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Repoint the TODO.md citations that no longer resolve
Its own SS0-SS9 structure survived the move to the tracker, so 133 citations
still resolve and are left alone. Thirteen did not.

Six named another repository's TODO.md by a section number: libakstdlib 1.6,
2.2.2 and 2.3, and libakgl's file. Those repositories dropped their numbering
entirely, so each now names UPGRADING.md, an issue, or the tracker.

Three cited 'TODO.md section 12', which has never existed here -- the defect
list is SS6. TODO.md itself caught two others of that class earlier. The
CMakeLists comment carried a stale premise with it: eleven defects
'deliberately reproduced and not yet fixed' stopped being the rule when SS0.1
retired the fidelity constraint.

Four told a reader to record work in TODO.md; the scanner defect is issue #4,
the audio_tables mutation gap is #25, and the UI gaps are libakgl #79 and #80.

Verified: cmake --build build && ctest --test-dir build, 112/112.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 22:01:28 -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, in numbered steps you can type in one at a time. Start with 17 — it needs nothing but the earlier chapters, and 18 assumes 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
17. Tutorial: Breakout Build a whole game out of the text grid and two DATA sprites, in sixteen steps
18. Tutorial: Breakout with artwork Build it again out of loaded artwork, powerups and a drawn colour HUD, in thirteen
19. Menus and dialogs MENU, DIALOG, HUD and UISTYLE — the widgets, and who owns the keyboard

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.