Last Updated:
September 24, 2000
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Extreme AMOS Issue 3 - 2 Disks
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Massiveley improved Extreme AMOS engine, with more articles, cleaner
interface, more advanced text reader featuring Squidger(R) compression technology, a generall better-all-round
magazine. Click to Enlarge.
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Every time I look at Extreme AMOS, I think of a time in my life when I worked my hardest ever, to make a single
project work properly, smoothly, and above all, look good. The whole Idea of Extreme AMOS started way way back,
when I used to advertise in the local Loot! magazine for other AMOS coders, and Amiga users. Along this time, I
met a chap named Carl Drinkwater, a cool guy, also heavily into AMOS coding. We talked for a while, I told him
I was thinking of starting up a disk magazine of some kind, and we began to start swapping letters and disks etc.
We even met one time, and were coding an early prototype of the first EA issue magazine together.
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A brand-new interface, lots of customized icons, menus, real straight-forward
to see and use. Most of the rendered graphics were once again drawn by Gaz Hoyles. Also had NTSC support for our
foreign readers. Click to enlarge.
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The first issue of Extreme AMOS was born shortly afterwards. It was more of a test issue really, Carl had done
all the coding, threw in a few brief articles to test the reader, as well as a couple I had written in a different
test version prior. It looked clean, had a few icons, and a clear text reader to view the articles. The magazine
was reviewed in Amiga Computing, in November 95, and received a good rating, so work was immediately begun on the
next issue. It
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The re-written text reader. Extremely simple really, used 3 seperate
AMOS screens so I could use independant palettes, and also fade each individual screen. Click to Enlarge.
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was at this time that I didnt hear from Carl quite as much as I needed to, and so the issue was thrown together
& released without too much contact.
Time passed by, with still no word from Carl at all. Still not sure to this day why I never heard much from him
again. I began working on Issue 3 right away, and seeing as I had all the time in the world available, I re-wrote
the entire thing from scratch. I created a brand-new text reader, which implemented graphics via Paul Burkey's
fantastic Squidger routines, as well as text, I made a new workbench-style engine, which was very customizable
for future issues, and spent many many late nights working on new articles,
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Another screenshot of the reader, this time displaying some of the
graphics. The screens it would generate would be any size, then return to viewer size when done so the reader could
still see what was going on. Click to Enlarge.
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sources and information to put in the magazine. I also added a few example programs directly into the engine, so
when programmers went through the tutorials on how to do certain things, they could see the code actually running
right in front of them. These routines ranged from some impressive 3D animations, to pictures which danced with
the music, and lots more! All together it took me about 2 months to piece the magazine together, and still hadn't
heard from Carl. By the time I came to shipping out the magazine to those who wanted it, I pretty much announced
that Carl was no longer on the team. Was a shame really, we had a good mag going, people were starting to get interested,
we had been in the press with it, so were getting letters every week.
Issue 3 was mailed out to everyone I knew and had on my contacts list, and was even uploaded onto AmiNet thanks
to Paul. Within no time, I was receiving letters and mails from AMOS coders all around the world saying what a
great piece of work it was to look at, and they were looking forward to a new edition soon. The only problem I
had was that noone was sending me any new articles, programs, or anything to contribute to the mag, other than
the locals, so after lots of thought and begging, I decided to call it a day.
Im also going to release the source code to the magazine for all those who are interested in seeing how I made
the whole engine thing work, as altogether I received over 100 emails asking how it was all put together so seamlessly.
What caught a lot of people off-guard, was the fact I wrote it in AMOS Classic, instead of AMOS Professional, when
previously all my other AMOS stuff for this date period were done using Pro. Now there's a story you can tell your
kids around the camp fire!!
Without the following people, Extreme AMOS would never have come to be,
and I owe all of them my complete appreciation:
Carl Drinkwater - Without his enthusiasm and ideas, I would never have pursued the project
Paul Burkey - Lot's of coding tips, including his fantastic Squidger code which saved at least an extra disk!
Gaz Hoyles - Fantastic graphics man, did the cool EA 3d logos, and stuff for other projects
Asa Margetts - Crack Coder, master of hardcore games, such as Fleegle ;)
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More graphics stuff from the reader. An appropriate logo, methinks!
Click to Enlarge.
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Aaargh! Looks like something was eating away at my face! One of the
first ever scans of me, and hideous at that. Come to think of it, they still aren't that much better! Don't click
to enlarge.
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One of the reviews I did for Paul's Sneech! game. I reccomend you check it out,
it's a kick-ass game and will have you cursing Mr. Banana in your sleep! Click to Enlarge.
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The reader was designed to work with just about any document of any
size, with an unlimited number of picture/text combinations. Click to Enlarge.
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Download
This magazine is freely available for anyone to download for their own personal use. By downloading
this software, you agree not to re-sell it, or place it on any other webpage for download, except for providing
a link to this HTML page.
Download Extreme AMOS Issue 3 Disk 1 (HD Version) - Lha (566Kb)
Download Extreme AMOS Issue 3 Disk 2 - Lha (535Kb)
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