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Rewrite the two game tutorials as instructions rather than commentary
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
2026-08-02 08:08:23 -04:00

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5.4 KiB
Markdown

# 3. The language
## Variables carry their type in a suffix
This is the first thing that will catch a C128 programmer. Every variable name ends in
a character that says what it holds:
| Suffix | Type | Example |
|---|---|---|
| `#` | integer | `COUNT#`, `I#` |
| `%` | floating point | `RATE%`, `X%` |
| `$` | string | `NAME$` |
| `@` | structure | `ENEMY@` |
```basic
10 COUNT# = 42
20 RATE% = 1.5
30 NAME$ = "ADA"
```
There is no such thing as a variable with no suffix. A bare name is a **label** — see
Chapter 4 — so `GOTO DONE` and `LABEL DONE` are how the two meet.
**A name is letters and digits and nothing else.** There is no underscore: `HIGH_SCORE#`
does not scan, and what it reports is `UNKNOWN TOKEN _` rather than anything about naming,
so it is worth knowing before you meet it. Run words together — `HIGHSCORE#` — or shorten
them, which is what the listings in this guide do.
`@` is the odd one out: it says "a structure" without saying *which*, so a structure
variable has to be declared with `DIM E@ AS ENEMY` before it can be used. That is
**[Chapter 16](16-structures.md)**, along with records, pointers and how a host shares its
own C structs with a script.
On a C128 the suffixes mean something different (`%` is integer, no suffix is float).
Here `%` is float and `#` is integer, following the Go implementation this was ported
from. Chapter 13 lists it with the other differences.
Variable names are **case sensitive**. Verb and function names are not: `print`,
`Print` and `PRINT` are the same word.
## Numbers
Integers are 64-bit. Floats are IEEE doubles, so they print with six decimal places:
```basic repl
PRINT 1.5
```
```output
1.500000
```
Literals may be written in hexadecimal with a `0x` prefix. A leading zero is *not*
octal — `010` is ten, because a leading zero in a listing is far more often padding
than a base.
### The left operand decides whether the arithmetic is integer or float
**Not the wider of the two, and not the destination.** An integer on the left of an
operator converts the right-hand side to an integer, which throws away its fraction:
```basic
A# = 3
PRINT A# * 0.45
PRINT 0.45 * A#
```
```output
0
1.350000
```
That is the same expression written the other way round, and the answers differ by
everything. A C128 promotes to float instead; this interpreter does not, and it is
consistent about it — see [Chapter 13](13-differences.md).
**Nothing fails when you get it wrong.** The program computes something else and carries
on, which is what makes it worth learning early rather than meeting later. Two rules keep
you out of it:
- **Put the float on the left.** `0.45 * LEVEL#`, not `LEVEL# * 0.45`. Likewise
`0.0 - V%` rather than `0 - V%` to negate a float, which is otherwise quantised to a
whole number.
- **Put the answer somewhere that can hold it.** A float expression assigned to a `#`
variable truncates: `T# = 4.2 / 5.6` is `0`.
## Strings
Strings are up to 255 characters and are written in double quotes. There is no
escaping: a string cannot contain a double quote.
`+` concatenates, and it will concatenate a string with a number:
```basic repl
PRINT "COUNT: " + 42
```
```output
COUNT: 42
```
`*` repeats:
```basic repl
PRINT "-" * 20
```
```output
--------------------
```
## Arrays
`DIM` makes one. Subscripts start at zero and the number you give is the *count*, so
`DIM A#(3)` gives you `A#(0)` through `A#(2)`:
```basic
10 DIM A#(3)
20 A#(0) = 10 : A#(1) = 20 : A#(2) = 30
30 PRINT A#(0) + A#(1) + A#(2)
```
```output
60
```
Arrays can have several dimensions: `DIM GRID#(10, 10)`. `LEN(A#)` gives the total
number of elements.
An array name used with no subscript means the whole array, which is what `SPRSAV` and
`SWAP` take.
## Operators
In order of precedence, tightest first:
| Operators | Meaning |
|---|---|
| `^` | exponentiation |
| `-` (unary), `NOT` | negation, bitwise/logical not |
| `*` `/` | multiply, divide |
| `+` `-` | add and concatenate, subtract |
| `<` `<=` `>` `>=` `=` `==` `<>` | comparison |
| `AND` `OR` | bitwise, and logical |
### `=` and `==`
Both mean equality **inside a condition**:
```basic norun
10 IF A# = 5 THEN PRINT "FIVE"
20 IF A# == 5 THEN PRINT "ALSO FIVE"
```
Outside a condition `=` is assignment, which is why the distinction has to exist at
all. `==` works everywhere and is what the older programs in this repository use.
### Truth
A comparison yields **-1 for true and 0 for false**, which is Commodore's convention
and the reason `AND` and `OR` double as the logical operators: -1 is every bit set.
Anything non-zero is true, so `IF A# THEN ...` works:
```basic
10 A# = 5
20 IF A# THEN PRINT "NON-ZERO IS TRUE"
30 IF A# = 5 AND A# > 1 THEN PRINT "AND WORKS"
40 IF NOT (A# = 9) THEN PRINT "SO DOES NOT"
```
```output
NON-ZERO IS TRUE
AND WORKS
SO DOES NOT
```
`AND` and `OR` are still bitwise on ordinary numbers: `PRINT 12 AND 10` gives `8`.
## Comments
`REM` comments to the end of the line.
```basic
10 REM This does nothing at all
```
## Functions you define yourself
`DEF` makes a single-expression function:
```basic
10 DEF SQUARE(X#) = X# * X#
20 PRINT SQUARE(7)
```
```output
49
```
A multi-line definition runs until `RETURN`, which is how you write a subroutine that
takes arguments:
```basic
10 DEF GREET(N$)
20 PRINT "HELLO, " + N$
30 RETURN 0
40 X# = GREET("WORLD")
```
```output
HELLO, WORLD
```
`RETURN` carries the value back, so a multi-line `DEF` is a function even when you only
wanted the effect — assign the result somewhere to throw it away.