DefleMask Forum

DefleMask => General => Topic started by: Delek on December 04, 2015, 11:37:30 pm

Title: * DefleMask v0.12.0 Pre-Release *
Post by: Delek 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)

(http://www.delek.net/defle_piano.png)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: SpoonyBard 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
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: 5alazar 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.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: 5alazar 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.

Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek 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.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek 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)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: SpoonyBard 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.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 18, 2015, 10:22:10 am
I edited some values and the waveform modified its shape. It works.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek 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
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: LukeMcQueen 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)?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek 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. :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: LukeMcQueen on December 21, 2015, 03:47:02 pm
Thanks for the clarification, I wan't sure about that :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek 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.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek 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.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 24, 2015, 05:45:02 pm
Updated again to fix some bugs and loop issues while exporting as .vgm and ROM files.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on December 24, 2015, 10:12:19 pm
Just tested it today and found out that the Game Boy ROM exporter is completely busted. GBS export works ok, but the hardware length counter doesn't export properly when played in Audio Overload or Game Music Box (Audio Overload shares the same Game Boy sound emulation engine from Game Music Box) see attachments for example.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 25, 2015, 03:03:34 pm
The problem is that .gb export doesn't load in emulators?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: DevEd on December 25, 2015, 03:57:18 pm
It also doesn't work on real hardware. Yes, I have tested.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 25, 2015, 04:14:42 pm
Yeah, it seems that the .gb export is not working after the latest update. .gbs is working ok appears like.
Will update soon.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 26, 2015, 02:01:41 pm
I updated the pre-release for Windows, the rom exporter for .gb is now working again thanks to Michael Stamper (http://mjsstuf.x10host.com/). Check it out.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: DevEd on December 26, 2015, 02:49:03 pm
Do you have an ETA for the Mac/Linux builds?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 26, 2015, 03:08:52 pm
After I fix some bugs that appeared after adding vgm_cmp inside DefleMask, some Genesis roms won't playback fine. It should be soon.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on December 27, 2015, 04:10:00 am
After I fix some bugs that appeared after adding vgm_cmp inside DefleMask, some Genesis roms won't playback fine. It should be soon.

WRT Gen/MD ROMs, any developments concerning the tempo/speed issues during playback on hardware? (http://www.delek.com.ar/forum/bug-reports/(mdgenesis)-a-few-mega-drive-rom-issues-on-hardware/)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 27, 2015, 04:22:26 am
That's one of the things we are looking at. Check out your timing issues with the latest MD VGM_PLAY 3.30 by MJS here: http://mjsstuf.x10host.com/pages/vgmPlay/vgmPlay.htm
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on December 27, 2015, 06:21:37 am
Check out your timing issues with the latest MD VGM_PLAY 3.30

I tried out making ROMs of STONE and some CASSO tracks with VGM_PLAY 3.30 a while back, but unfortunately I encountered the same problems.

More relevant to the topic, I can't stress how much I'm loving the new UI! It's unbelievably handy to have the Instrument List and the Pattern Sequencer on screen at the same time - huge improvement! I also like the move towards a more traditional menu bar at the top-left. Speaking as a relatively long-term user, I'm not sure I could ever go back. :S
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 27, 2015, 03:41:31 pm
I tried out making ROMs of STONE and some CASSO tracks with VGM_PLAY 3.30 a while back, but unfortunately I encountered the same problems.
Could you please update your original thread bug report with a more specific example?, I mean only one channel running at different timing (in order to make the debugging easily)
More relevant to the topic, I can't stress how much I'm loving the new UI! It's unbelievably handy to have the Instrument List and the Pattern Sequencer on screen at the same time - huge improvement! I also like the move towards a more traditional menu bar at the top-left. Speaking as a relatively long-term user, I'm not sure I could ever go back. :S
Thanks a lot! I knew this will be good for newcomers, but I was afraid about long-term user! Good to hear this! :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on December 28, 2015, 05:54:48 pm
A lot of great updates coming this way!
Question though: will it be optional that VGMs are optimised with vgm_cmp? From what I've experienced using it myself, there are a few issues with it:

1. Once you apply vgm_cmp to a VGM, you can't trim it with vgm_trim, which can be a problem if you'd want to trim a song in points that aren't restricted to Bxx position jumps.
2. I haven't tried the -justtmr command on vgm_cmp, which is supposed to not affect playback; however, using vgm_cmp normally, I noticed that half of the samples don't sound in DeadFish Shitware MD VGM Player 3.30.

This is yet another one of the issues I had been experiencing with the MD VGM Player's ROM builder and all, and I don't really know if it's a flaw on the MD Player or if vgm_cmp's optimisation isn't really hardware friendly.

Should I contact MJS about the player issues? I haven't until now because I wasn't sure if the program was discontinued, as I'd had the impression the site was kind of 'abandoned'.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 28, 2015, 06:04:31 pm
Yeah, those bugs will be fixed soon. MJS and I are working in the Genesis rom builder. It is not a vgm_cmp bug appears like, it just broke up some compatibility lines between Defle and the Rom builder only.

And the DeadFish (MJS) site is not abandoned I think, he is pretty active actually, at least by email.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on December 29, 2015, 06:07:07 am
Could you please update your original thread bug report with a more specific example?, I mean only one channel running at different timing (in order to make the debugging easily)

Posted here (http://www.delek.com.ar/forum/bug-reports/(mdgenesis)-a-few-mega-drive-rom-issues-on-hardware/msg3532/#msg3532), and here for convenience!

http://www.mediafire.com/download/vwnabbzjssb1rk9/MDPlayer_DefleROMTest%28HeavyViper%29.7z
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on December 29, 2015, 08:49:43 am
Thanks for the feedback. Although, I'm still concerned about vgm_cmp being optional or not. I personally prefer to trim/loop VGMs using vgm_trim for the reasons I mentioned, and it would mean a big issue for me if I were outright unable to use it.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 29, 2015, 12:06:33 pm
The reasons you mentioned are bugs that will be not present on the final release, if you insist I could add a checkbox at the side of the VGM version selector to enable or disable the vgm_cmp pass. But the idea is to define loop points inside the tracker, I don't see why a external program would be necessary because that will mean a DefleMask problem at first place.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on December 29, 2015, 12:46:41 pm
To make files smaller and shorter loops for quicker fade out when playing on VGMplay compatible players.

However, I just made a random test VGM with the new DefleMask and the trimming with vgm_trim works just fine. o.o
I don't know why the readme file in ValleyBell's tools said it wouldn't. Sorry for the inconvenience!
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on December 29, 2015, 06:53:16 pm
Hi. Just thought I would point out Deflemask doesn't seem to have the C-0 note. It only goes down as far as C#0 for now.

I have been using Deflemask normally for a cover to test it out, and so far everything seems normal (For Genesis, of course, besides those missing features).
I still have to strongly suggest using the YM2612 native output rate (53267Hz) instead of 44100Hz though.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 29, 2015, 08:21:07 pm
I still have to strongly suggest using the YM2612 native output rate (53267Hz) instead of 44100Hz though.
I've done some test using it, but having to re-sample it back to 44100Hz in order to output in the PC makes the idea very poor in the cost-benefit ratio (almost no difference in audio, but more CPU use) :(

However, I just made a random test VGM with the new DefleMask and the trimming with vgm_trim works just fine. o.o
I don't know why the readme file in ValleyBell's tools said it wouldn't. Sorry for the inconvenience!
Please confirm that we will not have problems with this in the future. Maybe asking to ValleyBell? :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on December 29, 2015, 08:46:49 pm
Is the CPU really so much higher with the native rate? Hm... How about an option in the top then, to set the current rate for weaker PC's, or to have the native rate for better accuracy and for hardware that would handle it better?

Btw, like I said before, it will almost sound the same with some simple instruments like sine wave and bassy/mid range instruments, but if it uses high feedback (like guitars or something) or if it uses very high frequency (like cymbals) you would be able to tell easily. It would make editing in the pattern editor much nicer with that accuracy. If you don't want though, I guess it's not a big deal, although for people like me who optimize for VGM output, it means many test dumps to VGM until I finally get the correct frequency lol.

Also, I forgot to say earlier. When I am tracking, and I need to see something from the previous pattern to copy over to the new pattern like an echo or something, I have to switch back and scroll down to the previous pattern. Is there something like Famitracker where you can see the previous pattern at the top of the current pattern with Deflemask?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 29, 2015, 10:04:44 pm
Is there something like Famitracker where you can see the previous pattern at the top of the current pattern with Deflemask?
Curiously I was adding just that yesterday. The next pre-release update will include this.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on December 30, 2015, 03:14:05 am
I updated the pre-release for Windows, I added previews for previous and next patterns.
I will now focus myself in the Genesis rom export issues with vgm_cmp, seems to be the last thing to fix before the public release.  :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 03, 2016, 04:53:33 am
So, I have some reports. All was tested in Genesis mode btw.

Bugs:

With the new pattern preview above and below the current pattern I noticed something odd. If you create 2 patterns for example and reduce the rows count to something small, like 8, then scroll to the second pattern, you will be able to see a negative pattern with a bunch of '0's there. I am thinking that might not be a big deal, but I thought I would mention it.

Trying to open a sample that is 8-bit won't work. I had to convert it to 16-bit for it to open.

Missing 'C-0' note in tracker.

Useful additions:

Something that would aid the new pattern preview would be to cut the patterns that use a pattern break/loop effect. This would further make things easier when tracking. Not a big deal, but would be useful.

Perhaps an effect to stop the pattern playback, so it doesn't reloop? Would be useful for tracks that aren't meant to loop. Again, not a big deal, but useful.

10 Octaves for PSG. I remember mentioning to you a long time ago that there is missing high frequency with the noise channel. I found out why. It's because the SN76489 chip has 10 octaves, not just 8, so that's why there is missing frequencies. I highly suggest looking into this.

Channel 3 mode? You said you aren't interested, but I have a good idea for a way to implement it. If you decide you are interested, I'll go into details.

By the way, Since you redesigned the UI, if you are also interested in redoing the FM instrument editor, I will try to help you with that too. I can draw up something to give you an idea, and I'll try not to make it look too much like a copy of something else. Just let me know.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on January 03, 2016, 05:21:17 am
Raijin: 8-bit samples have never worked on DefleMask, and C-0 was not initially included, in fact in the manual it specifies that the note range for this system is of C#0 to B9.
Also, tracks without position jumps never loop when exported into VGM or ROMs. They only 'loop' if the "repeat song" checkbox is ticked.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 03, 2016, 06:17:10 am
Thanks, I didn't know that about the samples.

The Genesis does go down to C-0, and technically it has slightly above 8 octaves as well. VGM MM seems to have the lowest C note just for example.

About the looping, yes, I knew, but I meant it would be useful for playback in the tracker itself.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on January 03, 2016, 11:07:17 am
I've heard drivers like Krysalis go down to C-0. You can do a workaround for it using a single global fine tune effect entry, but I gotta give it to you, it does get a bit impractical.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 03, 2016, 02:46:31 pm
With the new pattern preview above and below the current pattern I noticed something odd. If you create 2 patterns for example and reduce the rows count to something small, like 8, then scroll to the second pattern, you will be able to see a negative pattern with a bunch of '0's there. I am thinking that might not be a big deal, but I thought I would mention it.
Nice catch! Will be fixed. :)

10 Octaves for PSG. I remember mentioning to you a long time ago that there is missing high frequency with the noise channel. I found out why. It's because the SN76489 chip has 10 octaves, not just 8, so that's why there is missing frequencies. I highly suggest looking into this.

Channel 3 mode? You said you aren't interested, but I have a good idea for a way to implement it. If you decide you are interested, I'll go into details.

By the way, Since you redesigned the UI, if you are also interested in redoing the FM instrument editor, I will try to help you with that too. I can draw up something to give you an idea, and I'll try not to make it look too much like a copy of something else. Just let me know.
I will look into those ones. Could you please post the details about the Channel 3 mode implementation?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 03, 2016, 03:43:08 pm
I've heard drivers like Krysalis go down to C-0. You can do a workaround for it using a single global fine tune effect entry, but I gotta give it to you, it does get a bit impractical.
Well, it's more like what's possible rather than what's practical for these kinds of things. I feel like the C-0 should be there regardless, because of that reason.

I will look into those ones. Could you please post the details about the Channel 3 mode implementation?
Basically, this. (https://www.dropbox.com/s/hcdm4jxqihb6s53/CH3Mode.png?dl=0)

I came up with this a while back while coming up with ideas for a future Genesis tracker. I'm not sure how easy it would be for you to implement, but I took that into account. I have tried to make it as simple as I can think of, while being able to use that mode to it's fullest potential.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 03, 2016, 04:34:50 pm
I could implement that by having 2 Genesis systems to select: Normal mode and Special CH3 mode with +3 channels. But it looks like lot of work for only a obscure mode.

Deflemask has a 3 effects columns, we couldn't use them to support the special mode to an aceptable degree?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 03, 2016, 05:14:57 pm
Darn, I should have figured it wouldn't be so easy.
Well, if you want to do it the way I demonstrated, you can replace channel 3 altogether and put OP1-OP4 in its place, then have an effect which turns the mode on or off, instead of the button. That way, you don't have to add a second Genesis mode with CH3 mode active. You can maybe have something like 'CH3-OP1', 'CH3-OP2', 'CH3-OP3', and 'CH3-OP4'. Then when CH3 mode is off, you can just use one of the 'CH3's as the standard 4OP mode.

The only way just using effects I can think of is a sort of similar gimped method which VGM MM uses.

For example: New effect '??xy'. Value of 'y' turns CH3 mode on and off, and value of 'x' sets the Operator mode. Then a second effect can be used to set the offset in semitones from the current note. There really isn't a reliable way to do echos, or things like drums with 2 operators and arpeggio with the other 2 at the same time with just effects. :(

Btw, if you're unfamiliar with this mode, it was used quite often by PC88/PC98 composers. Here (https://dl.dropboxusercontent.com/u/59931286/ch3example.mp3) is a short example of 2OP+2OP mode being used for lead/echo and then melody/bass.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on January 04, 2016, 12:53:56 am
Raijin: isn't this pretty much the same as modifying operators in real time, with instruments that use algorithms 5, 6 (or 7?) and 8 respectively? I've used those to make 2 note and 3 note chords for low humming pads and stuff of the sort, being able to make fourths, fifths, inverted majors and inverted minors...

Games like Splatterhouse 3 and Altered Beast have drums with almost identical parameter settings that can serve as noise+beat combinations in which you'd only have to change TL operator settings to get the desired sounds.

And like Delek said, CH3/CMS mode is pretty obscure. If I were to request something that may be a bit harder yet would be a bit fancier, would be implementing the XGM driver and its features - mainly the 6th channel DAC being split into four channels at 14(?) kHz each, which I believe would also resort to processing samples through the Z80.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 04, 2016, 01:24:45 am
Raijin: isn't this pretty much the same as modifying operators in real time, with instruments that use algorithms 5, 6 (or 7?) and 8 respectively? I've used those to make 2 note and 3 note chords for low humming pads and stuff of the sort, being able to make fourths, fifths, inverted majors and inverted minors...
No, it's not like that at all. Each operator is independent, and can do its own thing, all inside channel 3. Please take a look at that link above, which is channel 3 playing alone. It uses an echo effect (2 seperate instruments playing at slightly delayed times, and are slightly detuned from each other), and a lead with bass playing at the same time. The flute instrument at the start is only one FM patch, and the lead and bass after is also just one patch as well.

And like Delek said, CH3/CMS mode is pretty obscure. If I were to request something that may be a bit harder yet would be a bit fancier, would be implementing the XGM driver and its features - mainly the 6th channel DAC being split into four channels at 14(?) kHz each, which I believe would also resort to processing samples through the Z80.
I wouldn't consider Channel 3 mode obscure. CSM, sure, since it wasn't even fully documented (or not at all even), but CH3 mode was used a bit on the Genesis, and quite often on PC88 and PC98, with both the OPN and OPNA. The only reason it remains obscure to some people these days is because no one after all these years wants to properly add the mode in their software. VGM MM has it, but it's very limited. I used it, but very little due to the way it was implemented in that tracker. I have been waiting for a software to properly implement it for a couple of years now so I can finally use it correctly, and I also talk to people who feel the same as me (if it was properly in Deflemask, I would personally use it pretty often tbh), plus, I do feel like if it were available, more people would learn to use it. It's extremely useful, I can tell just by hearing how people used it in games.
Anyway, bottom line is, of course no one will ever use it, if no one properly has it in their software, so it will remain 'obscure'. Not everything has to remain obscure forever ;)

By the way, I recommended 4x PCM to Delek before. Yes, that would absolutely be useful, but one step at a time now :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on January 04, 2016, 01:33:52 am
Sorry for jumping on assumptions. My bad for getting salty so easily, I just have a bit of a thing against VGM MM in general. >.<;;
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 04, 2016, 01:46:11 am
Oh, no problem! I understand your feelings towards VGM MM (trust me, I have used that tracker since 2011, and I know how inaccurate some things are, and how many things are broken or missing, and so on). If I do some test with that tracker and compare to Deflemask, I know which things are correct or not, like the C-0 note thing (plus the frequency formula suggests that C-0 is possible too), and the Frequency for the YM2612 being off, which has been fixed now.

Deflemask has just about passed VGM MM now, so I'm just trying to help Delek make Deflemask completely pass it up :D
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 04, 2016, 02:54:24 am
I wouldn't consider Channel 3 mode obscure. CSM, sure, since it wasn't even fully documented (or not at all even), but CH3 mode was used a bit on the Genesis
Could you please show me a game that used it? I really want to add it but without having to destroy backward compatibility, adding a "new system" or making a specific UI solution for it. It should be a way to handle it trough effects(maybe using effects code to trigger notes, I don't know)

Anyway, bottom line is, of course no one will ever use it, if no one properly has it in their software, so it will remain 'obscure'. Not everything has to remain obscure forever ;)
Yeah, but when I say "obscure" I mean back in the day, not precisely NOW. I know I can make the CHN3 Mode popular by adding it, but if it was not used by many games back in the day and I will have to spend many days of code in order to add it correctly, I simply don't feel so motivated. It is just like the requests about adding Virtual Boy, an obscure thing that requires lot of work. Cost-Benefit ratio is negative. :(

We should think a way to control it "almost fully" by using a single channel and his effects (maybe using an effect and assigning that note to an operator? C-5 19 04  (OPERATOR 4 -> C-5) )
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 04, 2016, 03:44:55 am
This (http://project2612.org/details.php?id=284#13-retribution) one uses CH3 mode later on in the track. Solo CH3 and you will hear clearly that 2 notes are being played at once.
Here (http://project2612.org/details.php?id=140#05-stage-1-secret-area) is another one. Actually fun fact, this one actually uses CSM instead of CH3 mode. I heard that in an emulator with the YM2612 debug info, and the text 'Illegal Mode' popped up when it played.
Also, almost all FM sound effects in all 3 Streets of Rage games use CH3 mode.

For implementation, I really don't know of a good way to do it with just effects. In the end, using only effects might be too much for even all 4 effect columns :\

The only way with just effects would be like I said before, to use something like ??xy, y = turn the mode on and off, and x = the operator mode combination (1+1+1+1, 2+2, and so on), and have another effect for controlling the operators in semitones based on the current note in the pattern (for example C-3 - ??01 would play a C-3 and play an operator up 1 semitone).

That's a really basic method though, and would never be able to do things like an echo, with detune, and separate volumes and panning all at the same time. To me, it just seems like waaay too much for the effects alone.

If you decide to (and this is really up to your judgement), you can explain what's happening, and ask the community in a poll to just make this new Deflemask version a massive update, but stop backwards compatibility? This seems like a stretch, and I imagine you don't want to at all, but it's an idea anyway. Just remember, you don't have to rush if you do decide to. It's a big task, so you should take as much time as you can.

Sorry, other than that, I can't really come up with anything useful for this mode in the current Deflemask. :(
If you know of someone who knows CH3 mode well, and knows the Deflemask UI, maybe you can ask for an opinion from that person? Maybe point them to this thread so they can get an idea of what's going on.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 04, 2016, 01:14:52 pm
Thanks for the feedback.
If you know of someone who knows CH3 mode well
The thing is that you're the only one asking for this mode to be implemented so I don't have any other opinions out there. No one seems to known or to be interested in CH3 special mode.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on January 04, 2016, 02:13:04 pm
The thing is that you're the only one asking for this mode to be implemented so I don't have any other opinions out there. No one seems to known or to be interested in CH3 special mode.
Maybe a poll would sort it out. :3
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 04, 2016, 02:38:19 pm
POLL: http://www.delek.com.ar/forum/deflemask/you-knew-the-channel-3's-special-mode-of-ym2612/
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 04, 2016, 04:24:06 pm
Well, it really depends on the person. If people only know it through software use, not many people will know it since it's not supported much, besides emulators, and not many people are interested enough to look into the specs for the YM2612, so they probably don't realise it's there at all. I doubt many people on this forum will know of it, besides inactive users like Jrlepage or marcb0t.

By the way, I remember that FMDrive has both CH3 mode and CSM. Do you think we can get in touch with the creator (Aly James) to ask how he implemented it and how it works in FMDrive? It may give us some new ideas for this mode.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 04, 2016, 11:05:53 pm
Sorry for a double post like this. I decided to ask a bit of people who knew the CH3 mode. I explained the way I mentioned, which is splitting channel 3 into 4 operators method, and your way, which was trying to figure a way to have the mode with just effects. A couple of people said pretty much what I said, that there's no reliable way to do such a mode with just effects, and that my way, while more difficult to implement, would be the highest benefit.

I think with this information, we can ignore trying to add this mode with effects. At this point, I think maybe we can try they way I showed, or probably just leave it out. It's kind of disappointing, since I know you don't want to do it the complex way, unless you have come up with some new ideas?

About the poll, Deflemask users seem interested in this mode. What do you think about all this?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 05, 2016, 10:31:12 am
If I add the Special mode of CH3 I really don't want to SPAM the already knew Genesis mode with it, because that will be: very confusing for the majority of people (considering that no one knows anything about that mode, check out the poll), a big "BOOO!!" for newcomers and will also introduce some backward compatibility issues to the modules.
So, if controlling it through effects isn't a possibility, the only option is to handle it like a separate system (just like what I did with the SIDs 6581/8580), you will be able to open standard Genesis modules with CH3 mode but not vice versa...
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on January 05, 2016, 10:56:29 am
Personally speaking, while I wasn't aware of CH3's Special mode beforehand, I do like the idea of being able to get multiple tones out of a single channel. It's always nice to have another tool in the belt for folks composing for the Mega Drive. However it needs to be handled, I'd certainly be all for it being implemented.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on January 05, 2016, 01:13:04 pm
If you were to make a separate system mode altogether for CH3 mode, would that imply splitting the third channel in four for independent notes?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 05, 2016, 01:46:15 pm
Yes
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on January 05, 2016, 02:10:24 pm
 :D Great!
Thanks a ton for making the poll and giving us a chance to make this request happen. ^_^ Granted it will take a lot of time to implement, I'm sure many of us will patiently wait for it for as long as it's needed, so by any means don't feel like we're demanding it to be a top priority.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 05, 2016, 04:34:45 pm
If I add the Special mode of CH3 I really don't want to SPAM the already knew Genesis mode with it, because that will be: very confusing for the majority of people (considering that no one knows anything about that mode, check out the poll), a big "BOOO!!" for newcomers and will also introduce some backward compatibility issues to the modules.
So, if controlling it through effects isn't a possibility, the only option is to handle it like a separate system (just like what I did with the SIDs 6581/8580), you will be able to open standard Genesis modules with CH3 mode but not vice versa...

Ok, I understand what you mean now, why you want to add it as a separate system. If you're all for adding it the complex way, great! Since it's a big task though, please take your time. You shouldn't force yourself to stick to it all the time.

Btw, I actually thought of something. I have been experimenting with LFO lately, a lot, and it reminded me not a lot of people seem to use that either (I think??). That means to a degree, I need to take back what I said earlier about having something there means people will use it, and it seems not fully true. It makes sense since FM is so difficult for people. Programming patches alone takes some getting used to.

Speaking of that, I can try to come up with a new design for the FM editor to make it easier to understand for people. I don't have many ideas like I had for the CH3 mode, since this is a new idea specifically for Deflemask, but if you give me the ok, I will come up with something that hopefully will fit into Deflemask.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 05, 2016, 05:05:03 pm
That means to a degree, I need to take back what I said earlier about having something there means people will use it, and it seems not fully true. It makes sense since FM is so difficult for people. Programming patches alone takes some getting used to.
It makes me very happy that you can admit that kind of little mistakes. Thanks. :)  This is the type of community I'm looking for here in Defle forums and in Chipmusic world in general. There is so much ego and nonsense anger out there lately. We can revert it.
Speaking of that, I can try to come up with a new design for the FM editor to make it easier to understand for people. I don't have many ideas like I had for the CH3 mode, since this is a new idea specifically for Deflemask, but if you give me the ok, I will come up with something that hopefully will fit into Deflemask.
Yeah, of course!
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 05, 2016, 06:24:52 pm
Thanks. I don't mind being called for something I got wrong. Please correct me if you know I am wrong, so I can learn more :)

Here is an idea for the FM Editor. https://www.dropbox.com/s/557dmjbxqvdyn7l/Deflemask%20FM%20Editor.png (https://www.dropbox.com/s/557dmjbxqvdyn7l/Deflemask%20FM%20Editor.png)

This is the best I can think of for the moment to have the maximum organization. I should also mention, having an option to drag/drop Envelopes to another Operator so they switch out would be nice. Also, having each of the sliders around 4-8 pixels (or slightly more even) apart from each other would be great.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 06, 2016, 01:23:59 am
It wasn't so difficult to get it to work after all. Windows pre-release updated with an alpha version of SEGA Genesis (Ext.CH3) system!  :D
(I've also changed a little bit the order of FM parameters as suggested by Raijin)

The effect 18xx should enable/disable the 4 ops mode. I added an example module file called EXT_CH3_Mode_Test.dmf

Please debug it! I will continue tomorrow, I'm gonna go to sleep now.  :-\

(http://www.delek.com.ar/forum/deflemask/*-deflemask-pre-release-*/?action=dlattach;attach=1195;image)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 06, 2016, 03:16:54 am
Cool change to the FM editor. SL, RR, and TL are in a different order than I showed though, but not sure if you meant to do that. I hope you finish it, with the separation lines/colors/SSG-EG window and such.
Looks like you swapped OP2 and 3 in the Algorithms. Don't forget that you need to mirror that to the Operator settings as well (OP2 and 3 completely swapped. Yeah I know, the chip is weird).

About the CH3 mode, I am glad it was easier than you thought (that was fast btw)! Sound either produces sound from all 4 operators, or none at all. I recommend the behavior being like: Mute all operators except the output, and get a single sine playing. If you solo a modulator, you won't get a sound unless the paired output carrier is playing along with it. If all sines, then it's no problem since they all produce a tone.

I posted 3 test files. I don't know if I am doing something wrong, or if it's Deflemask, but test1 is supposed to play OP1 and OP2 with a synth, and OP3 and OP4 with a pitch down and bass. OP1 and OP2 seems to sound correct, but if you remove OP1 and OP2, then OP3 and OP4 will sound correct. Same thing happens in test2, except you can hear the volume doing strange changes up and down. This test is a lead and echo test.
That's odd, as far as I know, I set up the operators correctly in the editor. It also sounds like all of channel 3 is being pitch shifted by default, instead of new notes being retriggered.

On the other hand, test3 sounds correct, or at least how I intended.

Btw, I also should mention VGM files that have no loop come up with a loop point warning.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on January 06, 2016, 05:46:12 am
Yeah, why the swap of Operators 2 and 3? Just a hiccup? (EDIT: Oh, I see. Accuracy. Never mind!)

Regarding the order of the Operator controls, I think it's important to keep the volume (TL) and ratio (MULT) controls at the top of the list. They're the ones that have the most significant impact on an instruments' character, and see a lot of use. The envelope controls won't do much if there's no sound in the first place!

I'd also suggest having the Envelope controls ordered as such: Attack (AR), Decay (DR), Sustain (SL), Decay 2 (D2R), Release (RR). This would bring them more in line with typical synth envelope controls, and would also help the graph next to the controls make more sense. Take a look below:

(http://i.imgur.com/N4BFPJM.png)

Not sure about the Detune (DT) control, though I'd be inclined to keep it close to the top where it was. I can also understand people confusing Release Rate (RR) and Rate Scaling (RS); perhaps just putting a very small space in-between those two controls would work?

Overall I guess it'd look like:

MULT
DT
TL
-
AR
DR
SL
D2R
RR
-
RS
SSG-EG
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 06, 2016, 06:15:14 am
I'm not so sure about that order. Editing seems more orderly to me when it was organised the way I came up with earlier. Oh well, How about we find a middle ground then?

How about something like this:

MULT
DT    (both alter frequency)
------
TL
SL    (still seems like the best to keep these close because they both alter the levels)
------
AR
DR
D2R
RR    (of course ADSR can stay close, while SL is just above now)
------
RS    (i'm not too sure about this being close to RR, but I suppose we can just try it anyway if Delek wants)
------
SSG-EG
AM
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on January 06, 2016, 10:46:43 am
I really don't think Sustain should be separate from the rest of the envelope controls, as it is itself an envelope control. Hence the classic synth adage - Attack, Decay, Sustain, Release. While it is referred to as Sustain Level, the setting only comes into effect after a note's initial attack and decay times. TL, on the other hand, is not affected by the envelope. It controls the Total Level - the maximum amplitude of the operator's waveform. It's basically a overall volume knob for that particular operator, which is why TL is marked on the Y axis of that graph.

I can understand your train of thought in having them together, but I think keeping the envelope controls in line with what you would usually find on a synth will help people familiarize with the interface and make it easier to learn.

Aside from SL's postion, I actually like that setup. I also like the idea of having the TL setting slightly separated from what's above and below it. As I've said, it's one of the most important settings.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 06, 2016, 11:55:46 am
Raijin, I think that swapping ALG 3->2 numbers in the display was wrong, please write again your ch3test2.dmf again taking this in mind.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 06, 2016, 04:31:16 pm
I'm not sure what you mean. It should be correct like it is, according to the instrument editor. I didn't make that according to the OP2 and 3 being switched.

About the ALG switch for OP2 and 3, actually, I thought it was correct as 1-2-3-4, but it seems not. Awhile back, I asked Tiido Primaagi (someone who knows pretty much everything about the YM2612) about this, asking why VGM MM didn't do 1-2-3-4 like Deflemask, and he actually said that VGM MM is correct, and the docs have them switched to their liking.

Also, in this thread at Spritesmind (http://gendev.spritesmind.net/forum/viewtopic.php?f=24&t=386), they talk about that. Nemesis posted 2 pictures saying how it was funny the top picture with s1-s2-s3-s4 is the incorrect order, but the bottom picture showing s1-s3-s2-s4 was correct. A bit lower Eke explained they spoke about that before, and confirmed the correct 1-3-2-4 order.

Btw, if you listen closely, even your test module is acting strangely. The volumes for the sines shouldn't be fading out like that.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 06, 2016, 04:48:40 pm
Export the tests to .vgm and look for strange or misplaced commands, we have 4 independent things going on here that should match:
Operator order in the patterns (1,2,3,4).
Operator order in the instrument list (1,3,2,4).
Operator on/off register (0x28, (BIT_MASK [order 1,2,3,4???]<<4) | CHANNEL)
Operator frequency update register (A2, A6, A7, A8, A8, AC, AD, AE)

http://www.smspower.org/maxim/Documents/YM2612

If any of them is swapped, crazy things could be happening and I think it is the case.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 06, 2016, 05:05:36 pm
Now I'm really confused :\

Operator order in the patterns (1,2,3,4).
Ok, this I understand, but...

Operator order in the instrument list (1,3,2,4).
I don't understand here. You didn't swap the OP2 and 3 behavior yet. You only changed them in the Algorithms.

http://www.smspower.org/maxim/Documents/YM2612

The source for this is directly from the original Docs from the 80s/90s.
http://nemesis.hacking-cult.org/MegaDrive/Documentation/GenesisSoftwareManual.pdf (http://nemesis.hacking-cult.org/MegaDrive/Documentation/GenesisSoftwareManual.pdf) Jump to page 103.

Also, remember it sounds like there is a 3xy command in channel 3 (all operators). That shouldn't be that way. That probably has to do with the volume jumping up and down.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 06, 2016, 05:17:47 pm
I don't understand here. You didn't swap the OP2 and 3 behavior yet. You only changed them in the Algorithms.
I did it years ago, the fact that they are being listed like 1,2,3,4 doesn't mean that they aren't 1,3,2,4 inside the registers. I fixed the display of the ALG shape only.
EDIT: Well... I don't know why I changed the display, inside Deflemask the order is being showed 1,2,3,4 everytime, making the odd conversion to 1,3,2,4 internally.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 06, 2016, 05:26:20 pm
That can't be, because it shows for Algorithm 4:

 1--3> (3 = output)
 2--4> (4 = output)

However, the editor still changes volume when I change Operator 2 while Operator 3 is a Modulator.

Besides, I did the switch like you recommended (switched OP2 and 3 in the pattern of the test module) and it sounded more wrong. I did account for the fact that the editor shows as 1-2-3-4 (OP1 influences OP2, and OP2 outputs sound, as well as OP3 influencing OP4, and OP4 outputs sound, therefore the pattern has to be correct. :(
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 06, 2016, 05:41:12 pm
Sorry for the confusion that started yesterday. I shouldn't have changed the DISPLAY of the ALG shapes, Deflemask swaps operator 2 and 3 internally, so I CAN LIST ALG4 like:
1--2>
3--4>
I will revert that change in some hours after escaping from my job.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 06, 2016, 06:13:56 pm
It's not like you have to revert the change, it's just that in the Operators editor itself, OP2 and 3 need to be completely switched too.

Anyway, I'm trying to say my test modules were set up correctly. Maybe this will help better understand the situation (see below attachments).

I added onto the test module 1 and 2. I need to point out now, that pattern 1 is incorrect for both modules. Pattern 2 for both modules are correct (except for test2 not initiating note off?).
Pattern 3 now, the one that is sounding wrong in pattern 1, now sounds correct (except test2 with the note off again, but as to the way they are producing sounds, it is correct!).
Please hear these when you get a chance.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 07, 2016, 12:03:42 am
Ok I updated the Windows pre-release, I think I fixed most of bugs with that mode. Your test tunes sounds a lot better now. Check it out.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 07, 2016, 12:21:28 am
Yes, that's much better. The notes all retrigger properly now, and the note offs and detunes work in test2 properly now. I also tested panning (using it in one operator pans all operators, great!), though I'd still like to recommend being able to mute each operator individually, instead of all.

So anyway, what exactly was the problem?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 07, 2016, 12:38:55 am
Basically, the problem was in the changeFrequency function. Calling it for, for example, Operator 1 was changing the ON/OFF state of other operators (so, in pitch slides and vibrato, lot of things were turning on and off)
I coded the mode really fast, so this type of typing errors were expected. :P
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 08, 2016, 02:38:57 am
Guys, thanks for the requests and bug reports! You have helped Defle to be better and better!
The pre-release have lot of new things and it's almost ready to be released to the public, what does this means? This means that since now I will only take in consideration BUG REPORTS. New requests, addons, new systems, etc; will be for the next major update and not for v11.1.

v11.1 with his new UI and the other list of news will, for sure, be well recieved!


I updated the Windows pre-release again to fix a note preview in noise channel of PSG @ EXT. CHN3 Mode of Genesis.
Bugs that need to be solved:
* Fix the Genesis rom exporter
* Fix the bug affecting .gb roms that makes them stop suddenly

And the release should be ready!  8)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 08, 2016, 02:41:06 am
I found a noise bug. I changed noise mode, but it produces white noise first, and periodic noise after.

Hear the VGM too, it sounds completely different (pitch is higher). May need to recheck the pitch for that too?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 08, 2016, 02:54:12 am
Thanks will be fixed. Btw, if you set by using the effect (20 10) the first one becomes periodic too. Only a workaraound.

About the pitch, yes, it seems that the NOISE freq table is wrong. If you could, please check the SQUARE channels too (they have a different table)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 08, 2016, 02:58:35 am
I just checked the Square channels really quickly, and they sound fine.

By the way, you're still adding the missing 2 PSG octaves right? You can probably double check the frequency formula for that while adding that (kill 2 birds with 1 stone :P).
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 08, 2016, 03:24:36 am
I've checked the range of the SN76489 and it is 8 octaves + 2 octaves of inaudible upper stuff, VGMMM also have 8 octaves.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 08, 2016, 03:32:06 am
VGM MM is wrong. The 10 octaves is pretty much all inaudible for squares, yes. It's pretty much meant for the noise. This is why Deflemask can't get the noise to the top frequency, like I mentioned before.

This is why games like Sonic can go from high pitch noise cymbal, go straight to down pitch for the spin dash sound effect, and immediately go back up the the high frequency cymbal.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 08, 2016, 09:58:11 pm
Well, I can confirm that Defle is sending 0x01 (the MAX value for the frequency) when you entered B-7 in noisebug.dmf, scan the .vgm file. I don't know why it sounds so different, it appears like that only the final note in periodic noise is really really high like 10 octaves above, only that unique note. However, the emulator used by DefleMask seems to forget this and plays that final note very close to the "normal" ones.
This is an emulation issue.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 08, 2016, 11:43:21 pm
That's very strange.

Btw, I forgot to say, under A-0, the PSG squares frequency seem random. It seems like the SN chip can't go under that. That makes sense, but to have the frequency jump around like that is strange.

Also, about the C-0 note from before. Deflemask seems to replace the C-0 with a C-8. I think the beginning of a 9th octave might be unintentional.

Btw, I don't remember which emulation you use for PSG, but would it be easier to switch to MAME? My guess is no, but that could be an option (I am pretty sure MAME has the correct frequencies).

For the time being though, before this newest version is fully released, I would feel much at ease if we can find some way to fix that crash bug I reported. Unfortunately, I haven't been able to reproduce it either. I would probably have to begin tracking something new again, but I just finished something, so I don't feel like starting a new project so soon. The bad thing about it though, is that even if I reproduce it, what good is it if I can't properly report it, lol
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 09, 2016, 12:53:18 am
I did just that, I changed the emulation to this one:
https://github.com/vgmrips/vgmplay/blob/a4974fe51559a7a7985feab066349dceb58cefdc/VGMPlay/chips/sn76489.c
Used by VGMPlay/in_vgm.

I've also fixed the macro not writing the first noise mode.

Re-download the pre-release.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 09, 2016, 01:42:49 am
Very nice. Even the noise volume is accurate now! (it was slightly too low before)

The frequency still needs to be checked though. Is it easier to look at now that you changed the emulation?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 09, 2016, 02:17:05 am
I should be more easy, but so far I couldn't figure out where is the difference. Maybe this have to do with sampling rates? Everything in the emulation seems to be the same, and the registers being sended to the chip are the same too. The funny point of the story is that I hear the most high pitch in a lower tone in Defle than in in_vgm/emulators.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 09, 2016, 02:30:59 am
I checked again, and it only seems to be the A#7, B-7, and C-8 notes in the noise that sounds different to the VGM. I don't think this is an issue of sampling rate (it's too big a difference to be just that).

Do you remember a long time ago, on the old Famitracker forum, when I tried to report the noise frequency not being able to go highest? This was before I knew that PSG had 10 octaves. You then updated it, but it wasn't the highest still. Maybe this has something to do with however you updated it way back then??
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 09, 2016, 12:51:38 pm
OHH I finally got what's happening. The emulator that I added is the "alternative" from in_vgm/VGMPLAY (the Maxim's core), if you select it inside in_vgm you will get the same output as in DefleMask.
I'm now switching again the emulator to MAME (the default one), as you said earlier.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 09, 2016, 02:06:38 pm
Pre-release updated for Windows, now we have the MAME core running, and the noise channel high pitch now sounds right.

EDIT: Btw, I just fixed also the bottom notes of the SN76489 that sounded random because of the chip not reaching them.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 09, 2016, 05:27:38 pm
I think the noise in the tracker was correct before, but that it just output to the VGM as a high pitch instead.

Btw, the PSG channels are all quite a bit louder in the tracker now. This is actually a good thing, because the output volume is closer to the VGM output now, so no need to mess with the volume and try to match it.
However, now that means the FM channels are too low now. Do you think you can raise the YM2612 volume in the tracker only? Honestly, I can understand that the FM chip can be very loud, but at the same time, the real chip was the same, so people needed to lower the TL themselves for a lower volume.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 09, 2016, 05:33:43 pm
They are balanced, so increasing the FM channels is the same that lowering the PSG channels. I would prefer to lower the PSG, just to avoid clipping. However, I listen to the tracker and in_vgm side by side and both sounds the same.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 09, 2016, 05:38:15 pm
Use this as a reference. http://www.delek.com.ar/forum/show-off-your-work/shovel-knight-mole-knight-%28genesis-cover%29/ (http://www.delek.com.ar/forum/show-off-your-work/shovel-knight-mole-knight-%28genesis-cover%29/)

Hear the DMF module, then the VGM I linked. You can hear now the PSG sounds louder than before. Also, yeah, lowering the PSG in tracker is fine too. Just be careful of the noise, since it was originally lower than it should be.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 09, 2016, 05:52:59 pm
Thanks, updated! I think now the balance is perfect.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 09, 2016, 06:11:15 pm
The PSG is still a bit too loud in comparison to the FM.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 09, 2016, 06:42:57 pm
I lowered it again, I can't hear differences. If there's a bad balance again a test_balance.dmf should be done using a SINE in the FM and a full volume SQUARE in the PSG to make a proper balances tests.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 09, 2016, 06:54:57 pm
Yep, this sounds about right now.

I attached WAV dumps for each of them. It's a good way to compare.
I dumped Deflemask's balance test, normalized it to -6dB in an audio editor, then dumped the VGM test as well, and normalized that to -6dB also. Now you can open them in an audio editor and play them side by side, and they sound pretty much exactly the same (Deflemask's PSG is just barely lower than the VGM now). I would say this is just fine.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on January 10, 2016, 07:19:36 am
Excellent to hear the 2612+PSG is getting rebalanced!

Now, to re-balance all my tracks... :V
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: LukeMcQueen on January 10, 2016, 07:46:53 pm
Awesome job! I'm checking out the new stuff right now.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 12, 2016, 11:37:00 pm
Updated the Windows pre-release with a BPM display at the bottom-right corner.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 14, 2016, 08:51:52 pm
Windows pre-release updated, fixed the .gb rom export and the note jamming while you are over Ext.CH3 channels of YM2612.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 15, 2016, 08:36:20 am
Windows pre-release updated, fixed the .gb export things about rom title in header and checksums! Also changed button A=restart, B=stop.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Pegmode on January 15, 2016, 10:02:34 am
Thanks for the speedy response Delek. The export to .gb checkbox threw me off at first but now it's working great! Now I don't have to re-flash my cart every time i want to listen to a different song on hardware, which can be a pain in Windows 10.
(http://i.imgur.com/xryCQ1a.png)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 15, 2016, 02:38:23 pm
OMG, its finally happened! DefleMask generated GB ROMs no longer fail to load in KIGB, and thats a good thing.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: DevEd on January 15, 2016, 02:58:34 pm
Please don't use KiGB. Use Gambatte (http://sourceforge.net/projects/gambatte/) instead.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 15, 2016, 03:14:33 pm
The only downside with that emulator is you don't have the option to record WAV output.
Theres also VBA-M (http://sourceforge.net/projects/vbam/) wich is a pretty good emulator in my opinion.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Pegmode on January 16, 2016, 05:06:35 am
The only downside with that emulator is you don't have the option to record WAV output.
Theres also VBA-M (http://sourceforge.net/projects/vbam/) wich is a pretty good emulator in my opinion.
I dislike VBA for gb/gbc emulation. Try BGB.
http://bgb.bircd.org/ (http://bgb.bircd.org/)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 16, 2016, 02:13:08 pm
Pre-release for Windows updated again, I added blinking to the cursor while editing Textboxes, also now while you're saving a file the Keyboard focus is always be on the filename textbox to speedup things.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 16, 2016, 02:15:01 pm
The funny thing is, DefleMasks gameboy sound emulation sounds like a slightly modified version of classic VisualBoyAdvance with a louder wave channel and the sound output configured at 44Khz, I could tell because of the noise channel and the audio aliasing.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 16, 2016, 02:51:54 pm
What GB emulator does have the best sound output?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: tildearrow on January 16, 2016, 03:26:11 pm
Probably Gambatte. Most accurate.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: DevEd on January 16, 2016, 05:29:37 pm
bgb is a close second when it comes to sound output, but it's not open source.

You could also use Gb_Snd_Emu (available here (http://slack.net/~ant/libs/audio.html#Gb_Snd_Emu).)

(That page also contains a pretty good SNES SPC700 emulator BTW)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 16, 2016, 06:50:27 pm
Gb_Snd_Emu is very old and outdated. There are some small inaccuracies in its sound emulation.
NEZplay (http://offgao.net/program/nezplug++.html) just got an update recently last year.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 16, 2016, 10:02:13 pm
Ok, so Windows pre-release updated with Game Boy emulator = NEZplug 0.9.4.8 core. Please test it out!
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 16, 2016, 11:29:47 pm
Fantastic! it sounds just like the real thing.
You should also do the same for the NES, upgrade its sound emulation to NSFplay2.3 (http://rainwarrior.ca/projects/nsfplay/index.html).
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 17, 2016, 11:35:44 am
Windows pre-release updated with the new Genesis rom exporter by TheDeadFish (http://www.delek.com.ar/forum/profile/?u=1464)!
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on January 17, 2016, 01:24:58 pm
Well, I just tested out a bunch of ROMs in Kega Fusion and on my MD1, and the tempo issues seem to be gone, which is great! Unfortunately, the loop points (Bxx) in every song I exported were completely ignored. When the last pattern of a song finishes, the player pauses for a second and then begins playback from Pattern 00 again. :S
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on January 17, 2016, 05:07:48 pm
Well, I just tested out a bunch of ROMs in Kega Fusion and on my MD1, and the tempo issues seem to be gone, which is great! Unfortunately, the loop points (Bxx) in every song I exported were completely ignored. When the last pattern of a song finishes, the player pauses for a second and then begins playback from Pattern 00 again. :S
So loop issues are still a thing... ._.
If the sample playback on the new ROM builder is good, though, what you can do is save an unlooped ROM, log it as a VGM on Fusion, optimise it to version 1.50 (from Fusion's VGM version 1.1) and build a new ROM with multiple VGMs on the VgmPlay7 ROM builder available in the VGMrips Wiki.
I will try this and let you know how it goes. :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 18, 2016, 12:05:21 am
Windows pre-release updated again, Genesis ROM builder loop points fixed and other things tweaked up! Check it out.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 18, 2016, 12:38:49 am
Hay Delek, did you see my request about the NES emulation change for DefleMask? its emulation is inaccurate compared to NSFplay 2.3, which is the most accurate sounding NSF player out there.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 18, 2016, 12:45:18 am
Yes, I saw it. Switching emulators is the most time consuming task, I've spend 5 hours changing and testing the GB one the other day so you will have to wait some days to see that emulator in NES.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 18, 2016, 01:27:42 am
OK, thanks for the update. In the meantime, I'll be playing with the pre-release a bit more.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on January 18, 2016, 05:30:35 am
Windows pre-release updated again, Genesis ROM builder loop points fixed and other things tweaked up! Check it out.

Confirmed! My tested tracks are looping properly as ROMs. Many thanks to Delek and MJS for the hard work!

So loop issues are still a thing... ._.
*snip*

Ah, I missed this. It all seems to be fixed now, but thanks for the back-up idea. :>
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: LukeMcQueen on January 18, 2016, 02:58:09 pm
There's a new bug in the arcade system. The SegaPCM keeps randomly playing samples at a very low pitch, even if you stop the playback and mute all channels. It's doing it with any track that uses samples.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 18, 2016, 03:12:27 pm
LukeMcQueen, please post a .dmf or a more detailed explanation of the bug (where does this happen?, .vgm?, the tracker playback?). I don't see anything wrong with SegaPCM playback and I didn't touch anything of his core.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: LukeMcQueen on January 18, 2016, 03:56:57 pm
I tried re-downloading the build and now the bug's gone. I really don't know what was causing it. Sorry for the false alarm :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 18, 2016, 10:56:35 pm
Ok Windows pre-release updated, NSFPlay 2.3 emulation running on NES!

I added also a new color in the colors.ini file: Windows_Background = 0,50,120 (it is the background color of every window, edit instruments, open file, save file, etc)
Also now the BARS in the macros are defined by Graph_point color value!
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 19, 2016, 02:30:47 am
Just tested the new NES emulation today and found a few quirks that need some adjustment.
1. Sound output is a bit too quiet compared to the other systems.
2. Sound is slightly out of tune compared to NSFplay (see attachments).
3. Some audio aliasing is present in higher frequencies.
Hope to see these fixes in the next update.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 19, 2016, 08:07:08 am
About the aliasing, does NSFPlay run at 44100hz too?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 19, 2016, 08:37:35 am
Well, I updated the pre-release with the volume a litle bit higer and some fixes in the update rate speed routine for NES. I notice that the output is really far from zero when you use samples, the emulator is doing this to produce a pop while using PCM, this is ok?
Please check if the other problems were solved too.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Pegmode on January 20, 2016, 10:42:39 pm
I've found that the Game Boy is a lot quieter than it used to be. The NEZ update also messed up some of the volume column changes for the pulse channels in a song I'm working on. I thought it was related to some hardware playback issues I've seen that are specific to the DMG but I haven't been able to replicate them in other modules that have caused the same issue on hardware. I think I'm gonna finish the rest of the song that I'm working on before uploading it and asking for help. I'm still very impressed with the updates though.

(sorry to anyone who saw my post before about this issue before I tried testing it with other modules ::) I should have tested some more before posting)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 22, 2016, 04:11:21 pm
Pre-release for Windows updated:
* Fixed a bug in the SEGA PCM engine that was causing samples to play randomly.
* Fixed the volume output of the PCM channel in Nintendo NES.
* Increased the volume of the Game Boy emulation.
* Now you CAN'T use the volume column in the Game Boy channels 1, 2 and 4 if you don't have a note on in the same row. This is to avoid misuses, that's how the HW want you to work.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 23, 2016, 05:27:23 pm
Windows, OS X and Linux pre-release updated also with a new UI arrange in the FM Editor.

(http://www.delek.com.ar/NEW_FM.png)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on January 23, 2016, 05:33:55 pm
WOW! That looks absolutely BRILLIANT! Can't wait to try it out.

EDIT: Okay, I've done a bit of work with it today, and it's just as I suspected: the new FM instrument editor is brilliant. Far more intuitive that the design before it. From the fader-like controls to having the envelope display so prominent - top notch. :3

If I had to have one complaint, I'd say that I miss being able to make 1-digit adjustments of parameters by hovering over them and rolling the mouse wheel. Would it be possible to bring it back as a keyboard modifier, e.g. CTRL+mousewheel?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 24, 2016, 11:46:43 am
Pre-release updated:
* Fixed a little bug in the TRI channel of NES.
* Now you can +1/-1 in Sliders with Ctrl+Mouse wheel.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: garvalf on January 24, 2016, 02:11:40 pm
I like the new general UI very much (and the FM one seems better too). Good work and thank you!

Having the instruments and pattern editor on the same screen is more confortable.

Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 24, 2016, 08:22:51 pm
Updated the pre-release again to fix a little timing issue in exported Genesis roms with very long waits.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 24, 2016, 09:39:20 pm
Found a bug that causes the triangle channel to stay constant when the volume macro reaches 0. This bug is present when arpeggio macros are used.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 24, 2016, 10:00:39 pm
Thanks, fixed!...
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 24, 2016, 10:35:14 pm
Very nice changes to the FM editor. Glad to see you found a nice, original look for it!
I still would recommend having an SSG-EG window so you can see the envelopes instead of assuming which one is selected. I also recommend having the modulators (the ones that are NOT outputting sound) be 2 completely different colors from the output operators (white/grey for example), so it isn't so confusing.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 24, 2016, 11:49:05 pm
Also found a bug in the GBS and GB exporters with the hardware pitch sweep. The hardware length counter still doesn't play properly in Audio Overload (see attachments).
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: tildearrow on January 25, 2016, 12:41:48 am
Hey, PCM playback is not consistent in VGM and DMF.

How to reproduce:
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: LordHypnos on January 25, 2016, 02:23:54 am
Here's a weird thing. Tar did not recognize the tarball in linux. However, I used 7zip to extract it from the gz, and then was able to extract it the rest of the way just fine with tar -xf.

EDIT: now that I have it up and running, I must say that the interface is beautiful. Major improvements over the last version. Props for that! I will report back any bugs if I find any.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 25, 2016, 11:08:50 am
Hey, PCM playback is not consistent in VGM and DMF.

How to reproduce:
  • Load the attached DMF module.
  • Listen to it for a second.
  • Play the attached VGM file.
  • Listen to it. You'll notice a difference.
It is a user bug actually, you're using a nonexistent sample, it is understandable the undefined behavior.

Also found a bug in the GBS and GB exporters with the hardware pitch sweep. The hardware length counter still doesn't play properly in Audio Overload (see attachments).
I will look around that HW sweep/HW length counter bug (btw, you're using out of range values, the range for 13xy is 0...7, that has nothing to do with the bug, but just to let you know)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 25, 2016, 08:19:17 pm
Just to verify that this used to work properly, here's the same thing exported from an earlier version of DefleMask.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: tildearrow on January 26, 2016, 11:56:46 pm
Hey, for some reason the first NES square channel went crazy on Mac.
http://i.imgur.com/t83A4ii.png (http://i.imgur.com/t83A4ii.png)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 27, 2016, 12:32:48 am
Thanks, I will look around that.
The GB sweep bug is fixed, we are trying to fix the crash in OS X and Linux while exporting a Genesis rom and I will update the release.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 27, 2016, 03:37:00 am
It doesn't sound like its fixed to me. I'm still getting the same behavior from the GBS exporter.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 27, 2016, 09:03:31 am
The release wasn't updated yet, as I said before, we are looking to fix the Genesis export crash on OS X and Linux first.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 27, 2016, 07:53:19 pm
Pre-release updated:
* Fixed the hardware sweep bug in Game Boy while exporting roms.
* Fixed the crash while exporting Genesis roms on some OS X and Linux machines.
EDIT->: * Fixed the C64 rom exporting on OS X and Linux build.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: djmaximum on January 27, 2016, 09:06:37 pm
Tested it now and the pitch sweep is working properly in both GB and GBS export. Now all that needs to be fixed is the length counter bug which is present in Audio Overload (http://www.bannister.org/software/ao.htm).
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 27, 2016, 09:34:10 pm
EDIT: Fixed too!
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: franciscod on January 28, 2016, 01:53:36 am
NEW MENU
-> OPTIONS
-> KEYBOARD

Keyboard window pops up, menu doesn't go away. Also, you can open new menu items like "Change System" and the keyboard window doesn't go away either. Is this intentional?

Same with FILE -> New
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 28, 2016, 04:14:05 pm
I found an issue regarding CH3 mode ROM dumps. It seems it isn't being properly initiated. I tested with Fusion, Regen, and Exodus.

I had to change the extension of the ROM from .gen to .bin for the site to upload it.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: tildearrow on January 28, 2016, 09:01:28 pm
Hey, in channel 3 mode, you're not supposed to individually mute or unmute any of the OP channels. However, I did it!
http://i.imgur.com/Qricv64.png (http://i.imgur.com/Qricv64.png)
which is a bug.
How to reproduce: Just double-click any of the OP channels.

Edit: Also, why does scrolling in the instrument form by using the scrollbar resets volume?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 28, 2016, 09:16:59 pm
Actually, you should be able to mute the operators individually, it just isn't implemented yet.

For example, if using Algorithm 4, if you mute OP1 and 2, you should hear only OP3 and 4. Muting OP1, 2, and 3 will leave OP4 playing a sine, and muting OP1, 2, and 4 will have nothing, since OP3 needs OP4 to produce sound.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 29, 2016, 02:13:29 pm
Yeah, pre-release updated:
* Fixed a CH3 special mode initialization bug in exported roms.
* Now you can mute Operators of CH3 special mode independently.
* Now Defle will switch automatically to CH3 or Normal mode when loading a .dmf.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 29, 2016, 04:55:09 pm
I found an odd bug. I dumped something I just posted in the Show off Your Work section to VGM with this most recent pre-release.

Please mute all channels except for PSG. At the end of the loop, the PSG channel volume does something weird for some reason I can't explain.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on January 29, 2016, 05:07:49 pm
I can't hear anything strange because I'm not familiarized with that song, please try to isolate the problem.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on January 29, 2016, 05:26:53 pm
If you compare to the DMF module, near the end of the loop, the VGM shot the PSG volume up for some reason, instead of following the envelope that the DMF has.

Now I just re dumped it, and it didn't happen anymore :\
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 01, 2016, 10:25:27 pm
Updated to fix:
* Looped tracks.
* C64 playback rate on tracker (it was slower than in roms)
* C64 glitches when stopping a song.

Windows, Linux and OS X builds up to date.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: MegaSphere on February 02, 2016, 10:05:57 pm
Are you still requesting feedback for the interface?

I'd personally like an option to disable the big logo. Just a preference thing.

Is it also possible to not make the bg bright red when you're in record mode?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 02, 2016, 11:41:06 pm
* Disabling the Logo will never be an option, sorry.
* I will make the background color while recording editable on next update.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 03, 2016, 12:47:09 am
Pre-release updated:
* Added 2 more values to Skins colors.ini file: Windows_Background and Record_Background.
* Fixed another loop bug in exported .vgm
* Added and updated some default skins.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on February 04, 2016, 06:45:27 pm
When trying to place notes into Channel 3 in Special Mode, you can't hear a sound until you actually play the pattern. It wasn't like that before.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 04, 2016, 10:40:05 pm
Ok pre-release updated for Windows, after finishing the new C64 rom exporter Linux and OS X builds will be updated too:
* Fixed a delay when jumping to the loop position in exported ROMS.
* Fixed the note-jamming while you are placing previewing Channel 3 Special mode in Genesis.
* Fixed the program startup with Channel 3 Special mode in Genesis or Commodore SID 6581 selected as the last system used.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on February 05, 2016, 12:44:14 am
That weird PSG bug that I reported before has appeared again. This time, I noticed it with a file you have heard before. Please mute the FM channels, and hear the PSG only.

At 50-55 seconds, you can pinpoint not only the Squares behaving strangely (they are supposed to be making a "bloop" sound at this point, but if you hear them closely, you can hear it NOT making that sound for a few notes), but now, the noise is acting up too. At 55 seconds, it's supposed to make the Crash sound and fade to silence, but it doesn't go silent for that note. Please reference the module if you need to.

By the way, in channel 3 mode, when you hold a key and press another key when that other key is held, operator 4 plays as if it's using all 4 operators. Operator 3 and operator 1 make a sound doing this, and operator 3 does not sound when you press more than 1 key. This was tested using the default instrument.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 05, 2016, 04:57:50 pm
Windows pre-release updated!

* Now the operators display will take less vertical space in the monitor, so you can see all of them without scrolling if you have a standard resolution monitor.
* Fixed a bug with EDxx + changing instruments at the same time.
* Fixed some strange events introduced while updating the way the loop point was calculated.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on February 07, 2016, 12:36:21 am
Another bug. I don't want to keep spamming my modules everywhere, but I assume you still have access to it. Please hear my Gradius 2 - Equipment module with the latest pre-release. Channel 2 is not playing at all.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on February 07, 2016, 04:40:47 am
Yup, can confirm that. Also, noticed that if you mute any of the OP1-4 channels in a Genesis EXT.CH3 module, that channel will remain silent when un-muted. They'll stay silent until the module repeats, or if you stop and start it.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on February 07, 2016, 06:09:20 am
Yep, can confirm that about CH3 mode also. About the Channel 2 not playing, it seems the delay effect has something to do with it.

Anyways, here is yet another bug. PSG volume now seems to ignore the volume envelope somewhat, instead of retriggering the envelope with lower volume. Yes, it happens to the noise too.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 08, 2016, 01:59:51 pm
Ok I updated the Windows pre-release with some fixes:
* EDxx was causing some notes not to trigger after the addon of the Instrument change delay (http://www.deflemask.com/forum/bug-reports/(gb)-volume-envelopes-don't-respect-edxy-command/). It shuld be fixed now.
* Operators of CH3 Special Mode now can be unmuted correctly.

Anyways, here is yet another bug. PSG volume now seems to ignore the volume envelope somewhat, instead of retriggering the envelope with lower volume. Yes, it happens to the noise too.
This is not a bug, in DefleMask when the envelope ends you have now, again, absolute control with the volume column of the full range (F will be F, not X where X is the last value of the envelope)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 08, 2016, 07:23:50 pm
Pre-release for Windows updated:
* Better demo songs for C64.
* Fixed a bug while exporting WAVs.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 09, 2016, 04:27:11 am
Pre-release for Windows, Linux and OS X updated:
* Fixed a bug related to a cursor desync while using change speed effects and loop points in a certain way.
* Fixed the C64 sound output in Linux.
* Fixed a bug regarding to the logos in the about screen.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 10, 2016, 02:08:41 am
Pre-release for Windows, Linux and OS X updated:
* Fixed this (http://www.deflemask.com/forum/bug-reports/if-buffer-size-is-512-the-oscilloscope-isn't-shown-properly/) and this (http://www.deflemask.com/forum/bug-reports/module-loading-bug/).
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 15, 2016, 03:02:35 am
Pre-release for Windows updated. News:

* Added Zap option under the edit menu (to clear song, pattern or instruments)
* Added play from cursor support.
* Added more demo songs to all systems.
* Added a gradient color between max volume values and zero (Volume and Volume_min in colors.ini file)
* Added bold font type selector under options menu.
* Fixed a little issue while changing C64 modes.
* Fixed an AMP slider bug in the samples editor window that was causing distortion on negative sample values.
* Fixed a bug related to click on texts of checkboxes over the pattern matrix.
* Now both 8bits and 16bits wavs are supported as samples.
* Added keyboard shortcuts for, Open: Ctrl+O, New: Ctrl+N, Shift+Return: Play from current position and Alt+Return: Play pattern.
* Manual updated.

OSX and Linux coming soon after finish the new C64 rom exporter!
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: mihaelkyeah on February 15, 2016, 12:52:21 pm
Thank you very much for all these updates! I'm eager to try them out. :3
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on February 15, 2016, 05:43:52 pm
There is a small bug with the sample editor. Previewing a sample and adjusting the volume either makes the sample playback go quiet, or pan to the right. Playing a pattern makes it go back to normal.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 15, 2016, 08:41:30 pm
There is a small bug with the sample editor. Previewing a sample and adjusting the volume either makes the sample playback go quiet, or pan to the right. Playing a pattern makes it go back to normal.
Couldn't replicate that. Tested on Genesis, Arcade, NES and PC-Engine.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on February 15, 2016, 09:17:10 pm
Check again in this attached module. Seems to have something to do with the pan effect.

By the way, these samples were 8 bit, but I converted to 16 bit because Deflemask imported the 8 bit ones with low volume and a DC offset.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 15, 2016, 10:34:11 pm
Oh, it was only on modules that ended up with a no central panning. Nice catch.

I've updated the Windows pre-release:

* Now you can't click anymore in between contextual menu list buttons and reach the pattern matrix.
* Now you can't click anymore things in the background (FIXED FINALLYY!)
* Fixed lot of bugs while on Live Mode.
* Fixed a panning bug while previewing PCM samples in some modules.
* Removed Waveform_Axis value from colors.ini because it is not used anymore.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 16, 2016, 03:56:20 pm
Windows pre-release updated, F5,F6,F7 keys will Play, Play ptn and Play from cursor now. I've also fixed a bug while looping songs with change wavetable effects (10xx)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: SpoonyBard on February 16, 2016, 10:58:35 pm
I couldn't extract everything due to a data error coming from "He's a Mellow Fellow."
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 16, 2016, 11:17:47 pm
Sorry, there was an error in the server for some minutes. Try again now.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 17, 2016, 01:34:04 pm
Update!:

* New C64 rom exporter, it is fast and roms are smaller.
* Many bugs reported in Bug Reports should be fixed. Mainly related to Looping tracks.
* OS X, Linux and Windows up to date.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on February 17, 2016, 02:04:44 pm
Quick thing: for as long as I can remember using it on this PC, Deflemask has used quite a bit of GPU power. Here's a Process Explorer graph (http://i.imgur.com/FsbDzNC.jpg) to illustrate - almost 50% usage! It's a bit more than I'd expect for a tracker to use, so I wanted to see if this was an issue.

I have a decent card (Radeon HD6870), and it doesn't seem to be causing any issues, so not sure whether to call it a bug. It's been bugging me for a while, though, so I just thought I'd ask. :V
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 17, 2016, 02:15:33 pm
I don't know if using 400mhz (45% of your CPU speed) to render all of DefleMask in-screen stuff is a lot. Did you compare this with another similar aplication that runs on OpenGL? maybe SunVox?
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Heavy Viper on February 18, 2016, 05:18:52 am
Well, I just let Sunvox play one of my old projects for a few minutes while maximised, and it clocks in at...0% usage? (Sunvox GPU graph (http://i.imgur.com/meZx2dZ.png)) If it's using anything, it doesn't even seem to register. Defle seems to be asking the same of my card as some 3D games do! (XCOM 2012 usage (http://i.imgur.com/dbtQKWv.png))
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: LordHypnos on February 18, 2016, 04:46:43 pm
Actually, now that you mention it, my CPU (shitty integrated graphics card here) runs pretty hot while I'm using Deflemask, though it's not at screen capture or video manipulation levels, by any means. Maybe I'll check the CPU usage at some point. I had assumed it's because of the chip emulation.

EDIT: 45% of cpu... yeah, that seems a bit high. IDK. I'm not too worried.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on February 27, 2016, 08:01:22 pm
Here is a bug regarding 8-bit PCM samples. Both samples imported are the Sonic 2 snare. First one is 8-bit, and second is 16-bit. As you can see, the 8-bit sample is... well, ouch.

Also, the logo for Deflemask doesn't seem to appear on windows module files assigned to Deflemask.

I would also like to ask you if you would please remove my Ninja Warriors cover from the demo files. I don't mind the others being there, but that cover I really don't like at all, so I would rather it be removed, if you don't mind. :)
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Delek on February 28, 2016, 12:07:29 am
Thanks for report the thing about the icons, I haven't noticed that. Will look around that 8 bits samples thing, could you please upload both .wav files (16 and 8 bits)? Btw Ninja Warriors removed from Demo Songs next build packages.
Title: Re: * DefleMask v11.1 Pre-Release *
Post by: Raijin on February 28, 2016, 05:11:23 am
Thanks.

Here are the 8 and 16-bit snare samples.
Title: Re: * DefleMask v12 Pre-Release *
Post by: Delek on February 29, 2016, 12:14:10 am
Pre release updated for all OSes:

News:
* Optimized a little bit the render engine of the patterns.
* Fixed 8 bits samples loading.
* Fixed some texts position bugs on Bold font mode.
* Fixed the crash on OS X while resizing the window.
* Fixed a zap song bug that was causing sometimes to keep selected a no existing pattern.
* Now you can both load/save .dmf files on modules/* directory.
* Changed the default value of ADSR hardware reset tick on C64 for a more secure one, now it is 2 instead of 1. You can change it back to 1 by using the 15xx effect.
* .DS_Store file is now ignored on the file listing for Apple OS X.
Title: Re: * DefleMask v12 Pre-Release *
Post by: LordHypnos on February 29, 2016, 05:33:12 am
Hey, thanks Delek ;D
htop says it's only using 35-40% cpu which is definitely quite the improvement   :)

EDIT: Also the scrolling and scope look smoother and it's only using like 23% cpu when not playing anything
Title: Re: * DefleMask v12 Pre-Release *
Post by: Heavy Viper on February 29, 2016, 05:55:09 am
Cheers Delek, hope the vacation went well!

On my end, I'm still getting approx. 50% usage on my graphics card whenever Deflemask is open, even witn this new build.
Title: Re: * DefleMask v12 Pre-Release *
Post by: Delek on March 01, 2016, 12:11:25 am
* Pre-release updated again to change back the default value of ADSR hardware reset tick to 1.
Title: Re: * DefleMask v12 Pre-Release *
Post by: Raijin on March 01, 2016, 03:46:33 am
The 8-bit samples are almost fixed now. There's now  a problem with the volume adjustment of the 8-bit samples. Turning the volume down makes it go up, but it sounds more like a bitcrusher almost, and turning the volume up makes it quieter, but with click noises.
Title: Re: * DefleMask v12 Pre-Release *
Post by: Pegmode on March 05, 2016, 12:50:54 am
Thanks for adding a couple of my modules to Deflemasks demos Delek. I'd like to request that you use this version of Bergentruckung because the previous version did not use proper volume envelopes for certain bits that require a fade.
Title: Re: * DefleMask v12 Pre-Release *
Post by: Delek on March 05, 2016, 06:23:20 pm
Pre-release updated for all OSes:
* Fixed the amplifier on 8 bits samples.
* Fixed a panning bug on SEGA PCM while looping back.
* Live mode removed.
* Change version number to MAJOR.MINOR.PATCH format.
* Updated bergentruckung.dmf demo song.
* Manual updated.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Raijin on March 05, 2016, 07:23:53 pm
8-bit samples are so close now. The only problem with them now is that turning the volume up introduces aliasing. Everything else seems to sound okay.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Delek on March 05, 2016, 07:34:44 pm
The aliasing is not a bug, to amplify an 8bits samples under a 8bits environment is like trying to fit an elephant in a mini cooper. Aliasing will occur on almost every 8bits .wav that you amplify (you can decrease the volume without problems btw).

The thing is, if the .wav doesn't use values close to 0xff then you will be able to amplify it without issues, that's rare however; you will have clipping if that doesn't occur.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: DevEd on March 07, 2016, 07:41:18 pm
More 8-bit sample shenanigans...

Also, request: The volume balance for NES is way off. Please fix.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Delek on March 07, 2016, 08:18:53 pm
The balance between samples and the rest is off? Please be more detailed when reporting a balance issue.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: DevEd on March 07, 2016, 08:31:55 pm
Check the attached NSF file, then the attached DMF file. You'll notice a difference, specifically in the noise channel, which is a lot quieter for some reason.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Delek on March 07, 2016, 08:55:10 pm
And the .nsf should be played with? Could you please upload a HW recording of that tune so we have a solid proof of balance?
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: DevEd on March 07, 2016, 11:20:11 pm
1. Most NSF players should work. Audio Overload has proper volume balance but exhibits lag when playing Deflemask NSF files for some reason.
2. I can't do a HW recording because I don't even own an NES, let alone a flash cart.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Delek on March 08, 2016, 08:37:49 pm
v12.0.0 pre-release updated for all OSs.

* Fixed the balance between squares and the rest of channels in Nintendo NES.
* New intro with a song by MegaSphere.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: mihaelkyeah on March 09, 2016, 05:16:06 pm
Updated the Nectaris - Enemy's Turn cover! Now I think it's a little bit more accurate.
PS: thanks again for including this in the sample songs.  :D
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: LordHypnos on March 11, 2016, 03:46:45 pm
On that note, would you mind terribly switching the Dead Feelings version that is in demos with this one: https://dl.dropboxusercontent.com/u/21443464/dedfeel.dmf which is using the current way that volume slides work.

Also would be nice if you swapped the version of Heavy with the extended version (because it has a second verse) which can be found here: https://dl.dropboxusercontent.com/u/21443464/heavy2151extended.dmf
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Delek on March 12, 2016, 11:55:28 am
Pre release updated for all OSs:

* Added native file load/save dialogs for all operating systems.
* Now if you move an instrument from the instrument list the index will also be changed on all patterns.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: LordHypnos on March 12, 2016, 03:10:07 pm
Do you think it would be possible to implement a thing where you can type the directory you want to search in rather than having to browse for it? Also maybe have a "show hidden files" option?
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Delek on March 12, 2016, 03:21:02 pm
You can already do that, the dialogs now are directly from the OS. If you type a folder and press enter you will go to that folder, if you have the option in the OS enabled to show hidden files them will be shown.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: LordHypnos on March 12, 2016, 04:34:33 pm
You can already do that, the dialogs now are directly from the OS. If you type a folder and press enter you will go to that folder, if you have the option in the OS enabled to show hidden files them will be shown.
I'm using the Linux version. My apologies, I should have specified. I'm specifically talking about being able to type a folder name, e.g. /home/user/somefolder/someotherfolder as opposed to clicking "home" and then double clicking the folders that follow.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: tildearrow on March 12, 2016, 04:36:45 pm
You can already do that, the dialogs now are directly from the OS. If you type a folder and press enter you will go to that folder, if you have the option in the OS enabled to show hidden files them will be shown.
I'm using the Linux version. My apologies, I should have specified. I'm specifically talking about being able to type a folder name, e.g. /home/user/somefolder/someotherfolder as opposed to clicking "home" and then double clicking the folders that follow.
This is GTK3's fault for not providing this ability. I don't think Delek can do anything to fix it...

You can use "Other Locations" though.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: LordHypnos on March 12, 2016, 04:37:58 pm
You can already do that, the dialogs now are directly from the OS. If you type a folder and press enter you will go to that folder, if you have the option in the OS enabled to show hidden files them will be shown.
I'm using the Linux version. My apologies, I should have specified. I'm specifically talking about being able to type a folder name, e.g. /home/user/somefolder/someotherfolder as opposed to clicking "home" and then double clicking the folders that follow.
This is GTK3's fault for not providing this ability. I don't think Delek can do anything to fix it...

You can use "Other Locations" though.
Oh, okay. it's not too big of a deal anyway. Just makes things quicker
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Demick12 on March 13, 2016, 04:16:32 am
I like the way the GUI looks now. The play controls are quite nice and everything is right there in view now! Yay!

...Except for one thing: my skin (juicy) and its graphics aren't working (also some others as well), but for some reason Sonic_Citrus works fine. Is there a new way of doing things in this GUI that I am missing here?
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Delek on March 13, 2016, 05:41:12 am
Could you please be more specific? I added and removed some values from colors.ini and texture files. Maybe this have to do with that.
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Demick12 on March 13, 2016, 12:22:45 pm
Alright, I feel like the biggest moron right now.  :-[ I was just missing a graphic in my set. Nevermind...
Title: Re: * DefleMask v12.0.0 Pre-Release *
Post by: Delek on March 14, 2016, 11:19:33 pm
Pre-release updated:
* Now the logo in the intro screen beats to the music.
* Fixed the save & quit button.
* Fixed a desync bug while clicking under the pattern matrix.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 16, 2016, 01:35:04 am
Pre-release updated for Windows and OS X (Linux is on hold because I can't install GTK+ with sudo apt-get install libgtk2.0-dev):
* New Open/Save file dialogs directly from OS libraries, they should run on all OS versions.
* Version changed from x.0.0 to 0.x.0
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 17, 2016, 01:06:04 am
Pre-release updated for all OSs:
* Max patterns row count increased to 256.
* Fixed a bug while moving instruments in the instrument list.
* Fixed a little bug with the sliders.

PS: Please test deeply this last update, if there are no crash or big bugs this will be the final version.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Raijin on March 17, 2016, 03:40:18 am
Here's a bug with EDxy. It seems when using EDxy to delay a note, and trying to have some other effect with it, the new effect won't happen at the same time as EDxy, rather it will happen at the same time the note appears. This definitely shouldn't happen.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Demick12 on March 17, 2016, 04:36:19 am
* Max patterns row count increased to 256.

This. 8)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Heavy Viper on March 17, 2016, 05:48:34 am
* Max patterns row count increased to 256.

This. 8)

Amen!

Also, minor thing: when you click and hold the right mouse button over a cell in the pattern matrix, there's no pause before it starts counting back rapidly. The left mouse button seems fine, though.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mihaelkyeah on March 17, 2016, 06:50:52 am
* Max patterns row count increased to 256.
Reasons left to even consider using VGM Music Maker again: none.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 17, 2016, 11:02:22 pm
Pre-release updated! :D

* Fixed the EDxx effect, now it delays correctly any other effect on the same row.
* Fixed the right mouse click repeat timing on pattern matrix.
* Fixed a bug with the C64's filters parameters while looping a back a song.
* Added Save As... button to the File menu.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Raijin on March 18, 2016, 02:19:50 am
Using the ED effect now breaks vibratos for some reason.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 18, 2016, 10:06:24 am
Pre-release for Windows updated.
* Fixed some new issues that appeared with EDxx effect.

PS: Please search for EDxx bugs and any other effect on the Windows version, I will update the OS X and Linux build soon.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Raijin on March 18, 2016, 04:50:36 pm
I tested EDxx in combination with all effects listed in the manual. Everything seems to be ok in regards to EDxx now, but I also found some new problems.

EFxx is broken.

10xx should initiate LFO depending on the value, but setting the FMS in the editor automatically initiates it without needing 10xx.

Only tested Genesis mode for now.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 18, 2016, 05:04:02 pm
EFxx is broken.

10xx should initiate LFO depending on the value, but setting the FMS in the editor automatically initiates it without needing 10xx.

EFxx works, check the EFxx attachment. What you're expecting about this effect?

About 10xx, you're confusing things. The FMS only sets the sensitivity of that channel to the LFO, it doesn't enable it. Actually, if you start a module with a high FMS and after that you disable the LFO with 10 00, the vibrato will halt. Check 10xx.dmf attachment.
The LFO is ON by default, maybe that's the source of your confusion.
http://www.smspower.org/maxim/Documents/YM2612#reg22
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Raijin on March 18, 2016, 05:09:31 pm
Okay, but if you add a 10 07 after that 10 00 you put, it doesn't go back to 7?

About EFxx, sorry. I thought it behaved like normal Fine Tune (you didn't need a new note for it).
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 18, 2016, 05:26:52 pm
Okay, but if you add a 10 07 after that 10 00 you put, it doesn't go back to 7?
7 is MAX LFO SPEED. You are confusing LFO speed with per channel FMS, different things.

MANUAL:
10xy - LFO Control:
This effect controls the Low Frequency oscillator of the YAMAHA YM2612. The x value set if the LFO is on or off, a non-zero value turns the LFO on. The y value controls the speed of the LFO, you can set a value from 0 to 7.


Check the attachment. LFO controls speed (global thing) and FMS controls depth (per channel thing) Both can be zero.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Raijin on March 18, 2016, 05:38:27 pm
I get it now, nvm. I was in a hurry and overlooked that, even though I used the LFO in Deflemask before...
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 18, 2016, 09:40:38 pm
Pre-release updated, OS X, Windows and Linux up to date:
* Now the module information also stores .wav filenames used as samples.
* I think I've fixed a milliseconds delay before a loop that was randomly triggering in some cases.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Heavy Viper on March 19, 2016, 05:25:43 am
Found a curious little quirk: if you have multiple rows in a pattern highlighted, then click and hold on a cell in the Pattern Matrix, that cell will only go up by one. Then, the pattern window will start scrolling upwards!

EDIT: Seems to happen if you click and hold anywhere in the Pattern Matrix under the same conditions. Clicking and holding on empty space in the lower part of the pattern will scroll downwards, as well.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 20, 2016, 01:39:10 am
Pre-release updated:
* Fixed a delay loop bug that was causing in low end PCs or very long tracks to not loop correctly.
* Fixed the playback of 8 bits samples on exported files (.vgm and roms)
* Fixed a bug with mouse wheel scrolling in the main patterns view while using 256 rows modules. (related with 256 max rows)
* Fixed a crash when using undo/redo on 256 rows modules. (related with 256 max rows)
* Fixed a crash when decreasing with "--" the row count. (related with 256 max rows)
* Now the .vgm export version will be automatically selected. (1.50 for SMS, 1.60 for Arcade and Genesis and 1.61 for Game Boy, PC-Engine and NES)
* Removed dependency on libpng.a.0 under Linux.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 20, 2016, 01:29:41 pm
Pre-release updated:
* Fixed a little bug with play from cursor.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: 5alazar on March 20, 2016, 02:26:34 pm
I have a suggestion for saving / loading files:

Atm, if I want to save / load a file the browser will open the last folder used in the program, regardless of it being a sample / instrument or song folder. This is rather inconvenient and makes loading / saving slower as it used to be with Deflemasks own file-system. If I want to open a song, I don't the need the browser to open the path where I load samples / instruments. It should be separated into at least 3 sections:

- loading samples opens the last path used to open samples
- loading / saving instruments opens the last path used to open instruments
- loading / saving songs etc opens the last path used to open song etc.

Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 20, 2016, 02:45:31 pm
It is just like that, instruments, samples, modules, vgm and roms have separate last folder memory. Are you just reporting without testing? Are you on Windows?
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: 5alazar on March 20, 2016, 02:51:32 pm
I use windows 7, no separate last folder memory here...Why would I report without testing?????
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 20, 2016, 02:54:29 pm
I'm on W7 too and works as intended here. Do you have the latest pre-release? Download it again just in case.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: 5alazar on March 20, 2016, 03:14:05 pm
Damn, you got me!  :) Updated and it seems to work. The version I was refering to was from 18-3.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 20, 2016, 03:20:30 pm
Great!
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 20, 2016, 04:04:30 pm
Pre-release updated:
* Fixed another little bug with play from cursor when no instrument is specified in the column.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 22, 2016, 01:20:47 am
Pre-release updated!
* Fixed a playback issue from patterns greater than the first one, also with play from cursor (BIG BUG).
* Fixed the portamento down limit in the YM2151, now it goes down to octave 0 correctly.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 22, 2016, 11:25:46 pm
Pre-release updated:
* Fixed a desync bug related to 0B (pattern jump) and 0D (pattern break) effects.
* Fixed samples from the past being retriggered when playing a specific pattern/play from cursor.
* Fixed a notes preview bug that was causing the PSG notes of the SEGA Genesis to sound randomly among other things.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 23, 2016, 09:09:30 pm
Any other bug in the current build? I found one, using GLOBAL EXPAND will freeze the tracker if you reach 256 rows. It is already fixed but I will wait more bug reports before updating the builds.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: tildearrow on March 24, 2016, 12:54:35 am
When I first found that bug I thought my computer wasn't powerful enough to resize.

Hey, I can only select the first 4 MIDI devices.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 24, 2016, 01:07:40 am
Regarding of that, I didn't tested with more than 2 midi inputs because I don't have more. What is the issue exactly?
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: tildearrow on March 24, 2016, 01:47:57 am
The issue is only the first 4 MIDI devices are shown in the MIDI device list. I didn't test on OS X or Windows.

because I don't have more.
I'll give some steps to reproduce for Linux, where you can have more. :P
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: LordHypnos on March 24, 2016, 03:41:42 am
Is the current linux build the most recent build?
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 24, 2016, 01:13:53 pm
Check the build dates in the first post.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 24, 2016, 08:02:13 pm
Pre-release updated:
* Fixed a crash while using GLOBAL EXPAND to reach 256 rows per pattern.
* Fixed the start directory while loading skins and keyslayouts.
* Fixed a desync when playing from a pattern outside of the looping points.
* Fixed some looping issues with instruments changes.
* Changed the way the backup file is saved: now it is saved every 5 minutes if the file is unsaved.
* Changed my website tlds to .net instead of .com.ar
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 25, 2016, 07:11:36 pm
Pre-release updated:
* Added mute buttons to the FM operators.
* Base time is now resetted when starting a new module.
* Fixed a misspelling on a PC Engine demo song file.
* Changed the specs of .dmp format in order to store the system ID.
   Some presets files are incompatible, so this will prevent loading a C64 or GB instrument on other systems also FM presets in non-FM systems.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 28, 2016, 12:17:29 am
Pre-release for Windows updated. In some hours I will update OS X and Linux builds.
News:
* Now you can jam on C64, Genesis, Arcade and PC-Engine with all the polyphony independently of the selected channel.
* Fixed a Ctrl+Z bug that was causing not to store the Ctrl+F3/F4 and Copy pattern changes.
* Fixed a bug with using Ctrl+Z in the middle of an effect input (bunch of FFFF'f appeared)
* Fixed a bug with the PC-Engine volume handling introduced on the previous update.
* Fixed some little render issues.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 28, 2016, 01:39:25 am
OS X and Linux up to date.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on March 29, 2016, 11:23:33 pm
Pre-release updated for all OSs:
* Updated the reSID core for better Commodore 64 emulation.
* Updated default samples pack.
* Added a MIDI-in polyphonic input checkbox under options.
* Fixed a bug that was causing the selected row to be greater than total rows when reducing pattern size with "-" and "--" buttons.
* Fixed a display GUI that was causing to display the indexes of the next pattern infinitely (noticable on very small patterns)
* Fixed a bug regarding to jamming on PSG channels while the song is playing.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: tEFFx on April 01, 2016, 12:22:11 pm
* Updated the reSID core for better Commodore 64 emulation.

Awesome! Getting the filters to sound correct when playing back on real hardware will be a lot easier now.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 02, 2016, 09:37:01 pm
Pre release updated for all OSs:
* Fixed a bug that was causing the tracker to jump to random positions while playing a singe Pattern.
* Fixed the behavior of the DEL instrument button.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mobilediesel on April 05, 2016, 05:52:28 pm
When I download version 11 or 12 for Linux I get this when I try to extract it:
Code: [Select]
tar: This does not look like a tar archive
tar: Skipping to next header
tar: Exiting with failure status due to previous errors
I have tar (GNU tar) 1.26 and file-roller and both give me the same error.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 05, 2016, 05:57:07 pm
I have tested both v12 pre-release and v11 downloads for the Linux build and them work just fine, in Linux and even on Windows, so this is clearly an error of your PC. (also many users are running Defle on his Linux distros too)
I don't know if this is the problem but the file is a .tar.gz file, not .tar file (a folder inside a tar inside a gz).
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mobilediesel on April 05, 2016, 06:16:13 pm
I have tested both v12 pre-release and v11 downloads for the Linux build and them work just fine, in Linux and even on Windows, so this is clearly an error of your PC. (also many users are running Defle on his Linux distros too)
I don't know if this is the problem but the file is a .tar.gz file, not .tar file (a folder inside a tar inside a gz).

It looks like it was tar'ed first then gzip'ed twice. I had to decompress using gzip twice then untar and I got it uncompressed. It's still totally possible it's an error with my system.

v12 looks like it has a better layout than v11 that I've had for a couple months!
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: LordHypnos on April 05, 2016, 09:02:00 pm
^Hasn't happened in a while, since I've been using a archlinux aur package (or rather modified PKGBUILD), but I remember having that problem too. I think I needed to extract with 7z and then with tar or something.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 06, 2016, 11:09:45 pm
* Now the arpeggio effect on FM chips will not reset the envelope on every note (I don't know why this wasn't reported before?) [Reported by Strobe]
* Fixed a strange bug while pasting large data that was causing the selection mode to keep turned on.  [Reported by Raijin]
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 07, 2016, 12:56:58 am
Updated again just to fix the PSG instrument loader.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: 5alazar on April 08, 2016, 01:45:34 pm
Okay, once again: Using another instance of Defle to play polyphonic notes with Midi DOES NOT WORK. Any solution to this?

Also I'd like to know will this 1-voice restriction @playback in YM2612 / YM2151 be a permanent thing from now on?

This is not about being able to happily "jam" during playback for me. The 1 voice restrictions fucks up my workflow when building tracks and
makes composing music in Deflemask a rather frustrating experience...
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 08, 2016, 02:05:47 pm
If you have the MIDI input captured in the other instance it will not work for sure.
I don't understand how this could be frustrating considering that no other chiptune tracker has the polyphonic jamming while playing neither.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: 5alazar on April 08, 2016, 02:19:05 pm
Yes, but that's because other chiptune trackers are used for systems like DMG or NES, which don't have much voices anyway.

I'm making Sega Genesis / FM and not Gameboy music because I like having a few more voices. I could do polyphonic playing in VGM Music Maker as well and I could do the same in Deflemask as well until recently.

I've been using Deflemask for almost 2 years and it was a good experience so far, but again I'd like to know if this restriction is permanent because then I'd have to look somewhere else for what I want to do.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 08, 2016, 03:23:04 pm
The thing is that I can see a good use for a monophonic improvisation channel too, for example, you make a song base keeping one pattern empty to improvise latter (if poly is enabled you will accidentally collide with other channel's data).
I think the best solution will be to to use the "MIDI-in poly" checkbox also to handle input during playback on mono/poly modes. The checkbox name will be changed to "Input poly" if this is added (as it will affect keyboard input too).
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 08, 2016, 09:35:40 pm
Ok so I managed to get both worlds working, pre-release updated:
* Now you can set Poly input to also play in polyphonic mode while playing a song (it works too on record mode with chords for the MIDI input).
* Added a keyboard shortcut to switch the Poly input (Ctrl+P)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: SpoonyBard on April 08, 2016, 11:32:14 pm
Hey, there. Lovin' all the pre-release updates, and I appreciate your hard work, Delek! Though, I did want to ask about something.
I recently ripped drums from the Irem arcade game Undercover Cops, and I noticed something kind of odd about the behavior in the AMS for the arcade module.
In DefleMask, it seems to be WAY more drastic than the actual chip it mimics, making what was supposed to sound more like a real kick drum, sound more like something from the NES.
Specifically, the drum was made using the Noise LFO setting, with the PMS value at 7 and the AMS value at 1.
Admittedly I don't know if this should be in this thread or a different one, but I was wondering if you would be able to look into this. I'll upload each version of the kick drum so you have a reference point.
Thanks in advance.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 09, 2016, 12:49:49 am
Did you try to change the LFO speed with the effect 17xx?
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: SpoonyBard on April 09, 2016, 03:15:40 am
That just changes the frequency of the noise, not the amplification.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 13, 2016, 01:41:35 am
Pre-release updated to address two little issues:
* Fixed a panning bug while using LFO on some channels of Ext. CH3 mode of SEGA Genesis.
* Fixed a SSG-EG emulator issue on SEGA Genesis.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 16, 2016, 04:00:12 pm
Pre-release updated:
* Now you can create straight lines in macros graphs by holding down right mouse button.
* Fixed a bug while jamming notes on the WAVE channel of the Game Boy.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 16, 2016, 09:09:12 pm
Pre-release updated to fix: http://www.deflemask.com/forum/bug-reports/right-click-macro-line-bug
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 17, 2016, 08:31:57 pm
Pre-release for OS X updated:
* Added the executable and libraries inside the .app bundle.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: djmaximum on April 17, 2016, 10:02:01 pm
Wait a minute Delek, are you telling me and DevEd that we have to upgrade to Mac OS X Yosemite? I don't want the 32 bit era to come to an end.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 17, 2016, 10:22:56 pm
EDIT: Forget about that 64 bits only OS X build, I have re-built it into 32 bits.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 17, 2016, 11:10:23 pm
Pre-release updated for all OSs to fix this issue: http://www.deflemask.com/forum/general/sample-cutoff-command-request-details/
Now you can switch instantly from FM->PCM by using 17 00 (without needing to set a note off)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: djmaximum on April 18, 2016, 12:28:19 am
The 32 bit Mac billed of Deflemask is still crashing for me on Mac OS X 10.6.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 18, 2016, 12:45:42 am
Please report it as a bug report with all the information about the crash you can give.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: DevEd on April 18, 2016, 08:31:50 am
Wait a minute Delek, are you telling me and DevEd that we have to upgrade to Mac OS X Yosemite? I don't want the 32 bit era to come to an end.
I already updated to El Capitan.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: djmaximum on April 18, 2016, 08:46:07 pm
It happens to crash immediately on application launch.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 20, 2016, 02:01:46 am
Pre-release for OS X updated, I just realized I was using the base-sdk for my OS X version 10.11 without backward compatibility interfaces, so this new build should run better on any OS X version.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 23, 2016, 11:26:22 pm
Pre-release updated:
* Fixed a loop bug with some notes with long RR in Genesis, Arcade and C64.
* Fixed a pitch slide down bug in the Arcade config.
* Fixed a rendering issue with the keyboard layout window.
* Fixed the button repetition behavior after selection with mouse drag.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 27, 2016, 10:14:21 pm
Pre-release updated:
* Fixed a portamento to note (03 xx) bug while changing the target note in the middle of the effect.
* Fixed a bug related to editing FM parameters while the song is playing (parameters and volume being resetted).
* Fixed the display of the Loop "L>" symbol after starting a new module.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on April 28, 2016, 01:47:07 am
Pre-release updated again, I feel inspired today lol:
* Fixed a bug introduced on the last update with E1/E2 effects.
* Fixed a panning bug in Genesis after repeating a song.
* Mac OS X: Now the focus of the tracker is restored after a open/save dialog closes.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 03, 2016, 10:54:08 pm
Pre-release updated:
* Now the YM2612 updates at HW rate (53267hz) this makes the SSG-EG more accurate among other things.
* Now if you scroll until the end/start of the current pattern you will be automatically moved to the next/previous one.
* Fixed a clipboard bug that was affecting the pattern matrix.
* Fixed a panning playback bug in YM2612 and YM2151.
* Fixed a preview bug on the arpeggio macro that was causing the -12 value to not have any effect if it was on position 0.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 05, 2016, 11:38:51 pm
Pre-release updated:
* Added a cubic interpolation.
* Fixed a bug with portamento effect after a NOTE OFF command
* Fixed a bug with 03 00 command (disable portamento to note)
* Fixed a bug with stereo on Ext.CH3 mode on Genesis.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 07, 2016, 11:02:49 pm
Pre-release updated:
* Now you can move freely the instrument editor window and that position will be stored in config.ini file.
* Fixed a ringing noise issue coming from the SN76489 while editing instruments.
* Fixed a vgm/rom export issue while switching a song from a non-sample capable system to a samples capable system (rare to happen).
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mihaelkyeah on May 08, 2016, 02:55:01 am
Wow! I had that ringing thing happen to me a consecutive number of times but then it didn't keep on happening, I just ignored it. I'm glad it's solved! Will update now. :)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 08, 2016, 03:57:07 am
I have updated the pre release to add an experimental feature: a piano.
Tell me what you think.

(http://delek.net/defle_piano.png)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mihaelkyeah on May 08, 2016, 04:22:41 am
It does look cool but I fail to see what the actual use would be. :/
However... It would be cool for making black VGMs ;)

I believe that the best would be if it was optional.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 08, 2016, 04:28:56 am
It is optional, Options->Show Piano
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mihaelkyeah on May 08, 2016, 04:33:36 am
Oh! Then I vote for it staying. :D
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: 3noneTwo on May 08, 2016, 11:41:02 am
The piano is a great addition for people coming into this with little/no prior experience with trackers, very easy to use for note input. It's also very handy for visualizing chords! The only thing I'd suggest is to mark where each octave is on the piano — even just placing an octave number on each C key would work wonders. ("3" on C-3, "4" on C-4, etc)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Demick12 on May 08, 2016, 04:22:48 pm
I think, agreeing with 3noneTwo about marking octaves, that just denoting where middle C is on the piano would be a fine move seeing as from there one can figure out relative and absolute octaves from said C without having to have all octaves marked.

For those not familiar with a piano, the C is always going to be placed furthest on the left in the cluster of the three ivories separated by the two ebony flat-sharps, or the three white separated by two black. The F key is the furthest on the left of four ivory separated by three ebony.

Further trivia: the ivories are most recognizable as "Do Re Mi Fa Sol La Ti" then back to "Do" again. ;)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mihaelkyeah on May 09, 2016, 12:22:45 am
Already giving the newly added piano a fancy use. ;P
(WIP)

Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 09, 2016, 12:39:34 am
WOW that's insanely awesome! :O I didn't tested at that speed, but I think it works really fine after seeing your video. xD
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mihaelkyeah on May 09, 2016, 12:41:45 am
Thanks. :D The piano did lag a bit in the relatively slower parts, but I don't think many would track stuff at this speed. :P

I only hope the original composer lets me monetise this on YouTube when it's finished. x'D
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 09, 2016, 03:09:20 am
Pre-release updated: * Added middle C note display in the piano and the channel number in the key being pressed.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 09, 2016, 11:43:10 pm
Pre-release updated:
* 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)
* Fixed a bug with Axy effect when setting a new volume value in the same row.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: marcb0t on May 10, 2016, 12:19:14 am
Already giving the newly added piano a fancy use. ;P
(WIP)

Whoa! That was pretty intense! =0
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mihaelkyeah on May 10, 2016, 05:32:28 pm
Thanks, marcb0t. :D Although only after having watched the video I realised I missed a PSG noise spam near the ending. >.<

Also, forgive my ignorance, but what does the sync signal data block actually do to the VGM? I mean, what effect does it have in the playback?
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 10, 2016, 07:15:20 pm
None at all, it doesn't produce any sound. It is useful only to coders that are writing a custom rom/visuals and need a signal to be received from the song data.
Two developer groups requested this feature specifically, so stay tuned because new stuff is coming soon from the demoscene and hw players with the use of this new version of Deflemask.
this (http://chipmusic.org/forums/topic/18144/vgx-live-performance-tool-for-the-sega-mega-drive-genesis/) for example
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: mihaelkyeah on May 10, 2016, 07:20:33 pm
I imagined it was intended for ROM/hardware purposes. I meant to ask if this sync call was aiming to make the looping more accurate (for example, like would a "loop point save state").

By the way, is there a chance that multiple sample playback is included in this upcoming new stuff? *puppy eyes*
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 11, 2016, 11:20:57 pm
Pre-release updated:
* Fixed a stereo effect bug on Game Boy.
* Fixed a 03xx bug that was preventing the restart of the envelope on new notes.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 13, 2016, 10:13:14 pm
Pre-release updated:
* Now 00xy and 04xy will restore the original note's frequency after disable the effect.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Zlew on May 14, 2016, 10:50:13 pm
progressive filter cutoff on C64 kinda stopped working after the last update
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 15, 2016, 03:40:06 am
You're quite right Zlew, thanks for pointing that one out. Will be fixed on next update. Any other bugs? I will update the pre-release in some hours.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: MegaSphere on May 16, 2016, 12:32:54 am
Deflemask just keeps getting better and better!
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 17, 2016, 12:21:59 am
Pre-release updated:
* Fixed a random crash while saving a file.
* Fixed the high CPU use in Linux.
* Fixed the progressive cutoff macro in C64.
* Now you can see all instruments parameters in a 900px height monitor.
* Now you can’t click anymore the pattern matrix passing through an envelope in the editor window.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 18, 2016, 11:44:24 pm
Pre-release updated to fix some little things (when you press INS the pattern index selection will be set in the new pattern, among other minor things)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Michirin9801 on May 20, 2016, 01:32:53 am
Heyo Delek! I really appreciate how much you keep improving on Deflemask and fixing all the little issues, but well, I've been using an outdated version for a while now because there's one thing I REALLY like about this older version that was changed in the new version, it's this little window right here:
(http://orig05.deviantart.net/4fcf/f/2016/140/6/8/this_window_by_michiharuruko-da37dkd.png)
(I'm using version v12.0.0 to be specific)

I mean, I get that some people (perhaps most people) prefer the 'normal' style window to load their instruments and songs and stuff, but well, there's a very good reason for me to prefer this old one...
You see, I have a hard time remembering the names of instruments and wavetables I make/edit/rip, so when I'm loading my instruments, with this window, I only need to click "Load Wave" or "Load Instrument" once, then I can click on each one and press any key on the keyboard and see what it sounds like, and then when I find the one I want I just have to click "Ok" and there I go!
But with this new window I have to click "Load Wave" or "Load Instrument", pick one instrument, click "Open" then try it, and if it's not the instrument I want, then I have to click "Load Wave" or "Load Instrument" again, pick another one, then click "Open" again, then try again, and keep doing that until I find the instrument I want (Not to mention the 'normal' window takes a little bit longer to show up on slower PCs like mine)

I'm not gonna ask you to change it back altogether, heck you don't even have to listen to me and my problems if you don't want to, but well, it would be nice to have the option to switch between the old window in the picture above or the new 'normal' window to open and save files and stuff...
Oh well, thanks for taking your time to read this thing! I hope this nitpick doesn't get in the way of the more 'necessary' fixes...
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: MechanicalPaladin on May 20, 2016, 12:02:57 pm
Heyo Delek! I really appreciate how much you keep improving on Deflemask and fixing all the little issues, but well, I've been using an outdated version for a while now because there's one thing I REALLY like about this older version that was changed in the new version, it's this little window right here:
(http://orig05.deviantart.net/4fcf/f/2016/140/6/8/this_window_by_michiharuruko-da37dkd.png)
You see, I have a hard time remembering the names of instruments and wavetables I make/edit/rip, so when I'm loading my instruments, with this window, I only need to click "Load Wave" or "Load Instrument" once, then I can click on each one and press any key on the keyboard and see what it sounds like, and then when I find the one I want I just have to click "Ok" and there I go!
But with this new window I have to click "Load Wave" or "Load Instrument", pick one instrument, click "Open" then try it, and if it's not the instrument I want, then I have to click "Load Wave" or "Load Instrument" again, pick another one, then click "Open" again, then try again, and keep doing that until I find the instrument I want (Not to mention the 'normal' window takes a little bit longer to show up on slower PCs like mine)
With any DAW I use, I rarely keep in mind the names of the instruments I've liked since I jump between genres very often.
I want to browse different instruments, hear what they sound like and then decide if I want to use it in a song.
You are not the only one who feels like this is a step back.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 20, 2016, 12:13:16 pm
I can assure you it is not a step back. I miss too the fast previewing of my custom load/save file dialog but I am practical above idealistic, I added a native OS solution to this because of the constant and countless requests about folder browsing, file renaming, not to be trapped inside defle folder, etc, etc, etc; that the OS UI already solved years ago. So we miss a feature but won lots of them.

I know I can't make everyone happy so I'm pointing to the majority.
Apart from that, I already deleted the code for that window and changed many things about how Defle manages the files so having it again is impossible. I will investigate a little bit more about having a preview function to the current window, but I don't promise anything.  :-X
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: MechanicalPaladin on May 20, 2016, 12:48:06 pm
Apart from that, I already deleted the code for that window and changed many things about how Defle manages the files so having it again is impossible. I will investigate a little bit more about having a preview function to the current window, but I don't promise anything.  :-X
Well, there's always the older versions we can use. If it weren't for the code deletion, you could have implemented an option for it to the program.
Your DAW is amazing and I'm happy that you are looking into the preview function.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: 3noneTwo on May 20, 2016, 01:00:40 pm
No version control for old code?

I greatly prefer the native OS file browser for saving/loading songs, simply because it feels far more familiar. No need to change anything about it in this regard.

However, having some way to preview instruments/samples before loading them is hugely beneficial, especially since DefleMask comes packaged with a ton of presets. Like, maybe when clicking an instrument, DefleMask could instantly load that instrument into a temporary sandbox — That piano bar you added could be used here to test notes too, as an idea.

This is really more just for the sake of convenience, of course. It'd make picking instruments way easier, but we can live without it for the time being.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: MechanicalPaladin on May 20, 2016, 01:25:15 pm
How about this:
When you load an instrument, the program would index all the instruments in that folder and after that, you could cycle trough them by pressing a button in the GUI?
That way you wouldn't need to change the current system but instead expand on it.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Michirin9801 on May 20, 2016, 01:29:54 pm
Oh don't worry, I completely understand why most people prefer the normal window, but a preview function would go a long way!
Until then I'll just keep using the outdated version >w>
Just make sure not to limit this function to Instruments, Wavetables are important too!
(To me at least... I mean c'mon, 90% of what I make on Deflemask is PC engine stuff, and the other 10% is Game Boy)
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 21, 2016, 12:01:02 am
Pre-release updated:
* Now ctrl+left click on a pattern index in the matrix will copy that pattern into a unused one.
* Now when you select a file in the open dialog while loading instruments, wavetables or samples it will be automatically loaded without having to close the window

I know that the open file dialog changed the look in Windows, but that's a must if I want to receive a callback when a file is selected (I don't know why though) This is the best I can do for now, hope you like it.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 22, 2016, 01:40:31 am
Pre-release updated to fix some little things while loading and saving files.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 22, 2016, 06:30:22 am
Defle users: Please enable your bug hunting mode because I will release Defle v12 if no major bugs are found in 1 week.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: 3noneTwo on May 22, 2016, 11:29:03 am
If you already have an instrument set up, and you decide to load a new instrument in its place: If you select an instrument file, and then press Cancel or close the Open File window (maybe you decide that you don't want to change the instrument after all), the last file selected will have already overwritten the instrument. DefleMask should store the original instrument settings somewhere, so that they can be reloaded if the user changes their mind.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Zlew on May 22, 2016, 06:36:35 pm
(http://puu.sh/p1mSK/5e42877877.png)

why did you change the file dialog to the older one?
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 22, 2016, 06:52:58 pm
I know that the open file dialog changed the look in Windows, but that's a must if I want to receive a callback when a file is selected (I don't know why though) This is the best I can do for now, hope you like it.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 22, 2016, 08:01:47 pm
Pre-release updated:
* Now if you cancel the load instrument/wavetable window the original instrument will be restored even if it was replaced while previewing.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 23, 2016, 10:47:27 pm
Pre-release updated, little cosmetic stuff:
* Fixed an annoying bug that was causing the macro to capture all mouse dragging.
* Now if you have a very long instrument name it will not go outside from his space in the instrument list.
* Added new version of the demo song hes_a_mellow_fellow.dmf.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 24, 2016, 11:50:53 pm
Pre-release updated:
* Fixed a crash in the load instruments window.
* Now the shortcuts Ctrl+F1/F2/F3/F4 will not affect the notes if there's no value on the selected colum.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: SpoonyBard on May 25, 2016, 03:00:48 am
Saving an NES instrument with an arpeggio macro causes the Arpeggio Macro to reset to nothing, and the instrument to be saved like that. The Genesis, PC Engine and Master System STD instruments save just fine when they have arpeggio macros.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 25, 2016, 02:07:20 pm
Are you running OS X? I don't see that bug on Windows/Linux, on OS X there's a problem that it can't write an opened instrument to save its changes. Will be fixed soon but just confirm this is your case.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: SpoonyBard on May 25, 2016, 03:42:31 pm
I'm on Windows 10. I haven't tested this on OS X or Linux.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 25, 2016, 04:37:04 pm
Pre-release updated once again!
* Fixed a malfunction that was preventing to update a instrument file in disk.
* Fixed the preview of macros when using the on-screen Piano.
* Fixed a little issue in the instrument window while editing the name of it.
* Added a shortcut to show/hide the on-screen piano: Shift+P
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 28, 2016, 12:21:51 am
Pre-release updated:
* Now it will be displayed as unsaved if you modify base time and speed values.
* Fixed a crash in Linux.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on May 29, 2016, 01:02:16 am
Pre-release updated:
* Added File->Save .gb/Save .gbs menu buttons for Game Boy to make the selection easier.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Dav on June 03, 2016, 02:55:12 pm
Hi, im using deflemask for weeks now, and im loving it ^^ I downloaded the v12 and its working great, except for something: The mouse clicks arent being recognised properly, i need to click 3+ times in the pattern when composing. I use both Win and Linux versions, and in Win the problem seems to be worst. I use touchpad of the notebook, if this means something :) Sorry for the bad english ^^
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on June 03, 2016, 03:06:01 pm
That bug is only affecting your pc because I didn't received any other report and it is a very basic thing actually.
Title: Re: * DefleMask v0.12.0 Pre-Release *
Post by: Delek on June 03, 2016, 03:44:45 pm
Thanks for the huge feedback and requests guys. Defle v0.12.0 released!
Thread locked!