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Unbreak the three example programs the RND merge left behind
Adding native RND and ASC (ae2c702) made RND a function name, and a suffixed
identifier that collides with one is refused -- "SYNTAX ERROR Reserved word in
variable name". Three example programs held their PRNG output in a variable
called RND#, or a host field called RND%, and none of them had run since:

  - examples/galaga/ bound RND% as a host field on both ENEMY and GAME. The
    BASIC-visible name is ROLL% now; the C member stays `rnd`. This one was
    caught by example_galaga and example_galaga_interop, which have been
    failing.
  - examples/breakout/characters/breakout.bas and examples/megademo/
    megademo.bas both use RND# for their LCG output, renamed to ROLL#. Neither
    is in any test, so neither failure was visible.

examples/breakout/sprites/breakout.bas was broken a second way: seven REM lines
the reader refuses. Worth recording that the ceiling is not the one the message
names -- src/sink_stdio.c fails when the read filled the buffer without seeing
a terminator, so with AKBASIC_MAX_LINE_LENGTH at 80 the message says "79
character limit" and the real maximum is 78, because a 79-character line leaves
no room for the newline. The sweeps that fixed the corpus and the megademo for
this did not reach this file. The seven comments are reflowed.

The prose went stale with the code. Chapter 21 said "there is no RND verb in
this dialect; issue #16 tracks adding one", chapter 17's historical aside
offered an LCG that no longer parses, and four REM blocks across the two games
said the same thing. All of them now say RND exists, and say why these programs
keep their own generator anyway: the sequence has to be reproducible for a
headless run to be the same game on every machine, which is what lets
interop_test.c assert exact counts.

Chapter 21 also gains the rule that bit them, since a reader writing a host
type will hit it: a host field name is a bare word and shares a namespace with
every verb and function.

None of this came from the submodule bump -- all three were already broken on
main. It was found by running the tutorial games, which nothing else does;
that gap is akbasic issue #58.

Verified: all three run clean under the dummy drivers, and 114/114 default,
116/116 with akgl.

Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
Co-Authored-By: Claude Code (Claude Opus 5, claude-opus-5[1m]) <noreply@anthropic.com>
2026-08-05 23:26:33 -04:00
..

Breakout

Breakout, written entirely in BASIC for the AKGL BASIC interpreter. The ball and the paddle are sprites defined from DATA in the listing; the bricks, the HUD and the messages are characters in the text grid.

../../../build-akgl/basic breakout.bas

It needs the SDL build. The stdio build has no graphics device, so the first RGR refuses and the game stops there — which is exactly what it should do.

Key Does
left / right move the paddle
space start a game from the title screen, then launch the ball
P pause
Q or escape quit

The title screen plays itself. Attract mode is a real feature and it is also how the game was tested without a hand on the keyboard.

Three lives, six rows of bricks worth 60 down to 10 points a row, three level layouts that repeat with a faster ball each time, and a high score that lasts as long as the process does.

How it works, and how to write your own

Chapter 17 of the guide builds this program in fifteen steps you can type in one at a time, starting from an empty file: measuring the screen, declaring every name before anything uses it, making the two sprites out of DATA, building a text row whole, the main loop, the ball, the bounce, and the attract mode. It is the tutorial; this is the finished thing.

Chapter 18 does the same for ../sprites, which builds the same game out of loaded artwork and comes out a completely different program.

Known warts, this game's own

  • The cell size used to be a constant. CW# and CH# were 16, measured by hand against the bundled C64_Pro_Mono at 16 points, because BASIC had no way to ask — and it was the one thing here that would break on a different font. RGR(3), RGR(4) and RWINDOW were added to the interpreter because of this listing, and it uses them now, so the game fits whatever window and font the host gives it.
  • Every character the game draws also goes to stdout, because the frontend tees the text sink to the terminal. It made the whole game auditable from a log file during development and it is pure noise the rest of the time. Redirect it.
  • Collision is against the cell the ball's leading edge is in, so a brick clipped at the very corner can be missed by up to seven pixels' worth of ball. Testing the centre instead was worse: the ball sank four pixels into a brick before it turned.
  • There is a stall watchdog. Ten seconds without touching a brick and the ball gets a new angle — at the next paddle bounce, never in mid-air.
  • The demo cannot lose, it re-serves. It also cannot be paused; P is ignored until a real game starts.
  • Sound is asked for once and then believed. On a machine with no audio device the game is silent rather than dead.
  • No high score on disk. There is no disk in this interpreter.

The interpreter defects this game turned up are filed in TODO.md §6 and §9, each with a reduction that fits on a screen. Most are now fixed — the value pool that killed the first version after twenty-five seconds, the unreachable WINDOW, the character written past a short row — and the entries are struck rather than deleted, because the reduction is worth keeping.

The listing takes the geometry fix and leaves the rest of its shape alone. Measuring the cell instead of assuming it makes the game strictly better, so it does. Declaring every name up front and looping with GOTO are no longer forced by anything, and are still what the file does — its comments now say which rules stand and which are history.

How this was checked

  • Parses clean under the stdio basic (it then stops at the first graphics verb, as it should).
  • Attract mode run for 145 seconds and again for 110: no runtime error, score climbing throughout, 39 bricks in the second run.
  • Level clear verified against a copy whose first layout is a single row: LEVEL CLEARED, layout 2 loaded, ball speed up, play continues.
  • Input driven with xdotool against the real window: paddle moves and clamps at both edges, ball launches, P pauses and unpauses, three lives drain to GAME OVER, space starts a new game, Q exits printing the final and high scores.
  • Every direction change logged for a whole run and read back: each one is a wall, a brick or the paddle. Nothing turns without a reason.