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>
3.3 KiB
7. Sound
The sound verbs need the SDL build and an audio device. Without one they refuse by
name, and a machine with no sound card still runs the interpreter — only SOUND and
PLAY fail, and they say so.
SOUND
10 SOUND 1, 4000, 60
Voice, frequency, duration. Voices are numbered from 1. The duration is in jiffies — sixtieths of a second — as on a C128, so 60 is one second.
The frequency is a SID register value, not hertz. As on a C128 the pitch is
frequency * 1022730 / 16777216 — the NTSC system clock over the oscillator's 24-bit
accumulator — so the 4000 above is about 244 Hz, and the argument ranges from 0 to
65535. Work the notes you need out once and write the arithmetic down beside them: 4298
is C4, 8579 is C5, 17175 is C6. PLAY takes note names and does the conversion for you.
Further arguments give a frequency sweep: a step, a direction and a range, which is what makes a siren or a laser.
SOUND does not block. On a C128 the note starts and the program carries on; here
the same is true, and it has to be — an embedded interpreter that stopped the host's
frame loop for a second would freeze the game.
PLAY
PLAY takes a string of notes:
10 PLAY "C D E F G"
Within the string:
A to G |
a note |
# $ |
sharp, flat |
O n |
octave |
V n |
voice |
T n |
envelope preset |
U n |
volume |
W, H, Q, I, S |
whole, half, quarter, eighth, sixteenth notes |
R |
rest |
. |
dotted |
Notes are queued and released in time, paced by the host's clock. A program that
PLAYs and then carries on works the way you expect; a program that PLAYs and then
immediately QUITs may not hear all of it.
M — measure — is accepted and does nothing. There is no bar-line accounting to do.
TEMPO
10 TEMPO 8
How fast PLAY releases its queue. The number is the same range a C128 uses; the
constant that turns it into milliseconds is a calibration choice rather than a
transcription, so it may not match a real machine exactly.
ENVELOPE and VOL
10 ENVELOPE 0, 5, 9, 4, 6
20 VOL 8
ENVELOPE defines one of the ten presets PLAY's T selects: attack, decay, sustain
and release. VOL sets the overall volume, 0 to 15.
FILTER
FILTER parses and then refuses at execution:
10 FILTER 1000, 1, 0, 0, 8
? 10 : RUNTIME ERROR FILTER needs a filter stage this device does not have
It sets the SID's filter cutoff, band switches and resonance. The audio backend synthesises raw waveforms and mixes them; there is no filter stage to configure and SDL supplies no primitive to build one from. Refusing is deliberate — a program that asks for a low-pass and gets an unfiltered square wave has been lied to.
This is the one verb still waiting on a capability from the graphics library. It is filed there rather than worked around here.
The clock
Everything with a duration — SOUND, PLAY, TEMPO, and SLEEP from Chapter 2's
neighbourhood — is paced by a clock the host provides. The standalone interpreter
sets it from a monotonic timer every step, so it just works.
An embedded host that never sets the clock gets durations that expire immediately: audible, but never a hang. That is the intended failure direction.