DefleMask Forum

DefleMask => Bug Reports => Topic started by: chipchamp on September 12, 2012, 04:41:44 PM

Title: deflemask 8 bugs
Post by: chipchamp on September 12, 2012, 04:41:44 PM
it seems that the "repeat, follow, record" checkmarks are only visible when you are selecting the system.  all 3 appear to be working fine.


and a non 8.0 thing im not sure if it has been mentioned.... in PCE when editing the wavetables the number values at the bottom are too wide and only cover a little more than half the waveform.


Title: Re: deflemask 8 bugs
Post by: Delek on September 12, 2012, 04:59:34 PM
About the first, it was already reported and I will fix it in a few hours (I am at work). It is  related to the waveformviewer, try to disable it and you will see that the problem dissapear.

About the second point, you could move trought the values by using the arrow keys.

Thanks a lot for the reports.
Title: Re: deflemask 8 bugs
Post by: cuttingagent on September 13, 2012, 10:05:10 AM
If you accidentally select the system as Genesis while it is *already* running in Genesis mode, the checkboxes for Repeat/Follow/Record all switch to off and then become inaccessible, so you cannot turn them back on. I don't know if it does this for other systems but I would guess so.

The quickest way I found to fix this is to use the zip file to overwrite all the program's files, and start fresh.
Title: Re: deflemask 8 bugs
Post by: Delek on September 13, 2012, 11:09:25 AM
I fixed this issues, please re download DefleMask. Thanks.
Title: Re: deflemask 8 bugs
Post by: cuttingagent on September 15, 2012, 01:36:14 AM
Now here's an interesting bug!

Load 2 or more DAC samples in INST section.

Change the sample rate upward from the minimum.

The first sample will now play at an incorrect pitch, while all the other samples retain their correct pitch. The incorrect pitch can be somewhat corrected by then changing the pitch parameter, but will not be fully correct.
Title: Re: deflemask 8 bugs
Post by: Delek on September 15, 2012, 02:11:00 AM
I could not replicate that bug, if I change the sample rate of the samples they play at the configured/desired hz. I don't get where is the bug.
Title: Re: deflemask 8 bugs
Post by: cuttingagent on September 15, 2012, 06:39:58 AM
Here is a .dmf of it. Sample 1 and 2 are both Sonic Drum 1.wav.

I loaded these both in sequence and then changed the sample rate from 8000hz to 11025hz.

You should be able to hear that sample 1 is now pitched too high.

I also tried reloading the sample after this, which did not help.

This is not the worst thing in the world, of course.=D

---

EDIT: Wow, this was shortsighted of me. I did not even realize that the sample rate wasn't global, neglecting to see a setting for it for each sample(this is partly because I just switched from VGMMM which only has a global setting for this) I'm confused though because VGMMM also plays the samples at the correct pitch under ANY sample rate. Not that this is a big issue, just curious.

And sorry about the false bug report. I have read the manual 5 times, read the tech documentation for the chips, and read a couple years worth of changelogs. Still the most obvious things go right over my head. Perhaps it's data overload.
Title: Re: deflemask 8 bugs
Post by: Delek on September 15, 2012, 11:27:06 AM
That behavior is absolutely correct, because Sonic Drum 1.wav is a wav of 8000hz only!.
If you change the hz or speed, you will change also the pitch of the sound, this is a basic effect of changing the sound frequency. In order to obtain a sample running @ some desired hz, for example Sonic Drum 1.wav, you SHOULD record that sample in those HZ, for example, ripping from a Genesis Cart to very high hz, and after that, you will load it in DefleMask and it will play with lower pitch @ 8000hz but fine in your desired hz.
Title: Re: deflemask 8 bugs
Post by: cuttingagent on September 15, 2012, 11:38:08 AM
Ah, looks like you were answering that right as I had figured it out myself and was editing my post (see above). Sorry, this stuff is very confusing. I've noticed I can't often tell if an issue is about the chip itself, inherent in trackers in general, a distinction between different trackers, etc. So many different possibilities.
Title: Re: deflemask 8 bugs
Post by: Delek on September 15, 2012, 11:44:39 AM
No problem mate, for these type of questions I created the forum.  ;)
I'm confused though because VGMMM also plays the samples at the correct pitch under ANY sample rate. Not that this is a big issue, just curious.
In VGMMM the samples are auto-resampled and they will play fine at the selected HZ because it has a GLOBAL hz selector, so VGMM is forced to do this (play them fine at all cost), in other way you will never be able to change the hz and not getting mad, because you will be forced to re-record all of your samples at the new hz.

As you already know, DefleMask has a individual per sample hz selector, so it is not necessary make any auto-resampling because you will be able to play all of the samples at the recorded hz, even with different rates, without problems. And even you could use the same sample with different hz to play it at a different pitch if this is useful for you.
Title: Re: deflemask 8 bugs
Post by: cuttingagent on September 15, 2012, 11:52:02 AM
Ah, I had thought that the reason for a choice of sample rates was to conserve space on the ROM. Now I see that if someone wanted to do that, they'd need to record the samples at a low rate to begin with.
Title: Re: deflemask 8 bugs
Post by: Delek on September 15, 2012, 12:09:46 PM
Sure!.
Also, the hz is only the SPEED of the sample, so if you have 16bytes and you send them at a rate of 1byte per second or 2bytes per second they size in memory will be the same, 16bytes. So, the selection of the hz of a sample will not modify the size of the sample in memory, it will modify how the CPU will have to work to play them (the speed).
Title: Re: deflemask 8 bugs
Post by: FlashingYoshi on September 17, 2012, 09:20:39 PM
Hey, Delek! It appears that arpeggio does not work when vibrato is activated.
Title: Re: deflemask 8 bugs
Post by: Delek on September 17, 2012, 09:48:22 PM
The way that DefleMask uses to create the vibrato is relative to the next and the previous note, for example, if you want to done a vibrato to C-5, DefleMask will done some math using B-4 and C#-5, if you done an arpeggio at the same time, the vibrato will be reseted at every new note and it will be useless.

It is done in this way because DefleMask uses a general and global getFrequencyNote for every chip, so the vibrato will be calculated in the same way for every soundchip without touching the code. This creates the lack of using this two effects together, but it is a very useful way of solving the vibrato effect.
Title: Re: deflemask 8 bugs
Post by: jrlepage on September 18, 2012, 11:01:28 PM
When in Genesis mode, using 04xy causes issues with notes with EDxx next to them. The frequency plays without delay but the attack is delayed by xx frames.
Title: Re: deflemask 8 bugs
Post by: FlashingYoshi on September 18, 2012, 11:45:11 PM
What do you mean by this?
Title: Re: deflemask 8 bugs
Post by: jrlepage on September 18, 2012, 11:47:40 PM
I mean exactly what I said. The note's frequency gets updated as soon as the cursor reaches the row with the note on it, but the actual ADSR envelope gets triggered xx frames later, where xx corresponds to the value of EDxx.
Title: Re: deflemask 8 bugs
Post by: FlashingYoshi on September 19, 2012, 12:01:44 AM
Okay, it's kinda confusing for me. My results show that when 4xx and EDxx are on the same note, the EDxx is cancelled out. And for you it gets triggered xx frames later, where xx corresponds to the value of EDxx? Man, 4xx is buggy in Deflemask! Also, 2xx doesn't work right for me. Maybe add something like Famitracker's Qxx and Rxx?
Title: Re: deflemask 8 bugs
Post by: jrlepage on September 19, 2012, 12:21:35 AM
If this doesn't make it clear enough, I don't know what will.
Title: Re: deflemask 8 bugs
Post by: FlashingYoshi on September 19, 2012, 07:20:22 PM
Oh. I thought you meant something else. Now we have two bug reports on our hands. But my bug is really inconsistent. =P
Title: Re: deflemask 8 bugs
Post by: Delek on September 19, 2012, 08:56:22 PM
Fixed both bugs!!.

I will upload DefleMask after build the Linux version (my Ubuntu VM just broken, and I need to get the OSX VM running too, I hate VMs).
Title: Re: deflemask 8 bugs
Post by: jrlepage on September 19, 2012, 11:48:25 PM
Slight graphical glitch when loading Genesis presets with a 1280x800 screen resolution. The scroll bar that scrolls through the presets appear all the way over to the right-hand side, and pushes the instrument settings down. Everything goes back to normal once the instrument is loaded though.
Title: Re: deflemask 8 bugs
Post by: Delek on September 19, 2012, 11:56:19 PM
That is intentional, because I can't guarantee that the filename will be shorter than size=window_width-ins_editor_width. I could add a function to get the max size occupied by the text right there, but it will require lot of code. I think that it is not that bad to have the ins editor down under while loading instruments.
Title: Re: deflemask 8 bugs
Post by: jrlepage on September 20, 2012, 03:48:56 AM
Ah ok. I would've thought the filenames could be forced to be under a certain amount of characters or something, but if that behaviour is intentional then that's fine too.
Title: Re: deflemask 8 bugs
Post by: cuttingagent on September 20, 2012, 04:46:26 AM

setting Step to 0 will cause the program to freeze soon afterward

Alt/Enter closes the program

Changing the window size causes some glitches, mainly that the focus will jump around when using the arrow keys to navigate around the pattern matrix
Title: Re: deflemask 8 bugs
Post by: Delek on September 20, 2012, 11:11:31 AM
I could not replicate that bugs, the glitches and the alt/enter issue is related to your video drivers or video card. The step 0 one is very strange, it works just fine here. Could you please explain it with more detail?.
Title: Re: deflemask 8 bugs
Post by: cuttingagent on September 21, 2012, 12:00:21 PM
I wish I could explain more, it is simply that I can select step 0 just fine, change some patterns, but as soon as I go to play it, the program freezes.

Luckily the Alt+Enter thing and the weird resolution thing aren't very important to me, I don't really even need to use those features.
Title: Re: deflemask 8 bugs
Post by: cuttingagent on September 23, 2012, 06:14:15 AM
Update: I was able to use the feature for about 10 minutes without the program freezing. I am sure it's because of setting Step to 0 because I'm not having any problems with freezing as long as I don't do that.



And now I have a BIG problem!

This DMF file, look at it and do try to play the last pattern. There is static playing. But it doesn't play that static when playing the whole song, just playing the pattern. All I could figure out was that all of a sudden, all my new channels are playing with some kind of weird noise at the start of them. Now look at pattern 11. It plays fine. But move it one row down so it becomes pattern 12, and that static is there. I've searched through all the patterns in the file to see if I had an effect running crazy or something, and I couldn't find anything. I'm not sure why the problem starts at pattern 12 because I was many patterns past that when the problem popped up. I have tried inserting note offs, making an empty channel with note offs one row above it, and finally, making an empty channel with 0 values for all available effects, to make sure it wasn't an effects problem, and still nothing works. This is the biggest problem I've had so far. There's a chance I have done something horrible in the program to cause this but I've looked through the file for a problem and I can't find one, so probably not. Remember, this only happens when playing the pattern, not the whole song.
Title: Re: deflemask 8 bugs
Post by: Delek on September 23, 2012, 01:53:34 PM
I fixed the Step 0 bug, yes, it was crashing the program due to a checking if the camera was moved (the step 0 don't move the camera, and the check was like "OMG I WILL FAIL"), so it is gone. Wait to the next release, it should be in less than 2 days. I got working the Linux VM so I can release everything as usual. After this I will get deep into Mac OS X VMs.

About your track, I play the pattern 12 with Play Sng and it plays fine, I play your pattern 12 with Plat Ptn and it plays the same. Maybe I already fixed the noise bug?. What channel outputs the noise?, try to mute them.
Title: Re: deflemask 8 bugs
Post by: Delek on September 23, 2012, 03:49:26 PM
DefleMask Update 4 released!.
Title: Re: deflemask 8 bugs
Post by: cuttingagent 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.
Title: Re: deflemask 8 bugs
Post by: jrlepage 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.
Title: Re: deflemask 8 bugs
Post by: Delek 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 (http://www.delek.com.ar/forum/changelogs/changelog-8/)
Title: Re: deflemask 8 bugs
Post by: jrlepage 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.
Title: Re: deflemask 8 bugs
Post by: Delek 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.
Title: Re: deflemask 8 bugs
Post by: Delek 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.
Title: Re: deflemask 8 bugs
Post by: jrlepage on September 26, 2012, 09:44:50 PM
Amazing, thanks for the hotfix! I'll let you know if anything else comes up. :)
Title: Re: deflemask 8 bugs
Post by: Radaron 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
Title: Re: deflemask 8 bugs
Post by: Delek 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.
Title: Re: deflemask 8 bugs
Post by: Radaron on October 03, 2012, 12:04:26 PM
Ok. Thanks for explanation!
Title: Re: deflemask 8 bugs
Post by: jrlepage 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!
Title: Re: deflemask 8 bugs
Post by: Delek 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.
Title: Re: deflemask 8 bugs
Post by: jrlepage 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.
Title: Re: deflemask 8 bugs
Post by: Delek 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.
Title: Re: deflemask 8 bugs
Post by: jrlepage 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.
Title: Re: deflemask 8 bugs
Post by: Delek on October 04, 2012, 10:32:08 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).
The point is: it is the same if you press it one time, or if you press it all the time. The emulator will do the same.
Title: Re: deflemask 8 bugs
Post by: jrlepage on October 06, 2012, 06:27:14 AM
Deflemask crashes when trying to export an NES ROM larger than a certain size (I haven't figured out the exact size yet). This has to do with loading too much sample data. It doesn't give any warning; it just hangs for a second or two then closes automatically, without saving the DMF.

Incidentally DMFs with too much sample data in them do save, but become corrupt and cannot be loaded again. There should be some error message to prevent this, I think...
Title: Re: deflemask 8 bugs
Post by: Delek on October 06, 2012, 08:46:25 AM
How much sample data should I load to replicate this bug?. I cannot reach that limit, should be infinit.
Title: Re: deflemask 8 bugs
Post by: jrlepage on October 06, 2012, 09:04:39 PM
As an experiment I've been trying to make an NSF with just these samples (https://dl.dropbox.com/u/34026765/samples.rar) (no PSG stuff). The first sample alone successfully exports to NSF, but adding the second one (which is much larger) corrupts the DMF and crashes the tracker when trying to export to NSF.

Of course that's over 2MB of samples, so I assume no hardware player could possibly play the NSF. As I said, it's just an experiment, and I think it was a worthwhile one considering it made me find a bug.

Here are the settings I used for the module:

-Base time 05
-Speed 11/12
-C-1 on the first row of the first frame, let it play till line 19
-On line 19 skip to frame #2
-On frame #2 place a C#1 with ED01. Let it play till row 55 and place a B01 there.

If it does the same on your machine as it did on mine, saving to DMF should complete but the file will be corrupt; exporting to NSF will crash the program. I haven't tried chopping the sample to several small bits; maybe the problem is with the length of the samples rather than their size?
Title: Re: deflemask 8 bugs
Post by: Delek on October 06, 2012, 10:58:20 PM
The maximum size that nsf files can support is 1MB, so I allocated a fixed size memory space without a check.

The corrupted "Internal Error" file is fixed, I needed a very large file to discover this bug, so, thanks. I will re upload DefleMask after fixing the NSF exporter check.
Title: Re: deflemask 8 bugs
Post by: Delek on October 06, 2012, 11:45:57 PM
DONE!, please re-download Defle!.
Title: Re: deflemask 8 bugs
Post by: jrlepage on October 07, 2012, 12:14:23 AM
Okay, so after downsampling all the way to 8 kHz, I was able to make a ROM small enough that the exporter will let me export it. It still doesn't play correctly in the NSF though... :\

See for yourself: DMF (https://dl.dropbox.com/u/34026765/passthroughtheforest.dmf) | NSF (https://dl.dropbox.com/u/34026765/passthroughtheforest.nsf)

The NSF restarts at 1m06, and once the initial sample is done replaying it hangs. Also there's a pause between both samples (when there isn't one in the DMF). Any idea what's happening?
Title: Re: deflemask 8 bugs
Post by: Radaron on October 12, 2012, 02:10:03 PM
after export to *.vgm this instrument sounds different than in DefleMask, like inverted, I dunno why.
Title: Re: deflemask 8 bugs
Post by: Delek on October 12, 2012, 07:19:45 PM
Even in the exported rom sounds different, seems that the emulator used in DefleMask has an accuracy problem. I need to get what parameter is making the difference.
Title: Re: deflemask 8 bugs
Post by: Delek on October 12, 2012, 08:38:13 PM
Well, I fixed it!, please re-download DefleMask, it was a bug in the emulator. The update 11 includes some other things:

Now you can press Ctrl+S to save the module at any time (and changed the default Custom Shrink shortcut to Ctrl+W to avoid a fight with the Quick Save).
Now the instrument list will not be closed after you select an instrument (you can test the ins list faster).
Fixed a small bug in the YAMAHA YM2612 emulation.
Manual Updated.
Both Windows and Linux builds updated.

Regards.
Title: Re: deflemask 8 bugs
Post by: Radaron on October 13, 2012, 06:24:15 AM
yeah, but I think with emulation in DefleMask was almost everything OK! The problem was after exporting. what I mean:
I created this sound (01.mp3) using the same instrument in VOPM(vst),and same instrument you can hear in Phantasy.vgm in YM2612 3rd channel, but not in DefleMask :)
Title: Re: deflemask 8 bugs
Post by: Delek on October 13, 2012, 12:00:34 PM
The true is that the instrument is using the SSEG feature of the YM2612, DefleMask is sending the SSEG data stored in the instrument, but you can't edit it because it is not implemented yet in DefleMask. I'm seeing how difficult could be to add it in the next update.
Title: Re: deflemask 8 bugs
Post by: Delek on October 13, 2012, 12:52:57 PM
Well, I updated DefleMask 8 to u12, I added SSG-EG control!. Please check the changelog and update it!.
Title: Re: deflemask 8 bugs
Post by: Radaron on October 13, 2012, 01:23:40 PM
oh man... Sorry, my bad! I tried to use that instrument on wrong channel! Yeah... I was stupid :)
So. It's was ok from begining. Anyway, thanks for work and new features!
Title: Re: deflemask 8 bugs
Post by: jrlepage on October 16, 2012, 05:08:33 AM
snakerider.dmf now exhibits a weird bug where a noise note with ECxx plays at full volume when it shouldn't. This is with Deflemask 8 u12. Just open the module and you should hear it clear as day.
Title: Re: deflemask 8 bugs
Post by: Delek on October 16, 2012, 09:03:33 PM
Thanks, it is fixed now, also I added many little GUI fixes. Please update Defle to u13. Regards.
Title: Re: deflemask 8 bugs
Post by: Delek on October 16, 2012, 09:34:53 PM
WTF, for some reason a bug was introduced with the wavetables in PC-Engine, it is fixed too.
Title: Re: deflemask 8 bugs
Post by: B00daW on October 22, 2012, 12:58:04 PM
Regarding Gameboy WAV channel, and possibly other wavetable channels for other systems, if you load jrlepage's SMB Overworld track and isolate the WAV channel it seems that there are artifacts being played with the triangle wave.
Title: Re: deflemask 8 bugs
Post by: Delek on October 22, 2012, 07:12:02 PM
If the "artifacts" are that strange and small sounds at the end of the volume macro, it is not a bug, it is how the WAVE Channel change his volume. You can see that the instrument 3, at the end, has a lower volume, and it sound a little bit different and quieter than the rest of the wave. But it is normal and is how the Game Boy will react to reduce the amplitude of the Triangle Waveform.
Title: deflemask 8 bugs
Post by: UltrasonicMadness on October 22, 2012, 09:55:12 PM
Greetings Delek!

Sorry if my first post is a bug report but I have found a possible bug with the 0B command on the Game Boy.
When it warps to the frame specified in the 0B command, the noise channel mutes and the first note on the two squares doesn't play, however the behavior of the wave channel is perfectly fine.

Is this a bug or is it related to this statement from the manual:
Quote
Note that backward jumps are not allowed on some systems.

I have attached the DMF that is giving me trouble.
You might want to state which systems can and can't use the 0B command somewhere in the manual.

Also, good job with DefleMask :D! Unfortunately I have Windows Vista so the YMU759 lags a bit.

EDIT: Not any more! I got rid of that Vista pile of junk and went back to Windows XP. The YMU759 works great now!
Title: Re: deflemask 8 bugs
Post by: Delek on October 22, 2012, 11:03:14 PM
Wow, thanks for the report. Please re-download DefleMask, to update it to u15, it should be fixed now. Thanks a lot.
Title: deflemask 8 bugs
Post by: UltrasonicMadness on October 23, 2012, 08:10:11 AM
Thank you for such an amazing tracker and the forum full of people ready to contribute to it's awesomeness!
Title: deflemask 8 bugs
Post by: UltrasonicMadness on October 23, 2012, 04:54:48 PM
Hate to nitpick but you seem to have reversed the problem (at least for gameboy).
Try playing Crazy.dmf.
Title: Re: deflemask 8 bugs
Post by: Delek on October 23, 2012, 07:12:31 PM
Ooops, please re-download it, should be perfect now. Please test it. Thanks.
Title: Re: deflemask 8 bugs
Post by: B00daW on November 06, 2012, 12:28:10 AM
Why is there a duty cycle macro for instruments for SN7 PSG in SMS?

Edit:  Also for making macros, you can pull the parameters low to the loop point in which you keep hitting the loop parameter.  Please lower the loop parameter a few pixels.

It would also be nice for the instrument editor section to have a scroll bar just in case some people do not have a scroll wheel mouse.

Octave 0 setting is useless for SMS.  Also Key "Z" in Octave 1 starts with Octave 0.  Octaves should be raised.

Octave 0 setting should start with C-0, and yes I know that A-0 is the starting note. :)

The command column would be easier and quicker to use if editing 1 of the 4 character command parameters simply advanced downward on edit instead of left to right.  It is very clumsy.  This way someone could create multiple lines of effects going downward easily and edit their command parameters downward more easily.
Title: Re: deflemask 8 bugs
Post by: Delek on November 06, 2012, 12:56:05 AM
Why is there a duty cycle macro for instruments for SN7 PSG in SMS?
To control the NOISE MODE. The Duty Cycle macro will control both Duty and Noise, in NES and in Game Boy, in SMS it only controls noise.

It would also be nice for the instrument editor section to have a scroll bar just in case some people do not have a scroll wheel mouse.

The command column would be easier and quicker to use if editing 1 of the 4 character command parameters simply advanced downward on edit instead of left to right.  It is very clumsy.  This way someone could create multiple lines of effects going downward easily and edit their command parameters downward more easily.
From changelogs:
UPDATE 4 (@ 23/09/12):
Added new shortcuts: Ctrl+Left/Right to swap between channels.
Now while editing effects the cursor will move to the next effect value rather than go downwards.
Now you can move the Instrument Editor Window with Alt+Up/Down, now the users without a mouse wheel should scroll it fine.

Lot of users requested the right movement of the effects, maybe I will add an option to switch.

Octave 0 setting is useless for SMS.  Also Key "Z" in Octave 1 starts with Octave 0.  Octaves should be raised.
Octave 0 setting should start with C-0, and yes I know that A-0 is the starting note. :)
Octave 0 is to get full noise control if I remember correctly.

Title: Re: deflemask 8 bugs
Post by: B00daW on November 06, 2012, 01:02:14 AM
OK.  That's good.  Perhaps it could be changed to "NOISE MODE" to relieve confusion.

Seems like sounds can be played without instruments present in SMS mode.

I've attached a DMF.
Title: Re: deflemask 8 bugs
Post by: jrlepage on November 08, 2012, 11:31:09 PM
An issue with the NSF exporter: using a vibrato on pulse channels seems to reset the phase every time a new frequency is written.

EDIT: Please allow NSF attachements! Here are the files: NSF (https://dl.dropbox.com/u/34026765/vib.nsf) | DMF (https://dl.dropbox.com/u/34026765/vib.dmf)

Also, Ctrl+Left/Ctrl+Right only work when record mode is off.

Using 01xx and 02xx after a 03xx command doesn't seem to work, even after disabling 03xx AND entering a new note on the same line. I'm not sure if this is a bug but it's sort of annoying regardless...
Title: Re: deflemask 8 bugs
Post by: Delek on November 09, 2012, 01:16:41 AM
I fixed all of that bugs, with exception of the phase reset on vibrato. Damn, I didn't know that it was "impossible" to change the freq of the squares without reseting the phase. I'm adding the SWEEP hack to obtain this, however does not seems to work. :S

        addNESEvent(0x03, (frequency&0x700) >>8 );        //HIGH 3 BITS
        if(channel==0){         //HACK STUFF
            addNESEvent(0x17, 0x40);
            addNESEvent(0x01, 0x87);
            addNESEvent(0x17, 0xC0);
            addNESEvent(0x01, 0x0F);
        }
        addNESEvent(0x02, frequency&0xFF);       //LOWER 8 BITS

I don't know why it is not working.

SOURCE: http://forums.nesdev.com/viewtopic.php?t=231
Title: Re: deflemask 8 bugs
Post by: jrlepage on November 09, 2012, 03:00:11 AM
Forget the sweep hack. The problem you have is that your vibrato is rewriting the entire frequency register (only the high 3 bits reset the phase). If you make it write only the low bits unless writing the high 3 bits is necessary, then the phase won't reset.

The sweep hack isn't widely supported anyway, and probably not worth the trouble in the immediate future.

EDIT: I just noticed the phase never resets in Deflemask, even when it should reset (e.g. using a vibrato on A-3). That should be fixed as well since that's how the hardware behaves anyway.
Title: Re: deflemask 8 bugs
Post by: jrlepage on November 09, 2012, 06:21:47 AM
I downloaded u19 and opened a module I made in u19... And it looks like your fix introduced new bugs. This is what I've been able to find:

-On the triangle channel, 03xx causes some calculations to go off when writing to the high frequency bits, and makes the slide land on the wrong note. Example file: NSF (https://dl.dropbox.com/u/34026765/triangle_slide.nsf) | DMF (https://dl.dropbox.com/u/34026765/triangle_slide.dmf)
-Still on the triangle channel, it looks like using 04xx on any note produces a strange glitch where it plays a super high frequency when it crosses to a different timer period ($100, $200, $300 ... $700). A-3 is an example of this. On the pulse channels though it pops as it's supposed to. Example file: NSF (https://dl.dropbox.com/u/34026765/triangle_vib.nsf) | DMF (https://dl.dropbox.com/u/34026765/triangle_vib.dmf)
-Similarly, using 01xx or 02xx on the triangle channel causes bad stuff to happen when writing the high 3 bits.

I hope that's it, but if I find more I'll report back.

EDIT: This bug has been around for a while, but I never thought of reporting it until just now. Exported NSFs stop dead at the end without looping, unless I stick a 0Bxx at the end. Not a terrible bug but it confused me at first.
Title: Re: deflemask 8 bugs
Post by: Delek on November 09, 2012, 10:02:12 PM
Thanks a lot, fixed all of them.

About the loop thing, it is not a bug, it is intentional. DefleMask will no loop the track (both in VGM and in ROM files), unless you command it.
Title: deflemask 8 bugs
Post by: UltrasonicMadness on November 10, 2012, 04:30:02 PM
Talking about loops, there seems to be a problem with how megamitenseiii.dmf for the PC-Engine does it. The volume seems to be way too loud at the start.
Title: Re: deflemask 8 bugs
Post by: Delek on November 10, 2012, 09:11:56 PM
Ohh!, I see. I fixed it, and also fixed a bug in NES Squares while using Arpeggios Macro with the same note over and over again (the phase reset thing). Please re-download Defle 8.
Title: Re: deflemask 8 bugs
Post by: Delek on November 11, 2012, 09:04:36 PM
NEW FIX: Fixed a bug in the note preview of NES, it was not letting to play the same note again (because of the bug previously fixed of the Arpeggio note).
Title: deflemask 8 bugs
Post by: UltrasonicMadness on November 12, 2012, 06:13:58 PM
OK this is a strange one...
The OFF command doesn't work for notes that have a 0Axx effect on them. This bug affects the Game Boy, the PC-Engine, the Sega Master System but strangely not the NES.
Title: Re: deflemask 8 bugs
Post by: Delek on November 12, 2012, 06:41:26 PM
Fixed!, also I fixed a another loop issue in the VGMs and on ROMs (not while playing inside DefleMask), the loop sometimes will not work if you used another 0Bxx command before and used 0Bxx to loop at the same pattern of the previous 0Bxx command, explanation:

If the track has a GOTO 0Bxx to the pattern 4 for example (pattern 3-> pattern 4), and you want to loop to the pattern 4 too, I mean:

(start -> pattern 1 -> pattern 2 -> pattern 3[CUT]->pattern 4 ->pattern 5-GOTO pattern 4)
(LOOPING FROM 4 TO 5)

Then there will be a NULL in the loop value, because I forgot to add the store of the OFFSET when the JUMP to the 4 pattern was created (the pattern 4 has not a initial position, because the jump cuts the normal process of the pattern).

So you should update to u22.
Title: Re: deflemask 8 bugs
Post by: Radaron on November 13, 2012, 07:55:13 AM
 Small bug, after adding 9 and more instruments I can't get access to "Samples" through instrument list, only through instrument Editor on both PC-Engine and Genesis.
Title: Re: deflemask 8 bugs
Post by: Delek on November 13, 2012, 07:21:49 PM
Thanks for reporting that, it is fixed now, update 23 released. And I also added a default name when a new instrument is created ("Ins 0", "Ins 1", etc).

Regards.
Title: deflemask 8 bugs
Post by: UltrasonicMadness on November 27, 2012, 03:48:28 PM
Sorry to report something that isn't DefleMask related but sometimes the forum or even the whole delek.com.ar website will redirect to a Google or BoardCentral search for "GTRL". Couldn't think of anywhere else to put this, sorry.
Title: Re: deflemask 8 bugs
Post by: Delek on November 27, 2012, 06:59:03 PM
Yes, I'm fighting it, some hackers are attacking me. It is very strange.
Title: Re: deflemask 8 bugs
Post by: UltrasonicMadness on November 29, 2012, 04:15:27 PM
Also Firefox just listed this as an attack site
Title: Re: deflemask 8 bugs
Post by: Delek on November 29, 2012, 07:13:25 PM
delek.com.ar is not listed as an attack site, but the page that those hackers are trying to redirect yes.
Title: Re: deflemask 8 bugs
Post by: UltrasonicMadness on December 01, 2012, 03:34:48 PM
I know you are not the type who distributes malware (far from it, DefleMask is addictive and it's even better now that I have Windows XP and I can use the YMU759  :D) but here's what Firefox says...
Title: Re: deflemask 8 bugs
Post by: Delek on December 01, 2012, 04:54:29 PM
Spam-Bots are registering on this forum, I added higher security settings and I hope this to stop in the next days.
Title: deflemask 8 bugs
Post by: UltrasonicMadness on December 01, 2012, 06:50:39 PM
I hope so too. Why couldn't they hack a website with less useful software on it like apple.com?
Title: deflemask 8 bugs
Post by: UltrasonicMadness on December 02, 2012, 06:57:40 PM
Found a couple bugs with the YMU759:

1) There are audible clicks in the audio when using the 08 command (if the command is used on the same note that is played)

2) The 0D command is glitchy, sometimes doesn't work and causes some notes not to attack properly
Title: Re: deflemask 8 bugs
Post by: Delek on December 03, 2012, 05:25:08 PM
The first one is not a bug, that's how the YMU759 will sound to a panning close to the note triggering, try to change the instrument or modify some values and the tick will be less audible, about the second, the YMU759 support finished some versions ago, and I was thinking in remove the chip, because it is full of hacks and it uses a completely different approach than the other systems, also it is not cross-platform. However I left it there because I putted lot of effort in reverse engineering the soundchip, but I will not fix bugs or add new commands.
Title: deflemask 8 bugs
Post by: UltrasonicMadness on December 03, 2012, 05:58:34 PM
Too bad, it seems like a great chip. Also please don't remove it.
Title: deflemask 8 bugs
Post by: UltrasonicMadness on December 06, 2012, 02:31:39 PM
I've found a possible bug with the PC-ENGINE...

When I input a 08 command, it just silences the whole thing. I don't know whether the PC-ENGINE supports stereo but the NES, for example ignores the effect entirely. I read over the PC-ENGINE section on the manual and there is no explanation of this whatsoever.
Title: Re: deflemask 8 bugs
Post by: jrlepage on December 06, 2012, 04:06:24 PM
The NES APU doesn't support stereo at all, so 8xx will not do anything.

I'm not familiar with how the Turbografx-16 works but I believe panning works as 8xy, where x is volume for the left channel and y the volume for the right channel.
Title: Re: deflemask 8 bugs
Post by: Delek on December 06, 2012, 06:27:38 PM
jrlepage is right, the NES don't have panning and the panning in PCE is xy.

Please RTFM!, it is explained in the main PC-Engine category.
Quote from: MANUAL
Soundchip: Hudson Soft HuC6280


Properties of the System


Note Range: C#-0 -> B-6

Max Volume: 1F.

The stereo 08xy effect in PC Engine is X for LEFT and Y for Right. 0-F values are allowed.
About your track, it is panning very nice, please increase your volumes. You are panning with a volume of 1!
Title: deflemask 8 bugs
Post by: UltrasonicMadness on December 07, 2012, 04:04:50 PM
Sorry, I didn't know that the main category could be clicked in the manual. Thanks for the clarification and sorry for the confusion.
About your comment, jrlepage, I was not implying that I thought the NES did support stereo, I was just suggesting how the PC-ENGINE should react to the 08 effect if it didn't.