Files
akbasic/docs
Andrew Kesterson ad76889292 State where a scalar lives in the three chapters that describe the pool
Chapter 13's limits table said 4096 array elements "in total", Chapter 16 said
an instance's fields come out of the same pool and nothing is reclaimed, and
Chapter 14's pool table listed `AKBASIC_MAX_ARRAY_VALUES` with no note about
what does and does not draw from it. All three were written when a scalar drew
from that pool, and all three now understate what a program may do.

Each gains the same two facts in the register it is written in. Chapter 13: a
scalar does not come out of the 4096, so creating one inside a `GOSUB` or a
`FOR` -- the loop counter included -- costs nothing, while a `DIM` inside a
scope does and is not given back. Chapter 16: scalars are the exception, and
"nothing is reclaimed" is what lets a pointer into a record stay sound after its
scope has gone -- which is the reason arrays and structures still spend.
Chapter 14: a row for the variable's own storage, and a paragraph on why the
value pool is the one budget that needs a second sentence.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 00:32:20 -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 17 and 18 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 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
17. Tutorial: Breakout Build a whole game out of the text grid and two DATA sprites, a step at a time
18. Tutorial: Breakout with artwork Build it again out of loaded artwork, powerups and a drawn HUD

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.