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Author Topic: deflemask 8 bugs  (Read 39915 times)

cuttingagent

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deflemask 8 bugs
« Reply #30 on: September 24, 2012, 12:01:19 PM »
Not play pattern 12, move pattern 11 down one so it becomes pattern 12. The problem can also be seen by playing the last pattern (using Play Ptn) or just by inserting a blank pattern at the end of the song.

I figured out that this issue has something to do with the operator envelopes. If they are too long they go haywire and, as well as the static problem, also cause infinite tails of sub bass. I've also found that when this happens the Note Off function does not actually work. I will check out the new version.

Offline jrlepage

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deflemask 8 bugs
« Reply #31 on: September 25, 2012, 06:49:58 PM »
2 days ago I hosted an SMS OHC over at Battle of the Bits, and in the end a lot of people ended up not submitting/submitting botched entries because of random crashes happening sporadically. ElHuesudoII reported the program crashing the instant he tried putting a note down! I was fine until really late, but I did end up hitting a wall with about 5 minutes to spare. Thankfully I'm a save-freak so I was able to reload what I had saved in the previous build and finishing with that instead.

I can't speak for the other users, but I could get the crash to occur on command. It involved pasting something in the noise channel, then hitting TAB to insert a key-off. As soon as I did that, Windows played a system sound and the program closed without warning. I doubt that's enough to go on, but do you think you might be able to look into it?


Another consistent bug I'm noticing: when opening an NES DMF by double-clicking on it in Windows, PCM pitch values fail to load properly. They still look like they're in the right positions, but the programs consider them as being on '0' until you manually move the slider away from the correct position and back to it.

Offline Delek

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deflemask 8 bugs
« Reply #32 on: September 25, 2012, 07:39:15 PM »
Both bugs were already fixed few days ago, please re download DefleMask. Also I recommend to check the changelogs before reporting a bug.

THIS:
UPDATE 4 (@ 23/09/12):
...
Fixed a bug after loading a DMF that was causing to load incorrectly the Pitch and Amp of the Samples.
Fixed a crash while using Step 0.
...

HERE
« Last Edit: September 25, 2012, 08:13:46 PM by Delek »

Offline jrlepage

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deflemask 8 bugs
« Reply #33 on: September 26, 2012, 02:02:24 PM »
1.  I am using the latest version, and I did look at the changelog, but I am still getting the bugs. The NES PCM bug in particular I still get but only after opening from Windows (not from the Disk Op menu).

2. The SMS bug was absolutely unrelated to step 0, I don't know what made you bring it up. I never use step 0.

Offline Delek

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deflemask 8 bugs
« Reply #34 on: September 26, 2012, 07:24:35 PM »
Oh, sorry then, I didn't checked well your reports.

The NES PCM Bug was present if you start DefleMask from an external DMF and only if a switch of system is needed (for example, from Genesis to NES). It is fixed now. Thanks.

About the SMS bug, it is present RIGHT NOW?, I can't replicate that crash, I copied from noise/others and pasted to the noise channel and everything is fine. I will use SMS to see if I can get a crash...

Please re download Defle and check if the PCM bug is no more here and there. Regards.
« Last Edit: September 26, 2012, 07:27:21 PM by Delek »

Offline Delek

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deflemask 8 bugs
« Reply #35 on: September 26, 2012, 07:29:30 PM »
WOW I FIND THE CRASH, FIXING IT RIGHT NOW. The crash appears while you are moving the cursor while playing.

FIXED, I re-uploaded DefleMask, I added the update version, now it says "Ver. 8 u6", this was a HUGE stability update, thanks for the report, that crash was ridiculous destructive for users. Please spread the word, jrlepage, specially to the users that suffered that crash, it was introduced in the Update 2, because I added the Step 0 thing and broke some camera calculations, everything is fine now. Many thanks.
« Last Edit: September 26, 2012, 07:51:35 PM by Delek »

Offline jrlepage

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deflemask 8 bugs
« Reply #36 on: September 26, 2012, 09:44:50 PM »
Amazing, thanks for the hotfix! I'll let you know if anything else comes up. :)

Offline Radaron

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deflemask 8 bugs
« Reply #37 on: October 03, 2012, 08:16:12 AM »
GENESIS system.
Not sure, but I think it's a bug. When I changing the volume of channel, volume is changing but after that it's sounds like different instrument.
It's more sounds like cut-off effect

Offline Delek

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deflemask 8 bugs
« Reply #38 on: October 03, 2012, 10:39:45 AM »
It is not a bug, is just how the FM algorithm reacts to a change in the Global Total Level. You could have a more specific volume control for the FM instruments by modifying the TL individually for a specific operator, you can designate xx with a value from 0 to 7F.:
12xx - TL Operator 1 Control, 13xx - TL Operator 2 Control, 14xx - TL Operator 3 Control, 15xx - TL Operator 4 Control.

Please check the attached file, I used the 15xx effect, in order to modify the latest operator in the algorithm to change the volume. That is the effect that you are looking for.
FM is a very complicated guy, but it is awesome.

Offline Radaron

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deflemask 8 bugs
« Reply #39 on: October 03, 2012, 12:04:26 PM »
Ok. Thanks for explanation!

Offline jrlepage

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deflemask 8 bugs
« Reply #40 on: October 03, 2012, 11:18:40 PM »
A long time ago I requested that key repeat be turned off when editing instruments. Looks like this was applied to all systems but the YMU759. I've been trying to port OPL2 instruments over to that chip but I'm having a hard time because I need to be able to hold the note down to hear the same thing in AdlibTracker2 and Deflemask, which I can't do because in Deflemask if I hold the key down it repeats the note super fast!

Offline Delek

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deflemask 8 bugs
« Reply #41 on: October 04, 2012, 12:13:06 AM »
The YMU759 support in DefleMask is full of hacks and reverse enginering, remember that I done all alone. One of the secondary effects is that the emulator works Offline, so pushing a note generates a note-on with MAX time pressed. Pressing it one time, is like pressing it without a release.

This type of things, the lack of portability and the way way better implementation of the other systems gave me the idea of REMOVE the YMU759 from Defle, but I think that it is not that bad, and I will let it there but without support.

Offline jrlepage

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deflemask 8 bugs
« Reply #42 on: October 04, 2012, 01:28:26 AM »
I thought the YMU759 was the reason why you started working on Deflemask to begin with. :p

Anyway, the bug I reported isn't an emulation bug, it's a functionality bug. I'd think fixing it would be pretty trivial.. If you could give it a try I'd be thankful.

Offline Delek

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deflemask 8 bugs
« Reply #43 on: October 04, 2012, 12:49:55 PM »
I thought the YMU759 was the reason why you started working on Deflemask to begin with. :p

Anyway, the bug I reported isn't an emulation bug, it's a functionality bug. I'd think fixing it would be pretty trivial.. If you could give it a try I'd be thankful.
It was the reason why I start Defle, but at this time the other sys have major and better protagonism.

About the fix, it IS an emulation issue and it is impossible to fix, and of course not trivial. I need to know how much time you will press the key BEFORE you press the key (no sense), because the emulator works OFFLINE (make instructions set, send the pack).

Done a YMU emu by myself/some dude could be a solution, but there is no information about the chip  so I see that almost impossible.

So how is done now is the best that can be done using the unique emuator provided by YAMAHA.
« Last Edit: October 04, 2012, 12:53:20 PM by Delek »

Offline jrlepage

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deflemask 8 bugs
« Reply #44 on: October 04, 2012, 07:37:33 PM »
I'm sorry, I'm just having a hard time wrapping my head around how preventing a USB system device from sending repeated inputs is a YMU759 emulation issue. I would've thought it would be as simple as blocking keyboard inputs that originate from the same key twice directly within the tracker (not even touching emulation). Famitracker seems to have no problem doing that (there's a check box that lets the user decide whether they want to turn key repetition on or off); I realise it's a Windows program that uses Windows libraries and all that, but I didn't expect this to be a major issue involving emulation difficulties or anything of the kind.

Whichever way you look at it, it's slightly unnerving having sustained instruments play indefinitely because the EGT sustain prevents the release portion of the ADSR envelope from playing. Some instruments from my Starport BBS only ever fade out if you never cut the note, which can't be done with keyboard presses because of the issue I mentioned.

Now, if there's absolutely no way to get around this problem by stopping the repeated key presses within the tracker, then I'll live with it I guess. If the OPL3 is going to be supported somewhere down the road, then I won't be using the YMU759 at all so no loss there as far as I'm concerned. And as you seem to suggest there are far more important issues to tackle than the YMU759 at this stage.

Speaking of issues, I think the GameBoy doesn't initialise properly when switching to it from another system. Note preview refuses to play anything other than C-2 (or whichever one is the lowest note the squares can play) until you hit play. Then it works normally again. It's pretty minor and it probably doesn't warrant a hotfix on its own, but I thought I'd point it out.