A wall of bricks wants sixty, so until now a program could only collide with one by doing the arithmetic itself against its own array -- which is exactly what both breakout listings do, at about two hundred lines between them. A rectangle costs no sprite slot. The id is the **program's own number**, 1 to 64, not a minted handle. That is the whole trick for "which brick did I hit": the id comes back out again, so a wall built as `SOLID I#, ...` maps onto `B#(I#)` with no lookup, and retiring a broken brick is `SOLID I#`. `COLLISION 2` was refused with "sprite-to-background collision needs the screen read back every frame", which was true of the question a C128 asks -- a sprite against the bitmap's set pixels. `SOLID` gives this interpreter a background made of rectangles instead, which is the same question in a form it can answer. Same move `SPRSAV` made when it learned to take an image path. `AKBASIC_INTERRUPT_BACKGROUND` has been sitting in the interrupt table commented "COLLISION 2 -- sprite met background; refused" the whole time. Its accumulator is separate, so a sprite hitting a wall never sets a bit in `BUMP(1)`. **There is no `akgl_CollisionWorld` here, and that is deliberate.** libakgl's uniform grid keeps its cell heads, cell size and origin in file-scope statics, so it is one index per process -- and `akgl_collision_world_init()` ends in a `reset()` that memsets those heads *and* calls `akgl_heap_init_collision_cells()`. An interpreter embedded in a game with its own collision world would have destroyed every registration that game had made, on the first `SOLID` a script ran. So the geometry is indexed by an ordinary array here and pairs go straight to `akgl_collision_test()`, which needs no world. At sixty-four rectangles that is the right answer anyway; libakgl's own numbers put a naive sweep at 0.7% of a frame at sixty-four objects. **The scan now short-circuits when nothing has moved**, and that is what makes any of it affordable. Its inputs are the sprites' boxes, which slots are collidable, and the static geometry; if none changed the answer cannot have. A frame runs one full scan and 255 cached ones. Eight sprites against sixty-four rectangles is five hundred and twelve tests -- fine once a frame, ruinous 256 times. The benchmark was rewritten to say which path it is timing, because with the cache in place a loop that only calls the scan measures the short circuit and nothing else. Breakout now costs 590.6 ns for its one full scan plus 255 cached at 40.0, which is 10.8 us against a 1.19 ms frame -- **0.91%, less than the 2.0% it cost before any of this work**, with static geometry and contacts added on top. `NEW` retires the rectangles, where it cannot undefine a sprite pattern: there *is* an entry point for this one, so leaving them would be a choice, and the wrong one -- a rectangle is invisible, so one left behind by a deleted program is an unexplainable collision in the next. `CLR` leaves them alone. `tests/sprite_verbs.c` gains the whole second path against the mock and its `COLLISION 2` case is rewritten: it pinned the refusal, and now pins that type 2 arms its own handler without disturbing type 1's. `tests/akgl_backends.c` gains the end-to-end version, including a full sixty-four-rectangle wall so the proxy budget is exercised at its ceiling and the pool has to come back intact, and the sixty-fifth refused by name. A bare `SOLID` needed `akbasic_parse_optional_arglist` rather than `akbasic_parse_arglist`, which `DCLOSE` already uses for the same shape. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL |
|||
|
f005b88980
|
Let a program say what part of a sprite collides
Some checks failed
akbasic CI Build / cmake_build (push) Failing after 3m20s
akbasic CI Build / sanitizers (push) Failing after 4m31s
akbasic CI Build / coverage (push) Failing after 3m40s
akbasic CI Build / akgl_build (push) Failing after 22s
akbasic CI Build / mutation_test (push) Failing after 3m28s
`SPRHIT n, kind [,x1, y1, x2, y2]` gives a sprite a collision shape: a box, a circle inscribed in it, or a capsule. `RSPHIT(n, f)` reads it back in SPRHIT's own argument order, the way RSPRITE and RSPPOS already do, and needs no device because it answers from interpreter state. The rectangle is two corners measured from the sprite's top-left, in device pixels -- the same `x1, y1, x2, y2` that `BOX` and `SSHAPE` take. A dialect with two spellings for a rectangle is one nobody can write from memory. Omit it and the shape fits whatever the picture turned out to be, which is what a sprite loaded from a file needs: `SPRSAV "ship.png", 1` takes the image's own size and the program never learns what that was. **A sprite nobody has shaped collides with its whole frame, expansion bits included, exactly as before.** That is a promise rather than a convenience, and it has its own test: the same two sprites in the same two places, once with no SPRHIT and once with a four-pixel box, reporting a collision and then not. Named SPRHIT rather than SPRSHAPE because "shape" already means "a region SSHAPE saved" in this dialect, in this very chapter -- `SPRSAV A$, 1` takes one -- and a reader who typed `SPRSHAPE A$, 1` would have had every reason to. Both names, and RSPHIT, were grepped against every label in docs/, examples/ and both corpora first: a bare word is a label here, so a verb and a label share one namespace and taking a name a checked-in listing already uses would break it silently. `SPRHIT n, 0` takes a sprite out of collision while leaving it on the screen -- the ghost, the flashing invulnerable player, the pickup already taken. Hiding it with `SPRITE n, 0` stops it colliding too, and is what you want when it should not be seen either. The circle answers the complaint chapter 8 already ships a figure of. That figure shows two discs whose *boxes* touch at a corner while the artwork is nowhere near, and `BUMP(1)` reporting a collision; two `SPRHIT n, 2` and it stops. The test asserts both halves so the figure's caption stays true. `tests/verbs_table.c` caught RSPHIT filed after RSPPOS rather than before it, which is the sorted-table test doing exactly the job it exists for. Docs: a new section in chapter 8, rows in the verb and function references in alphabetical order, and chapter 13's "collision is by bounding box" becomes "collision is by shape" with the addition named. 111 with akgl, 110 without, and the artwork breakout still runs clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL |
|||
|
1fb808f480
|
Rewrite the two game tutorials as instructions rather than commentary
Some checks failed
akbasic CI Build / cmake_build (push) Failing after 3m21s
akbasic CI Build / sanitizers (push) Failing after 4m32s
akbasic CI Build / coverage (push) Failing after 3m37s
akbasic CI Build / akgl_build (push) Failing after 22s
akbasic CI Build / mutation_test (push) Failing after 3m30s
Chapters 17 and 18 read as a code review of a finished listing: they explained why each decision had been made, walked through the project's own history, and led with what had once been broken. A reader who wanted to build the game got the reasoning and had to reconstruct the program. Both are now step-by-step. Each opens with a picture of the finished game and a bullet list of the steps, each bullet is a section, and each section states its goal, shows the code, and says how to check it. Chapter 17 is sixteen steps and Chapter 18 is thirteen, and the last of each is the assembly: the order of the file, the full declaration block, and the routines the earlier steps referred to. Project history is gone -- it belongs in Chapter 14 and in git -- and where a listing has to do something awkward, the tutorial shows how first and names the `TODO.md` item that will make it unnecessary second. **Three defects had no entry anywhere**, which the rewrite found by trying to state each rule as a rule. §6 item 35: `a - b + c` computes `a - (b + c)`, because `subtraction()` sits above `addition()` as its own precedence level and the inner loop eats the `+`. Item 36: only one unparenthesised `AND` or `OR` is matched, which is item 12's `if`-where-`while` on the one operator pair item 12 did not reach. Item 37: a `GOTO` out of a `FOR` or a `DO` leaks the loop's scope, so a main loop written that way stops on the thirty-second lost life -- which is why both games are built out of `LABEL` and `GOTO`, and it is a workaround rather than a preference. Chapter 3 gains the identifier rule the third trial ran into: there is no underscore in a name, and the error says `UNKNOWN TOKEN _`. **`tools/screenshot.c` learned to draw the text layer**, behind a new `text=1` fence attribute, because Chapter 17's game is characters in the grid and a figure without that layer is two sprites on black. It opens the bundled font at the size the standalone frontend uses, so a figure's cell size is the reader's cell size, and it uses the akgl sink alone rather than a tee so the program's output lands in the picture instead of on the stdout the caller reads to decide a figure failed. Both new figures -- `breakout-game.png` and `breakout-game-artwork.png` -- are generated from listings in the chapters like every other one. Verified by handing each chapter, alone, to an agent on a much smaller model and telling it to build the game from the tutorial text with the `examples/` tree off limits. The first pass scored 3.5 and 3 out of 10 and named what was missing: routines referred to but never shown, the third level layout, the sprite `DATA`, the font table, edits to earlier routines that were never marked as edits. Those are now in. The second pass built a 658-line Chapter 17 game that plays itself for ninety seconds with the score at 1890 and no error line, and the third built a 1053-line Chapter 18 game with 61 labels, no invented routines, no gaps found, and forty seconds clean. 9/10 and 8/10. One real bug in the new prose, caught in review: Chapter 18's `HITBAR` did not set the `HIT#` that `BALLPADDLE` reads to decide whether the paddle already caught the ball. Both suites green in both configurations, `docs_examples` and `docs_screenshots --check` pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL |
|||
|
ad76889292
|
State where a scalar lives in the three chapters that describe the pool
Chapter 13's limits table said 4096 array elements "in total", Chapter 16 said an instance's fields come out of the same pool and nothing is reclaimed, and Chapter 14's pool table listed `AKBASIC_MAX_ARRAY_VALUES` with no note about what does and does not draw from it. All three were written when a scalar drew from that pool, and all three now understate what a program may do. Each gains the same two facts in the register it is written in. Chapter 13: a scalar does not come out of the 4096, so creating one inside a `GOSUB` or a `FOR` -- the loop counter included -- costs nothing, while a `DIM` inside a scope does and is not given back. Chapter 16: scalars are the exception, and "nothing is reclaimed" is what lets a pointer into a record stay sound after its scope has gone -- which is the reason arrays and structures still spend. Chapter 14: a row for the variable's own storage, and a paragraph on why the value pool is the one budget that needs a second sentence. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
c8b917d205
|
Write down that the left operand decides integer or float arithmetic
No behaviour change, by decision. `A# * 0.45` is 0 and `0.45 * A#` is 1.35, because every operator branches on `self->valuetype` and converts the right operand to match. It is inherited from the Go reference, a C128 promotes to float instead, and this interpreter is at least consistent about it -- so a dialect saying the left operand wins is a defensible position, and changing it to promotion would alter the result of every mixed expression in every existing program. **The defect was that nobody said so.** Chapter 3's "Numbers" did not mention it, Chapter 13 did not list it among the differences, and nothing fails when a program gets it wrong -- it computes something else and carries on. The game in examples/ lost its per-level speed increase to `5.6 + LEVEL# * 0.45` evaluating to a flat 5.6, and bled velocity out of every bounce through `0 - BLVX%(B#)` quantising to whole pixels. Both read correctly. Neither produced a diagnostic. Now said in three places: a section in Chapter 3 with the demonstration and the two rules that keep a program out of it (put the float on the left, put the answer somewhere with a `%` on it), a row in Chapter 13 naming it as the difference from 7.0 most likely to turn a working listing into a quietly wrong one, and the reasoning on value.h where the operators are declared. tests/value_arithmetic.c pins it in both directions across multiply and subtract, with a comment saying it is the documented contract rather than an accident -- so promotion becomes a decision somebody takes deliberately rather than a change that could slip in under a passing suite. TODO.md section 9 item 4, struck as a documentation outcome. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
28ea99a638
|
Document optional line numbers
Chapter 2 gets the rule and the refusal, chapter 4 gets the payoff for LABEL, chapter 9 says DSAVE writes the numbers it handed out and to RENUMBER first if you want gaps, chapter 10 shows a host loading numberless source, chapter 13 gets the QuickBASIC-shaped divergence, and chapter 14's source[] passage gets its second half. Chapter 14 said "two prescans" and listed two; there were three before this and there are four now, so it lists all four and says which of them reports against the right line. TODO.md section 6 records four things found on the way and deliberately not fixed: set_label() filing into the active scope rather than the root, three prescans reporting the wrong line number, duplicate written line numbers still replacing silently, and renumber.c's file-scope scratch arrays. examples/embed.c runs the same program twice, numbered and not, so the example compiles the feature rather than describing it. Its header pointed at ./build/examples/embed, which is not where the binary lands. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
6bac929901
|
Document structures: a chapter, the architecture, and the differences
docs/16-structures.md is the feature: records, nesting, copy-on-assign, strict pointers, lists, what is checked and what is not, and how a host shares its own C structs. Every example in it is executed by docs_examples and byte-compared, including the refusals -- so a message that changes fails the suite rather than quietly making the chapter wrong. The chapter makes one contrast explicitly, because it is the question a reader will actually have: a misspelled *field* is refused and a misspelled *variable* still prints zero. The rule underneath is that what the program declared gets checked and what it did not gets shrugged at -- a variable's name is never declared, a TYPE's field list is. Structures end up the strictest thing in the language, not from a higher standard but because they are the only named thing whose valid spellings are written down. Chapter 14 gains the layout: an instance is a contiguous run of value slots with a diagram of where the fields sit, the three-pass prescan and why each pass exists, why the copy cannot live in akbasic_value_clone(), and why the render depth bound is four rather than eight. Chapter 3 gains the @ suffix, chapter 13 records that all of this is an addition BASIC 7.0 has nothing like, and the verb reference gains TYPE, POINT and DIM ... AS. MAINTENANCE.md gains the two rules that are on a maintainer rather than on a test: a structure copy must not go through clone, and a field chain gets its own leaf field. TODO.md section 5 records what was invented and the three limits that are ours, and section 8 records the two defects the work exposed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
737fdc760f
|
Document every error code a script can see, as chapter 15
ER# held numbers nothing explained. The appendix lists the four error classes the interpreter prints, the eight codes it owns and what raises each, and the codes that reach ER# from errno, libakerror and libakgl underneath it. The table is not asserted. A program in the chapter trips seven of the eight and prints what it got, and docs_examples byte-compares the result -- so the numbers are checked rather than claimed. The eighth, 516, is not usefully trappable and the chapter says why: entering a handler takes a scope, and the pool being empty is what raised it. Two things worth a reader's attention came out of writing it. Two codes register the same ERR() text, so a program must compare the number and print the text. And VAL reports libakerror's Value Error rather than the interpreter's 517, which makes that number the platform's rather than ours -- filed as section 6 item 21, not fixed here, because deciding which libakstdlib failures to translate is a boundary question and ENOENT out of DOPEN is the counter-case. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
5c5bf63356
|
Draw into the whole window, not its top-left 320x200
The graphics verbs documented a coordinate transform that did not exist. With SCALE off a coordinate went straight to akgl_draw_* as a pixel address, so an 800x600 window drew a C128 listing into its corner and left the rest unused -- while the chapter said coordinates were 320x200 and stretching to fit was the host's business. akbasic_GraphicsBackend gains a size entry point, require_graphics() asks it before every verb that draws so a resized window is honoured between two statements, and 320x200 becomes the fallback for a backend that leaves it NULL. It is the record's one optional member, so a host written against the old header keeps the behaviour it had. SCALE now maps onto the device, and RGR(1)/RGR(2) report the drawing surface so a program can use a window whose size it did not choose. RGR(0) is BASIC 7.0's own field, the GRAPHIC mode. SCALE also mapped xmax onto the width rather than onto the last pixel, so SCALE 1, 319, 199 followed by DRAW 1, 319, 199 drew nothing at all -- one pixel past the surface. Fixed in the same line, because it is what makes "SCALE gives a C128 listing the whole window" true rather than nearly true. The akgl test renders against a 128x128 target, deliberately smaller than the old constants: a SCALE still dividing by them misses it entirely rather than landing somewhere plausible. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
342e4c07da
|
Execute every documented example as a test
Some checks failed
akbasic CI Build / cmake_build (push) Successful in 3m2s
akbasic CI Build / sanitizers (push) Successful in 3m52s
akbasic CI Build / coverage (push) Failing after 3m24s
akbasic CI Build / akgl_build (push) Failing after 20s
akbasic CI Build / mutation_test (push) Has been cancelled
docs/ and README.md carry 85 fenced blocks. Every one was checked by hand exactly once, when it was written, which is not a standard that survives a changing interpreter -- and four were already wrong: two transcripts showing a leading space PRINT does not emit, akbasic_TextSink in README.md missing the two members it had grown hours earlier, and FILTER's refusal quoted with wording the code does not use. tests/docs_examples.sh reads a fence-tag vocabulary and runs what it finds. BASIC programs and transcripts run and are byte-compared against an `output` block; C snippets compile with -fsyntax-only against the real include path, which CMake writes out because it is transitive through akerror, akstdlib and akgl; shell blocks run in a sandbox. Anything that would reconfigure the build tree, hit the network or re-enter the suite is tagged norun with the reason in MAINTENANCE.md, and the two cmake blocks stay hand-maintained by decision. An untagged block is a failure rather than a default, and the pass line reports what it executed by kind. Both exist because the way a harness like this dies is by quietly matching nothing and passing -- which it duly did on the first CTest run, where a generator expression evaluating to nothing still contributed an empty argument that the script read as a filename. The count is what caught it. The excerpt check earns its own mention: a block tagged `c excerpt=include/akbasic/sink.h` must still appear in that header, comments and whitespace ignored. Compiling it would only redefine the type, so a compile check could not have found the stale struct, and did not. Registered as the CTest case docs_examples in both configurations. Fixing the four wrong examples turned up two interpreter defects, fixed in the previous commit and recorded in TODO.md section 8. MAINTENANCE.md is new: the fence-tag reference, what to do when the case fails, and the conventions that until now only existed inside source comments -- the three test lists and how two of them invert "passed", the sorted verb table, that a golden file is never edited to suit this interpreter, and that a fix gets mutation-checked with a file copy rather than git checkout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
|||
|
cdaefcc941
|
Write the usage guide as thirteen chapters in docs/
Some checks failed
akbasic CI Build / cmake_build (push) Successful in 3m0s
akbasic CI Build / sanitizers (push) Successful in 3m45s
akbasic CI Build / coverage (push) Failing after 3m22s
akbasic CI Build / akgl_build (push) Failing after 21s
akbasic CI Build / mutation_test (push) Successful in 11m26s
Organised the way the C128 Programmer's Reference Guide is: the language first, then each hardware area, then the reference sections. One markdown file per chapter. The verb and function references are generated from the interpreter's own dispatch table, with an assertion that every row is described, so they cannot drift out of step with what the program accepts. 98 verbs and 30 functions. Every example was run before it was written down, which caught three claims that were wrong: a whole FOR loop on one line prints nothing rather than looping once, MID and INSTR count from zero where a C128 counts from one, and a multi-line DEF returns a value the caller has to assign away. Chapter 13 is the list a BASIC 7.0 programmer needs -- roughly sixty documented differences, including the two known FOR defects and the fact that drawing does not survive a frame. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |