AMOS BASIC

AMOS was the Amiga port of STOS, a BASIC for the Atari ST written in assembly language by François Lionet. A procedural programming language and batteries-included IDE that supported the emerging multimedia pipelines of the day. Deluxe Paint as a pixel painter and animation tool, an array of audio editors and trackers, and later on it even supported 3D graphics created by the likes of Imagine 3D.

AMOS - The Creator

Back in 1993 I’d saved up my paper round wages, pooled birthday and Christmas money, sold my ZX Spectrum and got my hands on an Amiga 500+ and a portable colour TV. My high school years were defined by playing pirated games shared around school, while creating my own in AMOS and sharing those too. Not that anyone wanted to play them - mine were shit.

Ramblings about multimedia

The 90s were a beautiful time for multimedia. It was the end of an age when drives were an expensive luxury, low bandwidth, low capacity cassette tapes were out. Double sided, double density floppy disks ruled the day.

In the good old days graphics and audio were engineered rather than produced. You’d carefully craft the palette and paint the pixels. 16 colours looked naff, 64 were painfully slow, and 32 needed some tricks to make things fast enough. You could swap the colours out in realtime very quickly, by abusing duplicate values or switch them for animation effects as the electron beamed across the tube. Compression mattered, bytes were counted, sizes were aligned to hardware widths. You had to keep ahead of the scan line while streaming into the graphics card’s memory, otherwise you’d get tearing, or you could take the speed and RAM hit of double-buffering. I once heard the reason why BMP files are upside down is because a subtraction operation took less cycles than an addition.

It isn’t true, but it’s believable.

Audio was similar. A floppy disk couldn’t even hold a minute of 11khz mono recorded into your mic, and you’d want a couple of tunes in your game. So instruments would be crafted by breaking them up into start, loop and end, shaped by an envelope and pitch shifted on the fly by banging the metal, interleaved to fake more than 2 channels. The snare drum would take up more space than everything else combined, because entropy was expensive. Chip tune was a feat of engineering.

Then the CD came along. Voice acting and full-motion video wow’d the general public while we looked on in utter disgust. With 800 times as much space, we went from an era of extreme resource constraints to one of egregious bloat and wastefulness. From one of precision and craftmanship, to worthless filler. Yet on the cusp of that change, BASIC programmers like me could churn out hundreds of screens in DPaint without tiling, and make games and share them with the kids in school.

The empowerment, the loss of craftmanship and the hypocrisy were all real.

Some projects

I don’t think I can switch my old A1200 on anymore, so some of this may be lost to time. And older stuff from before I had a hard drive might be on rotten floppy disks. They means I can pretend that they were all finished and polished, which they mostly weren’t.