Files
akbasic/docs
Andrew Kesterson 5d33237eed Release the scope a skipped BEGIN block's loop pushed
`akbasic_parse_for()` and `akbasic_parse_do()` create their environment while
the line is *parsed*; whether to skip it is decided afterwards, when the line is
evaluated. So a loop inside a block that was not taken pushed a scope, its body
was skipped, and the `NEXT` or `LOOP` that would have popped it was skipped too.
Nothing else ever would.

At the top level that exhausted the pool after thirty-two skips. Inside a
routine it was far more confusing: the orphan sat between the routine and its
caller, so the `RETURN` after the block reported "RETURN outside the context of
GOSUB" from a routine that plainly *was* entered by a `GOSUB` -- naming the one
construct that was not at fault, which is why it cost an evening to find.

The skip now releases what parsing pushed.

**Narrower than it first looks.** Releasing on any skip breaks
tests/reference/language/flowcontrol/nestedforloopwaitingforcommand.bas: a
zero-iteration `FOR` skips its body by the same mechanism, and there the orphan
is load-bearing -- it absorbs the inner `NEXT` so the outer `NEXT` still finds
its own `FOR`. Releasing it turns that case into "NEXT outside the context of
FOR". So the release is conditional on the skip being a *block* skip, which is
decidable because nothing inside a skipped block ever runs to arm a `NEXT` wait.
Both halves are asserted side by side in tests/structure_verbs.c, the second one
citing the golden case that caught it.

The forty-skip case names its own step budget: a skipped line is not free, and
forty passes over a five-line block cost about 2700 steps against the shared
runner's 2000.

Chapter 18's trap 3 becomes history rather than a warning, and the note in Step
5 that called `GOTO`-guarded loops "not a style choice" now says why the shape
is kept anyway.

TODO.md section 9 item 2, struck.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 23:55:10 -04:00
..
2026-08-01 16:43:14 -04:00

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, and are where the rules that a real program runs into are collected.

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, a step at a time
18. Tutorial: Breakout with artwork Build it again out of loaded artwork, powerups and a drawn HUD

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.