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name: bazzbasic-code
description: >-
  BazzBasic BASIC interpreter language reference. Use when writing, debugging,
  or explaining BazzBasic code (.bas files). Triggers on BazzBasic syntax, $ and
  # variable suffixes, SDL2 graphics in BASIC, SCREEN/DRAWSHAPE/LOADIMAGE
  commands, DEF FN functions, BazzBasic file I/O, sound commands, or any
  question about BazzBasic features. Always use this skill before writing any
  BazzBasic code. 

BazzBasic Language Reference

Version: 1.6 | Author: Kristian Virtanen (EkBass) | Platform: Windows x64 only (SDL2 via P/Invoke — no Linux, macOS, browser or Android)
Homepage: https://ekbass.github.io/BazzBasic/
GitHub: https://github.com/EkBass/BazzBasic
Manual: https://ekbass.github.io/BazzBasic/manual
Examples: https://github.com/EkBass/BazzBasic/tree/main/Examples
Rosetta Code: https://rosettacode.org/wiki/Category:BazzBasic
Rosetta Code solutions: https://github.com/EkBass/BazzBasic/tree/main/Examples/rosetta-code
BazzBasic-AI-Guide: https://huggingface.co/datasets/EkBass/BazzBasic_AI_Guide
BazzBasic Beginner's Guide: https://github.com/EkBass/BazzBasic-Beginners-Guide/releases

BazzBasic is a BASIC meant for beginners and for small, fun experiments (simple games, quizzes, bouncing balls). It is not a high-performance game engine — keep generated code simple and readable rather than clever.


⚠️ Critical Rules — Read First

Rule Detail
Variables end with $ name$, score$, x$ — the suffix does NOT mean string type
Constants end with # MAX#, PI#, TITLE# — # only means immutable
Arrays declared with DIM, end with $ DIM items$
First use of variable requires LET LET x$ = 0 — after that x$ = x$ + 1
FOR and INPUT auto-declare, no LET needed FOR i$ = 1 TO 10
Case-insensitive Keywords, variables and labels. Only string contents are case-sensitive
Functions defined before they are called Put at top or INCLUDE — forward references don't resolve
Function name ends with $, called with FN FN MyFunc$(a$, b$)
Function return value must be used PRINT FN f$() or LET v$ = FN f$()
DEF FN scope is fully isolated Only global # constants are visible. No $ variables, no global arrays. Arrays cannot be passed as parameters — see Passing Arrays to Functions
+ does both add and concatenate If either side is a string, the other is auto-converted: "Score: " + 5 → "Score: 5", no STR() needed
Division always returns float 10 / 3 → 3.333...
Division by zero returns 0 silently Guard with IF b$ = 0 THEN ... if correctness matters
No integer-division operator Use INT(a / b), FLOOR(a / b), or CINT(a / b)
Errors halt the program No TRY/CATCH or ON ERROR — line-numbered message printed
No line-continuation char Leave an operator at line end or open a ( — see Line Continuation
No line numbers Never supported. Use [labels]
: separates statements on one line FOR i$ = 1 TO 3 : PRINT i$ : NEXT. A : inside a label like [sub:init] is part of the label name, not a separator
NOT binds tighter than comparisons NOT a$ = b$ means (NOT a$) = b$. Parenthesize: IF NOT (a$ = b$) THEN, or use <>
Comments: ' or REM ' comment anywhere on a line; REM as a statement, also after : (PRINT x$ : REM note)

🚫 Common AI Mistakes (avoid these)

These are the patterns LLMs most often produce when extrapolating from QBASIC, FreeBASIC, or VB. None of them are valid BazzBasic.

' ❌ WRONG                                ' ✓ CORRECT
LET x = 5                                 LET x$ = 5
LET MAX = 10                              LET MAX# = 10
score$ = 0          ' first use           LET score$ = 0
DEF FN doStuff(a, b)                      DEF FN DoStuff$(a$, b$)
FN MyFunc$(5)       ' return ignored      LET v$ = FN MyFunc$(5)
LET handle$ = LOADIMAGE("x.png")          LET HANDLE# = LOADIMAGE("x.png")
CLS                 ' in graphics mode    LINE (0,0)-(W,H), 0, BF
PRINT "x:", x$      ' in graphics mode    DRAWSTRING "x:" + x$, 10, 10, WHITE#
FSTRING("Hi {{name$}}") ' Python-style    FSTRING("Hi {{-name$-}}")     ' triple-char markers
ISSET(arr$(0))   ' expecting error        ' returns 0 silently — ISSET only sees scalars
LET x$ = a$ + _ ' VBA continuation        LET x$ = a$ +     ' just leave the operator
LET x$ = a$ + \ ' Python continuation     LET x$ = a$ +     ' or open a paren
IF NOT a$ = b$ THEN    ' QBASIC habit     IF NOT (a$ = b$) THEN

When Generating BazzBasic Code

  • Prefer FSTRING over long + concatenation chains for multi-variable strings
  • Place DEF FN definitions at the top of the file or via INCLUDE
  • Store every LOADIMAGE / LOADSOUND / LOADSHAPE handle as a # constant. They return stable integer handles owned by SDL2 that never change. For many handles, an array is fine: sprites$("player") = LOADIMAGE(...)
  • Declare all variables and constants in [inits], not inside loops — this avoids repeated existence checks
  • Precompute colors: LET WHITE# = RGB(255, 255, 255) in [inits], never RGB() inside a game loop
  • In graphics mode: clear with LINE (0,0)-(W,H), 0, BF (much faster than CLS), draw text with DRAWSTRING (PRINT flickers), and wrap each frame in SCREENLOCK ON / SCREENLOCK OFF
  • If a feature isn't documented in this guide, say so rather than inventing one — BazzBasic does not silently inherit QBASIC, FreeBASIC, or VB conventions

Minimal Valid Program

[inits]                     ' [name] is a plain jump label, not a keyword
    LET name$ = "World"

[main]
    PRINT "Hello, " + name$
END

' subroutines go after END
[sub:drawScreen]
    ' draw
RETURN

Programs flow top to bottom. [inits] and [main] are organizational labels, not required syntax. END halts execution; place it at the end of the main flow so control doesn't fall through into subroutines.


Line Continuation

The lexer figures out continuation automatically using two rules. Never emit _, \, & or any other continuation marker.

Rule 1 — operator at end of line. If a line ends in a token that cannot legally end an expression, the next line continues it:

LET total$ = price$ * count$ -
             discount$

IF score$ >= 0 AND
   score$ <= 100 THEN
    PRINT "Valid"
END IF

LET counter$ +=
    step$

Tokens that trigger this: + - * / % = <> < <= > >= AND OR += -= *= /= ,

% is a real binary modulo operator and triggers continuation. MOD(a, b) is a function, so it does not (a ) at line end never continues).

Rule 2 — open paren. Anything inside an unmatched ( keeps reading until the matching ):

LET dist$ = DISTANCE(
    x1$, y1$,
    x2$, y2$
)

Variables & Constants

Variables are dynamically typed, like in JavaScript.

LET a$                          ' Declare without value
LET b$, c$, d$                  ' Multiple declarations without value
LET e$, f$ = "foo", g$ = 10     ' e$ stays empty, f$ and g$ get values

LET name$ = "Alice"             ' String
LET score$ = 0                  ' Number

LET PI# = 3.14159               ' Constant (immutable)
LET TITLE# = "My Game"          ' String constant

Compound assignment (variables only — not allowed with # constants):

LET x$ = 1
x$ += 5
x$ -= 3
x$ *= 2
x$ /= 4
LET s$ = "Hello"
s$ += " World"  ' concatenation

Scope: All main-code variables share one scope — IF, FOR, and WHILE do NOT create a new scope.

Comparison: "123" = 123 is TRUE (cross-type), but keep types consistent for speed.

Built-in Constants

  • Boolean: TRUE (1), FALSE (0) — plain numbers. IF x$ = 1 and IF x$ = TRUE are identical.
  • Math: PI#, HPI# (π/2 = 90°), QPI# (π/4 = 45°), TAU# (2π = 360°), EULER# (e)
  • System: PRG_ROOT# (program base directory path, ends with a separator)
  • Version: BBVER# (current BazzBasic version as a string, e.g. "1.6")
  • 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_NUMPAD0#…KEY_NUMPAD9#, KEY_NUMPAD_PLUS#, _MINUS#, _MUL#, _DIV#, _DOT#, KEY_LSHIFT#, KEY_LCTRL#, KEY_RSHIFT#, KEY_RCTRL#, KEY_LALT#, KEY_RALT#, KEY_LWIN#/KEY_RWIN#, KEY_TAB#, KEY_BACKSPACE#, KEY_INSERT#, KEY_DELETE#, KEY_HOME#, KEY_END#, KEY_PGUP#, KEY_PGDN# — see Keyboard Input
  • Gamepad: see Gamepad

Arrays

Arrays are fully dynamic and support numeric, string, or mixed indexing.

DIM scores$                         ' Declare (required before use)
DIM a$, b$, c$                      ' Multiple
scores$(0) = 95                     ' Numeric indices are 0-based
scores$("name") = "Alice"           ' String keys: associative, insertion-ordered
matrix$(0, 1) = "A2"                ' Multi-dimensional

DIM sounds$
    sounds$("guns", "shotgun_shoot") = "shoot_shotgun.wav"
    sounds$("guns", "ak47_shoot")    = "shoot_ak47.wav"
    sounds$("food", "ham_eat")       = "eat_ham.wav"

PRINT LEN(sounds$())        ' 3 - total elements across all groups
PRINT ROWCOUNT(sounds$())   ' 2 - "guns" & "food"

DIM car$
    car$("manufacturer") = "Ford"
    car$("engine")       = "1.6 Eco"

FOR i$ = 0 TO LEN(car$()) - 1        ' No FOREACH — LEN + ARRKEY is the idiom
    LET key$ = ARRKEY(car$(), i$)
    PRINT key$; " = "; car$(key$)
NEXT i$
Function/Command Description
LEN(arr$()) Total element count across all dimensions
ROWCOUNT(arr$()) Count of first-dimension rows — use this for FOR loops over multi-dim arrays
ARRKEY(arr$(), i) Key at 0-based index i, in insertion order. Errors on out-of-range index
HASKEY(arr$(key)) 1 if exists, 0 if not — always check before reading possibly uninitialized elements
DELKEY arr$(key) Remove one element
DELARRAY arr$ Remove entire array (can re-DIM after)
JOIN dest$, src1$, src2$ Merge two arrays; matching src2$ keys overwrite src1$ at the same level. Use an empty src1$ to copy an array

DIM arr$ = value stores the value at arr$(0) — NOT as a scalar. If a scalar is what you want, use LET.


Control Flow

' Block IF
IF score$ >= 90 THEN
    PRINT "A"
ELSEIF score$ >= 80 THEN
    PRINT "B"
ELSE
    PRINT "F"
END IF                      ' ENDIF also works

' One-line IF
IF lives$ = 0 THEN GOTO [game_over]
IF key$ = KEY_ESC# THEN GOTO [menu] ELSE GOTO [play]

' FOR (auto-declares variable)
FOR i$ = 1 TO 10 STEP 2 : PRINT i$ : NEXT
FOR i$ = 10 TO 1 STEP -1 : PRINT i$ : NEXT

' WHILE
WHILE x$ < 100
    x$ = x$ * 2
WEND

' Labels, GOTO, GOSUB
[start]
    GOSUB [sub:init]
    GOTO [start]            ' Avoid jumping into the middle of IF/WHILE blocks

[sub:init]
    LET x$ = 0
RETURN

' Dynamic jump (variable must contain "[label]" with brackets)
LET target$ = "[menu]"
GOTO target$

SLEEP 2000                  ' Pause for milliseconds
END                         ' Terminate program

Labels may contain almost any printable character. Whitespace is trimmed; everything between [ and ] is the label name.


I/O

Command Description
PRINT expr; expr ; = no space, , = tab, can be mixed
PRINT "text"; Trailing ; suppresses newline
INPUT "prompt", var$ Splits on whitespace/comma; quoted strings are single values
INPUT "prompt", a$, b$ Multiple values
LINE INPUT "prompt", var$ Read entire line with spaces
CLS Clear screen (console)
LOCATE row, col Move cursor (1-based)
CURPOS("row") / CURPOS("col") Read cursor row or col (1-based, matches LOCATE)
CURPOS() Read cursor as "row,col" string
COLOR fg, bg Text colors, palette 0–15 only (RGB() does not work here)
GETCONSOLE(row, col, type) Read console cell. type: 0=char (ASCII), 1=fg color, 2=bg color
SHELL("cmd") Run shell command, returns output
SHELL("cmd", ms) With timeout in ms (default 5000)

Escape sequences in strings: \" \n \t \\ ""

SHELL + SQLite. The sqlite3 CLI is the recommended way to add a database — see the SQLite Database page in the manual. When wrapping SQL in SHELL:

  • Always append 2>&1, or SQL errors disappear silently.
  • Wrap the SQL with \": SHELL("sqlite3 db.sqlite \"SELECT * FROM users\" 2>&1").
  • In paths use / or \\ — never a single \.

Keyboard Input

Function Returns Notes
INKEY Key value or 0 Non-blocking
KEYDOWN(key#) TRUE/FALSE Held-key detection, graphics mode only
WAITKEY(key#, ...) Key value Blocks until key pressed; WAITKEY() = any key
  • Layout-safe keys: letters, digits, arrows, Space/Enter/Esc, F-keys, numpad and modifiers are the same on every layout — use these for controls. Main-keyboard punctuation (+ - = , . /) depends on the layout: never bind controls to ASC("+") or ASC("-"); use letters or KEY_NUMPAD_PLUS# / KEY_NUMPAD_MINUS#.
  • Letters always return uppercase codes ("a" and "A" → KEY_A#), in both graphics and console mode.
  • KEYDOWN follows the key label on the current layout, same as INKEY. If no key types a punctuation character without modifiers (e.g. = on a Finnish keyboard), KEYDOWN of that constant is always FALSE.
  • Numpad Enter = KEY_ENTER#.
  • INKEY consumes the key: read it once per loop pass (LET k$ = INKEY) and compare the variable. A second INKEY in the same pass returns 0.
  • Console mode: INKEY/WAITKEY return the typed character (except letters and special keys); numpad returns the typed digit, not KEY_NUMPAD*#.

Mouse (graphics mode only)

MOUSEX, MOUSEY — cursor position
MOUSELEFT, MOUSERIGHT, MOUSEMIDDLE — 1 if pressed, 0 otherwise
MOUSEHIDE / MOUSESHOW — hide / restore the cursor

Gamepad (console AND graphics mode)

Function Returns Notes
GAMEPADS() Number of connected pads Parentheses optional
PADBUTTON(pad, button) TRUE/FALSE TRUE while held (like KEYDOWN)
PADAXIS(pad, axis) Number Sticks -1.0…1.0, triggers 0.0…1.0, built-in dead zone
PADNAME(pad) String e.g. "PS4 Controller", "" if not connected
PADRUMBLE pad, strength, ms — (statement) strength 0.0…1.0, non-blocking, parentheses optional
  • Pad index is 0-based, max 8 pads. Slots are stable while connected (not re-packed on disconnect). Hot-plug works.
  • No SCREEN needed — works in console programs too.
  • Disconnected pad = no input, never an error: PADBUTTON → FALSE, PADAXIS → 0, PADNAME → "". Don't guard every read with IF GAMEPADS() > 0; use GAMEPADS() only to show a "connect a pad" message.
  • Buttons (Xbox naming): PAD_A# PAD_B# PAD_X# PAD_Y#, PAD_UP# PAD_DOWN# PAD_LEFT# PAD_RIGHT#, PAD_LB# PAD_RB#, PAD_LSTICK# PAD_RSTICK#, PAD_BACK# PAD_START# PAD_GUIDE#, PAD_MISC#, PAD_TOUCHPAD#. PlayStation: A=Cross, B=Circle, X=Square, Y=Triangle. Raw 0–20 valid (16–19 = Elite paddles); outside → error.
  • Axes: PAD_LX# PAD_LY# PAD_RX# PAD_RY# PAD_LT# PAD_RT#. Raw 0–5; outside → error.
  • Y axis: negative = up, same as screen Y. y$ = y$ + PADAXIS(0, PAD_LY#) * SPEED# is correct — do not invert.
  • L2/R2 are triggers, not buttons: read with PADAXIS(pad, PAD_LT#). Never pass an axis constant to PADBUTTON — PADBUTTON(0, PAD_LT#) silently reads button 4 (PAD_BACK#).
  • For one action per press, keep previous state: IF now$ = TRUE AND was$ = FALSE THEN ... then was$ = now$.
  • Stick as digital direction: IF PADAXIS(0, PAD_LX#) < -0.5 THEN ...
  • Pad OR keyboard: IF PADBUTTON(0, PAD_LEFT#) OR KEYDOWN(KEY_LEFT#) THEN dx$ = -1
  • Many third-party pads identify as PS4/Xbox controllers — normal, mapping is still correct.

User-Defined Functions

DEF FN Clamp$(val$, lo$, hi$)
    IF val$ < lo$ THEN RETURN lo$
    IF val$ > hi$ THEN RETURN hi$
    RETURN val$
END DEF

PRINT FN Clamp$(5, 1, 10)          ' ✓ return value used
LET v$ = FN Clamp$(15, 0, 10)      ' ✓
FN Clamp$(5, 1, 10)                ' ✗ ERROR — return value unused
  • Scope is isolated (see Critical Rules). Touching a global array gives: Global array G$ is not visible inside DEF FN - pass it as a parameter with ASJSON() and rebuild it with ASARRAY()
  • DIM inside a function creates a fresh, empty, local array on every call and every recursion level:
  DEF FN Count$(x$)
      DIM t$
      t$(x$) = 1
      RETURN LEN(t$())
  END DEF
  PRINT FN Count$(1)  ' 1
  PRINT FN Count$(2)  ' 1 (not 2)
  • Parameters are passed by value
  • Labels inside functions are local — GOTO/GOSUB cannot jump outside
  • Recursion uses the real call stack, so thousands of levels can overflow it. GOSUB/RETURN uses a separate heap-based stack with no such limit.

String Functions

Function Description
ASC(s$) ASCII code of first char
CHR(n) Character from ASCII code
INSTR(s$, search$) Position (1-based), 0=not found; case-sensitive
INSTR(s$, search$, mode) mode: 0=case-insensitive, 1=case-sensitive
INVERT(s$) Reverse string
LCASE(s$) / UCASE(s$) Lower / upper case
LEFT(s$, n) / RIGHT(s$, n) First/last n chars
LEN(s$) String length
LTRIM(s$) / RTRIM(s$) / TRIM(s$) Strip whitespace
MID(s$, start) Substring from start (1-based)
MID(s$, start, len) Substring with length
REPEAT(s$, n) Repeat string n times
REPLACE(s$, a$, b$) Replace a$ with b$ in s$
SPLIT(arr$, s$, sep$) Split into array (keys 0..count-1), returns count. Array is emptied first. arr$() also accepted
SRAND(n) Random alphanumeric string of length n. n = 0 → ""; negative n crashes with an overflow error — never pass an unvalidated length
STR(n) Number to string
VAL(s$) String to number
SHA256(s$) SHA256 hash (64-char hex)
BASE64ENCODE(s$) / BASE64DECODE(s$) Base64 encode/decode

FSTRING — String Interpolation

FSTRING(template$) substitutes {{-name-}} placeholders with the value of variables, constants, or array elements.

LET name$ = "Krisu"
LET LEVEL# = 5
PRINT FSTRING("Hello {{-name$-}}, level {{-LEVEL#-}}")
' Output: Hello Krisu, level 5

The triple-character markers {{- and -}} are deliberately unusual. There is no escape syntax — literal {{-...-}} is always parsed as a placeholder.

Form Resolves to
{{-var$-}} Variable var$
{{-CONST#-}} Constant CONST# (built-ins like {{-PI#-}} work too)
{{-arr$(0)-}} Element at numeric index 0
{{-arr$(i$)-}} Element at index from variable i$
{{-arr$(KEY#)-}} Element at index from constant KEY#
{{-arr$(name)-}} Element at literal string key "name" (no quotes inside FSTRING)
{{-arr$(0, i$)-}} Multidimensional, mixed literal and variable indices

Index resolution — for each comma-separated index, FSTRING checks:

  1. Ends with $ or # → variable / constant lookup. Halts if undefined.
  2. Parses as a number → numeric index. arr$(01) and arr$(1.0) both resolve to key 1.
  3. Otherwise → literal string key.

So {{-name-}} (no suffix) is a literal array key, not variable name$. Always include the suffix.

Notes: Whitespace inside placeholders is trimmed. Numbers auto-stringify. FSTRING returns a value and must be used — a bare FSTRING(...) statement is an error. Undefined names, missing -}}, empty {{--}}, malformed or uninitialized array access all halt with a line-numbered message.

Not supported: arithmetic, function calls, nested lookups, or quoted literals inside placeholders. Pre-compute into a variable:

' ❌ WRONG
PRINT FSTRING("Total: {{-a$ + 5-}}")
PRINT FSTRING("Name: {{-UCASE(name$)-}}")
PRINT FSTRING("{{-arr$(arr2$(0))-}}")

' ✓ RIGHT
LET total$ = a$ + 5
LET upper$ = UCASE(name$)
LET k$     = arr2$(0)
PRINT FSTRING("Total: {{-total$-}}, Name: {{-upper$-}}, Item: {{-arr$(k$)-}}")

Full example:

DIM player$
    player$("name")  = "Krisu"
    player$("class") = "Bass"
    player$("level") = 99

DIM grid$
    grid$(1, 0) = "."
    grid$(1, 1) = "X"

LET row$ = 1

PRINT FSTRING("{{-player$(name)-}} the {{-player$(class)-}}, lvl {{-player$(level)-}}")
PRINT FSTRING("Row {{-row$-}}: [{{-grid$(row$, 0)-}}{{-grid$(row$, 1)-}}]")
END
' Output:
' Krisu the Bass, lvl 99
' Row 1: [.X]

Math Functions

Function Description
ABS(n) Absolute value
ATAN(n) Arc tangent
ATAN2(y, x) Angle in radians from the positive x-axis to point (x, y)
BETWEEN(n, min, max) TRUE if min ≤ n ≤ max
INBETWEEN(n, min, max) TRUE if min < n < max (strict)
CEIL(n) / FLOOR(n) Round up / down
CINT(n) Round to nearest integer
CLAMP(n, min, max) Constrain n to [min, max]
COS(n) / SIN(n) / TAN(n) Trig (radians)
DEG(rad) / RAD(deg) Radians ↔ degrees
DISTANCE(x1,y1, x2,y2) 2D Euclidean distance
DISTANCE(x1,y1,z1, x2,y2,z2) 3D Euclidean distance
EXP(n) e^n
INT(n) Truncate toward zero
LERP(start, end, t) Linear interpolation (t: 0.0–1.0)
LOG(n) Natural logarithm
MAX(a, b) / MIN(a, b) Larger / smaller of two
MOD(a, b) / a % b Remainder (function and operator forms are equivalent)
POW(base, exp) Power
RND(n) Random integer 0 to n-1 (n > 0)
RND(0) Random float 0.0–1.0
ROUND(n) Nearest integer, half away from zero (0.5→1, -0.5→-1) — NOT banker's rounding
SGN(n) Sign: -1, 0, or 1
SQR(n) Square root

Fast Trigonometry

About 20× faster than SIN(RAD(x)), 1-degree precision, ~5.6 KB memory. Use for raycasting, sprite rotation, particle systems — anything calling trig hundreds of times per frame.

FastTrig(TRUE)                      ' Enable lookup tables (must call first)
LET x$ = FastCos(45)                ' Degrees, auto-normalized 0–359
LET y$ = FastSin(90)
LET r$ = FastRad(180)               ' Deg→rad (no FastTrig needed)
FastTrig(FALSE)                     ' Free memory

ISSET

ISSET(name) returns 1 if the named variable ($) or constant (#) is declared, 0 otherwise. The argument is not evaluated, so ISSET(undef$) safely returns 0.

  • Scalars only. ISSET(arr$) and ISSET(arr$(0)) always return 0, never an error.
  • Bare name only. Expressions, string literals, numbers or an empty argument (ISSET(a$ + b$), ISSET("a$"), ISSET(42), ISSET()) error with "invalid parameter".
  • Suffix is part of the name: a$ and A# are different names.
  • LET name$ without a value still counts as set. ISSET reports declaration, not "has a meaningful value".
IF ISSET(playerName$) = FALSE THEN
    LET playerName$ = "Anonymous"
END IF

Graphics

SCREEN 12                           ' 640×480 VGA
SCREEN 0, 800, 600                  ' Custom size
SCREEN 0, 1024, 768, "My Game"      ' Custom size + title
FULLSCREEN TRUE                     ' Borderless fullscreen (graphics only)
FULLSCREEN FALSE                    ' Windowed

Classic modes: 1, 7, 13 = 320×200 · 2, 9 = 640×350 · 12 = 640×480.

Drawing Primitives

PSET (x, y), color                          ' Pixel
LINE (x1,y1)-(x2,y2), color                 ' Line
LINE (x1,y1)-(x2,y2), color, B              ' Box outline
LINE (x1,y1)-(x2,y2), color, BF             ' Box filled
CIRCLE (cx,cy), radius, color               ' Circle outline
CIRCLE (cx,cy), radius, color, 1            ' Circle filled
PAINT (x, y), fillColor, borderColor        ' Flood fill
LET c$ = POINT(x, y)                        ' Read pixel color
LET COL# = RGB(r, g, b)                     ' Create color (0–255 each)

Color values: All drawing primitives (PSET, LINE, CIRCLE, PAINT, DRAWSTRING, LOADSHAPE) accept a palette index 0–15 or an RGB(r, g, b) value. Never hand-construct packed integers (e.g. 16711680) — RGB() tags its value internally, and a raw integer is misread as a palette index.

Palette (0–15): 0=Black, 1=Blue, 2=Green, 3=Cyan, 4=Red, 5=Magenta, 6=Brown, 7=Lt Gray, 8=Dk Gray, 9=Lt Blue, 10=Lt Green, 11=Lt Cyan, 12=Lt Red, 13=Lt Magenta, 14=Yellow, 15=White

Screen Control

SCREENLOCK ON                       ' Start frame (buffer drawing)
SCREENLOCK OFF                      ' Present buffer
VSYNC(TRUE)                         ' Enable VSync (default) — loop runs at monitor refresh rate
VSYNC(FALSE)                        ' Disable VSync (benchmarking)

Shapes & Images

LET RECT# = LOADSHAPE("RECTANGLE", w, h, color)   ' or "CIRCLE", "TRIANGLE"
LET IMG_PLAYER# = LOADIMAGE("player.png")         ' PNG (alpha) or BMP
LET IMG_REMOTE# = LOADIMAGE("https://example.com/a.png")  ' Download + load

' Sprite sheet — sprites indexed 0-based
DIM sprites$
LOADSHEET sprites$, 128, 128, "sheet.png"         ' tileW, tileH, file
MOVESHAPE sprites$(0), x, y

MOVESHAPE RECT#, x, y               ' Position
ROTATESHAPE RECT#, angle            ' Degrees (absolute)
SCALESHAPE RECT#, scale             ' 1.0 = original size
DRAWSHAPE RECT#                     ' Render to buffer
SHOWSHAPE RECT# / HIDESHAPE RECT#   ' Toggle visibility
REMOVESHAPE RECT#                   ' Free memory (always clean up)

Anchor point: LOADSHAPE primitives are center-anchored; LOADIMAGE images are top-left-anchored.

Text Rendering (requires SDL2_ttf.dll next to the interpreter)

DRAWSTRING "Hello!", 100, 200, WHITE#   ' Default font: Arial, 16px
LOADFONT "comic.ttf", 24                ' Becomes the new default
LOADFONT                                ' Reset to Arial 16px

DRAWSTRING text, x, y, color positions the top-left of the text.


Sound

LET SND_JUMP# = LOADSOUND("jump.wav")   ' Load (WAV recommended)
SOUNDONCE(SND_JUMP#)                    ' Play once, non-blocking
SOUNDONCEWAIT(SND_JUMP#)                ' Play once, wait for finish
SOUNDREPEAT(SND_JUMP#)                  ' Loop continuously
SOUNDSTOP(SND_JUMP#)                    ' Stop specific sound
SOUNDSTOPALL                            ' Stop all sounds

Load all sounds at startup. Call SOUNDSTOPALL before END.


File I/O

LET data$ = FILEREAD("file.txt")         ' Read as string
DIM cfg$ : LET cfg$ = FILEREAD("settings.txt")  ' Read as key=value array
FILEWRITE "save.txt", data$              ' Create/overwrite (array → key=value format)
FILEAPPEND "log.txt", entry$             ' Append
LET ok$ = FILEEXISTS("file.txt")         ' 1=exists, 0=not
FILEDELETE "temp.dat"                    ' Delete file
DIM files$
LET n$ = FILELIST(files$, "levels", "*.txt")  ' Names into files$(0..n-1), returns n

key=value parsing: When FILEREAD assigns to a DIM'd array, lines key=value become arr$("key"); lines starting with # are comments. Round-trips with FILEWRITE. Good for .env files:

DIM env$
LET env$ = FILEREAD(".env")
LET API_KEY# = env$("OPENAI_API_KEY")

FILELIST: files only (no folders, not recursive), names only (no paths), sorted alphabetically ignoring case, hidden/system files skipped. The array is cleared first. Pattern supports * and ?, default all files. Missing folder → returns 0. To open a listed file, prepend the folder: FILEREAD("levels/" + files$(i$)).

Paths: Use / or \\ — never a single \ (escape char). Relative paths are from PRG_ROOT#, which already ends with a separator: PRG_ROOT# + "data.txt".


Network

LET res$ = HTTPGET("https://api.example.com/data")
LET res$ = HTTPPOST("https://api.example.com/submit", "{""key"":""val""}")

' Optional headers
DIM headers$
headers$("Authorization") = "Bearer mytoken"
headers$("Content-Type") = "application/json"
LET res$ = HTTPGET("https://api.example.com/data", headers$)
LET res$ = HTTPPOST("https://api.example.com/data", body$, headers$)

' Optional timeout in seconds, AFTER headers (default 30, 0 = no limit)
LET res$ = HTTPPOST("http://localhost:11434/v1/chat/completions", body$, headers$, 120)

Local HTTP server (LISTEN)

Local-only server, typically glue between a static HTML page and a BazzBasic script on the same machine.

STARTLISTEN 8080                       ' Bind 127.0.0.1:8080, no admin needed
STARTLISTEN 8080, 5000                 ' Optional timeout in ms
LET body$ = GETREQUEST()               ' POST/PUT/PATCH body or GET query string ("" on timeout)
SENDRESPONSE "{""status"":""ok""}"     ' Must be called or the browser hangs
STOPLISTEN
  • Always pair GETREQUEST() with SENDRESPONSE.
  • Bound to 127.0.0.1 only. Do not generate code that tries to expose it on a LAN or the internet.
  • Body or query string only (no ?). Headers, method and URL path are not exposed. Parse JSON bodies with ASARRAY.
  • OPTIONS preflight and CORS are automatic. Don't handle OPTIONS; every response carries Access-Control-Allow-Origin: *.
  • One listener at a time. Call STOPLISTEN before another STARTLISTEN.
  • Always 200 OK, always text/plain. To return JSON, put JSON text in the body — browser-side response.json() still works.
STARTLISTEN 8080
PRINT "Waiting for browser..."

LET json$ = GETREQUEST()
DIM data$
LET count$ = ASARRAY(data$, json$)
PRINT "Got name: " + data$("name")

SENDRESPONSE "{""status"":""ok""}"
STOPLISTEN
END

Arrays & JSON

Nested JSON maps to comma-separated keys: data$("player,name"), data$("skills,0").

LET json$ = ASJSON(arr$)                 ' Array → JSON string
DIM data$
LET count$ = ASARRAY(data$, json$)       ' JSON string → array, returns element count
LOADJSON arr$, "file.json"               ' Load JSON file
SAVEJSON arr$, "file.json"               ' Save JSON file

Passing Arrays to Functions

Serialize with ASJSON, pass the string, rebuild inside with ASARRAY. The function gets an independent copy — changes inside do not affect the original. Nested keys work normally.

DEF FN ProcessPlayer$(data$)
    DIM arr$
    LET count$ = ASARRAY(arr$, data$)
    RETURN arr$("name") + " score:" + arr$("score")
END DEF

[inits]
    DIM player$
    player$("name") = "Alice"
    player$("score") = 9999
    player$("address,city") = "New York"

[main]
    LET json$ = ASJSON(player$)
    PRINT FN ProcessPlayer$(json$)
END

Date & Time

LET t$  = TIME()                   ' Default "HH:mm:ss" -> "15:21:22"
LET t2$ = TIME("dd.MM.yyyy")       ' .NET DateTime format -> "04.09.2026"
LET t3$ = TIME("dddd")             ' -> "Friday"
LET start$ = TICKS                 ' Milliseconds since program start

Timing — SLEEP and TICKS do different jobs:

  • Frame pacing: in graphics mode, VSync (on by default) waits at SCREENLOCK OFF, limiting the loop to the monitor's refresh rate — usually 60 FPS, but 144 FPS on a 144 Hz monitor. Do NOT add SLEEP 16 to a graphics loop — together they halve the frame rate.
  • SLEEP ms: use for deliberate pauses (title screens, "Game Over" delays) and to keep console loops from using 100% CPU (SLEEP 10 in an INKEY polling loop).
  • TICKS: use for measuring time — timers, cooldowns, animation speed, and movement that should stay the same speed on every monitor.
[inits]
    LET running$ = TRUE
    LET lastTick$ = TICKS
    LET delta$
    LET x$ = 0, speed$ = 2          ' several variables in one LET

[main]
    WHILE running$
        delta$ = TICKS - lastTick$
        lastTick$ = TICKS
        x$ = x$ + speed$ * delta$ / 16   ' same speed regardless of frame rate
        GOSUB [sub:draw]
    WEND
END

Command-Line Arguments

' bazzbasic.exe myprog.bas arg1 arg2
PRINT ARGCOUNT         ' 2
PRINT ARGS(0)          ' "arg1"
PRINT ARGS(1)          ' "arg2"

0-based; does not include the interpreter or script name.


Libraries & INCLUDE

INCLUDE "helpers.bas"               ' Insert source at this point
INCLUDE "MathLib.bb"                ' Load compiled library

' Compile library (functions only — no loose code)
' bazzbasic.exe -lib MathLib.bas  →  MathLib.bb
' Function names auto-prefixed: MATHLIB_functionname$
PRINT FN MATHLIB_add$(5, 3)
  • Library functions can read main-program constants (#).
  • .bb files are version-locked to the build that produced them — recompile after upgrading.
  • No extension fallback: INCLUDE "helpers" does NOT try helpers.bas.
  • Path resolution: relative to the including file's directory first, then the program's base path.
  • Circular includes halt with Circular INCLUDE detected: <file>.

Program Structure

' ---- 1. FUNCTIONS (or INCLUDE) ----
DEF FN Clamp$(v$, lo$, hi$)
    IF v$ < lo$ THEN RETURN lo$
    IF v$ > hi$ THEN RETURN hi$
    RETURN v$
END DEF

' ---- 2. INIT — declare ALL constants & variables here ----
[inits]
    LET SCREEN_W# = 640
    LET SCREEN_H# = 480
    LET MAX_SPEED# = 5
    LET PLAYER_COLOR# = RGB(0, 255, 0)

    SCREEN 0, SCREEN_W#, SCREEN_H#, "My Game"

    LET x$ = 320
    LET y$ = 240
    LET running$ = TRUE

' ---- 3. MAIN LOOP ----
[main]
    WHILE running$
        IF INKEY = KEY_ESC# THEN running$ = FALSE
        GOSUB [sub:update]
        GOSUB [sub:draw]            ' SCREENLOCK OFF + VSync paces the loop to the monitor refresh rate
    WEND
    SOUNDSTOPALL
END

' ---- 4. SUBROUTINES (or INCLUDE) ----
[sub:update]
    IF KEYDOWN(KEY_LEFT#)  THEN x$ = x$ - MAX_SPEED#
    IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + MAX_SPEED#
RETURN

[sub:draw]
    SCREENLOCK ON
    LINE (0,0)-(SCREEN_W#, SCREEN_H#), 0, BF
    CIRCLE (x$, y$), 10, PLAYER_COLOR#, 1
    SCREENLOCK OFF
RETURN

Naming conventions: variables camelCase$, constants UPPER_SNAKE_CASE#, functions PascalCase$, labels [gameLoop] for jump targets and [sub:name] for subroutines.


IDE

From version 1.6, the IDE (BazzBasic-IDE.exe) and interpreter (BazzBasic.exe) are separate programs in the same release .zip. Launching the interpreter without arguments tries to open the IDE; if that fails, it prints a message to the console.

Menu Items
File New, Open, Save, Save As, Save All, Close Tab, Close All, Restore Session on Startup¹, Print, Exit
Edit Undo, Redo, Cut, Copy, Paste, Select All, Comment Selection, Uncomment Selection
Search Find, Replace
View Tree View¹ (DEF FN functions and labels on the left), Open Console², Open File Browser², Light Mode¹, Dark Mode (experimental)¹, Syntax Coloring¹ (off = monochrome), Take a Screenshot to Clipboard (IDE window only), Zoom In, Zoom Out
Run Run Program (F5), Compile as Exe, Compile as Library (.bb), Path to BazzBasic.exe³
Help About, Homepage, Online Manual, Beginner's Guide, Rosetta Code, Check for Updates

¹ Saved to %AppData%\BazzBasic\ide.json
² Opens in the current file's folder
³ Used if set; otherwise the IDE's own folder, then PATH

  • Compile commands auto-save the file first.
  • Help-menu links open the URLs listed at the top of this guide.
  • CLI equivalents: bazzbasic.exe -guide / -help prints the Beginner's Guide URL, bazzbasic.exe -checkupdates checks for a newer version.
  • New files get this template:
  ' BazzBasic version {ver_num}
  ' https://ekbass.github.io/BazzBasic/

Examples

Example programs can be found in the Examples/ directory (relative to the directory for this skill).

  • Before writing BazzBasic code, review the examples most relevant to the task and follow the practices demonstrated in them (naming conventions, structure, typical idioms).
  • The examples are organized into folders, such as "graphics", "console", "API", "GamePad", etc.