An interesting competition is held at the beginning of each year: the
BASIC 10Liner Contest. Run by
Gunnar Kanold since 2011, you can submit game or programs written for any BASIC for 8-bit home computer
for which an emulator is available. Some of the entries in previous years were astounding, and give an
example of the abilities of classic computers like the Commodore 64 or Atari 800.
Obviously, it is possible to use ugBASIC to participate in the next “BASIC10Liner” competition, in the following categories:
CATEGORY | DESCRIPTION | OK? |
---|---|---|
PUR-80 | A game in 10 lines of max 80 characters (w/abbrev.) | |
PUR-120 | A game in 10 lines of max 120 characters (w/abbrev.) | ✓ |
EXTREME-256 | A game in 10 lines of max 256 characters (w/abbrev.) | ✓ |
SCHAU | Any program in 10 lines of max 256 characters (w/abbrev.) | ✓ |
You cannot join the PUR-80 category since ugBASIC is not a native BASIC
like the PUR-80 category requires. In order to reduce space you can
use one or two letters abbreviations for each instruction.
-1
option
on command line version. As an alternative, if you are using
On official website you
will find the exact list of rules that the source will have to respect. There are some general ones,
which apply regardless of the category, and that must be satisfied. This small section will help to
write a program that respect them all.
Rule 1. Loading data or program parts from mass storage devices is not allowed (→).
It is not possible to load images, text files or other data from external files. This is a
very convenient feature of ugBASIC, because it allows you to decline a
resource for various platforms. Unfortunately, the regulation does not allow this type of
feature. To better ensure that this rule is met, the -1
option disables the load
instructions (LOAD
and the like) and the UGBASIC-IDE option does the same.
There are alternatives.
It is possible to substitute an inline definition for an external file, with the definition
of a buffer that contains the equivalent binary data. In this case, however, it is necessary
to reconstruct the native data. There is currently no function that converts a generic buffer
(and it would take up too much space anyway).
Obviously, any static graphic resources can be
replaced by drawings in real time, at startup, using drawing primitives.
drawer = LOAD IMAGE("drawer.png"): PUT IMAGE drawer AT 0, 0
can be replaced with
DRAW "BM0,0C8R14D1L14D1R14L12U1C5R10"
or, in a more compacted form:
Dr"BM0,0C8R14D1L14D1R14L12U1C5R10"
Rule: 4. All code must be visible in the listing: no self-modifying code or hidden initializations are allowed (→).
This rule is implicitly respected. In fact, at the moment it is not possible to self modify the ugBASIC code,
or to initialize by using nothing different of an explicit constant.
Rule: 9. The program must be submitted on a disk or tape image suitable for the system (→).
At the moment ugBASIC generates different types of output, depending on the target considered. In particular:
TARGET | OUTPUT | DESCRIPTION | ALLOWED |
---|---|---|---|
cpc | dsk | Amstrad COC - Disk image | ✓ |
atari | xex | Atari 400/800 - xex executable | ✓ |
atr | Atari 400/800 - disk image | ✓ | |
atarixl | xex | Atari XL/XE - xex executable | ✓ |
atr | Atari XL/XE - ATR disk image | ✓ | |
coleco | rom | ColecoVision | |
c64 | prg | Commodore 64 - prg executable | |
d64 | Commodore 64 - 1541 disk image | ✓ | |
c128 | prg | Commodore 128 - prg executable | |
d64 | Commodore 128 - 1541 disk image | ✓ | |
c128z | prg | Commodore 128 (Zilog Z80) - prg executable | |
d32 | bin | Dragon 32 - binary image | ✓ |
d64 | bin | Dragon 64 - binary image | ✓ |
sc3000 | rom | Sega SC-3000 - cartidge image (ROM) | |
sg1000 | rom | Sega SG-1000 - cartidge image (ROM) | |
mo5 | k7 | Thomson MO5 - tape image | ✓ |
msx1 | rom | MSX1 - ROM cartidge | ✓ |
dsk | MSX1 - DSK disk image | ✓ | |
pc128op | k7 | Thomson MO6 / Olivetti Prodest PC128 - tape image | ✓ |
coco | bin | TRS-80 Color Computer 1/2 - binary image | ✓ |
dsk | TRS-80 Color Computer 1/2 - Disc Basic image | ✓ | |
coco3 | bin | TRS-80 Color Computer 3 - binary image | ✓ |
dsk | TRS-80 Color Computer 3 - Disc Basic image | ✓ | |
plus4 | prg | Commodore PLUS/4 - prg executable | |
vic20 | prg | Commodore VIC-20 - prg executable | |
d64 | Commodore VIC-20 - 1541 disk image | ✓ | |
zx | tap | ZX Spectrum 48K - tape image | ✓ |
For all types that are checked (✓), the format is already compatible with the competition.
For the others it is necessary to put the executable inside a disk / cassette image. This is
a simple operation, and can be done with one of the available open source tools.
Rule: 11. Include the following in a ZIP file with your submission: The
program (on disk or tape image file); a text file with the program description
and instructions; a short description of how to start the game using the
emulator; a screenshot in jpg or png format (or an animated screenshot in gif
format); a program listing that proves the program does not have more
characters than allowed for the category (→).
In ugBASIC, the character count must be done in the same way as with other BASICs.
The only care is the control sequences (eg: color change, screen cancellation, directional
cursors, ...). In general, control sequences are always two characters long, except for
clearing the screen ({CLEAR}
) and issuing a single specific character
({048}
for "0"). In these cases, the occupation is limited to a single
character.
In addition to manual character counting, which is a practice that will still have to be done
at least once, under Microsoft Windows you can use the convenient functionality of UGBASIC-IDE.
This functionality allows you to verify, in real time, that the source code of the program
complies with any category, since it counts the exact characters for each line (ten lines
maximum), control sequences in strings too.
As "proof of concept", I ported to ugBASIC the game created to participate in the 2020
edition of “BASIC10Liner” competition, and that won the FRATZENGEBALLER'S SPECIAL AWARD.
The game (source here)
was originally wrote in COMMODORE BASIC V2. Since the target machine
(Commodore 64) is the same, it was sufficient to make some minor changes (mainly, the replace
of letter case on abbreviations, some readdressing using POKE
, and some other minimum changes,
sources are here).
It could participate in the EXTREME-256 category, as well as the original one. The runtime loads
directly on the emulator and it is possible to view the source code of the program (LIST
command)
before running it (RUN
command).
This is a very limited porting for demonstration purposes only.
The executable version can be downloaded here.