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Goatbeard   [1990]

Goatbeard Released by :
Oneway

Release Date :
16 April 1990

Type :
C64 One-File Demo

Released At :
Horizon Easterparty 1990

User rating:*********_  8.9/10 (34 votes)   See votestatistics
*********_  9.4/10 (15 votes) - Public votes only.

Credits :
Code .... Echo
  Hound
Music .... Drax of Crest, Vibrants
  JCH of Ikari, The Dominators, Vibrants
  Link of Vibrants
  Moppe of Oneway
Graphics .... Razor of Absence of Mind, Axis, NATO, Oneway, Raw Deal Inc.
  Spacie of Genesis Project
Idea .... Hound
Charset .... Razor of Absence of Mind, Axis, NATO, Oneway, Raw Deal Inc.
  Roger Rabbit of Genesis Project


SIDs used in this release :
Boneless(/MUSICIANS/D/DRAX/Boneless.sid)
Goatbeard (part 3)(/MUSICIANS/M/Moppe/Goatbeard_part_3.sid)
Laxin'(/MUSICIANS/J/JCH/Laxin.sid)
Narrow+(/MUSICIANS/J/JCH/Narrow_plus.sid)
Old Level 2(/MUSICIANS/L/Link/Old_Level_2.sid)
Over Heated(/MUSICIANS/D/DRAX/Over_Heated.sid)
Pizzaria(/MUSICIANS/D/DRAX/Pizzaria.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Raistlin on 1 August 2024
The part with all the borders open, and the 4 sprites on top .. I puzzled on it for a few minutes. "Why the alternate lines?", I thought. The D021 "clue" below doesn't help at all actually.

The trick: only 4 sprites are used for the scroller (of course). 4 sprites for the background. The full screen width is covered by alternating the x-coordinates of the 4 sprites on each rasterline.

It's "halfway" to being FLESCO. FLESCO of course moves 8 sprites on alternate lines .. this one only moves 4 (moving the scroller sprites is done once per frame rather than per raster-line).

Nice trick, though, and very very good for the time that this was released. Clever!

nb. to see more clearly, in VICE:-

> d02b 04 05 06 07
User Comment
Submitted by Knut Clausen on 13 February 2017
edit: not so sure anymore. But something similar could at least be done using d010 only.
User Comment
Submitted by Knut Clausen on 13 February 2017
@oswald: I'd think it's possible using only one register ;)
User Comment
Submitted by Oswald on 13 February 2017
nice hint, I still dont get how its done tho :) is there enough time to rewrite 4 sprite x regs when opening border? probably :)
User Comment
Submitted by 6R6 on 13 February 2017
The sprite color illusion part:

> d021 06

Back to normal:

> d021 09

Quite nice.
User Comment
Submitted by ALIEN on 25 March 2016
Recorded it a while ago: https://www.youtube.com/watch?v=LKNraEUzvW4
User Comment
Submitted by celticdesign on 22 March 2016
Yehhh, great stuff. Love the last part!
User Comment
Submitted by Mr. SID on 10 October 2014
This wowed me back then, but it's also still awesome today.
And nobody mentioned all the great music?
User Comment
Submitted by Wile Coyote on 7 March 2012
The part feat. the large red: ECHO OF ONE WAY!!
moving back and forth into the side borders gives the impression more than 8 sprites are on a single line.
User Comment
Submitted by Total Chaos on 17 July 2009
I love this demo... I know Ziz and Moppe but I never met Hound or Echo (that I know)... Strange they show up releasing one fantastic coder-pr0n demo and then vanishes... Anyone know who there are/were?
User Comment
Submitted by PAL on 16 July 2009
brings back the demo feel of the past and still is a very good demo... love the last part and others there.
User Comment
Submitted by ThunderBlade on 11 January 2009
OMG! This demo kicks ass. Coding at its finest. I still remember how I was staring at the HOUND logo covering the border and still there were sprites scrolling over it... Of course also the vector part was amazing. And the last part... wow. Also remember it's just one file!
User Comment
Submitted by Graham on 20 October 2006
What monitor models? Only some jap TV sets avoid the PAL delay loop to avoid PAL patents.
User Comment
Submitted by A Life in Hell on 20 October 2006
monitors equally pal compliant not always :). actually, on my current c64+monitor it is completly solid, but on my previous one you could clearly see that it was stippled.
User Comment
Submitted by Graham on 20 October 2006
@Ben: Turn on PAL emulation and I hope YOU see the light. The effect is based on the PAL decoder and requires two colors with the same luminance. If you watch the demo on a real C64 or an emulator with PAL emu, the sprites cover EVERY rasterline and not every 2nd line.
User Comment
Submitted by Graham on 20 October 2006
@alih: You obviously didn't watch this demo on a real C64 or on Vice with PAL emulation enabled, because then the sprites fill every rasterline, not just every 2nd.
User Comment
Submitted by A3 on 2 August 2006
Guess it's time for me to watch it too :)
User Comment
Submitted by Tch on 2 August 2006
Wow,never seen this before.

It´s very cool! 8D
User Comment
Submitted by Zyron on 2 August 2006
Giving this a 6 surely is downvoting, it contains some really amazing pieces of code.
User Comment
Submitted by CreaMD on 2 August 2006
Giving 6 isn't downvote. But you are right, it was downvote if it wasn't done without checking of the demo before judging.
User Comment
Submitted by Zyron on 2 August 2006
Obviously someone didn't think this demo deserved a place among the top demos & downvoted it with a 6, what an utterly lame behaviour!!!
User Comment
Submitted by A Life in Hell on 1 August 2006
This was one of the first demos that I saw which amazed me, and it's still one of my favourites to this day. For me, it's all about the oneway bobs :)

@Radiantx: Consider that there is only four sprites ever actually visible in the scroller part. Now look very closely at the logo, and the fact while every second line is skipped, on half of the letters it is the odd charecter, and on half of the letters it is the even charecter. It's a neat visual trick :)
User Comment
Submitted by blackdroid on 1 August 2006
My favorite demo from hz'90 and still one of my favorite one-filer.
User Comment
Submitted by Radiant on 1 August 2006
Ok, I'm at a loss as to how that three colour scroller above the all-border spritelogo was made... Nice. :-)
User Comment
Submitted by Inge on 27 July 2006
This is really a great demo, and it's in one file!

I remember first time I saw it - I got more and more impressed for every part. When the endpart was building up, I said to my friend who sat beside me (with much irony): "Now, the only thing missing is that those balls will start to move". And then they did! I was totally stunned :-)

Inge
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CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
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