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
akbasic
A BASIC interpreter written in C, styled after Commodore BASIC 7.0
and the Dartmouth BASIC of 1964. It runs a
.bas file, it gives you a prompt, and — the point of the exercise — it links into a C program
as a scripting engine.
It is a rewrite of basicinterpreter, a Go
implementation that started from the Java Lox instructions in
craftinginterpreters.com and then struck off on its own. That
project is deprecated. It is vendored here as the behavioural spec to read when a question about
semantics comes up, and its acceptance corpus is checked in at
tests/reference/ and runs on every build — so nothing about
building or testing this project needs it.
Quickstart
git submodule update --init --recursive
cmake -S . -B build
cmake --build build --parallel
ctest --test-dir build --output-on-failure
./build/basic # the REPL
./build/basic tests/reference/language/functions.bas # run a program
10 FOR I# = 1 TO 3
20 PRINT "HELLO " + I#
30 NEXT I#
HELLO 1
HELLO 2
HELLO 3
Two things in that program are not Commodore BASIC and will catch you out immediately: variables
carry a type suffix (I# is an integer), and + concatenates a string with a number.
Chapter 3 explains both; Chapter 13 is the
whole list of what differs from a C128.
Graphics, sound and sprites need the SDL build, which is off by default because the interpreter and its entire test suite build on a machine with no SDL installed at all:
cmake -S . -B build-akgl -DAKBASIC_WITH_AKGL=ON
cmake --build build-akgl --parallel
That basic is a different program: it opens a window, draws BASIC output into it in the
Commodore font, and still puts every byte on stdout.
Why rewrite it in C?
Three reasons, in the order they matter.
The interpreter is meant to end up inside libakgl as a scripting engine for game authors, and libakgl is C. Embedding a Go runtime in a C game is not a thing anybody should do to themselves.
The Go version was already written against static pools and explicit state structs — a fixed source table, a fixed variable pool, a 32-leaf ceiling per line — so it ports across almost directly. It reads like C that happens to be spelled in Go.
And the port is a good excuse to find out what the original actually does, as opposed to what it looks like it does. It found five defects nobody knew about.
Design philosophy
A game engine cannot tolerate a scripting language that surprises it. Five rules follow from that, and between them they explain most of what looks unusual in this interpreter:
- Nothing in the library terminates the process. No
exit(), noabort(), nopanic. Errors come back asakerr_ErrorContext *for the host to handle.FINISH_NORETURNappears only in amain(). - Nothing calls
malloc. Every object comes from a fixed pool insideakbasic_Runtime. Exhausting one is a diagnosable error, not a crash and not a slow leak. - No file-scope mutable state. Interpreter state lives in an
akbasic_Runtimeyou own. Two of them in one process do not interfere. - The host owns the loop.
akbasic_runtime_run(rt, n)executes at mostnsteps and returns. A script containing10 GOTO 10costs younsteps per frame and nothing else. - Hardware is a record of function pointers. Graphics, audio, input and sprites attach as
backends, and any of them may be
NULL— that is how a host withholds a capability, and how a host that renders some other way never links libakgl at all.
Nothing is silently ignored, either. A verb that needs a device it was not given, or a capability nothing underneath can supply, refuses by name and says why.
Two ways to use it
As a program. basic is a REPL and a script runner, and the standalone driver owns the
things a library has no business owning: argv, QUIT, and the window in the SDL build.
The guide is written for this reader.
As a library. A host links akbasic::akbasic, hands the interpreter a script, and steps it a
frame at a time:
add_subdirectory(deps/akbasic EXCLUDE_FROM_ALL)
target_link_libraries(YOUR_GAME PRIVATE akbasic::akbasic)
Host and script exchange variables through the same pool the script itself uses — no marshalling
layer and no copy. PRINT goes through an akbasic_TextSink the host supplies, so a game draws
BASIC output into its own text layer. examples/embed.c and
examples/hostvars.c are complete and runnable, and both are built and
run by every build, so they cannot rot. Chapter 10 walks through the API.
What state it is in
Everything the Go version does, and by now a good deal more. All 41 .bas files of the
reference's corpus produce the expected output, including error messages, each as a separate
CTest case so a failure names the file.
What is still missing, what is refused deliberately, and the eleven defects inherited from the Go
version are catalogued in TODO.md and summarised for a BASIC programmer in
Chapter 13.
Where everything else lives
docs/ |
The guide: eighteen chapters, the language then each hardware area then a reference section for every verb and function, Chapter 14 on the interpreter's own architecture, Chapter 15 listing every error code, and Chapters 17 and 18 building a whole game twice |
MAINTENANCE.md |
For contributors and maintainers: the documentation-example harness, the three test lists, mutation testing, error-code allocation, style |
TODO.md |
Outstanding defects, with file, line and consequence |
tests/reference/README.md |
Where the golden corpus came from, and the rule for changing it |
API documentation builds with doxygen Doxyfile, into build/docs/html.
Dependencies
Everything is a submodule; git submodule update --init --recursive gets all of it. There is
nothing to install first.
- libakerror 2.0.1 — TRY/CATCH-style error contexts. Every function that can fail returns one. 2.0.0 made it thread safe and broke the ABI; anything built against a 1.x header must be rebuilt rather than relinked.
- libakstdlib 0.2.0 — libc wrappers that
report through
libakerror. String-to-number conversion goes straight to it, which is whyVAL("garbage")is an error rather than a silent0. - libakgl 0.7.0 — optional, only for
-DAKBASIC_WITH_AKGL=ON. Pulls in SDL3. Its soname carriesMAJOR.MINORwhile the major is 0, so rebuild rather than relink. - basicinterpret — the Go original. Not linked, not built, and safe to omit.