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Add two Breakout examples and the tutorials that build them
Two complete games in `examples/breakout/`, both 100% BASIC: `characters/`
draws its wall in the text grid with two `DATA` sprites for the ball and
paddle, and `sprites/` loads CC0 artwork and captures its whole screen with
`SSHAPE`/`SPRSAV`. They take opposite shapes for reasons that are entirely
this interpreter's, which is what the chapters are for.

`docs/17-tutorial-breakout.md` and `docs/18-tutorial-breakout-artwork.md`
build each one a step at a time, and end in a checklist of the rules a real
program runs into: create every name before the loop starts, write a text row
whole, loop with `GOTO` rather than `DO`, put the float on the left. Every
trap is a runnable block with its own output rather than a claim -- the value
pool dying at four thousand names, the skipped `BEGIN` block that breaks its
caller's `RETURN`, `SSHAPE` ignoring a subscript, `READ`'s single cursor.

Five figures, generated from the listings beside them by `docs_screenshots`,
and a `breakout_art` setup so the ones that load artwork load the example's
own. The character game's wall cannot be photographed -- the screenshot host
omits the text layer on purpose -- so it is shown as compared output instead.

`docs/07-sound.md` never said `SOUND`'s frequency is a SID register value
rather than hertz, which both games depend on. It says so now, with the
conversion from `src/audio_tables.c:84`.

`TODO.md` gains the thirteen defects the two games turned up -- §6 items 30
to 33 and all of §9 -- each with a reduction that fits on a screen, the file
and line of the cause, and what a fix would touch.

Verified: `docs_examples` passes in both build configurations,
`docs_screenshots --check` re-renders all thirteen figures and byte-compares
them, the full 109-test suite passes in both builds, every quoted fragment
was checked to appear verbatim in the listing it came from, and every
relative link and anchor resolves.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 22:54:42 -04:00

72 lines
3.5 KiB
Markdown

# 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](http://www.jbrain.com/pub/cbm/manuals/128/C128PRG.pdf):
the language first, then each hardware area, then the reference sections. If you know
BASIC 7.0 you can skip to **[Chapter 13](13-differences.md)**, which is the list of
everything that behaves differently here and why. **[Chapter 14](14-architecture.md)** 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](17-tutorial-breakout.md)** and **[18](18-tutorial-breakout-artwork.md)**
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](01-introduction.md)** | What akbasic is, what it is not, and how to build it |
| **[2. Getting started](02-getting-started.md)** | The prompt, your first program, saving and loading |
| **[3. The language](03-the-language.md)** | Variables, types, arrays, operators, expressions |
| **[4. Control flow](04-control-flow.md)** | `IF`, `FOR`, `DO`, `GOSUB`, labels, `ON`, error trapping |
| **[5. Strings and formatting](05-strings-and-formatting.md)** | String functions, `PRINT USING`, `PUDEF` |
| **[6. Graphics](06-graphics.md)** | `GRAPHIC`, `DRAW`, `BOX`, `CIRCLE`, `PAINT`, shapes |
| **[7. Sound](07-sound.md)** | `SOUND`, `PLAY`, `ENVELOPE`, `VOL`, `TEMPO` |
| **[8. Sprites](08-sprites.md)** | `SPRITE`, `SPRSAV`, `MOVSPR`, collision |
| **[9. Files and disk](09-files-and-disk.md)** | Channels, `DOPEN`, program storage |
| **[10. Embedding](10-embedding.md)** | Driving the interpreter from C |
| **[11. Verb reference](11-verb-reference.md)** | Every statement, alphabetically |
| **[12. Function reference](12-function-reference.md)** | Every function, alphabetically |
| **[13. Differences from BASIC 7.0](13-differences.md)** | What a C128 programmer needs to know |
| **[14. Architecture](14-architecture.md)** | How the interpreter is put together, how to debug it, how to change it |
| **[15. Error codes](15-error-codes.md)** | Appendix: every value `ER#` can hold and every error line the interpreter prints |
| **[16. Structures](16-structures.md)** | `TYPE`, records, strict pointers, and sharing a C struct with an embedding host |
| **[17. Tutorial: Breakout](17-tutorial-breakout.md)** | Build a whole game out of the text grid and two `DATA` sprites, a step at a time |
| **[18. Tutorial: Breakout with artwork](18-tutorial-breakout-artwork.md)** | Build it again out of loaded artwork, powerups and a drawn HUD |
## The shortest possible start
```sh norun
$ cmake -S . -B build && cmake --build build
$ ./build/basic
```
```basic repl
10 FOR I# = 1 TO 5
20 PRINT "HELLO " + I#
30 NEXT I#
RUN
```
```output
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.