DefleMask Forum

DefleMask => Bug Reports => Topic started by: chipchamp on January 01, 2013, 01:17:19 am

Title: deflemask 9 bugs
Post by: chipchamp on January 01, 2013, 01:17:19 am
first of all thanks 2 delek for all the great work so far!

jrlepage's "this is not the final boss" demo track wont .sid export, it gives a "ROM export error, file size larger than HW player memory."  The .dmf is only 1.45k big for that, and I have seen plenty of .sid files bigger than 4k.  So if this is a size limit error, what is the largest .dmf that can be exported as a .sid?

also in sid... the resonance level of the filter does not seem to affect deflemask playback, while .sid renders sound a little different.

finally when I first started with sid it was set to NTSC which made the .sid renders' playback detuned, but after setting it to PAL I couldn't switch back.  It looks like you can only do PAL with c64 so I am not sure how it started out in NTSC, can't replicate.

*all in windows version*
Title: Re: deflemask 9 bugs
Post by: Delek on January 01, 2013, 01:25:33 am
About the .SID export error, in the changelogs "Added basic .SID exporting to Commodore 64", the "basic" is because the .SID exporter is in a very alpha state, I'm planning an update soon only to update the SID builder, lot work to do.
About NTSC on SID, it is not supported, only PAL for now. If you could find how do you switched to NTSC in first place I will fix that point, but I disabled NTSC support on C64 and I can't switch to NTSC here neither so I don't know, maybe you used a config.ini from an older DefleMask?.
About the resonance, seems to be a difference in resonance implementations between emulators, remember that the SID filters were not standardized so lot of implementations will sound different. EDIT: Yes, it was a difference in the filter resonance table of the internal DefleMask emulator, now it is more accurate. Please re-download DefleMask and tell me how it works now.

Thanks a lot for the reports.
Title: Re: deflemask 9 bugs
Post by: Delek on January 01, 2013, 02:11:38 am
The NTSC was because of the Demo Songs, some of them were done before the removal of the NTSC so they are on NTSC.
Title: Re: deflemask 9 bugs
Post by: UltrasonicMadness on January 01, 2013, 04:40:33 pm
1) When I click the button to edit the wavetables for a system that supports custom waves, one of the dots at the end will snap to the position of my mouse pointer without another click. This only happens with modules that have more than 5 instruments.

2) Any clicks inside the file explorer window pass through to the rest of DefleMask (annoying for wavetables).

3) In the C64 instrument editor, I can set the Progressive Filter Cutoff factor to 19 and the line is invisible.

By the way, happy New Year Delek! I'm liking the new version of DefleMask and I'm looking forward to trying out the C64!
Title: Re: deflemask 9 bugs
Post by: B00daW on January 04, 2013, 05:38:22 am
Deflemask 9 for Mac OS X will not boot if user does not have root access to copy libSDL-1.2.0.dylib to /usr/local/lib/; even though the library is in DefleMask's root directory.

Error:

xxx-MacBook:~ xxx$ /Users/xxx/Documents/DefleMask_Mac/DefleMask ; exit;
dyld: Library not loaded: /usr/local/lib/libSDL-1.2.0.dylib
  Referenced from: /Users/xxx/Documents/DefleMask_Mac/DefleMask
  Reason: image not found
Trace/BPT trap: 5
logout
Title: Re: deflemask 9 bugs
Post by: Delek on January 04, 2013, 11:13:47 am
That's a problem of the user, not a DefleMask bug.
Defle uses SDL for sound, so you should install SDL as normal or copy libsdl to local/lib to run DefleMask.
Title: Re: deflemask 9 bugs
Post by: tadpole on January 06, 2013, 02:24:32 pm
With the C64 -
I'm having trouble with understanding the filter behavior.
Maybe I'm doing something wrong, but it looks like I've identified a couple bugs.

Bug 1:
Consecutive notes using the same instrument seem to interfere with each other's filter cut off macro.
Explanation:
Shouldn't each note trigger the filter cut off macro?  In jam mode, it works fine.  But when playing a pattern, the 1st note plays normally, but all notes after that are squelched.
I can get around this by putting a note cut and a different instrument number between notes.  If you load up "filterbass.dmf" you'll see that only some of the notes are playing.

Bug 2:
When the filter is being used on different channels at the same time, it looks like the cut off macros are interfering with eachother.
Explanation:
I want to use my filterbass instrument on two channels at the same time, to play fifths, or octaves.  All the notes play, but the notes are shortened.  Looks like the cut off speed has been doubled.

Also, the help file mentions a checkbox for "Volume Macro To Modify Filter Cut Off".  I can't find that anywhere in the instrument editor.

the file for demonstration:  http://www.tadpolemusic.us/filterbass.dmf
Title: Re: deflemask 9 bugs
Post by: Delek on January 06, 2013, 06:33:38 pm
You are setting the cutoff too high for a LOW PASS with the selected waveforms, then the filter will output no sound at all for all the channels that are passing trough the filter, it is not a DefleMask bug.

Each note will trigger the filter cutoff macro, but the initial cutoff value will be rewritten if the instrument has checked "used filter values from instrument" AND the instrument is different than the previous one (this could be changed in a future version, I should check lot of things, because I added "not write the same instrument again" in order to avoid redundant writes, but some systems will require to write the same instrument with the same values again, C64 is one of them, with his cutoff macros, I will think about this).

About the second bug, it is not a bug, is only how the SID was constructed, the filter cutoff is a GLOBAL value of the SID soundchip, and actually any filter related thing is global in the SID, because the filter will process all channels together, so actually you can't use it independently on each channel. You should have only 1 instrument modifying the filter's values at a time, in other way you will obtain the sum of all values.

The "Voume macro to modify Filter Cut off" was renamed to "Filter Cutoff Macro", it is in the bottom of the Volume macro box, thanks for the report, I will fix this.

This is the fixed module:
Title: Re: deflemask 9 bugs
Post by: tadpole on January 07, 2013, 02:54:40 am
Thank you.  :)
Also, I know quite a bit about the SID - I have used Goattracker a lot, as well the JCH and SDI editors on my own C64.
The confusion I have is just because DefleMask is a bit different than any of the other SID editors I've used.

I'm pretty excited about it!  I think DefleMask could well become the best, most powerful SID editor.  Already, there are some huge advantages to DefleMask vs. the others.

Most importantly,
1. Frame by frame resolution!  (You can make each row last 1 frame, giving you full control to go into greater detail)
2. Up to 3 FX colums per channel!  (Those other editors only have 1, and you have to put effects on every row to continue them, for example 3xx, 3xx, 3xx, etc.)
3. Detune!  (Goattracker doesn't have this)
4. You won't run out of room for instruments and macros!
Title: Re: deflemask 9 bugs
Post by: Delek on January 07, 2013, 04:06:03 am
Thanks a lot!

PS: I was thinking about the second bug, also you can use SET FILTER CUTOFF effect 11xx to reset it and get the macro to modify what you want.
Title: Re: deflemask 9 bugs
Post by: B00daW on January 08, 2013, 11:47:43 am
On the Mac OS X port, the keyboard for MacBooks are different.  What are the equivalent keys for Insert, and Del?  "Delete" on Mac is backspace which functions differently.

Of keys that I found equivalents:

Fn+Up/Down = Page Up/Page Down
Fn+Left/Right = Home/End

The Ctrl key is not being captured by DefleMask on focus.  It appears that Mac OS X is still using it for windows management.  It should be using the Apple key for Ctrl.

The left and right Apple keys are inputting notes E-3 and D#3 respectively.
Title: Re: deflemask 9 bugs
Post by: Delek on January 15, 2013, 07:16:41 pm
Ok, so I updated the Mac Version of DefleMask. Please re-download it.

Now "Command key" + "Delete" will act like a normal deletion, Alt+Up/Alt+Down are backspace and insert.
"Command key" now will act like Ctrl also, so all the shortcuts that are refereed to Ctrl now belongs to the Command key (Copy, Paste, Cut, Interpolate, etc)

Regards.
Title: Re: deflemask 9 bugs
Post by: FlashingYoshi on January 15, 2013, 09:55:34 pm
Hi Delek!
Sorry to bother you, especially about the YMU759, but 0B and 0D effects don't work in YMU759 chip when it refers back to an earlier frame. Included file will not loop properly. D=

EDIT: attached file removed.
Title: Re: deflemask 9 bugs
Post by: Delek on January 15, 2013, 10:23:56 pm
Backward jumps are not allowed in some systems, as the manual says. The YMU759 do not have a "loop" command in the format, so looping cannot be done.
Title: Re: deflemask 9 bugs
Post by: FlashingYoshi on January 15, 2013, 10:58:15 pm
Oh. Found a loophole, though, since the ending of FBZ is same as the beginning. Thanks, anyway! ;)
Title: Re: deflemask 9 bugs
Post by: chipchamp on January 16, 2013, 02:59:24 pm
this C64 system dmf will crash deflemask: https://dl.dropbox.com/u/40851128/rvas.dmf        (windows 7)

also i think the load screen's "ok" button would make more sense as "exit" since you may or may not actually load something
Title: Re: deflemask 9 bugs
Post by: Delek on January 16, 2013, 06:20:25 pm
Here is playing fine!, very awesome tune btw.

I updated DefleMask 9 some hours after the initial release to solve a bug in the C64 resonance emulator (that was causing some crashes), so re-download Defle 9, it should not crash.
Title: Re: deflemask 9 bugs
Post by: chipchamp on January 16, 2013, 10:35:57 pm
im not sure if i was using the old version or not, they both say "deflemask 9" in the about.  after posting the problem it stopped happening and i cant replicate, so i will keep you posted if i have any more problems with it.  thanks for the support delek!
Title: Re: deflemask 9 bugs
Post by: chipchamp on January 17, 2013, 10:48:30 am
still crashing: https://dl.dropbox.com/u/40851128/rvas.dmf     maybe now that the file is bigger you will see some problems.  i tried setting the buffer size to 3 which seemed to help (a few times the framerate dropped like it was going to crash but it didnt) but it has still crashed since.  i have made a SMS tune in defle 9 recently so this is probably just a sid system stability problem.
Title: Re: deflemask 9 bugs
Post by: Delek on January 17, 2013, 01:11:12 pm
Yes, it is only for SID and its emulator. I will check this out.
Did you re downloaded Defle 9 isn it?
Title: Re: deflemask 9 bugs
Post by: chipchamp on January 17, 2013, 01:30:21 pm
yes i re-downloaded, but i think i was running the updated version to begin with
Title: Re: deflemask 9 bugs
Post by: Delek on January 17, 2013, 06:25:00 pm
It is really weird, I can't get it to crash. Users already reported crashes but they were fixed re-downloading DefleMask (because I done a hot-fix really fast without changing the version number).
Title: Re: deflemask 9 bugs
Post by: UltrasonicMadness on February 11, 2013, 11:03:47 am
I have found a couple of bugs:

1) The PC engine's behavior is strange when one channel alternates between waves and samples (the wave sounds like it slowly sets the all values to zeroes). I have attached a DMF illustrating this bug. As an aside, the exported VGM sounds fine when played in in_vgm 0.40.3 (the version bundled with DefleMask 9b) and VGMPLAY 0.40.3.

2) If I have DefleMask open and active, Skype notifications flicker like crazy and tooltips are cut off. I apologize if this is an OpenGL bug - Minecraft does the same thing and it annoys me there too. Do you know of a fix?
Title: Re: deflemask 9 bugs
Post by: InversePhase on April 10, 2013, 03:30:59 am
Hi, I've just started using Deflemask, and I'm enjoying messing around quite a bit.

One bug I've noticed is something in porta/pitch bends. it presents in at least two systems so it's not a chip problem. If I had to guess -- and I could be wrong -- it sounds like a combination of frequency calculation on octave boundaries and conversion of that value to the actual period/freq value that is sent to the chip. It might just be the first, though.

test 1: choose SMS, lay down these 16 rows:
B-1 - - 01 10
B-1 - - 01 11
B-1 - - 01 12
[..keep going..]
B-1 - - 01 1F

hit play. you'll hear an abrupt jump in pitch near row 10 (with effect 11A). this should not happen.

test 2: choose NES, do the exact same thing, choose note B-2; it sounds like it happens in row 11 this time (effect 11B). you may want to pick duty 2 (50%) to make the error more audible.

----
Also, half suggestion and half bug: it would be great if you could preserve your song data as possible when switching systems (suggestion part), but if that isn't possible, you should at least get a warning dialog that you will lose your song when switching (bug part). it clears the clipboard too =[

Hope this is a valuable first post =]
Title: Re: deflemask 9 bugs
Post by: Delek on April 10, 2013, 02:41:15 pm
Thanks for the reports. I will fix them.
Title: Re: deflemask 9 bugs
Post by: mkubilus on May 26, 2013, 01:01:51 am
Using 9b on Ubuntu 12.10 and noticed that the Ctrl-C/Ctrl-V/Ctrl-X etc do not copy/paste/cut, but just play a note.  I believe this used to work.
Title: Re: deflemask 9 bugs
Post by: Delek on May 26, 2013, 02:31:48 am
I will check that.

BUG Detected, if you switch back to C64 the emulator will not be re initialized. Will be fixed by tomorrow.
Title: Re: deflemask 9 bugs
Post by: Delek on May 26, 2013, 06:11:12 pm
Ok so I fixed that last bug regarding to the C64 emulator, please update DefleMask 9c. Ctrl+C/Ctrl+V/Ctrl+X are working on Linux!, did you change the default keylayout?, please re config the keys under options.
Title: Re: deflemask 9 bugs
Post by: kinkinkijkin on July 20, 2013, 11:49:49 pm
In the NES, there's about a measure where notes in the pulse fields below a certain value are rounded to another note, but only if they have an arpeggio envelope that is not 0. The variation from 0 decides how far it gets rounded, and the direction decides which direction it gets rounded to. This also seems only, as far as I've seen, to happen in modules "converted" from one of the FM chips.

Here's an example.

EDIT: Measure on average, as far as I've seen, but the example I attached has a measure and a half of it.

EDIT: Well, I guess this module also shows off another bug. When a note is lowered to C = F#/Gb, pulse 2 will occasionally play an actual F#/Gb instead of and actual B/Cb when the note it's given is F. I do not know the case which makes this happen, but it happens a few times in this module.
Title: Re: deflemask 9 bugs
Post by: mkubilus on August 15, 2013, 09:14:52 pm
None of the Ctrl keys are working for me with Ubuntu 12.10.  I have not remapped the keys.  The Ctrl key is acting like it isn't being pressed, instead of copying or pasting, sounds are made.  If I go to remap the keys to let's say 'Alt-C', it saves the setting as 'Ctrl-Alt'.
Title: Re: deflemask 9 bugs
Post by: mkubilus on August 15, 2013, 09:33:03 pm
Found the problem, it's an Ubuntu issue..  I had to go into mouse settings and disable 'Finding pointer when ctrl key is pressed'.  What a handy "feature".  Sigh.
Title: Re: deflemask 9 bugs
Post by: Delek on August 16, 2013, 01:10:06 am
Is good to know that, thanks for reporting the find. :)
Title: Re: deflemask 9 bugs
Post by: Strobe/TiTAN on September 07, 2013, 10:21:04 am
Hello once again, im not sure if this is a bug or if i made a mistake somewhere, but some of my instruments
in a gameboy tune doesn't work as intended.

I recorded it here. when i press Play the instrument skips part of the envelopes.
http://www.youtube.com/watch?v=RVmcwRrCxVc

But instrument works while just playing in the editor.
Title: Re: deflemask 9 bugs
Post by: Delek on September 08, 2013, 03:39:59 pm
The real time envelope simulator should be equal to the one played back in the patterns. So, yes, this should be a bug. Please upload a .dmf so I could debug this case.
Lovely skin btw!
Title: Re: deflemask 9 bugs
Post by: Strobe/TiTAN on September 08, 2013, 11:45:12 pm
Sent file in PM!
Title: Re: deflemask 9 bugs
Post by: Strobe/TiTAN on September 09, 2013, 10:08:28 am
I found the cause, it happens when you have a vibrato enabled as an effect. (4xx). turning off the 4xx before you play the instrument makes it replay as intended.
Title: Re: deflemask 9 bugs
Post by: Klangfarben on September 14, 2013, 11:45:43 pm
i don't know if it's just my n00bness, but why don't my dmf files for the master system work properly with the new version, 9e? :D
i often use the initial instrument for more sounds in one track, only creating specific instruments for specific sounds.. before i start talking about stuff i'm not 100% sure about, i just ask what could be the problem :)) as far as i recall, i created the sms tracks with deflemask 9c! again, don't know if this is an issue of the program or the tracking behaviour of mine :)) have a nice day everyone!

PS:
with 'not working properly' i mean, that the tracks sound totally f***ed up, and it seems like only specific instruments do what they should :D
Title: Re: deflemask 9 bugs
Post by: Delek on September 15, 2013, 01:28:15 am
Check the changelog for 9e

http://www.delek.com.ar/forum/changelogs/changelog-9/

I added bug fixes and stuffs that will break part of the backward compatibility. But should be trivial to fix.
Title: Re: deflemask 9 bugs
Post by: Klangfarben on September 15, 2013, 02:36:11 am
Ah, thanks for the quick answer, i already thought it would be because of my habit to mostly use just the plain old and simple init preset :D
Good it's no matter of compatibility! :) Next time i'll check out the changelog closer ^_^
Title: Re: deflemask 9 bugs
Post by: animalstyle on November 24, 2013, 08:11:57 am
VGM export is broken in 9e.  Seems to be crashing Winamp when i playback the file too.  It's fine without samples but VGM 1.6 and 1.61 are not working with PCM data.  Any fixes coming up soon?  Working on some demo productions and the ROM export is no good for me.  Is there an earlier version that works?
Title: Re: deflemask 9 bugs
Post by: Delek on November 24, 2013, 02:53:16 pm
Seems that your in_vgm plugin is outdated. Working fine here.
Title: Re: deflemask 9 bugs
Post by: animalstyle on November 27, 2013, 03:21:07 pm
I know it's not working because my sega ROM collection works fine.  Original game vgm's from project2612 work fine in winamp but crash when i load a vgm exported from deflemask - one of my tunes skips when it exports too.  I might note that I'm on a 64bit Windows installation.  Maybe its a problem with windows 64bit or a dependency?  I tried it on my 32bit XP system as well - no dice.
Title: Re: deflemask 9 bugs
Post by: Delek on November 28, 2013, 02:20:10 am
Again, your in_vgm plugin is outdated. Project2612 ones are outdated rips too, for that reason they work with your in_vgm. Them are using VGM 1.50.

DefleMask uses the latest VGM Format 1.60/1.61 capabilities, actually the first tracker supporting them. As is explained here in the official VGM website:
www.smspower.org/Music/DefleMask

btw, DefleMask comes with the latest in_vgm in the extras folder. This is explained in the FAQ btw.
Title: Re: deflemask 9 bugs
Post by: animalstyle on December 03, 2013, 07:03:29 pm
ah ok - its working now.  you should contact chipamp and have them support the new in_vgm plugin.  thanks though!
Title: Re: deflemask 9 bugs
Post by: Delek on December 03, 2013, 08:08:15 pm
Yeah, I just sent a email to Chipamp guys. They will add it soon or later I think.
Title: Re: deflemask 9 bugs
Post by: Delek on December 10, 2013, 03:38:03 pm
So, they updated Chipamp:
http://www.chipamp.org/