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BazzBasic-AI-guide.txt
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# METADATA:
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About: BazzBasic is built around one simple idea: starting programming should feel nice and even fun. Ease of learning, comfort of exploration and small but important moments of success. Just like the classic BASICs of decades past, but with a fresh and modern feel.
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Purpose: This guide has been provided with the idea that it would be easy and efficient for a modern AI to use this guide and through this either guide a new programmer to the secrets of BazzBasic or, if necessary, generate code himself.
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Version: This guide is written for BazzBasic version 1.1d and is updated 26.03.2026 Finnish time.
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# END METADATA
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---
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# BazzBasic
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**Version:** 1.
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**GitHub:** https://github.com/EkBass/BazzBasic
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**Manual:** https://ekbass.github.io/BazzBasic/manual/#/
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**
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**Rosetta Code:** https://rosettacode.org/wiki/Category:BazzBasic
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---
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## ⚠️ Critical Rules — Read First
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| Rule | Detail |
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|------|--------|
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| Variables end with `$` | `name$`, `score$`, `x$` |
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---
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BazzBasic is built around one simple idea: starting programming should feel nice and even fun.
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Ease of learning, comfort of exploration and small but important moments of success.
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Just like the classic BASICs of decades past, but with a fresh and modern feel.
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## STORY
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Although over the years, as my own skills have grown, I have moved on to more versatile and modern languages, BASIC has always been something that has been fun to try out many different things with.
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Sometimes it's great to just make a simple adventure game again, a lottery machine, a quiz, or even just those balls bouncing on the screen.
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BazzBasic was
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And when you finish your first little game, you may crave something bigger and better.
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Maybe one day you will move on to another programming language, but then BazzBasic will have succeeded in doing what it was intended for.
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To arouse your curiosity.
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## Variables & Constants
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```basic
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LET
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LET
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LET
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LET
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LET TITLE# = "My Game" ' String constant
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```
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### Built-in Constants
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- **Boolean:** `TRUE`, `FALSE`
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- **Math:** `PI`, `HPI` (π/2 = 90°), `QPI` (π/4 = 45°), `TAU` (2π = 360°), `EULER` (e)
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- **System:** `
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- **Keyboard:** `KEY_ESC#`, `KEY_ENTER#`, `KEY_SPACE#`, `KEY_UP#`, `KEY_DOWN#`, `KEY_LEFT#`, `KEY_RIGHT#`, `KEY_F1#`…`KEY_F12#`, `KEY_A#`…`KEY_Z#`, `KEY_0#`…`KEY_9#`, `KEY_LSHIFT#`, `KEY_LCTRL#`, etc.
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---
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| `HASKEY(arr$(key))` | 1 if exists, 0 if not |
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| `DELKEY arr$(key)` | Remove one element |
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| `DELARRAY arr$` | Remove entire array (can re-DIM after) |
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**Always check with `HASKEY` before reading uninitialized elements.**
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| `LINE INPUT "prompt", var$` | Read entire line with spaces |
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| `CLS` | Clear screen |
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| `LOCATE row, col` | Move cursor (1-based) |
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| `COLOR fg, bg` | Text colors (0–15 palette) |
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| `SHELL("cmd")` | Run shell command, returns output |
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| `SHELL("cmd", ms)` | With timeout in ms (default 5000) |
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| `MAX(a, b)` / `MIN(a, b)` | Larger / smaller of two |
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| `MOD(a, b)` | Remainder |
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| `POW(base, exp)` | Power |
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| `RND(
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| `ROUND(n)` | Standard rounding |
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| `SGN(n)` | Sign: -1, 0, or 1 |
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| `SQR(n)` | Square root |
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### Shapes & Images
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```basic
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' Create shape
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LET
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' Sprite sheet — sprites indexed 1-based
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DIM sprites$
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MOVESHAPE sprites$(1), x, y ' sprites$(1) = first sprite
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' Transform
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MOVESHAPE
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ROTATESHAPE
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SCALESHAPE
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DRAWSHAPE
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SHOWSHAPE
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REMOVESHAPE
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```
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---
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## Sound
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```basic
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```
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Load all sounds at startup. Call `SOUNDSTOPALL` before `END`.
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LET API_KEY# = env$("OPENAI_API_KEY")
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```
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**Paths:** Use `/` or `\\` — never single `\` (it's an escape char). Relative paths are from `
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**FileWrite with array** saves in key=value format (round-trips with FileRead).
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---
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## Program Structure
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```basic
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' ---- 1.
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LET SCREEN_W# = 640
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LET SCREEN_H# = 480
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LET MAX_SPEED# = 5
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' ---- 2. FUNCTIONS (or INCLUDE "functions.bas") ----
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DEF FN Clamp$(v$, lo$, hi$)
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IF v$ < lo$ THEN RETURN lo$
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IF v$ > hi$ THEN RETURN hi$
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RETURN v$
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END DEF
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' ----
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' Performance: variables declared outside loops avoid repeated existence checks.
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[inits]
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LET x$ = 320
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LET y$ = 240
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LET running$ = TRUE
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[main]
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WHILE running$
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IF INKEY = KEY_ESC# THEN running$ = FALSE
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SLEEP 16
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WEND
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SOUNDSTOPALL
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END
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' ----
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[sub:update]
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IF KEYDOWN(KEY_LEFT#) THEN x$ = x$ - MAX_SPEED#
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IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + MAX_SPEED#
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**Key conventions:**
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- Variables: `camelCase$` | Constants: `UPPER_SNAKE_CASE#` | Functions: `PascalCase$`
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- Labels: `[gameLoop]` for jump targets, `[sub:name]` for subroutines
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- Image/sound IDs
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- Group many
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---
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- Store `RGB()` results in constants/variables — don't call RGB in hot loops
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- Declare all variables in `[inits]`, not inside loops or subroutines
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- Use `FastTrig` for any loop calling trig hundreds of times per frame
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# METADATA:
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**Name:** BazzBasic-AI-guide.txt
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**Description:** BazzBasic BASIC interpreter language reference for AI. Use BazzBasic to write, debug, or teach code.
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**File extensions:*** ".bas"*, *".bb"*
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**Version:** This guide is written for BazzBasic version 1.2 and is updated 01.04.26 (ddmmyy)
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# END METADATA
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---
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## BazzBasic details
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**Version:** 1.2
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**Author:** Kristian Virtanen (EkBass)
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**Platform:** Windows x64
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**License:** MIT
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## BazzBasic www-references
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**Homepage:** https://ekbass.github.io/BazzBasic/
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**GitHub:** https://github.com/EkBass/BazzBasic
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**Manual:** https://ekbass.github.io/BazzBasic/manual/#/
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**Common examples:** https://github.com/EkBass/BazzBasic/tree/main/Examples
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**Rosetta Code:** https://rosettacode.org/wiki/Category:BazzBasic
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**Rosetta-Code examples:** https://github.com/EkBass/BazzBasic/tree/main/Examples/rosetta-code
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---
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## ⚠️ Critical Rules — Read First
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| Rule | Detail |
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|------|--------|
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| Variables end with `$` | `name$`, `score$`, `x$` |
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---
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## For context from the author:
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**About:** BazzBasic is built around one simple idea: starting programming should feel nice and even fun. Ease of learning, comfort of exploration and small but important moments of success. Just like the classic BASICs of decades past, but with a fresh and modern feel.
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**Story:** Although over the years, as my own skills have grown, I have moved on to more versatile and modern languages, BASIC has always been something that has been fun to try out many different things with. Sometimes it's great to just make a simple adventure game again, a lottery machine, a quiz, or even just those balls bouncing on the screen. BazzBasic was created with this in mind. I wanted to create a language that makes it easy for you to give free rein to your curiosity and program something. And when you finish your first little game, you may crave something bigger and better.
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*Maybe one day you will move on to another programming language, but then BazzBasic will have succeeded in doing what it was intended for: To arouse your curiosity.*
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- Kristian Virtanen (EkBass), author of BazzBasic
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## Variables & Constants
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```basic
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' variables
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LET a$ ' Declare without value
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LET name$ = "Alice" ' String variable
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LET score$ = 0 ' Numeric variable
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LET x$, y$, z$ = 10 ' Multiple declaration
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' x$ & y$ has value of 0 while z$ has 10
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' constants
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LET TITLE# = "My Game" ' String constant
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```
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### Built-in Constants
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- **Boolean:** `TRUE`, `FALSE`
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- **Math:** `PI`, `HPI` (π/2 = 90°), `QPI` (π/4 = 45°), `TAU` (2π = 360°), `EULER` (e)
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- **System:** `PRG_ROOT#` (program base directory path), `BBVER#` (interpreter version as text, e.g. `"1.1"`)
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- **Keyboard:** `KEY_ESC#`, `KEY_ENTER#`, `KEY_SPACE#`, `KEY_UP#`, `KEY_DOWN#`, `KEY_LEFT#`, `KEY_RIGHT#`, `KEY_F1#`…`KEY_F12#`, `KEY_A#`…`KEY_Z#`, `KEY_0#`…`KEY_9#`, `KEY_LSHIFT#`, `KEY_LCTRL#`, etc.
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---
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| `HASKEY(arr$(key))` | 1 if exists, 0 if not |
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| `DELKEY arr$(key)` | Remove one element |
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| `DELARRAY arr$` | Remove entire array (can re-DIM after) |
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| `JOIN dest$, src1$, src2$` | Merge two arrays into dest$; src2$ keys overwrite src1$ on conflict |
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**Always check with `HASKEY` before reading uninitialized elements.**
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| `LINE INPUT "prompt", var$` | Read entire line with spaces |
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| `CLS` | Clear screen |
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| `LOCATE row, col` | Move cursor (1-based) |
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| `CURPOS("row")` | Returns current cursor row |
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| `CURPOS("col")` | Returns current cursor column |
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| `COLOR fg, bg` | Text colors (0–15 palette) |
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| `SHELL("cmd")` | Run shell command, returns output |
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| `SHELL("cmd", ms)` | With timeout in ms (default 5000) |
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| `MAX(a, b)` / `MIN(a, b)` | Larger / smaller of two |
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| `MOD(a, b)` | Remainder |
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| `POW(base, exp)` | Power |
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| `RND(0)` | Random float 0.0 to <1.0 |
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| `RND(n)` | Random integer 0 to n-1 (n ≥ 1) |
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| `ROUND(n)` | Standard rounding |
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| `SGN(n)` | Sign: -1, 0, or 1 |
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| `SQR(n)` | Square root |
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### Shapes & Images
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```basic
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' Create shape
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' LOADSHAPE and LOADIMAGE return a stable integer handle — never reassigned.
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' SDL2 owns the resource; your code only ever holds this one reference. Use constants.
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LET RECT# = LOADSHAPE("RECTANGLE", w, h, color) ' or "CIRCLE", "TRIANGLE"
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LET IMG_PLAYER# = LOADIMAGE("player.png") ' PNG (alpha) or BMP
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LET IMG_REMOTE# = LOADIMAGE("https://example.com/a.png") ' Download + load
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' Sprite sheet — sprites indexed 1-based
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DIM sprites$
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MOVESHAPE sprites$(1), x, y ' sprites$(1) = first sprite
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' Transform
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MOVESHAPE RECT#, x, y ' Position by center point
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ROTATESHAPE RECT#, angle ' Degrees (absolute)
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SCALESHAPE RECT#, scale ' 1.0 = original size
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DRAWSHAPE RECT# ' Render to buffer
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SHOWSHAPE RECT# / HIDESHAPE RECT# ' Toggle visibility
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REMOVESHAPE RECT# ' Free memory (always clean up)
|
| 324 |
```
|
| 325 |
|
| 326 |
---
|
|
|
|
| 328 |
## Sound
|
| 329 |
|
| 330 |
```basic
|
| 331 |
+
' LOADSOUND returns a stable integer handle — SDL2 manages the resource.
|
| 332 |
+
' The handle never changes; store it in a constant to protect it from accidental reassignment.
|
| 333 |
+
LET SND_JUMP# = LOADSOUND("jump.wav") ' Load (WAV/MP3 recommended)
|
| 334 |
+
SOUNDONCE(SND_JUMP#) ' Play once, non-blocking
|
| 335 |
+
SOUNDONCEWAIT(SND_JUMP#) ' Play once, wait for finish
|
| 336 |
+
SOUNDREPEAT(SND_JUMP#) ' Loop continuously
|
| 337 |
+
SOUNDSTOP(SND_JUMP#) ' Stop specific sound
|
| 338 |
+
SOUNDSTOPALL ' Stop all sounds
|
| 339 |
```
|
| 340 |
|
| 341 |
Load all sounds at startup. Call `SOUNDSTOPALL` before `END`.
|
|
|
|
| 361 |
LET API_KEY# = env$("OPENAI_API_KEY")
|
| 362 |
```
|
| 363 |
|
| 364 |
+
**Paths:** Use `/` or `\\` — never single `\` (it's an escape char). Relative paths are from `PRG_ROOT#`.
|
| 365 |
**FileWrite with array** saves in key=value format (round-trips with FileRead).
|
| 366 |
|
| 367 |
---
|
|
|
|
| 436 |
## Program Structure
|
| 437 |
|
| 438 |
```basic
|
| 439 |
+
' ---- 1. FUNCTIONS (or INCLUDE "functions.bas") ----
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 440 |
DEF FN Clamp$(v$, lo$, hi$)
|
| 441 |
IF v$ < lo$ THEN RETURN lo$
|
| 442 |
IF v$ > hi$ THEN RETURN hi$
|
| 443 |
RETURN v$
|
| 444 |
END DEF
|
| 445 |
|
| 446 |
+
' ---- 2. INIT (declare ALL variables/constants here, not inside loops) ----
|
| 447 |
' Performance: variables declared outside loops avoid repeated existence checks.
|
| 448 |
[inits]
|
| 449 |
+
LET SCREEN_W# = 640
|
| 450 |
+
LET SCREEN_H# = 480
|
| 451 |
+
LET MAX_SPEED# = 5
|
| 452 |
LET x$ = 320
|
| 453 |
LET y$ = 240
|
| 454 |
LET running$ = TRUE
|
| 455 |
|
| 456 |
+
SCREEN 0, SCREEN_W#, SCREEN_H#, "My Game"
|
| 457 |
+
|
| 458 |
+
' ---- 3. MAIN LOOP ----
|
| 459 |
[main]
|
| 460 |
WHILE running$
|
| 461 |
IF INKEY = KEY_ESC# THEN running$ = FALSE
|
|
|
|
| 464 |
SLEEP 16
|
| 465 |
WEND
|
| 466 |
SOUNDSTOPALL
|
| 467 |
+
END ' always before code enters to subroutines
|
| 468 |
|
| 469 |
+
' ---- 4. SUBROUTINES (or INCLUDE "subs.bas") ----
|
| 470 |
[sub:update]
|
| 471 |
IF KEYDOWN(KEY_LEFT#) THEN x$ = x$ - MAX_SPEED#
|
| 472 |
IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + MAX_SPEED#
|
|
|
|
| 483 |
**Key conventions:**
|
| 484 |
- Variables: `camelCase$` | Constants: `UPPER_SNAKE_CASE#` | Functions: `PascalCase$`
|
| 485 |
- Labels: `[gameLoop]` for jump targets, `[sub:name]` for subroutines
|
| 486 |
+
- Image/sound/shape IDs are stable integer handles — **always** store as constants: `LET MY_IMG# = LOADIMAGE("x.png")` — never use `$` variables for these
|
| 487 |
+
- Group many IDs -> use arrays: `DIM sprites$` / `sprites$("player") = LOADIMAGE(...)` — but prefer named constants when count is small
|
| 488 |
|
| 489 |
---
|
| 490 |
|
|
|
|
| 495 |
- Store `RGB()` results in constants/variables — don't call RGB in hot loops
|
| 496 |
- Declare all variables in `[inits]`, not inside loops or subroutines
|
| 497 |
- Use `FastTrig` for any loop calling trig hundreds of times per frame
|
| 498 |
+
- `SLEEP 16` in game loop → ~60 FPS
|
| 499 |
+
|
| 500 |
+
---
|
| 501 |
+
|
| 502 |
+
## Rosetta-Code example
|
| 503 |
+
|
| 504 |
+
### Animate a pendulum
|
| 505 |
+
|
| 506 |
+
```basic
|
| 507 |
+
' https://rosettacode.org/wiki/Animate_a_pendulum
|
| 508 |
+
' BazzBasic conversion from Freebasic code
|
| 509 |
+
' https://ekbass.github.io/BazzBasic/
|
| 510 |
+
|
| 511 |
+
' This is done for educational purposes -> commented everything
|
| 512 |
+
' Public Domain
|
| 513 |
+
|
| 514 |
+
|
| 515 |
+
[inits]
|
| 516 |
+
LET SCREEN_W# = 640 ' Screen width in pixels
|
| 517 |
+
LET SCREEN_H# = 480 ' Screen height in pixels
|
| 518 |
+
LET DAMPING# = 0.9995 ' Energy loss per frame (1.0 = no loss, 0.0 = instant stop)
|
| 519 |
+
|
| 520 |
+
LET g$ = 9.81 ' Gravity constant (m/s²) — drives the swing force
|
| 521 |
+
LET l$ = 1 ' Pendulum length (affects swing speed — longer = slower)
|
| 522 |
+
LET speed$ = 0 ' Current angular velocity (how fast the angle is changing)
|
| 523 |
+
LET accel$ ' Angular acceleration this frame (force pushing toward center)
|
| 524 |
+
|
| 525 |
+
LET px$ = SCREEN_W# / 2 ' Pivot point X — where the pendulum is attached (screen center top)
|
| 526 |
+
LET py$ = 10 ' Pivot point Y — a bit down from top edge
|
| 527 |
+
LET theta$ = HPI ' Current angle in radians (HPI = 90° = starts horizontal)
|
| 528 |
+
LET bx$ ' Bob X position on screen (calculated each frame)
|
| 529 |
+
LET by$ ' Bob Y position on screen (calculated each frame)
|
| 530 |
+
|
| 531 |
+
|
| 532 |
+
[main]
|
| 533 |
+
SCREEN SCREEN_W#, SCREEN_H#
|
| 534 |
+
WHILE INKEY <> KEY_ESC#
|
| 535 |
+
' Project angle to screen coordinates
|
| 536 |
+
bx$ = px$ + l$ * (SCREEN_W# / 2) * SIN(theta$) ' horizontal offset from pivot
|
| 537 |
+
by$ = py$ - l$ * (SCREEN_W# / 2) * COS(theta$) ' vertical offset from pivot (Y flipped)
|
| 538 |
+
|
| 539 |
+
SCREENLOCK ON
|
| 540 |
+
LINE (0, 0) - (SCREEN_W#, SCREEN_H#), 15, BF ' clear screen
|
| 541 |
+
LINE (px$, py$) - (bx$, by$), 0 ' draw rod
|
| 542 |
+
CIRCLE (bx$, by$), 50, 7, 1 ' draw bob
|
| 543 |
+
SCREENLOCK OFF
|
| 544 |
+
|
| 545 |
+
accel$ = g$ * SIN(theta$) / l$ / 100 ' gravity pulls bob toward center (SIN of angle = sideways force)
|
| 546 |
+
speed$ = (speed$ * DAMPING#) + accel$ / 100 ' update speed with damping applied
|
| 547 |
+
theta$ = theta$ + speed$ ' advance the angle by current speed
|
| 548 |
+
SLEEP 16
|
| 549 |
+
WEND
|
| 550 |
+
END
|
| 551 |
+
```
|
| 552 |
+
|
| 553 |
+
### RGB attributes generator
|
| 554 |
+
```basic
|
| 555 |
+
' ============================================
|
| 556 |
+
' https://rosettacode.org/wiki/RPG_attributes_generator
|
| 557 |
+
' BazzBasic: https://github.com/EkBass/BazzBasic
|
| 558 |
+
' ============================================
|
| 559 |
+
' Attributes: Strength, Dexterity, Constitution,
|
| 560 |
+
' Intelligence, Wisdom, Charisma
|
| 561 |
+
'
|
| 562 |
+
' Rules:
|
| 563 |
+
' - Total of all attributes must be >= 75
|
| 564 |
+
' - At least two attributes must be >= 15
|
| 565 |
+
|
| 566 |
+
LET MIN_TOTAL# = 75
|
| 567 |
+
LET MIN_TWO# = 15
|
| 568 |
+
|
| 569 |
+
' Roll 4d6, drop the lowest die, return sum of top 3
|
| 570 |
+
DEF FN RollStat$()
|
| 571 |
+
LET r1$ = RND(6) + 1
|
| 572 |
+
LET r2$ = RND(6) + 1
|
| 573 |
+
LET r3$ = RND(6) + 1
|
| 574 |
+
LET r4$ = RND(6) + 1
|
| 575 |
+
RETURN r1$ + r2$ + r3$ + r4$ - MIN(MIN(r1$, r2$), MIN(r3$, r4$))
|
| 576 |
+
END DEF
|
| 577 |
+
|
| 578 |
+
[inits]
|
| 579 |
+
DIM attributes$
|
| 580 |
+
attributes$("str") = 0
|
| 581 |
+
attributes$("dex") = 0
|
| 582 |
+
attributes$("con") = 0
|
| 583 |
+
attributes$("int") = 0
|
| 584 |
+
attributes$("wis") = 0
|
| 585 |
+
attributes$("cha") = 0
|
| 586 |
+
LET stat$ = 0
|
| 587 |
+
LET total$ = 0
|
| 588 |
+
LET highCount$ = 0
|
| 589 |
+
LET passed$ = FALSE
|
| 590 |
+
|
| 591 |
+
[main]
|
| 592 |
+
WHILE passed$ = FALSE
|
| 593 |
+
stat$ = FN RollStat$() : attributes$("str") = stat$
|
| 594 |
+
stat$ = FN RollStat$() : attributes$("dex") = stat$
|
| 595 |
+
stat$ = FN RollStat$() : attributes$("con") = stat$
|
| 596 |
+
stat$ = FN RollStat$() : attributes$("int") = stat$
|
| 597 |
+
stat$ = FN RollStat$() : attributes$("wis") = stat$
|
| 598 |
+
stat$ = FN RollStat$() : attributes$("cha") = stat$
|
| 599 |
+
|
| 600 |
+
total$ = attributes$("str") + attributes$("dex") + attributes$("con") + attributes$("int") + attributes$("wis") + attributes$("cha")
|
| 601 |
+
|
| 602 |
+
highCount$ = 0
|
| 603 |
+
IF attributes$("str") >= MIN_TWO# THEN highCount$ = highCount$ + 1
|
| 604 |
+
IF attributes$("dex") >= MIN_TWO# THEN highCount$ = highCount$ + 1
|
| 605 |
+
IF attributes$("con") >= MIN_TWO# THEN highCount$ = highCount$ + 1
|
| 606 |
+
IF attributes$("int") >= MIN_TWO# THEN highCount$ = highCount$ + 1
|
| 607 |
+
IF attributes$("wis") >= MIN_TWO# THEN highCount$ = highCount$ + 1
|
| 608 |
+
IF attributes$("cha") >= MIN_TWO# THEN highCount$ = highCount$ + 1
|
| 609 |
+
|
| 610 |
+
IF total$ >= MIN_TOTAL# AND highCount$ >= 2 THEN passed$ = TRUE
|
| 611 |
+
WEND
|
| 612 |
+
|
| 613 |
+
PRINT "Attribute Score"
|
| 614 |
+
PRINT "------------------"
|
| 615 |
+
PRINT "Strength " + STR(attributes$("str"))
|
| 616 |
+
PRINT "Dexterity " + STR(attributes$("dex"))
|
| 617 |
+
PRINT "Constitution " + STR(attributes$("con"))
|
| 618 |
+
PRINT "Intelligence " + STR(attributes$("int"))
|
| 619 |
+
PRINT "Wisdom " + STR(attributes$("wis"))
|
| 620 |
+
PRINT "Charisma " + STR(attributes$("cha"))
|
| 621 |
+
PRINT "------------------"
|
| 622 |
+
PRINT "Total " + STR(total$)
|
| 623 |
+
END
|
| 624 |
+
|
| 625 |
+
' Expected output (example - varies each run):
|
| 626 |
+
' Attribute Score
|
| 627 |
+
' ------------------
|
| 628 |
+
' Strength 13
|
| 629 |
+
' Dexterity 15
|
| 630 |
+
' Constitution 12
|
| 631 |
+
' Intelligence 11
|
| 632 |
+
' Wisdom 15
|
| 633 |
+
' Charisma 10
|
| 634 |
+
' ------------------
|
| 635 |
+
' Total 76
|
| 636 |
+
```
|