A scalar now lives in the variable record (`akbasic_Variable::inlinevalue`) rather than drawing from the value pool, so a `GOSUB` local, a `FOR` counter and a `DEF` parameter cost nothing at all. The pool is a bump allocator with no free, and its comment justified that with "nothing in BASIC destroys a variable". Scope exit does: it marks the variable slot unused, `new_variable()` memsets the slot it hands back -- clearing `values` -- and `variable_init()` therefore took *fresh* slots for a variable whose old ones were still counted. Every scope that created a local leaked, with no diagnostic until the pool ran dry on whichever line happened to be unlucky. Six thousand `GOSUB`s creating one local used to die on the 4091st at `LOC# = 1` with "Array of 1 elements does not fit in the 0 remaining value slots". They now run. A `DEF` called eight thousand times used to die between the four and five thousandth -- the leaking slot was the call scope's parameter, which is a scalar -- and both forms now run. A game creating one name per tick was dead in half a minute; the Breakout in examples/ was, after twenty-five seconds. **A `@` name is the one exclusion, and it is the whole of it.** A structure or a pointer to one keeps pool storage, because a pointer into a record outlives the scope that DIMmed it -- docs/16-structures.md says nothing is reclaimed and `prev_environment()` relies on it. The name suffix is the right test rather than `structtype`, which the DIM path sets *after* calling `variable_init()`. A local array therefore still leaks, deliberately, and is now the narrow rule the tutorial teaches. `SWAP` needed the other half: it copies whole variable records, so the `values` pointer that came over named the other variable's inline slot -- which by then held this variable's own old value -- and SWAP silently did nothing. Caught by tests/language/housekeeping/verbs.bas, which is the golden corpus earning its keep. tests/value_pool.c is the new coverage. It asserts the mechanism as well as the consequence: a later change that moved arrays inline too would pass every behavioural case and quietly break the pointer guarantee. The sharpest case takes the pool's whole 4096 slots in four arrays after two hundred scope entries, so one leaked slot has nowhere to go. Chapter 17 Step 3 taught "declare every name at the top" and no longer needs to. It now teaches what is still true -- a name first seen inside a subroutine dies at RETURN, so a routine cannot answer its caller through one -- and its demonstration is the array case, which still fails. TODO.md section 6 item 30 and section 9 item 1, both struck. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
25 KiB
18. Tutorial: Breakout with artwork
Chapter 17 built Breakout out of text and two DATA sprites.
This chapter builds it again out of downloaded artwork, with powerups, a coloured HUD
and three voices of sound — and almost nothing about the shape of the program survives the
change. The finished listing is
examples/breakout/sprites/breakout.bas.
Read Chapter 17 first if you have not. The rules it teaches — declare every name up front,
loop with GOTO, parenthesise mixed + and - — all still apply here and are not
repeated.
$ ./build-akgl/basic examples/breakout/sprites/breakout.bas
| Key | Does |
|---|---|
| left / right | move the paddle |
| space | start a game, launch the ball, release a stuck ball |
| P | pause |
| S | sound on and off |
| Q or escape | quit |
A broken brick drops a gem about one time in seven. Catch it with the paddle; the colour tells you which it is.
| Gem | Name | Does | For |
|---|---|---|---|
| red | EXPAND | doubles the paddle's width | 20 seconds |
| yellow | MULTI | throws two more balls off the one in play | until they are lost |
| green | SLOW | drops the ball's speed to about two thirds | 16 seconds |
| blue | STICKY | the ball sticks where it lands; space fires it | 18 seconds |
| purple | CATCH | a second bar appears higher up the field | 24 seconds |
Step 1: Put the artwork on the screen
SPRSAV loads an image file straight into a sprite slot, and a sprite loaded that way
keeps the image's own size rather than being forced to 24 by 21 — see
Chapter 8.
I# = 0
SPRSAV "art/paddleBlu.png", 3
SPRSAV "art/paddleRed.png", 4
SPRSAV "art/ballBlue.png", 5
SPRSAV "art/element_red_polygon_glossy.png", 6
SPRSAV "art/element_green_polygon_glossy.png", 7
SPRSAV "art/element_purple_polygon_glossy.png", 8
FOR I# = 3 TO 8
SPRITE I#, 1, 2
NEXT I#
MOVSPR 3, 20, 20
MOVSPR 4, 20, 60
MOVSPR 5, 160, 30
MOVSPR 6, 30, 120
MOVSPR 7, 130, 120
MOVSPR 8, 230, 120
That is the whole game's cast: two bars, a ball and five gems. The path is tried against
the working directory first and then against the directory the program was loaded from,
so a .bas stored beside its art/ runs from anywhere.
The artwork here is Kenney's Puzzle Pack 1,
released under CC0;
examples/breakout/sprites/art/PROVENANCE.md records which file is used for what.
Crediting Kenney is not required by CC0 — do it anyway.
SPRITE n, 1, 2 turns a sprite on in colour 2. A sprite's colour multiplies the
artwork rather than replacing it, so colour 2 (white) is what leaves the artwork looking
like itself.
Step 2: Budget the eight sprite slots before you write anything else
There are eight sprites. That is not a limit you will design your way around, so decide what they are first:
| Slot | Is |
|---|---|
| 1 | the HUD strip — a captured drawing |
| 2 | the playing field — a captured drawing |
| 3 | the paddle |
| 4 | the catcher bar (the purple gem) |
| 5, 6, 7 | up to three balls |
| 8 | the falling gem |
Two of the eight are the screen, and Step 3 is why. That leaves six for everything
else, which is the reason the bricks are drawn rather than made of artwork — sixty of
them will not fit in six slots, and there is no way to get artwork onto the screen other
than a sprite. GSHAPE cannot stamp a sprite and SPRSAV cannot read one back out.
It is also the reason for "one gem at a time": there is one slot for it, so a brick broken while a gem is falling drops nothing.
Step 3: Turn what you drew into a sprite
In the standalone SDL build the text layer repaints every row of the window, opaque,
after your program's steps have run and before the frame is presented — so anything
DRAW, BOX or CIRCLE puts on the screen is painted over before anybody sees it.
Sprites are drawn after the text layer. A sprite is the only thing on the screen a
program can rely on being visible. (TODO.md §9 item 3; the figures in this chapter are
rendered by a tool that omits the text layer, which is why they can show a drawing at
all.)
That leaves exactly one way to put a picture up: draw it, capture it with SSHAPE,
install the capture with SPRSAV.
SSHAPE Z$, 0, 60, 800, 600
SPRSAV Z$, 2
SPRITE 2, 1, 2
MOVSPR 2, 0, 60
Four lines, and they are the last four of every draw routine in the game. Z$ holds a
handle rather than pixels — see Chapter 6 —
which is all SPRSAV needs.
Stamp the bricks; do not paint them
Draw one brick per colour, capture the six of them, and stamp them with GSHAPE:
DIM BRC#(6)
I# = 0
R# = 0
K# = 0
T1# = 0
T2# = 0
FOR I# = 0 TO 5
READ BRC#(I#)
NEXT I#
GRAPHIC 1, 1
WIDTH 1
FOR R# = 0 TO 5
COLOR 1, BRC#(R#)
T1# = R# * 20
T2# = T1# + 8
FOR K# = 0 TO 7
DRAW 1, 0, T1# + K# TO 67, T1# + K# : DRAW 1, 0, T2# + K# TO 67, T2# + K#
NEXT K#
NEXT R#
DATA 3, 9, 8, 6, 4, 5
Six 68 by 16 bricks, filled two scan lines at a time so the set costs about a hundred and thirty lines rather than the two hundred and seventy a line-at-a-time loop would take. Step 4 explains why that number matters.
PAINT would be one statement instead of sixteen and is not an option. It costs
nearly four milliseconds a call; sixty of those is seven frames.
SSHAPE has sixteen slots, nothing gives one back, and GRAPHIC 5 gives back all of
them at once. So the game counts what it has spent and rebuilds the stamps from scratch
whenever the pool runs dry:
LABEL DRAWJOB
IF SHN# < 14 THEN GOTO DRAWJOB2
GOSUB DRAWPROTOS
RETURN
Flatten the field before you draw it
The draw routine should not be deciding anything. When a brick breaks, walk the grid and write out a list of the bricks still standing, row by row — so a row is a contiguous run of that list, and drawing it is a stamp and an advance:
LABEL BUILDLIVE
LN# = 0
FOR R# = 0 TO 5
RS#(R#) = LN#
RC#(R#) = 0
GOSUB BUILDROW
NEXT R#
RETURN
LABEL BUILDROW
FOR C# = 0 TO 9
IF BRK#(R# * 10 + C#) > 0 THEN BEGIN
LX#(LN#) = BRKX# + C# * 72
LY#(LN#) = BRKY# + R# * 24
LN# = LN# + 1
RC#(R#) = RC#(R#) + 1
BEND
NEXT C#
RETURN
RS#(R#) is where row R#'s run starts and RC#(R#) is how long it is. This costs about
four lines a brick and has all the time in the world; the draw costs two and has a
deadline. That trade is the spine of this program and it comes back in Step 6 for the
lettering.
Now the whole screen, drawn and captured and dressed with artwork:
DIM BRC#(6)
I# = 0
R# = 0
C# = 0
K# = 0
T1# = 0
T2# = 0
Z$ = ""
FOR I# = 0 TO 5
READ BRC#(I#)
NEXT I#
GRAPHIC 1, 1
WIDTH 1
FOR R# = 0 TO 5
COLOR 1, BRC#(R#)
T1# = R# * 20
T2# = T1# + 8
FOR K# = 0 TO 7
DRAW 1, 0, T1# + K# TO 67, T1# + K# : DRAW 1, 0, T2# + K# TO 67, T2# + K#
NEXT K#
NEXT R#
SSHAPE Z$, 0, 0, 68, 16 : S0$ = Z$
SSHAPE Z$, 0, 20, 68, 36 : S1$ = Z$
SSHAPE Z$, 0, 40, 68, 56 : S2$ = Z$
SSHAPE Z$, 0, 60, 68, 76 : S3$ = Z$
SSHAPE Z$, 0, 80, 68, 96 : S4$ = Z$
SSHAPE Z$, 0, 100, 68, 116 : S5$ = Z$
GRAPHIC 1, 1
WIDTH 2
COLOR 5, 16 : COLOR 1, 4
BOX 5, 2, 62, 797, 597
BOX 1, 6, 66, 793, 593
FOR C# = 0 TO 9
Z$ = S0$ : GSHAPE Z$, 42 + C# * 72, 108
Z$ = S1$ : GSHAPE Z$, 42 + C# * 72, 132
Z$ = S2$ : GSHAPE Z$, 42 + C# * 72, 156
Z$ = S3$ : GSHAPE Z$, 42 + C# * 72, 180
Z$ = S4$ : GSHAPE Z$, 42 + C# * 72, 204
Z$ = S5$ : GSHAPE Z$, 42 + C# * 72, 228
NEXT C#
SSHAPE Z$, 0, 60, 800, 600
SPRSAV Z$, 2
SPRITE 2, 1, 2
MOVSPR 2, 0, 60
SPRSAV "art/paddleBlu.png", 3
SPRSAV "art/ballBlue.png", 5
SPRITE 3, 1, 2
SPRITE 5, 1, 2
MOVSPR 3, 348, 540
MOVSPR 5, 389, 517
DATA 3, 9, 8, 6, 4, 5
Everything above the last four lines is a drawing nobody would ever see. SSHAPE and
SPRSAV are what make it the screen.
The game keeps its six stamps in six separate scalars rather than an array, and that is not a style choice — see the fourth trap at the end of this chapter.
Step 4: Find the frame boundary
The host runs 256 source lines and then presents the frame, and presenting throws the
drawing buffer away. So everything between a GRAPHIC 1, 1 and its SSHAPE has to
happen inside one of those batches. Draw more than that and the capture comes back
holding only the tail of what you drew, over whatever the frame before it left behind —
which looks exactly like a ghost.
TI# is refreshed from the host's clock once per batch, so the step on which TI#
changes is the first step of a batch. Spinning until it changes is the only way a
program in this dialect can locate a frame boundary:
LABEL PACE
LASTT# = TI#
LABEL PACEEDGE
IF TI# - LASTT# < 2 THEN GOTO PACEEDGE
RETURN
Two jiffies is thirty frames a second. LASTT# is sampled on entry rather than carried
over from the last frame, and that is the whole correctness of the routine. Carried
over, a frame whose work ran long finds the time already spent, returns immediately from
somewhere in the middle of a batch, and the capture that follows is ruined. Sampling here
means the loop always sees TI# change under it, and a change is only ever seen on the
first step of a batch.
Measured on one machine: after a jiffy edge, 220 lines of drawing survive the capture intact and 250 do not. Every draw routine in the game is written to stay near 200.
Arithmetic is free. A routine that computes for two thousand steps costs frame rate and nothing else. Only drawing has a deadline — which is what makes Step 3's flattening and Step 6's stroke lists worth their complexity.
Step 5: Do at most one capture per frame
The frame loop paces first, then draws at most one thing, then plays the game:
LABEL FRAME
GOSUB PACE
GOSUB DRAWJOB
GOSUB READKEYS
IF STATE# = 0 THEN GOSUB TITLETICK
IF STATE# = 1 THEN GOSUB SERVETICK
IF STATE# = 2 THEN GOSUB PLAYTICK
IF STATE# = 3 THEN GOSUB LOSTTICK
IF STATE# = 4 THEN GOSUB CLEARTICK
IF RUNNING# = 0 THEN GOTO SHUTDOWN
GOTO FRAME
DRAWJOB is a queue of one, chosen by dirty flags — stamps first because everything else
draws with them, then the field, then the HUD:
LABEL DRAWJOB
IF SHN# < 14 THEN GOTO DRAWJOB2
GOSUB DRAWPROTOS
RETURN
LABEL DRAWJOB2
IF DPLAY# = 0 THEN GOTO DRAWJOB3
GOSUB DRAWPLAY
DPLAY# = 0
RETURN
LABEL DRAWJOB3
IF DHUD# = 0 THEN RETURN
GOSUB DRAWHUD
DHUD# = 0
RETURN
The game sets DPLAY# = 1 or DHUD# = 1 when something changes and never draws
directly. One consequence is visible and deliberate: the score lags the bricks by one
frame, because the field goes first. At thirty frames a second nobody can see it.
Those are LABELs and GOTOs rather than BEGIN blocks, and again that is not a style
choice — a RETURN inside a block leaves the interpreter with no GOSUB to return from.
The last trap in this chapter is exactly that.
Step 6: Draw the lettering, because text has no colour
The interpreter's text sink is white and has no verb that changes it; CHAR parses a
colour argument and ignores it. A coloured HUD therefore has to be drawn, which means
carrying a font.
The one here is four units wide and seven tall, one glyph per DATA line: how many
strokes, then that many pairs of points. A point is coded X * 10 + Y, so 0 is the
top-left corner, 30 the top right and 36 the bottom right.
DIM FNC#(5)
DIM FNI#(5)
DIM FNS#(60)
I# = 0
K# = 0
N# = 0
D# = 0
GP# = 0
GX# = 0
GX2# = 0
P1# = 0
P2# = 0
X1# = 0
Y1# = 0
X2# = 0
Y2# = 0
FOR I# = 0 TO 4
READ N#
FNC#(I#) = N#
FNI#(I#) = GX#
GOSUB READGLYPH
NEXT I#
GRAPHIC 1, 1
WIDTH 2
COLOR 1, 8
SZ# = 9
FOR I# = 0 TO 4
GOSUB DRAWGLYPH
NEXT I#
END
LABEL READGLYPH
FOR K# = 1 TO N# * 2
READ D#
FNS#(GX#) = D#
GX# = GX# + 1
NEXT K#
RETURN
LABEL DRAWGLYPH
GP# = FNI#(I#)
GX2# = 20 + I# * SZ# * 5
FOR K# = 1 TO FNC#(I#)
P1# = FNS#(GP#)
P2# = FNS#(GP# + 1)
GP# = GP# + 2
X1# = GX2# + (P1# / 10) * SZ#
Y1# = 20 + MOD(P1#, 10) * SZ#
X2# = GX2# + (P2# / 10) * SZ#
Y2# = 20 + MOD(P2#, 10) * SZ#
DRAW 1, X1#, Y1# TO X2#, Y2#
NEXT K#
RETURN
REM S
DATA 5, 0,30, 0,3, 3,33, 33,36, 6,36
REM C
DATA 3, 0,30, 0,6, 6,36
REM O
DATA 4, 0,30, 6,36, 0,6, 30,36
REM R
DATA 5, 0,6, 0,30, 3,33, 30,33, 13,36
REM E
DATA 4, 0,6, 0,30, 3,33, 6,36
SZ# is the scale, so the same table draws a 12-unit BREAKOUT on the title screen and
a 4-unit SCORE in the HUD. The game reads a character to a glyph number with
INSTR(ALPHA$, MID(TX$, TXI#, 1)) over a 41-character alphabet, which is why the order of
the DATA lines matters.
Building the strokes and drawing them are separate jobs, on different frames. Turning a string into strokes costs about sixteen lines a character and happens when a number changes; the draw routine merely replays the list at two lines a stroke, and it is the one with the deadline:
LABEL DRAWHUD
GRAPHIC 1, 1
WIDTH 1
COLOR 0, 1 : COLOR 1, 4 : COLOR 2, 8 : COLOR 3, 5
COLOR 4, 11 : COLOR 5, 16 : COLOR 6, 6
BOX 5, 0, 56, 799, 57
IF HN# = 1 THEN DRAW HC#(0), HX1#(0), HY1#(0) TO HX2#(0), HY2#(0)
IF HN# < 2 THEN GOTO HUDONE
FOR I# = 0 TO HN# - 1
DRAW HC#(I#), HX1#(I#), HY1#(I#) TO HX2#(I#), HY2#(I#)
NEXT I#
LABEL HUDONE
SSHAPE Z$, 0, 0, 800, 60
SPRSAV Z$, 1
SPRITE 1, 1, 2
MOVSPR 1, 0, 0
RETURN
Each stroke carries its own colour source, so one pass over the list draws in as many colours as it likes: labels cyan, the score yellow, the lives green, the level red. Seven colour sources is the ceiling — which is why the purple gem's banner is the closest purple the palette has rather than the gem's own.
The one-stroke case is written out beside the loop. That is the second trap below, and every loop over a list in this program has it.
Step 7: Bounce the ball without a square root
There is no SQR in this dialect, so the game never computes a magnitude. Eight landing
zones across the bar, each holding very nearly a unit vector, and a velocity is
always one of them times the current speed:
DATA -0.85, -0.62, -0.40, -0.18, 0.18, 0.40, 0.62, 0.85
DATA -0.53, -0.78, -0.92, -0.98, -0.98, -0.92, -0.78, -0.53
LABEL HITBAR
IF BLY%(B#) + 21 < T2# THEN RETURN
IF BLY%(B#) > T2# + 23 THEN RETURN
IF BLX%(B#) + 21 < T1# THEN RETURN
IF BLX%(B#) > T1# + T3# THEN RETURN
T4# = (BLX%(B#) + 11 - T1#) * 8 / T3#
IF T4# < 0 THEN T4# = 0
IF T4# > 7 THEN T4# = 7
BLVX%(B#) = ZVX%(T4#) * SPD%
BLVY%(B#) = ZVY%(T4#) * SPD%
BLY%(B#) = T2# - 23
RETURN
A bounce off a wall or a brick only ever flips a sign, so a ball is always travelling at
exactly the SPD% that was in force when it last left a bar. That makes the SLOW gem a
ratio of two speeds rather than a change of magnitude:
LABEL RESCALE
IF BSPD% < 0.1 THEN BSPD% = SPD%
RAT% = SPD% / BSPD%
BSPD% = SPD%
FOR B# = 0 TO 2
IF BLON#(B#) = 1 THEN BEGIN
BLVX%(B#) = BLVX%(B#) * RAT%
BLVY%(B#) = BLVY%(B#) * RAT%
BEND
NEXT B#
RETURN
RAT% is a float variable on purpose: an integer one holds the 0.75 of a slowdown as
0 and stops the ball dead. That is the first trap below, and it is the expensive one.
Scaling by the vertical component instead — which is what this routine did first — is not a slowdown at all. A shallow ball's small vertical gets stretched up to the new speed and drags the large horizontal with it, so SLOW made the ball faster. Sixty degrees of the eight zones are shallow enough to do it.
Brick collision reflects off whichever face the ball has less of itself past, which is the standard box resolution and the reason a ball clipping the end of a row goes sideways instead of straight back down:
T1# = RGT# : IF BX1# + 67 < T1# THEN T1# = BX1# + 67
T2# = LFT# : IF BX1# > T2# THEN T2# = BX1#
T3# = BOT# : IF BY1# + 15 < T3# THEN T3# = BY1# + 15
T4# = TOP# : IF BY1# > T4# THEN T4# = BY1#
IF T1# - T2# < T3# - T4# THEN BLVX%(B#) = 0.0 - BLVX%(B#)
IF T1# - T2# >= T3# - T4# THEN BLVY%(B#) = 0.0 - BLVY%(B#)
T1# to T4# are the overlapping rectangle; its width against its height is the whole
test. A ball can only be over four cells at once, so the cells are worked out from its box
rather than by walking sixty bricks.
Step 8: Gems and powerups
A gem is one sprite, one type number and two timers. The type picks the artwork, the
banner colour and what TAKEGEM does:
LABEL SPAWNGEM
RNMAX# = 5
GOSUB NEXTRAND
GMTYP# = RNVAL# + 1
GMX% = BX1# + 10
GMY% = BY1#
IF GMTYP# = 1 THEN SPRSAV "art/element_red_polygon_glossy.png", 8
IF GMTYP# = 2 THEN SPRSAV "art/element_yellow_polygon_glossy.png", 8
IF GMTYP# = 3 THEN SPRSAV "art/element_green_polygon_glossy.png", 8
IF GMTYP# = 4 THEN SPRSAV "art/element_blue_polygon_glossy.png", 8
IF GMTYP# = 5 THEN SPRSAV "art/element_purple_polygon_glossy.png", 8
GMON# = 1
SPRITE 8, 1, 2
MOVSPR 8, GMX%, GMY%
RETURN
Reloading slot 8 is how one sprite becomes five gems. SPRSAV over a live slot
replaces the artwork; there is no need for a slot per gem, and there was never a slot to
spare.
Every timer is a frame count decremented in one place, so an expiry is where the effect is undone:
IF PDEXP# > 0 THEN BEGIN
PDEXP# = PDEXP# - 1
IF PDEXP# = 0 THEN BEGIN
PDW# = 104
SPRITE 3, 1, 2, 0, 0, 0
BEND
BEND
EXPAND is SPRITE 3, 1, 2, 0, 1, 0 — the x-expand bit, which is the only scaling a sprite
has, and doubling the artwork is exactly what it wants.
The CATCH bar mirrors the paddle rather than following it:
CTX% = 0.0 - PDX% + WALLL# + WALLR# - 104
That is deliberate. A second bar directly above the first is worth nothing; a mirrored one
turns a dive across the field into a save at both ends. Note the leading 0.0 — trap one
again, and this line was wrong before it was right.
Step 9: Three voices, and a mute that costs nothing
Voice 1 is the ball hitting things, voice 2 is the gem and the ball being lost, and voice
3 is reserved for PLAY so a brick going cannot cut a tune off mid-note.
SOUND's frequency argument is a SID register value, not hertz. The pitch is
register * 1022730 / 16777216 — see Chapter 7 — so work the notes
out once and write them down: 17175 is C6, 8579 C5, 4298 C4, 3609 A3. The brick tone is
pitched by the row it came from —
SOUND 1, 17175 - R# * 2100, 4
— so the top row rings at C6, each row down drops about a third, and a wall coming apart plays itself down a scale.
Mute with VOL 0 rather than a flag tested at eleven call sites:
LABEL PRESSMUTE
SNDON# = 1 - SNDON#
IF SNDON# = 1 THEN VOL 8
IF SNDON# = 0 THEN VOL 0
RETURN
A silenced voice costs nothing to issue. One line beats eleven scattered through the game.
Five things in this dialect that do not do what they look like
Each of these cost an evening. All five are filed in TODO.md §9 with a reduction and
the file and line of the cause.
1. The left operand decides integer or float arithmetic
LEVEL# = 4
SPD% = 5.6 + LEVEL# * 0.45
PRINT "INTEGER FIRST " + SPD%
SPD% = 5.6 + 0.45 * LEVEL#
PRINT "FLOAT FIRST " + SPD%
V% = 6.4
PRINT "0 - V% " + (0 - V%)
PRINT "0.0 - V% " + (0.0 - V%)
FOR I# = 0 TO 0
PRINT "THE BODY RAN"
NEXT I#
PRINT "AFTER THE LOOP"
INTEGER FIRST 5.600000
FLOAT FIRST 7.400000
0 - V% -6
0.0 - V% -6.400000
AFTER THE LOOP
This is the dangerous one, because nothing fails. The program computes something else
and carries on. Two live bugs in this game came from it: SPD% = 5.6 + LEVEL# * 0.45 was
a flat 5.6, so no level ever got faster than level one; and 0 - BLVX%(B#), the obvious
way to reverse a ball, quantised its velocity to whole pixels on every bounce and bled
speed out of it. Neither produced a diagnostic.
Put the float on the left, and put the answer somewhere with a % on it. A float
expression landing in a # variable truncates.
2. A FOR whose bounds are equal does not run its body
The last two lines of that output are the second trap: FOR I# = 0 TO 0 runs zero times.
Knowing it and remembering it while writing a loop over "the bricks still standing" are
different things, and the last brick of a row is exactly that case — which is why every
loop over a list in this program has its one-item case written out beside it:
LABEL STAMPROW
IF T2# < 1 THEN RETURN
IF T2# = 1 THEN GSHAPE Z$, LX#(T1#), LY#(T1#)
IF T2# < 2 THEN RETURN
FOR I# = T1# TO T1# + T2# - 1
GSHAPE Z$, LX#(I#), LY#(I#)
NEXT I#
RETURN
3. A skipped BEGIN block containing a loop breaks the enclosing RETURN
T# = 0
GOSUB DOIT
PRINT "CAME BACK"
END
LABEL DOIT
IF 1 = 0 THEN BEGIN
FOR I# = 0 TO 2
T# = T# + 1
NEXT I#
BEND
RETURN
? 11 : RUNTIME ERROR RETURN outside the context of GOSUB
The routine plainly was called by a GOSUB. FOR creates its environment when the
line is parsed, and the block skip is decided when it is evaluated, so a skipped
loop pushes a scope that its skipped NEXT never pops — and the orphan sits between the
routine and its caller. Outside a routine the same thing exhausts the pool of 32 after
thirty-two skips instead.
Guard loops with GOTO rather than wrapping them in a block, which is what every draw
routine in this game does.
4. SSHAPE and GSHAPE ignore the subscript on a string array
DIM SH$(4)
SSHAPE SH$(2), 0, 0, 61, 4
PRINT "[" + SH$(0) + "] [" + SH$(2) + "]"
[SHAPE:0] []
The handle lands in element zero whatever subscript you write, and GSHAPE SH$(2) then
stamps whatever is in SH$(0). Ordinary assignment and PRINT honour the subscript, so
this is the two verbs reading their leaf directly rather than evaluating it. The symptom
is that every brick comes out the colour of the last stamp captured.
Keep saved shapes in separate scalars. The six brick stamps are S0$ to S5$ for
this reason, and the field is drawn as six runs of one colour rather than brick by brick
— which turned out to be cheaper anyway.
5. READ walks one cursor through every DATA item in the file
DIM T#(3)
DIM F#(3)
I# = 0
GOSUB LOADFONT
GOSUB LOADTABLE
PRINT "TABLE " + T#(0) + " " + T#(1) + " " + T#(2)
PRINT "FONT " + F#(0) + " " + F#(1) + " " + F#(2)
END
LABEL LOADTABLE
FOR I# = 0 TO 2
READ T#(I#)
NEXT I#
RETURN
LABEL LOADFONT
FOR I# = 0 TO 2
READ F#(I#)
NEXT I#
RETURN
DATA 11, 12, 13
DATA 21, 22, 23
TABLE 21 22 23
FONT 11 12 13
The DATA written first went to whichever routine ran first, not to the one it was
written for. Two loaders means the one whose DATA comes first in the file has to be
called first — obvious in hindsight, and not obvious when the symptom is a font table
full of brick colours. RESTORE to a label is the way out when the order cannot be
arranged; Chapter 17 uses it to pick a level layout.
The budgets
This program sits close to four ceilings at once, and knowing where they are is what stops a feature costing an afternoon before it is abandoned:
| Resource | There are | This game uses |
|---|---|---|
| Sprites | 8 | 8 |
| Variables | 128 | 121, plus 4 the interpreter makes |
| Labels | 64 | 61 |
SSHAPE slots |
16, none reclaimed except by GRAPHIC 5 |
6 stamps plus 1 capture a frame |
| Value-pool slots | 4096 for arrays and structures; a scalar costs none | six arrays, declared once — see Chapter 17 |
| Scopes | 32 | 6 deep at most |
| Tokens on a line | 32, and the 33rd kills the interpreter rather than raising | short lines, temporaries instead of long conditions |
That is also why several things are not in the game, and they are worth naming honestly rather than leaving to be discovered: no music under the play, only event sounds and two four-note stings; one gem at a time; sticky and multiball share one offset, so two balls stuck to the paddle sit on top of each other; and no high score on disk, because there is no disk.
Where to go next
- Chapter 8 is the sprite reference: every form of
SPRSAV, theMOVSPRforms, collision and whatRSPPOSreads back. - Chapter 6 is the drawing reference, including
SSHAPE,GSHAPEand what a shape handle is. - Chapter 7 is
SOUND,PLAY,ENVELOPEandVOL. - Chapter 14 explains the step loop and the pools this chapter keeps running into, from the interpreter's side.
TODO.md§9 is the eight defects this game found, each with a reduction, the cause and what a fix would touch.



