Eleven of the thirteen defects these two games found are fixed, and the chapters that taught around them said things that are no longer true. Chapter 17: the drawing verbs are no longer invisible, they are covered by a text layer that `WINDOW` can now shrink; the cell size is `RGR(3)` and the grid is `RWINDOW`, not a hand-measured constant; a character written past a short row's end lands. Chapter 18: traps 3 and 4 -- the skipped block that broke its caller's `RETURN`, and `SSHAPE` ignoring a subscript -- become history rather than warnings, and Step 3 no longer claims a sprite is the *only* way to put a picture up, only the one that costs nothing. **Neither `.bas` listing changes, and both READMEs now say why.** The character game still writes `CW# = 16` and the artwork game still keeps six brick stamps in six scalars. What those listings are worth is being what a program written against those constraints looks like, with comments explaining what each one was avoiding -- rewriting them to pretend the problems never existed would throw that away. So Chapter 17 Step 2 shows the `RGR(3)`/`RWINDOW` form and says plainly that the listing beside it does not use it. That is the one place in either chapter where a quoted fragment is not verbatim from the game. Also: the closing pointers now say which entries are struck and which stand, and the budgets table in Chapter 18 notes that several of those budgets were tighter when the game was written. TODO.md section 9 item 3 is updated rather than struck: the `WINDOW` half is fixed, the default text area owning the whole window is not, and whether that default is right is a question rather than a defect. Verified against the fixed interpreter: both games run 45 seconds on the SDL frontend with no error line and the score climbing; both suites are green in both configurations; `docs_examples` passes and `docs_screenshots --check` re-renders all thirteen figures byte-identically; coverage is 95.0% of lines against the 90 gate, with src/variable.c at 100%; and every other quoted fragment still appears verbatim in the listing it came from. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
akbasic
A BASIC interpreter written in C, styled after Commodore BASIC 7.0
and the Dartmouth BASIC of 1964. It runs a
.bas file, it gives you a prompt, and — the point of the exercise — it links into a C program
as a scripting engine.
It is a rewrite of basicinterpreter, a Go
implementation that started from the Java Lox instructions in
craftinginterpreters.com and then struck off on its own. That
project is deprecated. It is vendored here as the behavioural spec to read when a question about
semantics comes up, and its acceptance corpus is checked in at
tests/reference/ and runs on every build — so nothing about
building or testing this project needs it.
Quickstart
git submodule update --init --recursive
cmake -S . -B build
cmake --build build --parallel
ctest --test-dir build --output-on-failure
./build/basic # the REPL
./build/basic tests/reference/language/functions.bas # run a program
10 FOR I# = 1 TO 3
20 PRINT "HELLO " + I#
30 NEXT I#
HELLO 1
HELLO 2
HELLO 3
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; Chapter 13 is the
whole list of what differs from a C128.
Graphics, sound and sprites need the SDL build, which is off by default because the interpreter and its entire test suite build on a machine with no SDL installed at all:
cmake -S . -B build-akgl -DAKBASIC_WITH_AKGL=ON
cmake --build build-akgl --parallel
That basic is a different program: it opens a window, draws BASIC output into it in the
Commodore font, and still puts every byte on stdout.
Why rewrite it in C?
Three reasons, in the order they matter.
The interpreter is meant to end up inside libakgl as a scripting engine for game authors, and libakgl is C. Embedding a Go runtime in a C game is not a thing anybody should do to themselves.
The Go version was already written against static pools and explicit state structs — a fixed source table, a fixed variable pool, a 32-leaf ceiling per line — so it ports across almost directly. It reads like C that happens to be spelled in Go.
And the port is a good excuse to find out what the original actually does, as opposed to what it looks like it does. It found five defects nobody knew about.
Design philosophy
A game engine cannot tolerate a scripting language that surprises it. Five rules follow from that, and between them they explain most of what looks unusual in this interpreter:
- Nothing in the library terminates the process. No
exit(), noabort(), nopanic. Errors come back asakerr_ErrorContext *for the host to handle.FINISH_NORETURNappears only in amain(). - Nothing calls
malloc. Every object comes from a fixed pool insideakbasic_Runtime. Exhausting one is a diagnosable error, not a crash and not a slow leak. - No file-scope mutable state. Interpreter state lives in an
akbasic_Runtimeyou own. Two of them in one process do not interfere. - The host owns the loop.
akbasic_runtime_run(rt, n)executes at mostnsteps and returns. A script containing10 GOTO 10costs younsteps per frame and nothing else. - Hardware is a record of function pointers. Graphics, audio, input and sprites attach as
backends, and any of them may be
NULL— that is how a host withholds a capability, and how a host that renders some other way never links libakgl at all.
Nothing is silently ignored, either. A verb that needs a device it was not given, or a capability nothing underneath can supply, refuses by name and says why.
Two ways to use it
As a program. basic is a REPL and a script runner, and the standalone driver owns the
things a library has no business owning: argv, QUIT, and the window in the SDL build.
The guide is written for this reader.
As a library. A host links akbasic::akbasic, hands the interpreter a script, and steps it a
frame at a time:
add_subdirectory(deps/akbasic EXCLUDE_FROM_ALL)
target_link_libraries(YOUR_GAME PRIVATE akbasic::akbasic)
Host and script exchange variables through the same pool the script itself uses — no marshalling
layer and no copy. PRINT goes through an akbasic_TextSink the host supplies, so a game draws
BASIC output into its own text layer. examples/embed.c and
examples/hostvars.c are complete and runnable, and both are built and
run by every build, so they cannot rot. Chapter 10 walks through the API.
What state it is in
Everything the Go version does, and by now a good deal more. All 41 .bas files of the
reference's corpus produce the expected output, including error messages, each as a separate
CTest case so a failure names the file.
What is still missing, what is refused deliberately, and the eleven defects inherited from the Go
version are catalogued in TODO.md and summarised for a BASIC programmer in
Chapter 13.
Where everything else lives
docs/ |
The guide: eighteen chapters, the language then each hardware area then a reference section for every verb and function, Chapter 14 on the interpreter's own architecture, Chapter 15 listing every error code, and Chapters 17 and 18 building a whole game twice |
MAINTENANCE.md |
For contributors and maintainers: the documentation-example harness, the three test lists, mutation testing, error-code allocation, style |
TODO.md |
Outstanding defects, with file, line and consequence |
tests/reference/README.md |
Where the golden corpus came from, and the rule for changing it |
API documentation builds with doxygen Doxyfile, into build/docs/html.
Dependencies
Everything is a submodule; git submodule update --init --recursive gets all of it. There is
nothing to install first.
- libakerror 2.0.1 — TRY/CATCH-style error contexts. Every function that can fail returns one. 2.0.0 made it thread safe and broke the ABI; anything built against a 1.x header must be rebuilt rather than relinked.
- libakstdlib 0.2.0 — libc wrappers that
report through
libakerror. String-to-number conversion goes straight to it, which is whyVAL("garbage")is an error rather than a silent0. - libakgl 0.7.0 — optional, only for
-DAKBASIC_WITH_AKGL=ON. Pulls in SDL3. Its soname carriesMAJOR.MINORwhile the major is 0, so rebuild rather than relink. - basicinterpret — the Go original. Not linked, not built, and safe to omit.