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Author Topic: DefleMask v0.12.1 pre-release  (Read 7208 times)

Offline mihaelkyeah

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DefleMask v0.12.1 pre-release
« Reply #30 on: February 15, 2017, 07:33:58 PM »
Because then you would have to save duplicates of every sample you edit specifically in the DefleMask folder.
And also, I just tested clicking on sample and wavetable files without loading them, keeping the file dialogue open, and it lets you test them before loading them.
(I tested on the PCE to make sure)

Offline Michirin9801

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DefleMask v0.12.1 pre-release
« Reply #31 on: February 15, 2017, 11:14:54 PM »
Okay, I've tested it as well, and it does work, but I still have to click on the Deflemask Window to test the instrument/wavetable/sample and then click back at the open file window to try another one, that's still twice the clicks for each instrument than before...

Offline Delek

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« Reply #32 on: February 16, 2017, 01:01:06 AM »
Okay, I've tested it as well, and it does work, but I still have to click on the Deflemask Window to test the instrument/wavetable/sample and then click back at the open file window to try another one, that's still twice the clicks for each instrument than before...
Yeah, I really tried to avoid that second click to make focus on the Window without success. The best of the two worlds is impossible.
HOWEVER, if you have a MIDI in device you could test super fast (because the midi port is directly connected to Defle without needing the focus on the window)
« Last Edit: February 16, 2017, 01:17:48 AM by Delek »

Offline Michirin9801

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« Reply #33 on: February 16, 2017, 03:24:42 AM »
Yeah, I really tried to avoid that second click to make focus on the Window without success. The best of the two worlds is impossible.
HOWEVER, if you have a MIDI in device you could test super fast (because the midi port is directly connected to Defle without needing the focus on the window)
If you say so... Although I still think the old window could be an 'option', even if it wasn't the default...

Offline marcb0t

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DefleMask v0.12.1 pre-release
« Reply #34 on: February 16, 2017, 08:36:57 PM »
* Now, if the current module is unsaved, the tracker will show a warning when trying to open a new file.
* Now you can select the complete column if you double click on a row.
* Now you can increase/decrease effect values with Ctrl+F1/F2/F3/F4 too.

Ah! These can be a real game changer. Thanks Delek, for making the productivity better in this new version! No more overwriting modules. :)

Offline Delek

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« Reply #35 on: February 16, 2017, 09:39:48 PM »
You're welcome. Btw I will need a summary of the most serious bugs to fix them all before the release of 0.12.1.

Offline Raijin

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« Reply #36 on: February 16, 2017, 09:57:58 PM »
What about the Bug I reported, then showed to you? Is that not serious? Personally, I think it is :\

Btw, I know the issue now for the PSG noise. It's because Deflemask has the noise reset enabled all the time. After fixing that, the only thing is to adjust the PSG frequencies like you did with the FM channels before, then I can go through everything again to see if any new bugs pop up.

Offline RazerBlue6

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« Reply #37 on: February 17, 2017, 07:59:23 AM »
Quote
Btw I will need a summary of the most serious bugs to fix them all before the release of 0.12.1.

  • PC Engine's noise is too quiet
  • PC Engine noise supposedly has more frequencies to use? Someone stated that here on the forum but not sure about this one.
  • The C64 export isn't always working (but people say there supposedly is a new exporter that could be implemented soon, so there's that)

So far that's all I encounter myself.

Offline Delek

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« Reply #38 on: February 17, 2017, 12:15:03 PM »
  • PC Engine's noise is too quiet
  • PC Engine noise supposedly has more frequencies to use? Someone stated that here on the forum but not sure about this one.
The noise being too quiet is an issue even on the latest pre-release update (two days ago)?

[/list]

Offline Pegmode

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DefleMask v0.12.1 pre-release
« Reply #39 on: February 17, 2017, 08:33:37 PM »

\The C64 export isn't always working (but people say there supposedly is a new exporter that could be implemented soon, so there's that)
So far that's all I encounter myself.

If you're talking about the dead fishes stand alone ROM exporter then it will still break just not as quickly. The .sids even if they do work will only play on a very specific hardware player. Also my 2 minute long entry for BotB was 47kb. Gordian tomb has around 40 minutes of music and is 11kb. The 64 in C64 isn't for show. My entry used the new rom builder.

Offline RazerBlue6

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« Reply #40 on: February 17, 2017, 09:58:15 PM »
Quote
The noise being too quiet is an issue even on the latest pre-release update (two days ago)?

Oh I didn't notice you released another one, will take a look at it later, will keep you notified about it.
Sorry in advance if it were already fixed.

Offline Michirin9801

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« Reply #41 on: February 18, 2017, 04:28:33 AM »
  • PC Engine noise supposedly has more frequencies to use? Someone stated that here on the forum but not sure about this one.
It was me who mentioned it, and elmer has confirmed on the PCEFX forum that the PCE does indeed have more noise frequencies that aren't supported in Deflemask, 31 total frequencies to be precise (plus one 'illegal' frequency that Deflemask does support, that being the highest one), I'd look for the specific thread and link it here but I don't remember in which one he has confirmed it...
If you can elmer, can you get into the nitty-gritty and explain this better to us?

Offline RazerBlue6

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« Reply #42 on: February 18, 2017, 09:00:20 PM »
Quote
The noise being too quiet is an issue even on the latest pre-release update (two days ago)?

Yup, still a problem. Playing in other players has louder noise.

Also I don't know if it's just me going crazy, but does the Axx command behave different in other players as well?

Example in attachment. If others want to confirm that'd be nice and more confident to present to Delek.

Cheers
« Last Edit: February 19, 2017, 04:54:12 PM by RazerBlue6 »

Offline elmer

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« Reply #43 on: February 20, 2017, 02:14:47 PM »
If you can elmer, can you get into the nitty-gritty and explain this better to us?

The documention for the PSG says that the noise clock is calculated as ...
            
Fncl = Fmaster / ( 64 x 2 x not(NF) )

Where NF is register 7, bits 0..4.

When not(NF) == 0 then Fncl is "undefined".

DefleMask seems to use the note to lookup what value of NF to put into register 7 ...

C,   C#,  D,   D#,  E,   F,   F#,  G,   G#,  A,   A#,  B
$04, $0D, $0F, $12, $15, $17, $19, $1B, $1D, $1F, $01, $03



I can't see that it is allowing any of the other legal settings ...

; 00=$00  1804 Hz  :  08=$08  2432 Hz  :  16=$10  3729 Hz  :  24=$18  7991 Hz
; 01=$01  1865 Hz  :  09=$09  2543 Hz  :  17=$11  3996 Hz  :  25=$19  9323 Hz
; 02=$02  1929 Hz  :  10=$0A  2664 Hz  :  18=$12  4303 Hz  :  26=$1A 11188 Hz
; 03=$03  1998 Hz  :  11=$0B  2797 Hz  :  19=$13  4661 Hz  :  27=$1B 13984 Hz
; 04=$04  2072 Hz  :  12=$0C  2944 Hz  :  20=$14  5085 Hz  :  28=$1C 18646 Hz
; 05=$05  2151 Hz  :  13=$0D  3108 Hz  :  21=$15  5594 Hz  :  29=$1D 27969 Hz
; 06=$06  2238 Hz  :  14=$0E  3290 Hz  :  22=$16  6215 Hz  :  30=$1E 55938 Hz
; 07=$07  2331 Hz  :  15=$0F  3496 Hz  :  23=$17  6992 Hz  :


One important thing to see is that DefleMask is using note "A" to set value $1F, which is an illegal/undefined value on the PC Engine.

Emulators (and real hardware) seem to play the value $1F as a high-frequency-but-quiet noise ... but it really shouldn't be used or relied upon.

So ... from my POV ... there is a *bug* in DefleMask where the value $1F should be replaced by $1E.

But getting access to the other noise frequencies is more of a feature-enhancement request.

For Huzak, I'm allowing people to access those extra frequencies by using the Arpeggio Macro inside an instrument, which just puts the note number 0..95 into the register 7.

Perhaps DefleMask could implement that ... it's the easiest solution going forward, but it will break things for existing songs, and so the new behavior would need to be trigger by the version number in the .dmf file.

**********************

Speaking of which ... I'd also love to see the feature of using the setting of 32 in the Wave Macro to enable Noise, and a setting 0..31 disabling Noise and changing the Wavetable.

That's another feature that's already in Huzak, and will be very, very, very useful for creating better drum instruments in DefleMask and avoiding the crazy 1:N speed timings that SpoonyBard is having to use in his PC Engine music.

Well ... actually I'd also like to see DefleMask allow for more than 32 Wavetables, since folks here are starting to seriously play with Wave Phasing effects. It would be really nice if folks were allowed to use at-least 64 Wavetables.

Offline elmer

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« Reply #44 on: February 20, 2017, 03:59:00 PM »
Quote
The noise being too quiet is an issue even on the latest pre-release update (two days ago)?

Yup, still a problem. Playing in other players has louder noise.

This is a *big* issue for us folks wanting to develop homebrew.


Also I don't know if it's just me going crazy, but does the Axx command behave different in other players as well?

Can you describe what you're expecting to hear?

I'm not a musician, just a programmer, but I found the PCE implementation of the 0Axy effect to be a little strange.

The way that it totally overrides an instrument's Volume Macro (rather than being in addition to it), and the way that a Volume Setting (a green Volume command) will be used if the 0Axy is still fading up/down, but will be ignored if the 0Axy has hit the maximum/minimum, seems quite bizarre to me.

But I don't know what to expect.