Files
akbasic/docs/13-differences.md
Andrew Kesterson 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
2026-08-02 10:53:26 -04:00

11 KiB

13. Differences from BASIC 7.0

If you already write Commodore BASIC, this is the chapter to read first. Everything here is deliberate, and everything is recorded in the repository's TODO.md with the reasoning — this is the short version.

The language

Variables carry a type suffix, and the suffixes differ

Integer Float String
C128 A% A A$
akbasic A# A% A$

There is no such thing as an unsuffixed variable. A bare name is a label.

= works in a condition, and == works everywhere

IF A = 5 THEN does what you expect. == also means equality and is what the older programs in this repository use. Outside a condition = is assignment, as always.

AND, OR and NOT in conditions

These work, and a condition is a whole expression rather than a single comparison, so IF A = 1 AND B = 2 THEN parses. Truth is nonzero, so IF A THEN works too.

MID and INSTR count from zero

A C128 counts from one. A failed INSTR gives -1 rather than 0.

THEN needs a verb

IF X THEN 100 is not a jump. Write IF X THEN GOTO 100.

Strings are 255 characters and cannot contain a quote

There is no escape character.

Numbers

Integers are 64-bit and floats are IEEE doubles, so PRINT 1.5 gives 1.500000. A leading zero is not octal; 0x is hexadecimal.

Mixed arithmetic follows the left operand, not the wider type

A C128 promotes to float. This does not. An integer on the left converts the right operand to an integer and throws its fraction away, so A# * 0.45 is 0 where 0.45 * A# is 1.35. It is consistent, it is inherited from the Go interpreter this was ported from, and nothing fails when you get it wrong — the program computes something else and carries on.

Chapter 3 has the two rules that keep you out of it. This is the difference from 7.0 most likely to turn a working listing into a quietly wrong one.

Structures are an addition

BASIC 7.0 has no records at all. TYPE/END TYPE, DIM X@ AS T, the @ suffix, . and ->, PTR TO and POINT ... AT are all new here, and Chapter 16 is the whole of it. Nothing about it changes an existing program.

Two consequences a C128 programmer should know. A structure assignment copies, like every other assignment; sharing is spelled POINT. And a type name is a bare word, so it shares a namespace with verbs and labels — TYPE POINT is refused because POINT is now a verb.

Block structure

A whole loop on one line does not loop.

10 FOR I# = 1 TO 3 : PRINT I# : NEXT I#
20 PRINT "DONE"
DONE

The loop prints nothing. Block skipping walks source lines, so a NEXT on the same line as its FOR is never reached. The same applies to DO/LOOP. Write loops across lines.

Two known defects in FOR

Both are recorded, both have tests asserting the correct behaviour, and both are waiting on a decision rather than on work:

  • A step that overshoots runs the body one extra time. FOR I = 1 TO 9 STEP 3 runs with 1, 4, 7 and 10.
  • FOR I = 1 TO 1 does not run its body at all, where every other BASIC runs it once.

The two errors cancel out for a step of 1, which is why they went unnoticed. Fixing them would change the output of a checked-in acceptance file, which is not something this project does silently.

A loop counter does not survive its loop. It lives in the loop's own scope, so reading it afterwards gives zero.

Direct mode

A statement typed with no line number runs immediately, as it should. This was not true until recently — the interpreter used to file everything but a handful of verbs as program text.

Line numbers

A program in a file does not need them. Every BASIC this dialect descends from required a number on every line; here that requirement belongs to the prompt alone, where the number is the only thing separating program text from a statement to run now. A program loaded from a file, or handed to the library as a string, may leave them out, and a line without one is given the next number going. The two mix: a numbered line sets where the next unnumbered one goes.

This is QuickBASIC's idea rather than the C128's, and it is here for the same reason QuickBASIC had it — a program that branches by LABEL never names a line number, so the numbers are maintenance with nothing on the other end of it.

Two consequences worth knowing:

  • GOTO <number> must name a number the program wrote. In a file with no line numbers GOTO 100 would otherwise find the hundredth line and branch there. It is refused before the program runs. GOTO <label> is unaffected.
  • LIST and DSAVE show the numbers that were handed out, one apart. RENUMBER before DSAVE if you want gaps to insert into.

An unnumbered program is capped at 9998 lines, which is the cap that already applied.

Errors

ER and EL are ER# and EL#, ordinary global variables. ER# holds this interpreter's error code, which bears no relation to a Commodore error number. Print ERR(ER#) for the text, and see Chapter 15 for the whole list.

Graphics

  • A coordinate is a window pixel, not one of 320 by 200. A C128 listing therefore draws in the top-left corner of a larger window; SCALE 1, 319, 199 gives it the whole window back. RGR(1) and RGR(2) report the size, and are ours rather than 7.0's — where 7.0's RGR takes only field 0, the GRAPHIC mode.
  • SSHAPE puts a handle in the string, not the pixels. You can pass it to GSHAPE and SPRSAV; you cannot save it or take its LEN.
  • WIDTH is emulated by drawing parallel passes.
  • Drawing persists, and the text layer covers it. A drawing goes into a layer that survives the frame, so a program draws its picture once and it stays — no redrawing, no capturing it into a sprite. What is still true is that the text layer repaints every row it owns, opaque, every frame, and by default it owns the whole window. WINDOW shrinks it and hands the rest over. The two together are what makes a picture usable: WINDOW 0, 0, 39, 1 keeps a one-row status line and gives the drawing verbs everything below it.
  • A drawing still has to fit in one batch. The host runs a fixed number of source lines and then presents, and an SSHAPE capture spanning that boundary comes back half drawn — the part issued since the present, over whatever was there before. Measured against the standalone frontend's 256 lines a batch: after synchronising to a jiffy edge, 220 lines of drawing survive a capture and 250 do not. This bites a capture, not the drawing itself, so it matters far less than it did when capturing was the only way to keep a picture. The only way a program can see the boundary is to watch TI#, which is refreshed once per batch.
  • CHAR ignores its colour argument and needs a text device with a cursor.

Sound

  • PLAY and SOUND do not block. The statement after them runs immediately.
  • FILTER is refused. There is no filter stage to configure.
  • PLAY's M is accepted and does nothing.
  • TEMPO's calibration is a choice, not a transcription.

Sprites

  • Coordinates are window pixels, not the VIC-II's raster space, and SCALE does not apply to them.
  • SPRSAV takes an integer array, not a string, for the data form — a string here cannot hold a zero byte. It also takes an image file path, which a C128 cannot.
  • A sprite loaded from a file keeps the image's own size, not 24 by 21.
  • MOVSPR's speed unit is a choice. The manual does not say what a unit is worth.
  • Collision is by shape, not by pixel. A sprite nobody has shaped collides with its whole frame, expansion bits included, which is what a bounding box means here; SPRHIT narrows that to a box, a circle or a capsule. None of them is pixel-exact.
  • SPRHIT and RSPHIT are an addition. BASIC 7.0 has COLLISION and BUMP and nothing else, and nothing about them changes an existing program.
  • Collision types 1 and 2 exist. Type 2 means the rectangles SOLID registered, not a screen read back — a C128 collides a sprite against the bitmap's set pixels and this cannot, so the question is asked against geometry instead. Type 3 is still refused; there is no light pen.
  • SOLID is an addition. BASIC 7.0 has no static collision geometry at all, and it is what lets a program collide with something that is not one of the eight sprites.
  • RCOLLISION is an addition, and nothing is resolved. A contact is a report: it says what was hit, which way is out and how far, and reversing the ball is still the program's job. BASIC 7.0 has BUMP and a bitmask, and no way to ask any of this.
  • Priority and multicolour are recorded but not drawn.
  • SPRDEF is out of scope.

Files

  • PRINT # and INPUT # need a space before the #. PRINT#1 scans as a variable name.
  • RECORD counts lines, not fixed-length records.
  • BLOAD requires a length.
  • HEADER, COLLECT, BACKUP and BOOT are refused. They operate on a physical disk.
  • DIRECTORY is refused pending a wrapper in the standard library.

Machine

  • SYS is refused. There is no 6502 and no ROM.
  • FETCH and STASH are the same byte copy. There is no expansion RAM to tell them apart.
  • POKE, PEEK and POINTER use real process addresses. A wrong one is a segmentation fault, not an error message.
  • BANK, FAST and MONITOR do not exist.

Formatting

  • PRINT USING renders one field per statement. PRINT USING "### ###"; A, B is not supported.
  • Exponential fields (^^^^) are not implemented.

Console

  • SLEEP and WAIT hold the program without blocking the host. SLEEP with no host clock does nothing at all rather than waiting forever.
  • TI and TI$ are TI# and TI$, refreshed once per step.
  • WAIT polls ordinary process memory. Nothing changes it but the host.
  • KEY stores macros and nothing expands them.

Limits

Source lines 9999
Line length 255
String length 255
Variables 128
Array elements 1024 per array, 4096 across every array and structure
Scopes 32
Labels 64
DATA items 512
File channels 10
Operations per line roughly 16

Every one is a fixed pool. Nothing in the interpreter calls malloc, which is what makes it safe to embed in a game that cannot afford a surprise allocation.

A scalar does not come out of the 4096. It lives in the variable itself, so creating one inside a GOSUB or a FOR — including the loop counter — costs nothing and can be done for as long as the program runs. An array declared inside a scope does come out of it and is not given back: the pool never frees, which is what lets a pointer into a record outlive the scope that declared it. In practice that means DIM at the top rather than in a loop, which is where you would have put it anyway.