Files
akbasic/docs
Andrew Kesterson 28ea99a638 Document optional line numbers
Chapter 2 gets the rule and the refusal, chapter 4 gets the payoff for
LABEL, chapter 9 says DSAVE writes the numbers it handed out and to
RENUMBER first if you want gaps, chapter 10 shows a host loading numberless
source, chapter 13 gets the QuickBASIC-shaped divergence, and chapter 14's
source[] passage gets its second half.

Chapter 14 said "two prescans" and listed two; there were three before this
and there are four now, so it lists all four and says which of them reports
against the right line.

TODO.md section 6 records four things found on the way and deliberately not
fixed: set_label() filing into the active scope rather than the root, three
prescans reporting the wrong line number, duplicate written line numbers
still replacing silently, and renumber.c's file-scope scratch arrays.

examples/embed.c runs the same program twice, numbered and not, so the
example compiles the feature rather than describing it. Its header pointed
at ./build/examples/embed, which is not where the binary lands.

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

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

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.