Yeah, you'd seen, idle moments for the project: Mike is debugging the inner core of the software sprite system, and is trying to improve the background animation management, apart of some very nice sperimentation about hardware stuff.
On the other hand, the SIDcompo VI closed its doors, and now I can reveal you all about the new music.
I'd taken part of the compo with the XeO3's intro tune, hiding name and purpose to the audience to have a fair play, and it reached the 20th place in 35 tunes overall. That's not bad for a rough tune that is forced to be rough and a bit repetitive to keep into $0D45.
XeO3 has 4K ($1000) available for SID music, containing an intro tune, one dedicated tune per level and two derived jingles (end level and game over). Believe me when I say it's really difficult to compose a decent ingame soundtrack in so little space, but, after a desperate fight against memory issues and cutting here and there instruments and sectors, I got success in inoculating the original tunes into this new one. Yeah, they had to be reduced a bit, but I'm quite satisfied of all the new clean sounds I obtained.
You can listen to the new tunes clicking on the blog.radio icon in the column on the right. Hope you wanna comment them here


















