AMIGA alive

AMIGA alive

Tuesday, September 22, 2026

LightWave goes high-res and 24-bit!

After about 30 years of silence on the Amiga platform, killer-app "LightWave 3D" of "Babylon 5" and "seaQuest DSV" TV-series fame (and many more) has received an update. 

"Update" being a little bit of an understatement - it seems to be more like reverse-engineering and a rewrite. Original LightWave company NewTek stopped supporting the Amiga around 1995 (rumor has it that after the last public Amiga version 5.0, version 5.5 was developed, but never released), so it never got to see the shift to "retargetable graphics" aka RTG, let alone proper Full-HD screen resolutions as provided by modern FPGA-based Amiga systems. So despite outstanding functionality, speed and output quality, LightWave remained somewhat tied to the Amiga's built-in graphics chipset, which became a bit of a flaw over the last three decades.

Thanks to the effort of a team of Amiga and LightWave enthusiasts, this has now changed drastically. A couple of weeks ago, news popped up of a new release called LightWaveRTG, with an(other) update (1.1) following shortly after (Sept. 12th). It is more or less a re-implementation (in parts) of LightWave 5.0r and Modeler 5.0f, but with many limitations removed, and some modern features added. 

The biggest change may be that the GUI is now RTG, freed from Amiga-chipset screenmodes - now you can model and layout in 1920x1080 pixels, if you like. What a relief! Also, 24-bit color has been added to many previews, so you now get much more accurate feedback about what the final rendering will look like. Here are some more features of LightWaveRTG: 

- loading and saving of anim previews
- many bug fixes, improving program stability
- Datatypes support (includes PowerPC Datatypes)
- rendering speed improved by up to 20%
- run multiple instances of LightWaveRTG at the same time
- new icons
- ...and more

It's an amazing update that massively improves usability on more recent Amiga configurations. There appear to be no plans to further expand LightWaveRTG - but there is also talk of a LightWave (classic and RTG) add-on named "JumpGate3D" that is currently under development, said to be "the next step" for LightWave Amiga. That sure sounds exciting.

Check out the sources below for all the details:

It seems the news of the release showed up first on Amigatronics website (Spanish). 

https://amigatronics.com/2026/08/29/lightwavertg-el-iconico-lightwave-nativo-rtg-gracias-a-tolkien-y-kikems-amigawave/ 

Especially the English Amiga Board link is recommended, with English translation of the news, download link (updated for version 1.1) and some early user feedback.

https://eab.abime.net/showthread.php?t=123609 

LightWave Digital, the company holding the rights to the current official LightWave line of products (Windows and MacOS), has a very nice history page.

https://lightwave3d.com/documentation/lightwave-history/

Wikipedia has a lot of information about LightWave.

https://en.wikipedia.org/wiki/LightWave_3D 

And this is a YouTube video of LightWave user "Muadib 3D" checking out the new release (2026-09-14):


 

 

Friday, September 11, 2026

Alien Breed Tower Assault - in 4K!

Retro Recipes was able to remaster some old Alien Breed Tower Assault (1994) footage.

"Alien Breed: Tower Assault" is the last of Team17's top-view 4-way-scrolling Alien Breed games, before they went on to continue the series in first-person 3D-view. It is a little more refined than the previous games in the franchise, which includes having fancy 3D rendered intro and cut scenes like it had just become mandatory for all those fancy PC games of the 1990s. 

This video by Retro Recipes popped up just yesterday, in which the intro sequence of Tower Assault can be seen in stunning 4K quality. It's 90s' 3D, so the higher resolution doesn't necessarily match the quality of the modeling and textures, but nonetheless this is quite nice to see. But, most importantly, this isn't a conversion, remake, AI-upscaling or anything - it's the actual LightWave 3D project files, found on Team17's actual development machine (an A4000), just re-rendered in 4K.

It's always great to see the original developer's work preserved, and re-examined decades later. On top of the nostalgia, oftentimes interesting details, or forgotten features can be found. Program source code can be adapted to modern systems, or emulators can be used, but in this case, part of "Alien Breed: Tower Assault" just got better with time, (apparently) without any modifications.  

Anyway - see for yourself: 

 

https://www.youtube.com/shorts/eIMDD25gnjI

Retro Recipes x Commodore

 

Thursday, May 14, 2026

Amiga in the movies: Fatal Frames (1996) - A3000T, CineMorph, ImageFX

The rarest, and one of the best Amiga models built, along with some Amiga image processing, can be seen in Italian thriller "Fatal Frames" ("Fotogrammi Mortali", 1996).

In this late giallo one of the characters reviews some video footage using an actual Amiga 3000T. It's not the most exciting movie ever, but this might be the only time this rare Amiga model has been put on film.

Can you already see it?

It's not perfectly clear what precisely is happening technically, the editing suite that can be seen in "Fatal Frames" has more pro-gear, genlocking might be involved, the footage on the screens might be edited for the movie, etc. But at least some of it is obviously genuine Amiga.

This keyboard...

...looks familiar, ...

...as does this GUI popping up from the bottom of the screen.

After watching a couple of scenes on the video screens there's confirmation: An Amiga 3000T can be seen briefly, standing on the right side of the editing desk.

There it is! An Amiga 3000T standing on the right side of the desk.

Then we get a little montage of actual Amiga action! CineMorph, with a file requester looking for files in "Work:ImageFX/pics", confirms the GUI we saw popping up before: It's Nova Design's ImageFX, probably version 2.0 or 2.1.







An Amiga 3000T and a "Deep ILBM" image loading progress-bar in a movie - epic stuff for the nostalgic and enthusiast! Actually it's a little surprising that this professional editing suite doesn't have a DraCo, which came out just two or three years before the movie and would've been the logical upgrade. But then, maybe it was a tad too expensive, or they used Amiga only for additional image processing and genlocking, or maybe it just wasn't available yet at the time of filming - and, of course, an A3000T isn't shabby at all.

* * *

https://en.wikipedia.org/wiki/Fatal_Frames

https://www.imdb.com/title/tt0116284/

https://www.youtube.com/watch?v=TBmTxYEIWDI
("Fatal Frames" full movie, Amiga scene at 1:42:58)

 






Monday, April 13, 2026

P-Vision PCMCIA graphics card

In case you've missed it: A new graphics card for the PCMCIA slot is soon to be released.

The original information seems to date back to the Amiga 40 event in Germany, and was amplified by Amiga Bill when he put it on his YouTube channel in Oct. 2025, but some updates have been coming in over the past few weeks.

The upcoming "P-Vision" graphics card, set for release on May 16th 2026 at the Amiga Ruhrpott Convention #4 (ARC) in Duisburg, Germany, is developed by Oliver Achten, who also created the AmiGUS Zorro slot sound card.

P-Vision PCMCIA graphics card logo

Some information has been published on various websites (see links below), and in an interview in "WhatIFF?" magazine Issue 5.19 (April 2026) (see links below), Oliver gives a couple more details about the design. The P-Vision is a PCMCIA device, thus it works with an Amiga 600 or 1200. A 68020 CPU and some FastMEM is required, though. It's a RTG graphics card with HDMI output, providing up to FullHD graphics resolution in 32-bit, equipped with a 64-bit blitter capable of ~320M pixels/s. The driver for P96 (Picasso96) RTG system is developed by Thomas Richter. ("...smooth, buttery screen dragging..." - O. Achten, "WhatIFF?")

Some of the specifications seem to be preliminary, full details are planned to be revealed at ARC #4. (Based on the information currently available it's not entirely clear what sort of sound support the device might have.)

It will be distributed by Alinea Computer (amiga-shop.net), but it's an open-hardware project aiming for affordability and simplicity of design, which means you can also build one yourself. The information required to do so is planned to be released after some months of commercial sales. The cost of building one is estimated at around 100 EUR.

Great stuff! The PCMCIA slot is the best i/o port the Amiga ever had, and it needs more love than just a CompactFlash card adapter. P-Vision certainly makes great use of the PCMCIA slot, and is an outstanding addition to the sadly very short list of Amiga PCMCIA devices.

As a sidenote: In the "WhatIFF?" interview, Oliver also reveals that he is working on "AmiGUS mini" soundcard for PCMCIA, and "Demon 1260" 68060 accelerator for Amiga 1200, among some other things.

*

Sources:

https://amitopia.com/new-pcmcia-rtg-card-for-amiga-600-and-amiga-1200-p-vision/

https://aminet.net/package/mags/misc/WhatIFF5.19 (Issue 5.19 April 2026, "Talking Amiga", "Oliver Achten - P-Vision" interview) (.lha archive, AmigaGuide format)

https://www.whatiff.info (links to WWW-browser-readable issues)

https://www.a1k.org/forum/index.php?threads/87722 (A1k.org login required) 

https://www.amigafrance.com/forums/topic/p-vision/

https://www.generationamiga.com/2026/03/31/p-vision-gfx-an-upcoming-pcmcia-graphics-card-upgrade-for-the-amiga-600-and-amiga-1200/ 

https://en.amigatronics.com/2025/10/25/proxima-tarjeta-grafica-pcmcia-p-vision/

https://www.exxosforum.co.uk/forum/viewtopic.php?t=8037 

 

Saturday, April 11, 2026

AADevLog #7 - Creating "the demo"

Writing a demo is a lot of fun, because there are basically no limitations. You just use what you have, and there's no fixed goal. You can make it as short or as long as you like, and when something doesn't work, you either change it, or just drop it. 

While all along the way, of course, you run into a lot of issues. A proper demo generates graphics and sound, and has some sort of timing. That's a little less work than a game, which additionally needs user interaction (input) and "rules of engagement", but it's still quite a lot to handle. 

It's interesting: creating graphics and sound with some math is great, but at a certain level it's all about timing. Assembler coding gurus doing elaborate sprite multiplexing and stuff know much more about this - but even a simple piece of software like "the demo", written in C, involves dozens of little timing considerations. How long does it take to load something from disk, how long does it take to make the calculations, what needs to happen concurrently, does something have a proper effect at the given speed, etc. - and what's the runtime of the complete end result on different machines? In the end, to simplify things a bit, I decided that "the demo" is tailored to a 7Mhz OCS Amiga without FastMEM. It runs fine on faster Amigas, but you lose the nice realtime-drawing Lissajous curves, they just pop up, and the music cuts off at the end.

A tile-effect in "the demo"

Fixed-point math was used for the Lissajous curves and the 3D graphics. It not fully optimized, e.g. uses multiplications where maybe a bit-shift would've been possible, but it's still waaaay faster than software floating-point calculations. 

Sine and cosine functions were replaced by a CORDIC algorithm, adapted from the Python code found on Wikipedia: https://en.wikipedia.org/wiki/CORDIC.

The Lissajous curves code is an adaptation of the code found at BIT-101's old blog: https://bit-101.com/2017/2022/11/coding-curves-04-lissajous-curves/

The mandelbrot set code is also an adaptation of the code found on Wikipedia: https://en.wikipedia.org/wiki/Plotting_algorithms_for_the_Mandelbrot_set

"The demo" uses medplayer.library for music playback. I was surprised by hearing the floppy drive load the graphics from floppy disk, while the music kept playing. Wasn't there a thing with PAULA and the disk drive? Or is it in medplayer.library? Anyway, very nice, no need to handle music pauses when loading new data.

Overall, the amount of tech that went into "the demo" was a little bigger than expected: It also has graphics double-buffering, multitasking, IFF ILBM loading, and an interrupt server.

You can download "the demo" from AmiNet, and run it on your own Amiga, if you like:

https://aminet.net/package/demo/disk/amigaalive


A bash script to run different configurations of fs-uae

Chances are you want to change your Amiga emulator's configuration quite often, for example for developing and testing purposes. A script that runs the emulator can help you to do so without effort.

There are thousands of ways to somehow simplify Amiga emulator usage. If you're a GUI & mouse user some of the work has already been done, but for the CLI user there might be some annoying typing involved.

Below is an example Linux bash script that selects fs-uae emulator configurations and sets options based on a single short command line argument. It doesn't do very much, but it saves some typing, especially because fs-uae has a somewhat clumsy way of handling floppy disk images, aka ADFs.

Linux bash script to run fs-uae with different setups

The idea is this:

- You run the script without additional command line arguments, it runs your emulator with your preferred default configuration.

- You run the script with a given keyword (e.g. "4000", see script below), it runs your emulator with another configuration.

- You run the script with a path to an ADF, it additionally inserts that ADF in drive 1 (without booting from it).

- You run the script with the keyword "adf" (see script below), and a path to an ADF, it runs your emulator with a basic Amiga 500 configuration, and inserts that ADF in drive 0 to boot from.

There's of course room for improvement here, for example there's no proper error checking for the "adf" setup (ADF path?) in this script, and sometimes it might be nice to reuse some configuration with another fs-uae command line parameter than the floppy configuration, e.g. input device selection.


#!/bin/bash

UAEBIN=fs-uae

# no trailing slash here:
CONFDIR=/home/data/uae/configurations
# default configuration:
UAECONFIG=$CONFDIR/A4000-040-fast.fs-uae

OPTS=
ADF="$1"
DRIVE=1

if [ "x$1x" == "x4000x" ] ; then
    UAECONFIG=$CONFDIR/A4000-040.fs-uae
    ADF="$2"
fi
if [ "x$1x" == "x600x" ] ; then
    UAECONFIG=$CONFDIR/a600.fs-uae
    ADF="$2"
fi
if [ "x$1x" == "x500x" ] ; then
    UAECONFIG=$CONFDIR/a500-wb13.fs-uae
    ADF="$2"
fi
if [ "x$1x" == "xadfx" ] ; then
    UAECONFIG=$CONFDIR/a500-adf.fs-uae
    ADF="$2"
    DRIVE=0
fi

if [ "x${ADF}x" != "xx" ] ; then
    OPTS="--floppy_image_0=$ADF --floppy_drive_$DRIVE=$ADF $OPTS"
fi


CMD="$UAEBIN $UAECONFIG $OPTS"

echo "running fs-uae:"
echo " $CMD"
echo
$CMD

* * *

DISCLAIMER: No responsibility is taken. Use at your own risk.

Sunday, April 5, 2026

I Love The `80s - Men Without Hats like the Amiga 500

Walkman, arcade, Live Aid: Pop band "Men Without Hats" of "Safety Dance" fame released an ode to the `80s a couple of months ago, that features an Amiga 500.

Ok, admittedly, the Amiga really plays only a minor role here. But it's always fun to see one out there in the wild, and in this particular context, it's evidence how much of a cultural icon an Amiga computer is. Who would've thought that 40 years after release it shows up in a YouTube video that got 1.5 million views in its first nine months?

It happens at 1 minute and 53 seconds into the song. "Sounds like 1986!" - the editing is probably no coincidence.

Congratulations to the Men Without Hats for their success, and kudos to the video director for using the A500 literally at the right time. And it's a really nice tune they created here, good job!

I think we agree: We love the `80s.

 


Friday, March 27, 2026

AMIGA alive - the demo

Going back to the oldskool: first demo by Amiga alive.

It was about time to create a demo. It runs on MC68000, Kickstart 1.2, 512KB RAM.

 https://www.youtube.com/watch?v=0oettY1Dj10

 

Saturday, February 21, 2026

Spot the mistake... #6

This looks oddly familiar. But it still doesn't boot AmigaOS. Sigh. ;-)


Psst, there's a really an actual mistake (aside from the mouse/OS mismatch) in the picture. Can you spot it?

* * *

Friday, February 20, 2026

Pete Cannon and OctaMED 4

British electronic music producer Pete Cannon and his Amiga/AtariST driven studio.

The video is a bit old, but if you haven't seen it, like Amiga, OctaMED, and old electronic music gear, it's a must-watch. Pete Cannon creates jungle/house/hip-hop music, and is an avid OctaMED user. This report shows some of his synths and samplers, oldskool production techniques, and is also a nice, pretty extensive demonstration of OctaMED (he uses version 4). We also get to see some vintage AtariST Cubase, hear some groovy jungle music (OctaMED playthrough), and of course listen to Pete talking about his experience. 

It's always nice to see Amiga computers still getting some proper creative and professional use, and Pete seems to be a very nice guy - very enjoyable and inspiring watch.

 

If you wanna get the true retro experience with OctaMED on your Amiga, you can download version 4 here:

https://aminet.net/package/mus/edit/OctaMEDv4

The most advanced version to date is "SoundStudio":

https://aminet.net/package/mus/edit/OctamedSS1.03c
https://aminet.net/package/docs/help/OctamedSSManual (updated manual)

Additional sources:

https://en.wikipedia.org/wiki/Pete_Cannon
https://en.wikipedia.org/wiki/OctaMED


Friday, February 13, 2026

APTR is dead - long live APTR!

When browsing through AmigaOS developer documentation and C code, there's always a funny, interesting, sometimes enlightening little find.

It's just nice to see how it all ties together, and the changes made from one operating system (API) release to the next. Learning about the infrastructure of software, esp. over multiple versions, exposes some of the thinking process of the operating system developers. 

Sometimes, it also reveals long forgotten secrets. If you're a C coder using AmigaOS, chances are you've been using a datatype known as "APTR" somewhere in your code. It is used extensively throughout AmigaOS 1.3 Native Developer Kit (NDK) C include-files, and even more extensively throughout later NDK releases. 

And it turns out it's wrong!

From NDK 1.3 Includes exec/types.h:

typedef STRPTR      *APTR;      /* absolute memory pointer */

/* sigh.  APTR was misdefined, but compatibility rules.  Heres what it
 * should have been
 */
typedef ULONG       CPTR;       /* absolute memory pointer */

Yes, even the pros make a little mistake from time to time. Obviously, they kept compatibility, meaning they (and everybody else) kept using APTR, when it should be CPTR. 

Interestingly, in NDK 1.3 there is - a little - use of CPTR (in resources/filesysres.h, libraries/romboot_base.h, and libraries/expansion.h), but it has been half-removed (from libraries/romboot_base.h and libraries/expansion.h) and half-reintroduced (in dos/dosextens.h) with later NDK versions.

Chances are you've also been using datatypes SHORT and USHORT in your C code. Guess what: It's wrong, too! Here's another little snippet from NDK 1.3 exec/types.h that may clarify this further, long standing issue:

typedef short       WORD;       /* signed 16-bit quantity */
typedef unsigned short  UWORD;      /* unsigned 16-bit quantity */

...

/* For compatability only: (don't use in new code) */
typedef short       SHORT;      /* signed 16-bit quantity (WORD) */
typedef unsigned short  USHORT;     /* unsigned 16-bit quantity (UWORD) */

SHORT and USHORT are just backwards-compatable [sic] aliases for WORD and UWORD. 

Given the very non-volatile situation of AmigaOS development, both APTR and (U)SHORT won't give you a headache. APTR is used throughout the operating system, and will most likely never be replaced. CPTR is used only in less than a handful of cases - you'll probably never need it (and it has been moved to the "compatibility only" [sic] section of NDK 3.9 exec/types.h). (U)SHORT is deprecated since NDK 1.3, and hasn't been removed in later releases, so it's probably cemented into today's global AmigaOS code base, and will never be removed from the NDK.

So - lessons learned:

- use APTR, it's (not) correct

- (don't) use SHORT and USHORT

;-)

* * *

BONUS: 

Here's yet another nice, ancient compatibility [sic] snippet, from NDK 1.3 Includes libraries/dos.h, moved to dos/dos.h in NDK 3.9:

/* Relative position to Seek() */
#define OFFSET_BEGINNING    -1      /* relative to Begining Of File */

...

#define OFFSET_BEGINING     OFFSET_BEGINNING  /* ancient compatibility */

Thank you - one less typing error to worry about. :-)

Monday, January 26, 2026

The 20th century was clearly more fun

Yet another find for the "connoisseur". 

It appears that in the 1990s, not only C coders, but also video hardware geeks had a good sense of humour, and since they were both German, they naturally shared the same field of activity in that regard.

We have no reports if the "dirty" text file in question actually enhances the performance of the VLab Motion video capture card. It is very likely, though, that - where allowed - it did enhance the performance of the video editor.

;-)

A text file that improves video editing?

 

P.S.: Regardless, it's still the best video capture card for the Amiga, and as a consequence, it's a perfect manual. You can find it here: https://amiga.resource.cx/exp/vlabmotion

Thursday, January 22, 2026

Amiga C code for adults

Someone made a delicate little mistake when sending his C code to the publisher in 1990... 

Ah, good old German humour. Thankfully, no reference to the "adult" function in question could be found throughout the book, so it doesn't result in "premature failure" when bedroom-coding your "Amiga".

The dual-Blitt() function may cause some trouble, though, not just because it's dual, but also because no reference to BlittLine() could be found either. 

;-)

This C code is for grown-ups only.

P.S.: Pssst, it's still a great book, you can find it here:
https://archive.org/details/grafik-in-c-auf-dem-amiga/


Thursday, January 15, 2026

Amiga, and the power of Linux audio

A modern Linux audio system is incredibly powerful. It makes it super easy to route audio output from an Amiga emulator into any audio application.

Sadly, AmigaOS doesn't have such a powerful audio system. Linux has come a long way in terms of audio systems, from OSS to ALSA and JACK, to what is probably the current state of the art, named pipewire. Pipewire unifies the software interfaces of ALSA and JACK - which means that now applications using any of the two systems can seamlessly be connected. Which makes it possible to just route the audio from an Amiga emulator - e.g. fs-uae - into your preferred Linux audio software. An application like QJackCtl provides a nice GUI to visually manage the connections.

An emulated Amiga provides some speech synthesis to Linux.

In this case, the emulated Amiga was used to provide some of his (her) characteristic "say" speech synthesis to an audio production created with ardour DAW.

But one can imagine many more use cases for such a setup:

- directly record Amiga music into your Linux DAW or video editing application

- real-time enhance emulated Amiga's audio via Linux: adjust stereo separation, add compression, add EQ, ...

- analyze Amiga audio output without analog interference

- experiment with multiple emulators / instances

Some of this can obviously be done with e.g. an emulator's record-to-WAV or record-to-video functions, but it's still a nice option to just be able to use Amiga's audio in real-time, without any conversion, in any audio application, and of course without the need for any additional hardware.

[ If you're interested in the result: The Amiga's voice can be heard in this video: https://www.youtube.com/watch?v=dBf42SgbA7s ]


Saturday, December 27, 2025

AWeb 3.6 - umh, yeah... alive!

Oops, it appears there might have been a slight mistake in the latest news about AWeb. But don't worry, it's still alive.

Original AWeb logo

The link (URL) that was published a couple of days ago, leading to amigazen's AWeb page (.../aweb.html), now shows a notice, that says the following (shortened copy):

"
Thank for your interest and excitement about a new release of AWeb. [...]

If you have come here via a link [...]:

  • [...]
  • The new release of AWeb is in very early stages of development and likewise this website is still under construction, it is not yet intended for general public consumption
  • While all amigazen project work is done in the open here at amigazen.com and at https://github.com/amigazen/AWeb3/ in the interests of openness and transparency, no formal announcements will be made unless there are stable public releases to share via Aminet and other channels
  • If you want to follow the project and even contribute, you are invited to do so at github
  • There is an alpha release to be found at github. If you use the alpha release, please treat it as such, and raise any issues not already listed in the included release notes known issues, as issues at github where they can be tracked
  • [...] the right link [to project amigazen's AWeb page] is here. [ http://amigazen.com/aweb/ ]
  • [...]

"

Sorry for spreading confusion - here's the full set of URLs, with correct project amigazen link:

Amigazen project's AWeb GitHub page (download / development):

https://github.com/amigazen/AWeb3/

Amigazen project's AWeb page (preliminary / tentative / alpha / ...):

http://amigazen.com/aweb/

Last archive.org snapshot of original AWeb website at https://www.yvonrozijn.nl/aweb/

https://web.archive.org/web/20231203183912/https://www.yvonrozijn.nl/aweb/

Last archive.org snapshot of AWeb APL (open-source) website at http://aweb.sunsite.dk

https://web.archive.org/web/20091006041931/http://aweb.sunsite.dk/

 

Your favorite christmas present

Finally, an m68k-based smartphone running AmigaOS! ;-)
Merry Chrismas everyone!

(created with PersonalPaint)


Monday, November 17, 2025

AWeb - alive!

UPDATE 2025-12-27: A mistake slipped in here. The information below is still valid, but please take note of this update: https://amigaalive.blogspot.com/2025/12/aweb-36-umh-yeah-alive.html

Great news for Amiga internet users: AWeb web browser is back!

Original AWeb logo

Well, it was never really gone, at least the sourcecode has survived over the last two decades or so, thanks to original author Yvon Rozijn releasing it when abandoning the project in 2002. There were some open-source developments here and there - but now it looks as if project "amigazen" has seriously resurrected AWeb.

A new release, version 3.6a2, will be available shortly. Here's an excerpt of the latest ChangeLog:

  • migrated from ClassAct to ReAction, and Picasso96 to CyberGraphics
  • SSL rewritten to use AmiSSL v5.2
  • HTTP Module rewritten 
  • improved handling of socket connections
  • better usability (color, cookies, search engine)
  • uses AmigaOS scalable fonts
  • improved character set support

Go to project amigazen's AWeb page for more details and download:

https://amigazen.com/aweb.html

Last archive.org snapshot of original AWeb website at https://www.yvonrozijn.nl/aweb/

https://web.archive.org/web/20231203183912/https://www.yvonrozijn.nl/aweb/

Last archive.org snapshot of AWeb APL (open-source) website at http://aweb.sunsite.dk

https://web.archive.org/web/20091006041931/http://aweb.sunsite.dk/ 




Sunday, June 22, 2025

Spot the mistake... #4

It doesn't boot. What am I doing wrong? ;-)

* * *

Capital Punishment, Myst, Quake, Napalm - an in-depth history of ClickBOOM

Aleksandar Petrovic, producer for legendary Amiga games company ClickBOOM, has published an extensive video, in which he shares his experience.

It began with a Sinclair ZX81! And from there went on to become the most daring and most respected Amiga game company ever. ClickBOOM was active on the Amiga from about 1995 to 2002. "Capital Punishment", "Myst", "Quake", "Napalm - The Crimson Crisis", "T-Zer0", "Nightlong - Union City Conspiracy" all are legendary Amiga game titles that broke new ground, each in its own right.

Aleksandar was actively, and highly intensively at times, involved in coding some of ClickBOOM's games, but had, and has, even more to say about directing the company, publishing developers' games, obtaining rights, and why things happened the way they did. Did you ever wonder how much of "Napalm 2 - Euroburn" actually exists? What happened to Bitmap Brothers' "Z" on the Amiga? And how was Jackie Chan (almost) involved with ClickBOOM?

It's a more than 2hrs long video, packed with nice anecdotes and very interesting details, and Aleksandar Petrovic's voice and talk is just very pleasant to listen to. If you're in a hurry, or looking for something in particular, an extensive video description with timestamps helps you navigate.

Watch "Step-by-step how [not] to make a 90's computer video game hit: complete history of clickBOOM Amiga" on Aleksandar Petrovic's YouTube channel (2025-06-16):