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Author Topic: * DefleMask v0.12.0 Pre-Release *  (Read 33193 times)

Offline Delek

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* DefleMask v0.12.0 Pre-Release *
« on: December 04, 2015, 11:37:30 PM »
Hello!

I added some requests and bug reports to this v0.12.0 pre-release, please check how it works!

NEWS:
UI re-designed.
Pattern matrix and instrument list are both visible at the same time.
Added native file load/save dialogs for all operating systems.
Added a new system that enables the Special Mode of the CH3 in the YM2612 (the operators have independent frequencies)
Contextual menus (File, Edit, About) instead of FastTracker based navigation (Disk .Op, Options, etc)
Added a piano for note inputs and visualization.
Added a BPM display.
Added keyboard shortcuts for Open: Ctrl+O, New: Ctrl+N, Play: F5, Play from current position: Shift+Return/F7 and Play pattern: Alt+Return/F6.
Max patterns row count increased to 256.
Updated the C64 rom exporter, it is fast and roms are smaller.
Updated the reSID core for better Commodore 64 sound emulation.
Now .vgm files will be automatically optimized by passing through vgm_cmp, the official .vgm compression engine.
Now sliders/scroll wheel will react if you are over his sub-window space.
Now you can preview the previous and next pattern.
Now the loaded .wav filename is displayed on the samples editor window.
Now ctrl+left click on a pattern index in the matrix will copy that pattern into a unused one.
Now PSG instruments in Genesis play if you jam the keyboard while playing a song.
Now .vgm/roms and the tracker will behave the same when looping tracks (the tracker was actually resetting too much stuff when a loop start)
Now you have access to all systems folder when loading a module, this will let you load->switch systems a lot faster.
Now both 8bits and 16bits wavs are supported as samples.
Now you can create straight lines in macros graphs by holding down right mouse button.
Now the arpeggio effect on FM chips will not reset the envelope on every note.
Now if you scroll until the end/start of the current pattern you will be automatically moved to the next/previous one.
Changed the behavior of the E5xx - Fine Tune effect: Now its range is a whole note rather than 1/4. E500 means note - 1 semitone, E5FF means note + 1 semitone.
Game Boy emulator core updated to NezPlug++
Nintendo NES emulator core updated to NSFPlay 2.3
SN76489 emulator core updated, volumes and noise output are more accurate now.
YM2612+PSG volume re-balanced to a more accurate relation.
Now the YM2612 updates at HW rate (53267hz) this makes the SSG-EG more accurate among other things.
Now you can stop volume sliding effects by entering 0A 00 or setting a new volume value in the volume column.
Load/File menu now lists 20 files instead of 10 (more files visible in the list).
Ctrl+F1/F2/F3/F4 now work without recording mode enabled.
Ctrl+F1/F2 now works on instrument and volume column to rapidly change many of values at the same time.
Added mute buttons to the FM operators.
Added Zap option under the edit menu (to clear song, pattern or instruments)
Added Poly input under options menu (Ctrl+P shortcut) to switch between chords and mono MIDI input (also works while jamming when the song is playing)
Added bold font type selector under options menu.
Added END/HOME function keys while editing texts.
Added hybrid .hes roms headers so Ootake and other emulators don't complain.
Added more demo songs to all systems.
Now the Arpeggio Tick is controlled by a new effect 0Exx. It is no more a global per module value.
Added a gradient color between max volume values and zero (Volume and Volume_min in colors.ini file)
Added 3 more values to Skins colors.ini file: Windows_Background, Volume_min and Record_Background.
Added a new effect: EExx (Sync Signal) to be used in .vgm exports (it writes a data block of type FF size 1 with data xx and flashes the tracker background when found)
Fixed the EDxx effect, now it delays correctly any other effect on the same row.
Fixed an AMP slider bug in the samples editor window that was causing distortion on negative sample values.
Fixed playback rate of Commodore 64 reSID engine.
Fixed a clipboard bug that was affecting the pattern matrix.
Fixed some header issues with .gb exports, they now load correctly on the HW and all emulators.
Fixed a little detune in YM2612 frecuency table calculation. (thanks Raijin for the report)
Fixed Sample Delta set while using a delay command in the same row in SEGA PCM.
Fixed some Note Slide effect bugs.
Fixed a bug with the key-repeat feature while changing between fullscreen and windowed mode.
Fixed a bug while copying/pasting using channel switching with Ctrl+Right/Left.
Manual Updated.


DOWNLOADS
Windows: http://www.delek.net/DefleMask_v12_Windows.rar (UPDATED @ 05/28/16)
Linux: http://www.delek.net/DefleMask_v12_Linux.tar.gz (UPDATED @ 05/28/16)
OS X: http://www.delek.net/DefleMask_v12_Mac.zip (UPDATED @ 05/28/16)

« Last Edit: June 03, 2016, 03:59:05 PM by Delek »

Offline SpoonyBard

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* DefleMask v11.1 Pre-Release *
« Reply #1 on: December 05, 2015, 01:45:42 AM »
The voting wasn't even done yet, but I guess we all knew how it would end. Thanks Delek!  ;D
Music truly is without age.

Offline 5alazar

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* DefleMask v11.1 Pre-Release *
« Reply #2 on: December 07, 2015, 07:08:15 AM »
Dude, you are amazing!!!  :D Thank you, I will start testing right away.

By the way, I think the forum has a bot problem.

Offline 5alazar

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* DefleMask v11.1 Pre-Release *
« Reply #3 on: December 09, 2015, 05:58:02 PM »
A few more issues I discovered:

1) E5XX doesn't work anymore on the Sega Genesis system. It still works on the Arcade-system though.

2) If you stop the playback with the cursor landing on any line with note / column input etc, you can't copy / cut / paste the input until moving the cursor buttons at least once. (One last trace of the previous bug I guess.)

3) The function of the arrow-buttons in the instrument list seems incomplete. If an instrument is moved using the arrows, the number in the instrument column should change accordingly.
In its current state if I want to rearrange the instrument order in a project I'm working on, moving the last instrument to slot 1 for example, I have to manually reassign all instruments by typing the changed values into the instrument column.


Offline Delek

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* DefleMask v11.1 Pre-Release *
« Reply #4 on: December 09, 2015, 06:11:59 PM »
1) E5XX doesn't work anymore on the Sega Genesis system. It still works on the Arcade-system though.
Yes, it works. Not listening an effect in system A but not in system B doesn't mean that the efffect is not working. The YM2151 have a greater and less precise detuning, for that reason you can hear it so clear with 99 value but not in Genesis (try FF for Genesis, it works!)
2) If you stop the playback with the cursor landing on any line with note / column input etc, you can't copy / cut / paste the input until moving the cursor buttons at least once. (One last trace of the previous bug I guess.)
I will look into this!
3) The function of the arrow-buttons in the instrument list seems incomplete. If an instrument is moved using the arrows, the number in the instrument column should change accordingly.
Re configure both the index and the instrument itself will have no effect rather than a simple aesthetic change (no change will be made in the song).

That arrows aren't for visual ordering, they actually SWAP both instruments in the list.

Offline Delek

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* DefleMask v11.1 Pre-Release *
« Reply #5 on: December 17, 2015, 10:04:51 PM »
I THINK VERSION 11.1 IS READY FOR RELEASE!

Do any body wants to edit the default_classic skin to make it look better? I think it can be improved a lot with custom textures instead of plain colors!

EDIT: I updated the pre-release again in order to better the recording mode while playing the song at the same time (channel selection, etc)
« Last Edit: December 18, 2015, 12:38:27 AM by Delek »

Offline SpoonyBard

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* DefleMask v11.1 Pre-Release *
« Reply #6 on: December 18, 2015, 04:15:50 AM »
Actually, I had a quick thought about something. Would it be possible to edit waveforms by editing the numerical values under the waveform displays? It's possible to actually add and delete numbers, but they don't seem to affect anything. It would make ripping waveforms from PC Engine and Game Boy games a lot easier. It's fine if it can't be done, but I was just wondering.
Music truly is without age.

Offline Delek

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* DefleMask v11.1 Pre-Release *
« Reply #7 on: December 18, 2015, 10:22:10 AM »
I edited some values and the waveform modified its shape. It works.

Offline Delek

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* DefleMask v11.1 Pre-Release *
« Reply #8 on: December 20, 2015, 01:36:45 AM »
Mac and Linux versions built. If no bug reports appear in next days v11.1 will be released. :)

Windows: http://www.delek.com.ar/DefleMask_v11_1_Windows.rar
Linux: http://www.delek.com.ar/DefleMask_v11_1_Linux.tar.gz
OS X: http://www.delek.com.ar/DefleMask_v11_1_Mac.zip
« Last Edit: December 20, 2015, 01:43:03 AM by Delek »

Offline LukeMcQueen

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* DefleMask v11.1 Pre-Release *
« Reply #9 on: December 20, 2015, 09:36:04 PM »
I wish I was any good at making textures from scratch, but unfortunately that's not the case.

I do have a question. I tinkered a bit with the SID a while ago, and I noticed the duty cycle macro only has 13 possible values to choose from. Shouldn't it have like 64 (same as the 12xx effect)?
« Last Edit: December 20, 2015, 10:06:40 PM by LukeMcQueen »

Offline Delek

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* DefleMask v11.1 Pre-Release *
« Reply #10 on: December 21, 2015, 12:22:15 AM »
It has 25 (-12, 12) and it is Progressive, it adds like an incremental function if you loop the macro. That's how it was used back in the day. In the other hand, if you want a specific value, you have the effect. :)
« Last Edit: December 21, 2015, 01:18:50 AM by Delek »

Offline LukeMcQueen

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* DefleMask v11.1 Pre-Release *
« Reply #11 on: December 21, 2015, 03:47:02 PM »
Thanks for the clarification, I wan't sure about that :)

Offline Delek

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* DefleMask v11.1 Pre-Release *
« Reply #12 on: December 23, 2015, 02:16:59 AM »
Pre-release updated due to fix a bug in the frecuency table generator of the YM2612. It was off by 10 cents in some notes, now it is perfect.

Offline Delek

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* DefleMask v11.1 Pre-Release *
« Reply #13 on: December 23, 2015, 10:49:15 PM »
Updated:
* Now .vgm files will be automatically optimized by passing through vgm_cmp, the official .vgm compression engine by ValleyBell.

Offline Delek

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* DefleMask v11.1 Pre-Release *
« Reply #14 on: December 24, 2015, 05:45:02 PM »
Updated again to fix some bugs and loop issues while exporting as .vgm and ROM files.