The score might look nice there, but it really needs to be stuck on a background - any sprites trying to come in are cut off and look really odd popping into existance 8 pixels down from the top of the screen (8 sprite limit, and I have 8 digits in my score). For example, see this: Look at the top - you can see the nose of a ship appearing, and it looks horribly wrong. Drawing a black bar might be achieved by swapping name table addresses when I hit a certain scanline, but that's mucky and so far the best result has been 3 or 4 VRAM timing errors per frame and a jumping area of the screen that shows junk. Wonderful! Download the new build and source. I also did some more work on my VGM player. It now emulates the PSG correctly! There is one problem still - playback of VGM files that have a specific delay specified. The default timings (1/50th second, 1/60th second) both work beautifully... *sighs* The others play waaaay too fast. Thankfully, this affects very few VGM files I've tried it with. I also ripped out the tacky visualisations (it's now just a boring console app), improved the seeking code to be time rather than file position based (more accurate) and added support for VGZ files (GZipped-up VGMs) using ZLIB. If you're in the mood for excellent chiptunes, download the above and the VGM pack to a classic Sega game from SMS Power! - I'm particularly fond of the music from "The Flash". (Ristar's music is also excellent). [smile]