| | **AdaLogic BASIC** (**ALB**) is a complete programming language and SDK — a modern BASIC dialect built for learning and for building real software, from games to tools to full applications. It pairs a deliberately beginner-readable surface syntax with a strict static type system, an event-driven program model, and a native toolchain. |
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| | ## History |
| | |
| | ### Origins |
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| | ALB's story starts with its author, **Rocky L. Oliver** (born June 10, 2000), and an early brush with computing gone wrong. As a very young child — kindergarten or thereabouts — he had a teacher who split the class into students she believed she could teach and students she simply stopped helping. The day the class first used a computer, Oliver had never touched one (his family had no computer at home) and got no instruction beyond "go type this." Fellow students tried to help; the teacher did not. He went home each day with stacks of homework instead. His mother eventually homeschooled him, and he thrived. |
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| | At thirteen he got his first computer — a cheap, unreliable laptop. Keeping it running was an education in itself: fixing things, cleaning off viruses and malware, learning the machine by rescuing it. Around then he got hold of three programming books — *Let Us C*, *Ada as a Second Language*, and *Beginning C++ Game Development* — famously unforgiving texts for a teenager teaching himself. By fifteen he was writing real software. |
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| | ### RockyBASIC and the first compilers |
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| | His first language project was a small compiler/interpreter called **RockyBASIC**, named after himself. Around the same period he built **ASCII Zombies**, a game written in pure C++ — a project currently being redesigned in ALB under the name **Red Sector**. |
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| | Then, in **August 2014**, everything stopped: the family home burned down, and there was basically nothing left — including the machine and the work on it. He was fourteen. RockyBASIC’s development ended there. |
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| | ### The lost years (2014–2017) |
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| | For roughly a year and a half there was nothing to build on. The family had lost nearly everything — living with little more than the clothes they had, eventually in a camper. Oliver kept going anyway: experimenting with **Commodore 64 and DOS** — mostly on emulators, sometimes real hardware — and studying history, science, math, and programming/cybersecurity on his own. |
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| | Recovery came one machine at a time. A cheap thrift-store laptop came first — not very good, but a start. Then family friends gave him a workstation with a literal name label on it: an **HP Z230** (16 GB RAM, Intel i5-4590), gifted so he could get back to schoolwork. It helped — he was far behind — but about three or four months later he drew up a roughly **$300 budget build**: a $15 case, a GTX 950, the workstation's parts, spare rigging — a real desktop with real power at last. (The Z230 was later reassembled and went back into service once he had more machines.) |
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| | The gap years produced small languages and tools of their own: |
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| - | - a **Borland-style `graphics.h` for 64-bit Windows**, written to replace the DOS-era graphics lessons his school assignments assumed |
| + | - **Graefait** — a Borland-style library providing a `graphics.h` header for 64-bit Windows, written to replace the DOS-era graphics lessons his school assignments assumed |
| | - **nandlib** — a NAND-logic language built in NASM, usable from C |
| | - **Keystone** — an experimental language made of clever FASM macros; he wrote a text adventure in it, which is about as far as it went |
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| | ### The return (2017) |
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| | He had tried other BASIC-family languages before the fire — GLBasic, PureBasic — and liked them, but none met his exact requirements. In the rebuild years his C/C++ game engine — the one behind *ASCII Zombies*, *Riverine Commando*, *Bitland Wars*, *Fractal Lands* — evolved into an **Ada-based engine**, and it needed a quick way to script enemies and game logic. The small DSL he wrote for it was called **AdaLog**. That name — Ada plus logic — is where **AdaLogic** comes from. |
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| | By then he had squeezed everything he could out of SDL and Raylib. A solid engine API, more bindings, more wrappers — and in **2017** he came back to the language itself "with a fury," rewriting the entire compiler in **Ada 2012**. |
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| | ### The modern toolchain |
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| | By that point Oliver had also mastered **FASM** (the flat assembler) after years of struggling with other assemblers — so the early ALB toolchain was built directly on FASM rather than on any existing infrastructure. |
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| | One deliberate constraint shaped everything: **no conventional intermediate representation**. No LLVM, no borrowed backend. The first three or so code-generation backends were written completely by hand. By the time they existed, AI-assisted development was on the rise, and development speed accelerated rapidly on top of that foundation. |
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| | Today the compiler has **many backends** — including **FASM, FASM16, and C** — and the SDK ships with thick and thin bindings across its targets. |
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| | ## Design philosophy |
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| | ALB's surface is BASIC-flavored, but its decisions are deliberate: |
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| | * **`--` comments**, borrowed from Ada — chosen simply because the author likes the clean style (classic `REM` is *not* ALB syntax). |
| | * **Case-insensitive keywords** — `PRINT`, `print`, and `Print` are the same word, as in classic BASIC. |
| | * **A real static type system** — sized integers (`U8`–`U64`, `I8`–`I64`, `S32`), floats (`F64`/`REAL`, `PURE`/`RATIONAL`), vector/matrix types (`FLOAT2`, `FLOAT4`, `MAT2`–`MAT4`), `BOOL`, `STRING`, `BINARY`, and hardware-sized `HW8`/`HW16`/`HW32` types. |
| | * **1-based arrays** — index 0 is out of bounds, matching how newcomers count. |
| | * **An event-shaped program model** — `ON TICK` holds update logic and `ON PAINT` holds drawing, so a beginner always knows exactly where code goes. No guessing which loop owns what. |
| | * **Temporal variables** — `HISTORY` and `TEMPORAL` declarations record a variable's values over time, enabling runtime debugging where you can *reverse computation* and step back through a program's history. |
| | * **`PARALLEL` blocks** — parallel arrays made ergonomic without losing speed. |
| | * **Hand-written backends** — the no-IR constraint keeps the whole pipeline understandable and self-owned. |
| | |
| | ## Syntax tour |
| | |
| | ### Program skeleton |
| | |
| | ``` |
| | BEGIN |
| | VERSION 0.0.0.1 |
| | CREATE_WINDOW "ALB APP", 960, 640 |
| | |
| | ON TICK |
| | -- update logic |
| | END ON |
| | |
| | ON PAINT |
| | -- draw logic |
| | END ON |
| | |
| | LISTEN |
| | END |
| | ``` |
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| | Every program starts with `BEGIN`. The optional `VERSION` tag stamps the source's own version. `LISTEN` starts the event loop; `ON TICK` and `ON PAINT` separate simulation from rendering. |
| | |
| | ### Declarations |
| | |
| | ``` |
| | #MAX_ENTITIES = 64 |
| | LET score = 0 |
| | LET hp AS U16 = 100 |
| | LET name AS STRING = "ALB" |
| | TYPE SmallHealth IS U16 RANGE 1 .. 255 TEMPORAL |
| | LET px AS I32 HISTORY 16 = 140 |
| | ``` |
| | |
| | `LET` declares variables, optionally with explicit types. `TYPE` creates constrained types — `RANGE` bounds and `TEMPORAL`/`HISTORY` make a value replayable. `#NAME = value` defines a constant. |
| | |
| | ### Control flow |
| | |
| | ``` |
| | IF hp > 0 THEN |
| | LET alive = TRUE |
| | ELSE |
| | LET alive = FALSE |
| | END IF |
| | |
| | WHILE hp > 0 |
| | LET hp = hp - 1 |
| | END WHILE |
| | |
| | FOR i = 1 TO 10 THEN |
| | PRINT i |
| | END FOR |
| | |
| | MATCH mode |
| | 0 => state = 1 |
| | ELSE => state = 99 |
| | END MATCH |
| | ``` |
| | |
| | Structured `IF/ELSE`, `WHILE`, `FOR`, and `MATCH` arms with `=>`. `SELECT` uses `CASE`. Keywords are case-insensitive throughout. |
| | |
| | ### Functions, modules, files |
| | |
| | ``` |
| | FUNCTION Twice(x AS U32) AS U32 |
| | RETURN x + x |
| | END FUNCTION |
| | |
| | MODULE MathKit |
| | BEGIN |
| | FUNCTION Add2(x AS U32) AS U32 |
| | RETURN x + 2 |
| | END FUNCTION |
| | END MODULE |
| | |
| | IMPORT MathKit |
| | ``` |
| | |
| | `.alb` is a main file; `.albi` is an include file. Modules and namespaces are the real organization mechanism, though — the extensions are a convention, and an include can live in any file name you like. |
| | |
| | ### Arrays and PARALLEL |
| | |
| | ``` |
| | STRICT cells[64] AS U16 |
| | LET cells[1] = 10 |
| | |
| | PARALLEL swarm[128] |
| | x AS S32 |
| | y AS S32 |
| | hp AS U16 |
| | END PARALLEL |
| | ``` |
| | |
| | Arrays are 1-based and statically typed; `PARALLEL` declares structure-of-arrays-style records with the ergonomics of a struct and the layout of parallel columns. |
| | |
| | ## Implementation |
| | |
| | The compiler is written by hand with **no LLVM-style IR**. Multiple backends exist — **FASM**, **FASM16**, and **C** among them — and ALB can build anything C, FASM, or TypeScript can build, through thick and thin bindings. |
| | |
| | The **browser IDE** ([alb-lang.org/alb-ide](/alb-ide/)) is half ALB, half JavaScript — written to solve the need for a web-based editor, and not a reflection of what a desktop IDE would be. The full proprietary SDK/toolchain is distributed separately at [alb-lang.com](https://alb-lang.com). |
| | |
| | ## Editions |
| | |
| | * **Web platform** — free: the IDE, lessons, examples, and this wiki. |
| | * **SDK / toolchain** — proprietary, for personal and enterprise use. |
| | |
| | ## Who it's for |
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| | Scientists, kids, teachers, hobbyists, game jams, and professionals — anything another language can build, ALB aims to build too. |
| | |
| | ## See also |
| | |
| | - [[Main Page]] |
| | - [[Wiki Help]] |
| | - [[Red Sector]] — the in-development ALB remake of ASCII Zombies |
| | - [Official handbook](/handbook) — the verified syntax sheet |
| | - [Browser IDE](/alb-ide/) — write and run ALB in your browser |
| | - [Examples gallery](/examples) |
| | |
| | [[Category:Language]] |
| | [[Category:AdaLogic BASIC]] |