DefleMask Forum

DefleMask => General => Topic started by: Delek on August 27, 2016, 12:35:34 am

Title: DefleMask v0.12.1 pre-release
Post by: Delek on August 27, 2016, 12:35:34 am
Please test this new things added in v0.12.1:
* Mac: Fixed the startup crash on MacOS Sierra.
* Updated the emulator core for C64: jsSID by Hermit (the creator of SIDWizard!) ported to C/C++ by Michael Stamper.
* Fixed the audio output offset of NES and Game Boy emulators.
* Fixed some sample playback issues on .hes roms.
* 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.

deflemask.com/DefleMask_v121_Windows.rar (http://deflemask.com/DefleMask_v121_Windows.rar)
deflemask.com/DefleMask_v121_Mac.zip (http://deflemask.com/DefleMask_v121_Mac.zip)
deflemask.com/DefleMask_v121_Linux.tar.gz (http://deflemask.com/DefleMask_v121_Linux.tar.gz)

UPDATED @11/02/17

TODO:
Set MAX_WAVES to 128 (on pc-engine add into the wave macro a noise mode set too)
Sliders of the samples window are not changing with the mouse wheel.
Fix a crash when loading a module with huge amount of sample data.
Fix some compatibility issues with OS X Sierra.
Title: Re: DefleMask v0.12.1 pre-release
Post by: mihaelkyeah on August 29, 2016, 12:05:04 am
Exciting news! I'll get testing rightaway :D
Title: Re: DefleMask v0.12.1 pre-release
Post by: Michirin9801 on August 29, 2016, 12:49:34 am
Umm, remember that thing I said about the old window and instant-loading instruments and wavetables? Can that be a thing in this new update? Or at least have the option to switch between the new 'normal' window and the old convenient window? That would be amazing, I'd certainly love that!
Title: Re: DefleMask v0.12.1 pre-release
Post by: B00daW on September 12, 2016, 04:28:21 pm
On this current version it appears that the PCM playback is intermittently broken on certain if NES/Famicom DMF files are loaded first on NES/Famicom mode.

Load the Comix Zone example first to hear broken PCM; just initialization clip sounds.  Loading certain other NES/Famicom DMF files will either have the PCM remain broken or fix the PCM so even Comix Zone will load properly.

Seems that certain versions of DMF code are improperly initializing the PCM routine.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Niko on September 12, 2016, 05:58:15 pm
6581 SID filters sound differently between 0.12.0 and 0.12.1. 8580 is fine.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on September 14, 2016, 10:42:35 pm
I have updated the pre-release with some bugs in the C64 emulator fixed!
Title: Re: DefleMask v0.12.1 pre-release
Post by: Niko on September 20, 2016, 02:35:08 pm
Unfortunately problem still persists. Just noticed 6581 filters sound the same as 8580.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Speedy on September 23, 2016, 03:15:29 pm
Noise levels are too quiet on the PC Engine emulation compared to Mednafen (and according to some folks on PCEngineFX, real hardware). Here's a comparison between how it's supposed to sound and what it actually sounds like: https://a.pomf.cat/cpibvc.mp4
Title: Re: DefleMask v0.12.1 pre-release
Post by: SpoonyBard on September 24, 2016, 04:38:58 am
Can we make Ctrl+P turn the piano view on? Whenever I make an instrument that has a capital P in it, (Piano, PSG, Pizzicato, etc.) the piano turns on. I don't think Ctrl+P is used for anything else, so it could probably work.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Speedy on September 24, 2016, 05:26:39 pm
Can we make Ctrl+P turn the piano view on? Whenever I make an instrument that has a capital P in it, (Piano, PSG, Pizzicato, etc.) the piano turns on. I don't think Ctrl+P is used for anything else, so it could probably work.

Seconding this. Having the piano pop up all of a sudden gets annoying.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on September 24, 2016, 07:20:41 pm
Ctrl+P is for poly/mono input for midi. I will disable the shortcut Shift+P while entering text, that will fix the issue.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Raijin on September 24, 2016, 08:59:28 pm
Hey Delek, I know I requested sample editor related things in the past, but instead of that, do you think changing the importer to allow sample rates from 1Hz to 32000Hz, instead of like VGM MM where it's stepped for a few set rates, and also prevent Deflemask from opening samples with higher/lower pitch of the original sample depending on sample rate? (for example, always having to change the rate in an audio editor to one of the set rates of Deflemask, otherwise the sample will be off pitch).

By the way, I am very curious to your thoughts about my last post in the requests thread.
Title: Re: DefleMask v0.12.1 pre-release
Post by: SpoonyBard on September 29, 2016, 01:38:33 am
Might I suggest that for the PC Engine, there be a COPY WAVE feature?
Title: Re: DefleMask v0.12.1 pre-release
Post by: Michirin9801 on October 04, 2016, 10:41:16 pm
Might I suggest that for the PC Engine, there be a COPY WAVE feature?
I second that! Being able to copy and paste waves would be a god-send...
Title: Re: DefleMask v0.12.1 pre-release
Post by: SpoonyBard on October 04, 2016, 11:09:05 pm
Also, I noticed a bug. Setting a PC Engine's instrument's volume macro to zero doesn't stop the sound. It continues to play as if the quietest it can get is 1. I haven't noticed this in any other system, though.
Title: Re: DefleMask v0.12.1 pre-release
Post by: tripancakes on October 06, 2016, 08:30:22 pm
Hey Delek,

I found a bug from v12 that is still present in v12.1. This happened on a MacBook Pro.

If I try to "File > Open..." a song, or "Save...", or anything that is supposed to open the native filesystem dialog - sometimes nothing shows up on the screen. The dialog is being placed behind Deflemask's main window.
I always have to right-click on the app icon, select "Show All Windows" and then select the filesystem dialog (see screenshot).

When the dialog is also visible, you can also click and select elements on the main window. When I do this, the dialog is placed behind the main window again.
Title: Re: DefleMask v0.12.1 pre-release
Post by: mihaelkyeah on October 06, 2016, 08:40:48 pm
The dialog is being placed behind Deflemask's main window.
Now that you mention it, something similar to this happened to me the other day on Windows. I had to switch to the web browser (which was the closest next window behind the open/save dialogue) in order to load or save stuff.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Speedy on October 20, 2016, 09:49:00 pm
Is it just me or is fullscreen broken? Setting full_screen to 1 in the config does nothing and Alt+Enter does nothing. Also, portamentos don't seem to work right on the PSG.

Setting this on the FM channel:

C-3
-
-
-
D-3 0311

Will give the FM channel a slide from C-3 to D-3 as soon as C-3 starts. But on the PSG, it just does a weird slide when D-3 plays. Also, pitch slides (01xx/02xx) behave strangely. I attached a file showing both of these issues.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Iron Curtain on November 30, 2016, 09:45:37 pm
I'm having the same bug as here, even on version 12.1: http://www.deflemask.com/forum/bug-reports/menu-flashing-on-osx/

I literally can't wait until 12.1 arrives, because I really need to finish a song by the time MAGFest arrives and in the meantime, I am unable to revert to version 11.
Title: Re: DefleMask v0.12.1 pre-release
Post by: ludamillion on December 29, 2016, 02:42:00 pm
I'm having the same bug as here, even on version 12.1: http://www.deflemask.com/forum/bug-reports/menu-flashing-on-osx/

Still having this issue too. Running OSX w/ El Cap right now. (of course not surprising since there hasn't been a new pre-release since this was originally posted.
Title: Re: DefleMask v0.12.1 pre-release
Post by: RazerBlue6 on February 07, 2017, 05:28:13 pm
PC Engine's noise is too quiet but more importantly:

12.1 breaks the PC Engine's silence commands:
This happens in wavetable mode and sample mode (only stereo commands applies here)[/b][/size][/size]
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on February 11, 2017, 02:36:49 pm
0.12.1 pre-release updated.
I have addressed some issues with C64 and PCEngine emulation among other things. Please check it out.
Title: Re: DefleMask v0.12.1 pre-release
Post by: SpoonyBard on February 11, 2017, 03:46:52 pm
I'm liking the new update! I did notice, however, that in my remixes which use quick noise-tone mode changes, like Cilius Moon and Purple Sea, the piano visual lags. In normal songs it seems to be fine.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Fragmare on February 12, 2017, 05:48:42 am
Switching from Note mode to Sample mode on a channel no longer mutes the samples on the PC-Engine!  \o/  Game changer!  Thanks, Delek!
Title: Re: DefleMask v0.12.1 pre-release
Post by: RazerBlue6 on February 12, 2017, 08:20:49 pm
Make Deflemask great again.

Nice Delek, I much welcome the fixes :D
Title: Re: DefleMask v0.12.1 pre-release
Post by: Pegmode on February 12, 2017, 08:41:04 pm
Holy cow the SID sounds quite a bit better. I had quite a few little nit picks with the old version that stopped me from updating but it's sounding pretty good. Hope to see more updates.
(eg:the newer SID exporter doesn't seem to be implemented)
Title: Re: DefleMask v0.12.1 pre-release
Post by: freezedream on February 12, 2017, 11:11:46 pm
I have a couple of suggestions. Not sure if these are fixed in the latest release, but I'll mention them anyway.

EDIT: Oops, I see the file dialogue box issue has already been mentioned.

2. Could you please at a time elapsed counter that shows the play time while playing and even if possible the total current length of the track when not playing?

Thanks!
Title: Re: DefleMask v0.12.1 pre-release
Post by: Michirin9801 on February 13, 2017, 03:13:42 am
Make Deflemask great again.
By bringing back the old open/load window for instruments and wavetables!
Title: Re: DefleMask v0.12.1 pre-release
Post by: mihaelkyeah on February 15, 2017, 03:01:08 am
Make Deflemask great again.
By bringing back the old open/load window for instruments and wavetables!
And restricting the program's browsing capabilities to the program's folder again? Just checking because I don't really understand what you mean. ._.;
Title: Re: DefleMask v0.12.1 pre-release
Post by: Michirin9801 on February 15, 2017, 05:56:39 pm
Make Deflemask great again.
By bringing back the old open/load window for instruments and wavetables!
And restricting the program's browsing capabilities to the program's folder again? Just checking because I don't really understand what you mean. ._.;
With the old open/load window you could easily 1-click each instrument/wavetable/sample and test it out without closing said window, it was VERY convenient! Now with the regular Windows Open File window you have to click "Load Instrument/Wavetable/Sample", then look for the instrument/wavetable, then click it and click "Open" and THEN you can test it, and if that's not the Instrument/Wavetable/Sample you wanted, then you have to do the same thing all over again, Every Single Time! That's like, 4 times the clicks for each instrument/wavetable/sample you want to add or test! Before you just clicked away until you found what you wanted, it was easy and sharpish! Now you have to meticulously try each one unless you know exactly what you want from the off...
Besides, why would you NOT have the instruments/wavetables/samples you want in their appropriate folders?
Title: Re: DefleMask v0.12.1 pre-release
Post by: mihaelkyeah 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)
Title: Re: DefleMask v0.12.1 pre-release
Post by: Michirin9801 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...
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek 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)
Title: Re: DefleMask v0.12.1 pre-release
Post by: Michirin9801 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...
Title: Re: DefleMask v0.12.1 pre-release
Post by: marcb0t 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. :)
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek 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.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Raijin 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.
Title: Re: DefleMask v0.12.1 pre-release
Post by: RazerBlue6 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.


So far that's all I encounter myself.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek 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]
Title: Re: DefleMask v0.12.1 pre-release
Post by: Pegmode 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.
Title: Re: DefleMask v0.12.1 pre-release
Post by: RazerBlue6 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.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Michirin9801 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?
Title: Re: DefleMask v0.12.1 pre-release
Post by: RazerBlue6 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
Title: Re: DefleMask v0.12.1 pre-release
Post by: elmer 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.
Title: Re: DefleMask v0.12.1 pre-release
Post by: elmer 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.
Title: Re: DefleMask v0.12.1 pre-release
Post by: RazerBlue6 on February 23, 2017, 06:43:01 pm
Quote from: Elmer
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.


It's a bit hard to explain in words, I'd say there's something with the speed of volume being too slow/fast, but to illustrate it better take a listen in the following example:

First you hear VGMPlay, and after that you hear DefleMask's own wave renderer. (Both use Ootake and VGMPlay is the latest version so this has nothing to do with mednafen or other cores behaving different.)
https://clyp.it/fruyz4og (Times for which is which in description)


Also sorry for the late reply, eh
Title: Re: DefleMask v0.12.1 pre-release
Post by: elmer on February 24, 2017, 02:53:44 pm
It's a bit hard to explain in words, I'd say there's something with the speed of volume being too slow/fast, but to illustrate it better take a listen in the following example:

I'm sorry, but my "ear" isn't good enough to hear a difference between those 2 examples.

I'd kinda be surprised to anyway, since by the time you've got a .vgm file, all of the register settings are baked-into the data.

I *suppose* that it could be something to do with how DefleMask's emulated-hardware actually transforms the register settings into 16-bit audio ... i.e. its volume output level for each of the different emulated-register setting may be a little different to VGMPlay (and Mednafen and real-hardware).

We're obviously seeing something like that with the PC Engine Noise channel in DefleMask, and perhaps there's a small discrepancy with the Main Volume, too.

My problem (well, one of my problems) with the $0Axy effect is more that it totally-overrides an instrument's Volume Macro, rather than working with it.

And the automatic-reset to Volume $1F when the next note starts playing, but only after a Volume Slide Down has finished ... seems like bizarre behavior.

Surely it should be up to the Musician to set the Volume to whatever they want after the Slide Down has reduced it to zero.
Title: Re: DefleMask v0.12.1 pre-release
Post by: 3noneTwo on February 24, 2017, 11:15:10 pm
https://clyp.it/fruyz4og (Times for which is which in description)
DefleMask seems to produce marginally sharper (or stronger) attacks/releases based on this example, though it requires clicking back and forth between the two examples to really hear it. The difference is very slight. It may just be though that DefleMask's volume values are on a different "curve" compared to VGMplay (think along the lines of "logarithmic" vs "linear"), since it doesn't seem to actually reach 0 Volume any faster. Could be worth investigating.

My problem (well, one of my problems) with the $0Axy effect is more that it totally-overrides an instrument's Volume Macro, rather than working with it.
I've found that DefleMask tends to "hold" most effects, which can be a little counter-intuitive, but it does make sense in some cases. (for example: fine-tuning the pitch or panning of a specific channel) But it does mean that effects often need to be zeroed out once you're done with them, and it can be unclear which effects require this.
Title: Re: DefleMask v0.12.1 pre-release
Post by: RazerBlue6 on June 12, 2017, 04:56:28 pm
The problem is mainly that Deflemask misses higher noise freqs (it sounds more brighter in VGMPlay - ootake - and in Mednafen - its own core) and that the noise within deflemask is way too low OR the other channels are not loud enough.


I sound like a bitch but i want this to be good lol
Title: Re: DefleMask v0.12.1 pre-release
Post by: RazerBlue6 on June 24, 2017, 09:45:13 pm
Alright I'm currently doing a little research on 0Axy in export as well as noise freqs and volume. Expect a post soon

Also talked to ValleyBell and he eventually is going to implement the mednafen core as well into VGMPlay ^^
Title: Re: DefleMask v0.12.1 pre-release
Post by: Bruce A. Dyson on July 22, 2017, 03:24:36 am
You haven't fixed the offset on the Gameboy and PCE noise. Plus, I want the Gameboy volume macro back for compatibility with songs that were done in versions that supported it.
Title: Re: DefleMask v0.12.1 pre-release
Post by: JetStar1997 on July 22, 2017, 12:00:48 pm
I want the Gameboy volume macro back for compatibility with songs that were done in versions that supported it.

I'm pretty sure there was a reason why the volume macro was removed from the Game Boy soundset. Here is something from the Deflemask manual:

Quote from: Page 28 of the Deflemask Manual
Attention!: Due to how volume is handled inside the soundchip, you should always use Volume Envelopes to shape your volume fades. Using the volume column directly is only available at the start of the notes, while the note is sounding the volume envelope controls it all.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Therektafire on August 13, 2017, 02:30:42 am
Yeah Nintendo done fucked up on that one. Iirc the gameboy soundchip only allows you to use hardware envelopes and not software defined ones (well i mean obviously the envelopes themselves have to be software defined but you dont actually run them yourself, the system does that) which is weird since on the nes soundchip you can disable the hardware envelopes and control the volume however you want through software... I wonder what their rationale was for that since most devs I've seen on say nesdev for example say they like using software envelopes way better and that's the preferable way to do sound or something along those lines
Title: Re: DefleMask v0.12.1 pre-release
Post by: HuGoroN on August 27, 2017, 05:50:31 pm
Apparently the OSX on song/skin-load graphics flickering glitch hasn't been fixed yet? (bug thread said to test the pre-release)
Title: Re: DefleMask v0.12.1 pre-release
Post by: BrokenSilence312 on August 29, 2017, 04:20:15 am
I'm not even able to launch it at all.  Running El Capitan.  Started having issues out of nowhere with the keyboard and menu flickering that other people have reported.  So I was hoping the new version would fix it.  :(

Title: Re: DefleMask v0.12.1 pre-release
Post by: JetStar1997 on August 29, 2017, 10:30:24 am
Yeah Nintendo done f***ed up on that one. Iirc the gameboy soundchip only allows you to use hardware envelopes and not software defined ones (well i mean obviously the envelopes themselves have to be software defined but you dont actually run them yourself, the system does that) which is weird since on the nes soundchip you can disable the hardware envelopes and control the volume however you want through software... I wonder what their rationale was for that since most devs I've seen on say nesdev for example say they like using software envelopes way better and that's the preferable way to do sound or something along those lines

Well, needless to say, I used to have a GameBoy Color when I was a little kid back at the start of the 2000s, and I'm glad to have found a music software that makes music for the GameBoy/Color.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on August 29, 2017, 01:43:32 pm
I'm not even able to launch it at all.  Running El Capitan.  Started having issues out of nowhere with the keyboard and menu flickering that other people have reported.  So I was hoping the new version would fix it.  :(
Open the app package and run the executable directly. This will be fixed on the next release.
The issue is with the .app folder, if someone have a fix on this I will be very happy to include that patch in the final release.
Title: Re: DefleMask v0.12.1 pre-release
Post by: BrokenSilence312 on August 30, 2017, 04:05:37 am
So I just tried that, but the program doesn't ever launch.  Not sure if I'm doing something wrong or not. 

Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on August 30, 2017, 02:25:11 pm
Hmmm try to move SDL.framework to your Macintosh HD/Library/ folder?
Title: Re: DefleMask v0.12.1 pre-release
Post by: BrokenSilence312 on August 31, 2017, 01:13:19 am
Tried that too, no luck.  Even tried moving the entire content package there, but that still didn't work.  Its weird how I didn't have any issues until recently.  I didn't update my software or anything.  I'm going to try and delete all files associated with it and try to start from scratch.
Title: Re: DefleMask v0.12.1 pre-release
Post by: RetrogamerFeminist on September 02, 2017, 11:04:34 am
Will this tracker be compatible with Snes music ?  :)
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on September 04, 2017, 09:51:14 pm
Maybe...
Title: Re: DefleMask v0.12.1 pre-release
Post by: RetrogamerFeminist on September 08, 2017, 05:43:07 pm
That should be fucking awesome because the only SNES tracker that exists sucks fucking hard !
Title: Re: DefleMask v0.12.1 pre-release
Post by: JetStar1997 on September 08, 2017, 06:14:23 pm
That should be f***ing awesome because the only SNES tracker that exists sucks f***ing hard !

I definitely agree with you, RetrogamerFeminist. SNESGSS is a pain in the rear to work with.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Michirin9801 on September 08, 2017, 08:50:02 pm
That should be f***ing awesome because the only SNES tracker that exists sucks f***ing hard !

I definitely agree with you, RetrogamerFeminist. SNESGSS is a pain in the rear to work with.

That's why I use OpenMPT instead, it's way better and more flexible than SNESGSS and if you use SNESMOD you can make a .spc file from an .it song from OpenMPT so long as it's smaller than 64k and has 8 channels or less (not particularly difficult to accomplish) and then SPC2ROM to convert it into an .smc ROM that you can play on an emulator or on a flash cart...
But Deflemask is a hundred billion times better than OpenMPT in every way so I also want it to support SNES so that I don't have to use OpenMPT anymore...
Title: Re: DefleMask v0.12.1 pre-release
Post by: JetStar1997 on September 09, 2017, 04:27:35 pm
That's why I use OpenMPT instead, it's way better and more flexible than SNESGSS and if you use SNESMOD you can make a .spc file from an .it song from OpenMPT so long as it's smaller than 64k and has 8 channels or less (not particularly difficult to accomplish) and then SPC2ROM to convert it into an .smc ROM that you can play on an emulator or on a flash cart...
But Deflemask is a hundred billion times better than OpenMPT in every way so I also want it to support SNES so that I don't have to use OpenMPT anymore...

I have used OpenMPT to make 3 (https://www.youtube.com/watch?v=VTa8U2zTUks&index=1&list=PLWxs4oVJM1KKb8BefDygCXhWo8pXR2DMJ) SNES (https://www.youtube.com/watch?v=5PhBz9IDu9g&index=3&list=PLWxs4oVJM1KKb8BefDygCXhWo8pXR2DMJ) covers. (https://www.youtube.com/watch?v=qqg-_MLsFrM&index=6&list=PLWxs4oVJM1KKb8BefDygCXhWo8pXR2DMJ) Yeah, it's also a pain to work with, but I do consider it to be a bit better than SNESGSS. If Deflemask supported the SNES soundchip, then I could "port" my 3 SNES covers and make some more as well.
Title: Re: DefleMask v0.12.1 pre-release
Post by: RetrogamerFeminist on September 12, 2017, 05:24:53 pm
Apparently, the Pc Engine Can have up to 256 waves loaded in the RAM, but Deflemask's limit is 32
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on September 14, 2017, 12:27:44 pm
Apparently, the Pc Engine Can have up to 256 waves loaded in the RAM, but Deflemask's limit is 32
This limit will be raised on the next release. Up to 128.
Title: Re: DefleMask v0.12.1 pre-release
Post by: deanchimp on January 03, 2018, 07:44:04 pm
Can you please reupload the Mac package? I tried downloading it, but the link is 404'ed.
Title: Re: DefleMask v0.12.1 pre-release
Post by: djmaximum on January 03, 2018, 10:50:13 pm
deanchimp, its not just the mac port, the windows and linux versions are 404 as well.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on January 04, 2018, 04:41:07 pm
Yikes, I will reupload them asap.
Title: Re: DefleMask v0.12.1 pre-release
Post by: B00daW on January 20, 2018, 09:38:13 am
How soon is possible?  What happened?  Any mirrors?
Title: Re: DefleMask v0.12.1 pre-release
Post by: RangerRick on February 01, 2018, 12:39:04 pm
Yikes, I will reupload them asap.

Any word on this? The current mac build won't run on my High Sierra machine, I'd love to not need to run DefleMask under wine.
Title: Re: DefleMask v0.12.1 pre-release
Post by: djmaximum on February 01, 2018, 03:42:44 pm
I'm thinking about upgrading to Mac OS X High Sierra at some point, but it all comes down to compatibility with older software and the lack of Rosetta support. I just happen to love Mac OS X snow leopard and tiger more than any other version of Mac OS X.
Title: Re: DefleMask v0.12.1 pre-release
Post by: Delek on February 02, 2018, 10:34:25 pm
Links back online. Sorry for the delay.
Title: Re: DefleMask v0.12.1 pre-release
Post by: RangerRick on February 05, 2018, 01:43:01 am
Links back online. Sorry for the delay.

Thanks!

Tried running the Mac one and while it now contains a 64-bit payload, it crashes on me, looks like it's having trouble finding SDL:

Code: [Select]
Dyld Error Message:
  Library not loaded: @rpath/SDL.framework/Versions/A/SDL
  Referenced from: /private/var/folders/*/DefleMask.app/Contents/MacOS/Defle
  Reason: image not found
Title: Re: DefleMask v0.12.1 pre-release
Post by: mcmire on October 16, 2018, 03:53:49 am
I'm getting the same "library not loaded" error as well. Mac OS 10.13.16:

Code: [Select]
Process:               Defle [6066]
Path:                  /private/var/folders/*/DefleMask.app/Contents/MacOS/Defle
Identifier:            com.apple.BluetoothFileExchange
Version:               5.0.4 (5.0.4f18)
Build Info:            IOBluetoothApps-5004004018000000~123
Code Type:             X86 (Native)
Parent Process:        ??? [1]
Responsible:           Defle [6066]
User ID:               501

Date/Time:             2018-10-15 22:46:37.945 -0600
OS Version:            Mac OS X 10.13.6 (17G65)
Report Version:        12
Anonymous UUID:        D514DEFC-FED3-A30A-AF99-60AF89251769

Sleep/Wake UUID:       9D405D79-E1FF-4B31-BBC8-A23C6E2D63CC

Time Awake Since Boot: 620000 seconds
Time Since Wake:       9100 seconds

System Integrity Protection: enabled

Notes:                 Translocated Process

Crashed Thread:        0

Exception Type:        EXC_CRASH (SIGABRT)
Exception Codes:       0x0000000000000000, 0x0000000000000000
Exception Note:        EXC_CORPSE_NOTIFY

Termination Reason:    DYLD, [0x1] Library missing

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: @rpath/SDL.framework/Versions/A/SDL
  Referenced from: /private/var/folders/*/DefleMask.app/Contents/MacOS/Defle
  Reason: image not found

Binary Images:
   0xf0000 -   0x16bff7  com.apple.BluetoothFileExchange (5.0.4 - 5.0.4f18) <442A52D3-4A68-3ABB-B514-30F9780CF883> /var/folders/*/DefleMask.app/Contents/MacOS/Defle
0x12712000 - 0x1275814f  dyld (551.4) <1764E1E2-5BA1-3720-B329-CA695B0C6EFB> /usr/lib/dyld
0xa710e000 - 0xa711dff7  libz.1.dylib (70) <588F445F-0065-3D77-8002-BA9411DA1D70> /usr/lib/libz.1.dylib

Model: MacBookPro14,1, BootROM MBP141.0178.B00, 2 processors, Intel Core i7, 2.5 GHz, 16 GB, SMC 2.43f6
Graphics: Intel Iris Plus Graphics 640, Intel Iris Plus Graphics 640, Built-In
Memory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x80AD, 0x483943434E4E4E434C47414C41522D4E5644
Memory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x80AD, 0x483943434E4E4E434C47414C41522D4E5644
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x170), Broadcom BCM43xx 1.0 (7.77.37.31.1a9)
Bluetooth: Version 6.0.7f10, 3 services, 27 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Network Service: Thunderbolt Bridge, Ethernet, bridge0
USB Device: USB 3.0 Bus
Thunderbolt Bus: MacBook Pro, Apple Inc., 33.1
Title: Re: DefleMask v0.12.1 pre-release
Post by: mcmire on February 01, 2019, 11:59:03 pm
Okay, I figured out how to get around the issue on Mac. Try these instructions:

Title: Re: DefleMask v0.12.1 pre-release
Post by: SeregaZ on May 20, 2019, 02:41:36 pm
why sometimes songs not loads into Deflemask, when i am click on that songs? it start Deflemask, play intro melody... and then shows empty field. then i am going to menu and load that file manualy - that is work. it is 0.12.0 and this version happen. but sometimes it is open fine.