The interop test now ends with a measured comparison: 24,000 formation updates through the script boundary against a line-for-line C translation of the same state machine. 881 us against 0.01 us per call on this machine, quoted verbatim in the new chapter 21 Step 11 with the architectural decisions it prices. A Haiku-class cold read of the chapters produced a build whose failures were all mechanical -- invented include paths, never-shown sink statics, guessed status codes and character names. The chapters now carry the include lists, the script.c statics, the status-code roster, the sprite/character table, the full CMake recipe and the explosion spawn's HANDLE example, so none of those have to be guessed again. Co-authored-by: andrew <andrew@aklabs.net> Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XiGgpHuXUm2mR4Wzndw3dc
The akbasic guide
akbasic is a BASIC interpreter in the style of Commodore BASIC 7.0 — the dialect the C128 shipped with — and Dartmouth BASIC. It runs programs from a file or from an interactive prompt, and it is also a C library you can link into a game so that players can script it.
These chapters follow the shape of the C128 Programmer's Reference Guide: the language first, then each hardware area, then the reference sections. If you know BASIC 7.0 you can skip to Chapter 13, which is the list of everything that behaves differently here and why. Chapter 14 is the odd one out: it is about the interpreter rather than the language, for anyone embedding it, debugging it or changing it.
Chapters 17 and 18 are tutorials rather than reference: they build one complete game twice, two different ways, in numbered steps you can type in one at a time. Start with 17 — it needs nothing but the earlier chapters, and 18 assumes it. Chapters 20 and 21 are the third tutorial, from the other side of the boundary: a C game on libakgl that embeds the interpreter as its enemy-behavior engine, for anyone whose question is "how do I put this in my game".
Chapters
| 1. Introduction | What akbasic is, what it is not, and how to build it |
| 2. Getting started | The prompt, your first program, saving and loading |
| 3. The language | Variables, types, arrays, operators, expressions |
| 4. Control flow | IF, FOR, DO, GOSUB, labels, ON, error trapping |
| 5. Strings and formatting | String functions, PRINT USING, PUDEF |
| 6. Graphics | GRAPHIC, DRAW, BOX, CIRCLE, PAINT, shapes |
| 7. Sound | SOUND, PLAY, ENVELOPE, VOL, TEMPO |
| 8. Sprites | SPRITE, SPRSAV, MOVSPR, collision |
| 9. Files and disk | Channels, DOPEN, program storage |
| 10. Embedding | Driving the interpreter from C |
| 11. Verb reference | Every statement, alphabetically |
| 12. Function reference | Every function, alphabetically |
| 13. Differences from BASIC 7.0 | What a C128 programmer needs to know |
| 14. Architecture | How the interpreter is put together, how to debug it, how to change it |
| 15. Error codes | Appendix: every value ER# can hold and every error line the interpreter prints |
| 16. Structures | TYPE, records, strict pointers, and sharing a C struct with an embedding host |
| 17. Tutorial: Breakout | Build a whole game out of the text grid and two DATA sprites, in sixteen steps |
| 18. Tutorial: Breakout with artwork | Build it again out of loaded artwork, powerups and a drawn colour HUD, in thirteen |
| 19. Menus and dialogs | MENU, DIALOG, HUD and UISTYLE — the widgets, and who owns the keyboard |
| 20. Tutorial: GALAGA | Build a C engine on libakgl that embeds the interpreter, boots a script and hands it an actor |
| 21. Tutorial: GALAGA enemies | Share three C structs with the script, then write the wave's whole brain in BASIC |
The shortest possible start
$ cmake -S . -B build && cmake --build build
$ ./build/basic
10 FOR I# = 1 TO 5
20 PRINT "HELLO " + I#
30 NEXT I#
RUN
HELLO 1
HELLO 2
HELLO 3
HELLO 4
HELLO 5
READY
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.
Every example in these chapters is executed by the test suite and its output
compared byte for byte — see MAINTENANCE.md if you are editing them.