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2022-12-06 08:35:46
https://vintagecomputing.ch/?browseid=5926
» Do you remember your intentions when you set out to design FALSE?
Yes, initially my only goal was to try and make a “useful” language in as small an implementation as possible. I’ve always been obsessed with small/simple/fast (still am), and for me this was a fun diversion from the relative complexity of the E compiler.
I knew the language had to be based on Forth, as there’s no other language that has such simple parsing (it is mostly just a sequence of operations, little structure) and execution model (each operation simply takes from / adds to the stack).
Gescomp 720 / 730 1982
2023-03-20 11:54:29
https://vintagecomputing.ch/?browseid=7573
GESPAC SA was a Swiss company who designed the G-64/96 Bus in 1979. This interface bus concept provides a simple way to interface microprocessor modules with memory and peripheral modules on a parallel bus. The G-64/96 Bus uses a simple, yet modern and powerful interface scheme which allows a higher level of functionality from the single height Eurocard form factor. The low overhead of the G-64/96 Bus interface greatly eases the design of custom boards by the User. This is why, even many years after its invention, the G-64/96 Bus is still widely used in the industry. 
 
vecZ (Vectrex)
2022-06-25 01:20:29
https://vintagecomputing.ch/?browseid=738
at the end the vectors won. everything is now vector based in games (as an opengl or directx scene .-) more about this in the simple demo sinZ on pouet last year. therefore step back, step into the beginning 80ies with assembler and the vector console vectrex. and of course vecZ is a shootemup the most complicated (timing, a lot of action etc.) thing in those times.
heritage-collector
2022-08-13 22:58:10
https://vintagecomputing.ch/?browseid=4009
create a simple software to collect artefacts etc.
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2022-11-28 14:16:48
https://vintagecomputing.ch/?browseid=5788
Amicom
Coder.
Amicom joined SPREADPOINT in 1989 together with Depeche. He was active as coder of very different things from MMU tools to demos. What he liked best was to explore and develop new programming tricks that could be used in demos and other places.
Data
Born 1968, grown up and living in Switzerland.
Todays occupation: finishing studies (natural science), running an internet company togehter with other ex-amiga freaks.
Work
Demos: Lissa, Platin3D, Small.
Intros: Giana Sisters (trained by Depeche), Amegas (trained by Depeche).
Utilities: Blitter-Copy, List Manager, MMU expert, AFS File Scrambler, SPlay soundtracker player.
Other stuff: Atom Demo (unfinished), Platon's Polyhedra (unfinished), revival of HQC demos, GigaMem (a virtual memory extension to AmigaDOS), some work in TypeSmith (a outline font editor).
Music
Depeche Mode, Kraftwerk, Simple Minds, Billy Idol, Pink Floyd, Pet Shop Boys, OMD, ...
.
2022-12-06 08:36:27
https://vintagecomputing.ch/?browseid=5928
» Why did you pick the odd syntax?
To keep it simple to parse, I knew that each operation had to be a single character. Then it dawned on me just how unreadable this language would become, and it was at that point that I thought it would be fun to use more obscure symbols to make it crazy looking on purpose. The idea that you could have a collection of random-looking symbols, and that it would actually be useful, and implemented using such a small compiler got me excited :)
https://vintagecomputing.ch/?browseid=5812
Amicom of Spreadpoint has been interviewed by Com and Orlando of Brainstorm at the Escpape and Spreadpoint copy party on Oktober 7th. 

When did you join Spreadpoint ? 
-A month ago. 

Your task in Spreadpoint ? 
-Coder, but in Spreadpoint everybody can do what he wants to. 

For how long have you been programming on the Amiga ? 
-For 2 years. 
What computers did you work on before? 
-Spectrum, Sinclair QL. I did some graphic programming with BASIC. 

What did you program on the Amiga? 
-A 3D-Demo (Summer of 88 for TLB), various intros and copiers for cracked games, Powerutility (sold it), a level editor for a shoot'em up, AMICOM-Kickstart (Antivirus, Copier etc.) 

What are you doing at the time ? 
-I'm working on Demo, called ATOM-demo. 
What's this about ? 
-Colored, shaded, permeating(!) 3D-Objects. 

Your future projects ? 
-3D vectorgrafics, 3D editor (ev. sell it), copier with multitasking capility, various utilities. 

What hardware do you have ? 
-An Amiga 1000  (1.5Mb, Harddisk 20 Mega SCSI), And an Amiga 2000 (A2620 Unix card, 68020 processor, 68881 math. coprocessor, 68851 Memory Management Unit, harddisk 80 MB SCSI, Modem 2400 Baud) 
Tell us something about your Master Seka. 
-It's based on the Seka V3.0 by Kefrens/Promax. It has been reassembled  and revised by my collegue Buddha. 
The main advantages are: 
Better editor commands, a finally working optimize function, auto runback, the workspace can be changed without exitting the Seka. 

Is there anything you want to advise to Amiga coders ? 
-Unfortunetly, there are more and more good programs, recently, which run only on one special Amiga. So I advise to try out the programs on different Amigas and to avoid unproper coding (absolute addresses, selfmodifing code, DBF-waiting-loops running to fast on the 68020.) 
And I hate programs, which you only can exit by a reset! 

Thank you for your answers. 

     Translated by The Acc{sed/BRS
Fresh (1989 - 1990)
2023-09-15 12:08:56
https://vintagecomputing.ch/?browseid=9173
Fresh was founded April 22, 1989 on the Crazy & RCS Party 1989 by Iceman/ISI Soft, Graphics-Boy, Project B, Shake (subgroup) and Welfare Software Boys (subgroup). 2 months later Krush joined in as main cracker. The first Fresh Intro gained a lot of attaention in the Swiss scene: it was coded Mat and the music was exclusively composed by Tim of Modern Arts, one of the most progressive demo groups back then.

After the Crazy Stardom Copy-Party 1989 (August) in Le Locle the 2 Swiss demogroups Future Vision Switzerland and Trap joined Fresh. 

Mainly in 1990, a war with Computer Freaks Association was ongoing. Both groups were competing for being Switzerland's #1. Computer Freaks Association released a small anti-demo called Fresh on Top. The war was officially ended at the Swiss Pirates Reunion 2002 (nowadays there are many friendship boundaries between the former 2 opponents).

Was in co-op with Century for short while in February/March 90. The co-op was stopped due to a lack of Century cracks.

After the Fresh Party 1990 (April) Krush, Ogygene and Mirage left to built up a new Swiss group together with The Sexton/G*P called Abstract, which later then joined forces with the ashes from the Swiss demogroup Future Concepts and renamed into Crusade.

Also in April 1990 a small but neat Austrian section was built by Awesome & Beast. They have produced some one file demos and due to the good connections to Lotus, Awesome has supplied a couple of hot originals. 

In May 1990 some Fresh members have been working on a project to join forces with The Ancient Temple. Both group got to know eachother at the Fresh Party 1990. Project names were SAPPHIRE or LIFE IS A BEACH. There was no agreement on the name, so the project never was realised. 

In June/July 1990 a German section in Cologne was built around Spy, Trax & Scoundrel. After their lame release Lost in Time , they have been kicked out.

Was in co-op with Holocaust from August 1990 to October 1990. The coop started with Fresh's first release of Back to the Future II 5. The co-op later was stopped due to a lack of Fresh cracks in that period (main cracker Graphics Boy had left the group to join Crazy).

Fresh died in late 1990 when Freestyle and Dave joined Talent.
https://vintagecomputing.ch/?browseid=4494
Tiling was a design pattern often used in the beginning of the gamedesign.
Reason:
  • Tilebase is simple to use. Create the tiles and just say here is TileA, titleB.
  • Tilebase save space (######) - important in the beginning
  • Tilebased could be used for creating games (Labyrinths) with Sprites in front
  • You can create very fast new levels
  • The hardware has often tilebased background support 
  • Seamless tiles create very fast interesting backgrounds and foregrounds … 
https://vintagecomputing.ch/?browseid=7307
Das klingt abstrakt. Können Sie das anhand eines Beispiels konkretisieren?
Es gab im Laufe der Geschichte viele Fälle, in denen Projekte, Ideen und Frameworks, die von Frauen entwickelt wurden, die Art und Weise, wie unsere Welt funktioniert, wirklich radikal hätten verändern können – wenn diese Frauen bekannt gewesen wären oder das Projekt zur richtigen Zeit ans Licht gekommen wäre. Hypertext ist ein großartiges Beispiel dafür. Es gab fast 20 Jahre lang Leute, die wirklich ausgeklügelte und interessante Hypertext-Plattformen und -Systeme (siehe Kasten) entwickelt haben, die sich Gedanken über die ganzheitliche Beziehung gemacht haben, warum Ideen miteinander verbunden sind und was es bedeutet, wenn eine Tatsache mit einer anderen Tatsache verbunden werden kann. Viele davon Frauen. Und sie haben Systeme entwickelt, in denen so etwas wie ein 404-Fehler (Seite nicht gefunden, Anm. d. Red.) unmöglich ist, weil die Verbindungen, die Links das Wichtigste in diesem System sind. Hätten wir heute solche Systeme als primäre Informationsbrowser, würden wir vielleicht anders denken. Wenn ich mir solche Dinge anschaue, stelle ich mir vor, was wäre dann gewesen? In der Zukunft könnten ähnliche Dinge passieren. Wir müssen einfach in der Lage sein, an die Gegenwart zu denken, statt die Dinge im Rückspiegel zu betrachten.
https://vintagecomputing.ch/?browseid=9555
  • Scrolling
  • Tilebased-Background
  • Shooting
  • Enemies
  • Background with Obstacles
  • External Editor
 
benefit for the person
2022-06-24 08:54:17
https://vintagecomputing.ch/?browseid=4013
  • stored somewhere
  • download as files
  • download as simple html page …  
 
https://vintagecomputing.ch/?browseid=5474
Den Crackern ging es selbstverständlich auch darum, bekannt zu werden. Sie versuchten symbolisches Kapital anzuhäufen. Man kann ihre Motivation und ihre Aneignungsweise durchaus mit derjenigen der Graffiti-Sprayer jener Jahre vergleichen, die mittels “taggen” ihres Künstler- und Gruppen Namens auf leeren Flächen der Stadt versuchten, Aufmerksamkeit zu erreichen – zum Beispiel GEN im Zürich der 80er Jahre. Getting Fame oder Getting Up war die Losung.
Abbildung 13: GEN gehörte zur ersten Generation der Sprayer in Zürich, die ihren Künstlernamen überall in der Stadt verbreiteten und dafür simple Tags und nach und nach immer komplexere Formen nach dem Vorbild der New Yorker Subway Graffiti nutzten. GEN, auch Gen Atem (aka Genius), hatte sich schon 1984 mit der New York City Graffiti Legende Phase Two getroffen, in der Casablanca Galerie in Zürich. Die beiden Bilder wurden 1986 in Zürich Oerlikon aufgenommen. Fotos: Beat Suter.
Aus den anfänglichen kurzen Bemerkungen als Text wurden immer komplexere eigenständige Vorspänne – die sogenannten Intros. Hier zeigten die Crackers mit der Message ihres Namens, die nicht zuletzt als Botschaften an die Adresse anderer Cracker Gruppen dienten, ihr Ganzes Können. Dabei versuchten sie alles aus diesen Computern herauszuholen. Diese Intros waren eine Art Graffiti auf den blanken Oberflächen der Games jener Zeit. Die Intros unterstanden nicht den Gesetzmäßigkeiten des Game Designs. Die Spielmechaniken spielten keine Rolle und mussten nicht verändert werden. Es ging lediglich um die Titel- und Credit Sequenzen der Spiele. Es ging um einen visuellen Auftritt, der auffallen sollte. Die Intros mussten gut aussehen und einen Wow-Effekt haben. Mit dem Einbezug von Musik und Animation wurde es aber bald auch wichtig, spezielleres Wissen zu erarbeiten. Die Cracker Gruppen begannen Arbeitsteilung einzuführen mit Programmierern, Grafikern und Musikern.
Aus diesen Intros, die in bestehende Spiele eingefügt wurden, entstand später eine ganz eigene Szene, die Demoszene. Und so kommt es, dass sich im Umfeld der meisten Schweizer Cracker und frühen Game Devs auch immer Demos finden. Diese Szene ist noch immer aktiv und dokumentiert sich bis heute selbst. Man findet fast alles aus den letzten 40 Jahren auf der Website POUET (2000) sowie in spezialisierten Datenbanken. Einige der Entwickler updaten ihre virtuellen Echtzeit Welten bis heute aber auch direkt selbst.
Abbildung 14: Cracks und Demos aus den Jahren 1983 – 1988 werden archiviert und öffentlich zugänglich gemacht über die Website der Swiss Cracking Association SCA (2018).Abbildung 15: Aus dem Repertoire des Crackers Hcc: Solomon’s Key Cracktro, Atari ST (1987).
 
https://vintagecomputing.ch/?browseid=6774
The title shapes the impression you will have afterwards. It is quite a simple framing and meaning tool. 
https://vintagecomputing.ch/?browseid=3757
There is a large base of videogame fans and developers working on emulating old games to ever new platforms. While this guarantees the transfer of knowledge and accessibility for games, there is nothing comparable for electronic literature. The community is too small, does not include many tech-experts, and even browser-based projects of five years are no longer working. A steady in- crease in interactive, collaborative and dynamic elements in new projects of electronic literature is at the core of the problems of archiving. This article discusses the impacts of digital writing on creative works and assesses the situation for German electronic literature and e-poetry in terms of its problems, possibilities and perspectives of archivability. It sorts the projects in easily represent- able works, works that need adapting or emulating and projects that are very difficult to archive in their original form. In doing so it outlines the necessary steps to make electronic literature from past and present accessible for future users. __________________________________
https://vintagecomputing.ch/?browseid=5100
'I had created maybe around 30 demos and I wanted to create a game on the Amiga because I always like shoot'e 'up. It was a new challenge for me: I gathered a team of a few people, some of them ended up not staying very long: Marc Albinet, the graphic designer, who would work on other games later on, such as Agony, Frédéric Hahn (musician with Ackerlight), Pierre Adane (who worked on the copy-protection system and the endgame animation), and myself Olivier Régis (Metalwar), doing the cosing in terms of programming, there was nothing fancy. I just had to create some specific tools to piece up graphics piece-by-piece and to manage the dynamics of enemy motion. We then called Ubisoft to show them our Ilyad project. Marc Albinet and myself met one of the Guillermot briothers in Paris - they are the founders of Ubisoft. At that time, the firm was very small compared to what it is now, and the licensic fees we received, were really symbolic. They barely covered our travel expenses, but we did not do it for the money."
.
2022-12-19 15:00:31
https://vintagecomputing.ch/?browseid=6156
'dropfiles', small binary or text files dropped into known locations in the BBS'
A major use of doors is for door games: computer games played on the BBS.[3] These games included strategy games such as TradeWars 2002, Food Fight!, [4] Solar Realms Elite,[5] Space Dynasty, Usurper,[6] and Barren Realms Elite.[7] There were also role-playing games (RPG), often derived from earlier email-based games. One such game was Seth Robinson's Legend of the Red Dragon,[8] and another popular dystopian RPG: Operation: Overkill,[4] another was Mutants!. BBSes often published high scores, encouraging players to beat others.[9]
InterBBS leagues allowed users of different BBSes to compete against each other in the same game. A modern version of this known as BBSlink exists allowing sysops to offer door games on their BBS which are hosted on a remote server, thereby increasing the user base of the game.
processors
2023-03-17 10:19:05
https://vintagecomputing.ch/?browseid=7445
very important also for the developers of games. it was knowhow. the ground language. 
https://vintagecomputing.ch/?browseid=8188

 

It is a sad fact that the 6502 used in the Commodore64 and other home computers of the 80s is widely believed to have a poor code density when it comes to compiled or wider than eight bit code. The C standard requires computations to be made with ints which work best if they have the same size as a pointer.
The 6502 also has a very small stack of 256 bytes which cannot be easily addressed and thus cannot be used for local variables. Therefore a second stack for variables has to be maintained, resulting in costly indexing operations. The 6502 is also pretty poor when it comes to indexed operations, it has no index with constant offset addressing mode, and requires the y register to be used for indexing.
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2023-04-16 13:19:38
https://vintagecomputing.ch/?browseid=8258

Our President, Paul Schaerer

As Our President since 1993 he tries to keep the club running. He also tries to "fill" the club-MAGA 
He was born at 1st of April 1954 and is an educated radio-tv technician. 1978 he startet working for IBM and acts as a Hardware Level2 supporter since January 1997 in still the same company. 
Even if he works with "real PCs", he loves MSX. He is a hardwareman and You can see it because he developped a lot of Hardwarestuff. 
->Slotexpander, Modeltrain-controlling and some other hardware. 
His e-mail address: schaere@ibm.net

Our Vice-President, Peter Burkhard

This man is the driven force of SUNRISE SWISS and so also the driving force to developp all the excellent projects released by SUNRISE SWISS. In his professional live he is a salesman who sells courtains. 
During his small free time he likes to play games with MSX and Playstation. He is the guy who everytime finds new software like games, demos and sounds in all over the world. He also holds contact with all MSXers all over the world. To do this, a thing not from MSX is very helpfull to him; INTERNET. 
His e-mail address: pburkhard@msx.ch
picture of Vice-President
picture of Cashier

Our Cashier, Hans Juergen Rechsteiner

One of the most important jobs in a club is the cashiers job. This is not only his job for the club, but it is also a big part of his daily business. He is the branch manager in a large chain store with stores all over Switzerland.
As an MSX computer-hobbyist, he mostly tries to make titles for his own movies. He also likes it to developp own sounds with his music-module. Another thing he loves is to make bar-b-queues. How all the other things, he also does this nearly perfect. 
His e-mail address: hjrechi@swissonline.ch

Our Secretary, Hans Langenauer

His job in our club is, to write everything about our monthly meetings. This is not an easy, but a very intresting job. He also writes all the paperstuff for the club. In his professional live he is a government official in a village near St. Gall. If he don't have to write articles for the MAGA, he loves it to make movies. On every ocassion, he is there with his camcorder. All this stuff, he is editing and cutting with his MSX. That's why he is waiting yearning for the announced digitizer which should be released soon from SUNRISE SWISS. 
Sorry, but he don't have an e-mail. Phone: xx41 x71 385 85 72
picture of Aktuar
picture of Beisitzer

Our Assistant, Marcel Truetsch

As Our Assistant, he is mostly responsible for the editing of the club-MAGA. He is an educated postman and he loves not even MSX but also interneting and gameconsoles. He everytime knows the newest news about Internet helps, and games.
He also is a member of the legendary SUNRISE SWISS which developpes the finest stuff for MSX. He knows nearly everything about the news there and he acts as a kind of public relations manager. So, he seems to be the right hand of Peter Burkhard. 
His e-mail address: mtruetsch@msx.ch
Swiss Game Design
2022-06-25 19:17:32
https://vintagecomputing.ch/?browseid=85
The swiss gamedesign was influenced and even founded by the cracker scene coming from the C64 to Amiga and the other tree was the Atari ST. Around 25 own Games and Ports were created and published from 1985-1997. There was even an own publisher Linel. 
https://vintagecomputing.ch/?browseid=855
Games made for old hardware or emulators for hardware. Restrictions of yesterday.
la1n.ch
2022-06-24 22:55:17
https://vintagecomputing.ch/?browseid=1150
la1n was the direct next step from imp89. New maschines and a new platform macosx. “Therefore i learned objective-c and coded real object orientated” and switched now to 3d games with opengl. The games were now more an more like gameengines and were object-orientated. But still hardcore coded. This change with the upcoming game engine like torque or unity. 
Therefore the last games from la1n.ch till now were again hardcore coded games like axe (atari 2600 vcs), vecZ (vectrex 2016). 
.
2022-05-21 14:24:19
https://vintagecomputing.ch/?browseid=3040
Game description
Starbirds is a shoot'em up game in the style of old AMIGA shooters like R-Type, Apidya, Wings of Death and many others. The game play is simple: the player controls a space ship (called the Starbird) and tries to keep alive, which is best ensured by shooting as many enemies as possible.
Starbirds features four horizontally scrolling levels, each packed with a huge amount of enemies and guarded by an extra-large boss enemy with big shields and power. The levels are constructed in a way that there are a lot of turn-off's which allow the player to take another path each time.
A special feature of Starbirds is the weapon system, which was inspired by action games like Wings of Deathand Lethal Xcess. There are two categories of weapons, primary and secondary weapons. Each category consists of 8 different types of weapons, four of each category are selected by the player before entering the first level. The player can decide at every time if the approaching enemies should be attacked using the primary or secondary weapon. By repeated pressing of the fire button the primary weapon is fired, by holding down the button the secondary weapon is fired.
The currently active weapon can be changed by collecting weapon symbols, which are left behind from exploding enemies quite often. Blue symbols represent primary weapons, red symbols secondary weapons. Every weapon has five different powers. If a symbol is collected, which represents one of the currently active weapons, then its power increases by one. Therefore it is advantageous to collect the same symbol several times in order to get a weapon with high power. On the other hand, changing a weapon reduces the power by one, therefore too many changes without intermediate power-up quickly lead to a poorly armed space ship with little chance of survival.
The Starbird space ship does not survive hits with enemies, their shots or with the background. Fortunately the player has six space ships available and he can restart the game three times in the last visited level. The game supports four levels of difficulty, which can be selected in the main screen, before entering the first level. Finally the game can even be played by two players simultaneously.
designpattern
2022-07-08 11:13:22
https://vintagecomputing.ch/?browseid=4492
which designpattern where used? and why?
Demoscene
2023-02-11 14:57:08
https://vintagecomputing.ch/?browseid=6764
CODE > Graphics (Effects), Sound, SizeCoding > Effect, Synaesthesy  (Creativity Process)
Community > Concurrency > Metagame > Scene
https://vintagecomputing.ch/?browseid=9073
Subject:
'Re: VIC-II colors'
From: Robert 'Bob' Yannes
To: Philip
'Pepto' Timmermann
Date: 27.09.1999
I was involved with the development of the VIC-II, however the actual implementation of the design, including the Color
Palette, was done by someone else. I have forwarded your message to him, but it is up to him if he wants to respond.
I can tell you that the design was based on the principle that adding a sine wave of a particular frequency and amplitude
to an inverted version of the same sine wave at a different amplitude produces a phase-shifted sine wave of the same
frequency. The amount of phase shift is directly proportional to the amplitudes of the two sine waves.
The VIC-II used the 14.31818 MHz master clock input (4 times the NTSC color burst frequency of 3.579545 MHz) to produce
quadrature square-wave clocks. These clock signals were then integrated into triangle waves sing analog integrators. The
triangle waves were then integrated again into sine waves (actually rounded triangle waves, but good enough for this
application). This produced a 3.579545 MHz sine wave,
inverse sine wave, cosine wave and inverse cosine wave.
An analog summer was used to create the phase-shifts in the Chroma signal by adding together the appropiate two waveforms
at the appropiate amplitudes. The Color Palette data went to a look-up table that specified the amplitude of the waves by
selecting different resistors in the gain path of the summer. The end result was that we could create any hue we wanted by
looking at the NTSC color wheel to determine the phase-shift and then picking the appropiate resistor values to produce
that phase-shift.
Color Saturation was controlled by scaling the gain of the summer. When we picked the resistor values to determine the
output phase-shift, we also scaled them to produce the desired output amplitude. Luminance was controlled using a simple
voltage divider which switched different pull-down resistors into the open-drain output. We could create any Luminance we
wanted by choosing the desired resistor value.
I'm afraid that not nearly as much effort went into the color selection as you think. Since we had total control over hue,
saturation and luminance, we picked colors that we liked. In order to save space on the chip, though, many of the colors
were simply the opposite side of the color wheel from ones that we picked. This allowed us to reuse the existing resistor
values,
rather than having a completely unique set for each color
I believe that Commodore actually got a patent on this technique. It was certainly superior to the Apple or Atari approach
at the time, as they ended up with whatever colors that came out--ours allowed the designer to freely select Hue,
Saturation and Luminance.
Since all of this was based on selecting different resistor values and resistance varied from chip lot to chip lot, there
was variation from one Commodore 64 to another. It wasn't as bad as it could have been though, since all of the Chrominance
selection was based on resistor ratios, which could be kept constant even if the actual resistor values varied. Luminance
was more of a problem. A trimmer resistor should really have been used to pull up the output. This would have allowed the
Luminance to be adjusted for consistency from unit to unit, however Commodore didn't care enough about consistency to
bother with adjusting each unit
Robert
'Bob'
Yannes
https://vintagecomputing.ch/?browseid=2968
How we visualize the digitalisation? How we show, what is behind in a time when everything ist now behind and so small , not anymore touchable? A time when the shells and co are not anymore there for the end-user?
BigMacBrothers
2022-05-26 10:50:53
https://vintagecomputing.ch/?browseid=3356
Small Swiss Demogroup worked on AMOSBASIC