DefleMask Forum

DefleMask => General => Topic started by: Delek on April 24, 2011, 10:17:27 pm

Title: > DefleMask v0.12.0 RELEASED! <
Post by: Delek on April 24, 2011, 10:17:27 pm
DefleMask: A Multi-System Tracker!.

LATEST CHANGELOG AND DOWNLOAD LINK HERE!. (http://www.deflemask.com/forum/changelogs/changelog-v0-12-0/)

(http://www.delek.com.ar/soft/deflemask/DefleMask_Logo.png)
(http://deflemask.com/deflemask_full_1.png)

DefleMask is cross-platform tracker (runs on Windows, Mac OS X and Linux) for producing music for many soundchips and old school game-consoles/computers.
It is an awesome donationware that tries to give an end to the discussion "is this Chiptune?" from a new point of view: If it is made with DefleMask, it IS Chiptune. ;)
Every sound that comes from this tracker is obtained from pure register writes to the soundchips being emulated, and those sounds can be exported to the real hardware!

Supported soundchips so far:
YAMAHA YM2612 (with full support of Special CH3 mode)
Texas Instruments SN76489 PSG
Z80 Game Boy
Hudson Soft HuC6280
Ricoh 2A03
MOS Technology SID
YAMAHA YM2151
SEGA PCM

So you can make music for:
SEGA Genesis/Mega Drive
SEGA Master System
Nintendo Game Boy
NEC PC-Engine/TurboGrafx-16
Nintendo NES
Commodore 64
Arcade System (SEGA X/Y boards)

Please, read the manual before start using this software. The manual is uploaded on the web right here (http://www.deflemask.com/manual.pdf), but is also included with DefleMask.

deflemask.com (http://www.deflemask.com)

For changelogs, check the changelogs threads (http://www.deflemask.com/forum/changelogs/).

Regards.
Delek.
Title: Re: Download DefleMask
Post by: JLF65 on May 16, 2011, 07:03:17 pm
I saw your post on this at SpritesMind and came to check it out. It looks very nice... I'll have to install it on my laptop and play around with it. :)
Title: Re: Download DefleMask
Post by: freezedream on August 05, 2011, 10:00:24 am
Hey! Great tracker, dude! Just started experimenting with it. I know people are excited about the upcoming YM2612 and PSG support but I'm more interested in getting some tunes going on a mobile phone. We'll see how I go - need to track down a cheap, compatible phone. :D
Title: Re: Download DefleMask
Post by: Delek on August 06, 2011, 08:46:58 pm
Excellent!, the mobile devices are amazing, and if you use the headphones output, you can obtain great basses from the YMU759!.

The most powerfull phone with the YAMAHA YMU759 FM soundchip is the Siemens SX1, it was developed in the time where the MP3 were not so popular (so it has a FM soundchip), where the Symbian OS was borning, and where the very first MMC memory type were used.
So, it is exactly in the middle of the two worlds, it is one of the first smartphones on the market, and the unique smartphone with a FM Synthesis soundchip, for that reason it is rare, but it's amazing.
(http://i.t.com.com/i/lumiere/2006/05/31/30683133-320-0-20925-20060531_123242-320x240.jpg)
Title: Re: Download DefleMask
Post by: freezedream on August 11, 2011, 02:23:56 am
Hi Delek, thanks a lot for that. The Siemens SX-1 looks great (apart from the odd button placement). I'll definitely be checking it out!
Title: Re: Download DefleMask
Post by: Xenmar on September 03, 2011, 06:51:50 pm
I have a question because ive been listening to some of the stuff done with it in the past as demo's and im not hearing any problems with it on your examples. First let me say, the genesis support is amazing so far! Smooth, Responsive, and Sounding majorly accurate unlike most chip emulation trackers. You have yourself a real beauty. Im having a slight problem actually with the YMU759, the main chip.... well..ok a major problem ^^;. All of the instruments sounds garbled, even the startup music for the tracker interface. Generally in most trackers i just turn the buffer up a smidge and everything sounds fine an dandy, but you cant do this with the YMU759 integration. The sound on it for me is garbled heavily, and seems to repeat itself almost as if using release and constant delay filtering with heavy distortion. Also i seem to be having a slight problem with the SN76489 though that one could be my fault entirely, it seems that DefleMask stops responding to the Play Song and Play Pattern buttons the second i use the special noise FX modifier. Not sure if everyone has these problems but i figure itd be worth a shot to post them up and hopefully have them fix, i love FM synthesizers and im nowhere near new to the YM2612, i love the beautiful growl the Genny can make.

(also not sure if this is where it goes, but if now may you move it :) sorry new to this forum format, also once everythings fixed ill be putting up instruments for use if anyones intrested)
Title: Re: Download DefleMask
Post by: Delek on September 03, 2011, 08:06:54 pm
Hi Xenmar and welcome to the forum!. Thanks for your comments about DefleMask, I appreciate its so much!.

About your bug-founds, all what you said is correct.
The YMU759 emulator works right on almost all PCs, but on PCs with Windows Vista and some specific sound hardware, there's latency everywhere (it is explained in the manual). Could you, please, tell us what SO are you using?.
Because the emulator of the YMU759 is closed source, I cannot figure out how to change the buffer's size, at the moment.

About the FREEZE of Play Song/Play Pattern, it's the unique bug that remains to solve before launching the 3.6 version!, all of the information is useful, because I cannot figure out when the error appears or not. Thanks for your info about using the SMS and the special noise effect, I will check if the problem is living there.

About posting instruments, GO ON!, nice idea!. :D

Best regards!, Delek.
Title: Re: Download DefleMask
Post by: Delek on September 03, 2011, 08:21:06 pm
Well, I checked the special noise mode effect and worked fine. Maybe the freeze bug was caused by the pattern matrix; if you select the lastest patterns frame on the pattern matrix and you delete that frame, then you cannot press play till you re-select a correct frame in the pattern matrix. This was solved, checking when you delete some frame of the pattern matrix and move the selected one if it is inexistent.
That was the real bug or is another?, I'm confused.
Title: Re: Download DefleMask
Post by: Xenmar on September 05, 2011, 02:07:57 am
Im afraid i do have the dreaded Vista OS  64 bit ^^; , it seems i missed that. Its a rather shame, the tracker interface is wonderful and very easy to use ! Im hoping someday this compatibility bug can be fixed but as they say all awesome things in time, so far im just impressed by the tracker itself. Im going to be downloading the bug fixed version and see whats going on with the pattern glitch im experiencing with it. Ill post my report up here later so cross the fingers.

Edit: Well um....i downloaded the new version...needless to say on startup it crashed. Didnt even get the main menu screen ^^;
Title: Re: Download DefleMask
Post by: kinkinkijkin on September 05, 2011, 04:05:17 am
I find deflemask quite nice, delek, it is just, I cannot seem to access the instrument editor anymore. How would I go about doing this now in version 3.6?
Title: Re: Download DefleMask
Post by: Delek on September 05, 2011, 12:09:34 pm
Im afraid i do have the dreaded Vista OS  64 bit ^^; , it seems i missed that. Its a rather shame, the tracker interface is wonderful and very easy to use ! Im hoping someday this compatibility bug can be fixed but as they say all awesome things in time, so far im just impressed by the tracker itself. Im going to be downloading the bug fixed version and see whats going on with the pattern glitch im experiencing with it. Ill post my report up here later so cross the fingers.

Edit: Well um....i downloaded the new version...needless to say on startup it crashed. Didnt even get the main menu screen ^^;
Did you uninstalled previous DefleMask version?, it crashed before startup screen or after?, did you heard the new startup tune?.

I find deflemask quite nice, delek, it is just, I cannot seem to access the instrument editor anymore. How would I go about doing this now in version 3.6?
With F1 key, check out "Controls" inside DefleMask's Manual for more information. :D
Title: Re: Download DefleMask
Post by: Xenmar on September 05, 2011, 01:38:56 pm
Yup uninstalled the old and then installed the new. Before Start up screen im afraid ^^; it wont start, says this program has stopped working and then kaputs, no new startup tune either
Title: Re: Download DefleMask
Post by: Delek on September 05, 2011, 03:31:00 pm
Weird... I will check if that crash is happening on Windows 7 too, if the crash is only happening on Windows Vista Im afraid that I cannot solve the problem in an intuitive way. :(
Title: Re: Download DefleMask
Post by: Demick12 on September 05, 2011, 03:41:16 pm
Note: I have posted a replacement startup tune in the New Intro Thread. The one with the program is based on the way the old beta did speed control and pitches. I recommend downloading the new one.
Title: Re: Download DefleMask
Post by: Delek on September 05, 2011, 04:44:11 pm
Nice!, thanks.
Title: Re: Download DefleMask
Post by: Delek on September 05, 2011, 05:19:49 pm
Yup uninstalled the old and then installed the new. Before Start up screen im afraid ^^; it wont start, says this program has stopped working and then kaputs, no new startup tune either
On Windows 7 DefleMask start and run pretty well. Strange that under Windows Vista that error pops up. :S
Title: Re: Download DefleMask
Post by: Xenmar on September 06, 2011, 02:06:50 am
Yeah still no dice ^^; reinstalled it to make sure, oh well i guess vista's just out of luck for now. Still need to say though that when it worked for me i was majorly impressed, you even outdid Shiru in terms of pure sound :)
Title: Re: Download DefleMask
Post by: Demick12 on September 06, 2011, 04:31:04 am
One question: I noticed in the help doc that the B effect is reserved for Position Jump. Am I correct in assuming it hasn't been added into the tracker yet (seems like it might be implemented...)?
Title: Re: Download DefleMask
Post by: Delek on September 06, 2011, 12:45:58 pm
Yeah still no dice ^^; reinstalled it to make sure, oh well i guess vista's just out of luck for now. Still need to say though that when it worked for me i was majorly impressed, you even outdid Shiru in terms of pure sound :)
Do you downloaded the 3.7 version?, what version started fine?, 3.5?. I'm trying to figure out why the 3.6 just won't open in Vista, I think that is the new startup screen using Genesis, because that was the unique huge change on the startup screen.

If I make a 3.7 version without startup sound, could you please test it to see if the problem is still there?. Thanks, you can download the 3.7 version without startup sound from HERE (http://www.delek.com.ar/soft/deflemask/DefleMask_NoStartUp.rar).

One question: I noticed in the help doc that the B effect is reserved for Position Jump. Am I correct in assuming it hasn't been added into the tracker yet (seems like it might be implemented...)?
Exactly, will be implemented on next versions using the LOOP offset of VGM files and using LOOP command on MMFs of YMU759.
Title: Re: Download DefleMask
Post by: Demick12 on September 06, 2011, 04:13:14 pm
Do you know if there's an option to play with the highlights and secondary highlights settings i.e. place the highlights every given number of lines instead of just 4, and the secondary highlights the same? That would be mad convenient for 900 BPM music.
Title: Re: Download DefleMask
Post by: Xenmar on September 06, 2011, 10:27:35 pm
So far so good with the no startup sound version. The tracker loaded up perfectly, and the Ym2612 seems to be working 100% fine now with the PSG. PSG and FM are going strong and havent had any glitches yet woot!
Title: Re: Download DefleMask
Post by: Delek on September 06, 2011, 11:25:49 pm
Wow, it is good to know that I finally got what the problem was, however I'm trying to wonder why the startup tune refuses to load on Windows Vista. Strange...
Title: Re: Download DefleMask
Post by: Xenmar on September 06, 2011, 11:33:50 pm
Wish i could help there ^^; im a sprite artist but i cant program stuff, let me know if ya need me to test anything else if ya need
Title: Re: Download DefleMask
Post by: Delek on September 06, 2011, 11:40:50 pm
Wow, thanks a lot!. I'm "cleaning" the startup code to see if I can narrow the core of the problem.
Could you please test THIS (http://www.delek.com.ar/soft/deflemask/DefleMask_NoStartUp2.rar) version?.

Many thanks!.
Title: Re: Download DefleMask
Post by: Xenmar on September 07, 2011, 12:00:18 am
Seems to be working minus playback speed :P Its a bit touchy. The editors are working fine on Genesis/ MasterSystem, effects seem to work well, but the playback speed for the pattern editor seems off, sometimes it will go really fast, sometimes slow, sometimes normal speed that you set. Not sure whats going on with that one exactly ^^;
Title: Re: Download DefleMask
Post by: Delek on September 07, 2011, 12:05:11 am
Could you test THIS ONE (http://www.delek.com.ar/soft/deflemask/DefleMask_StartUpTest.rar)?, maybe the startup tune works right. I hope so.
Title: Re: Download DefleMask
Post by: Xenmar on September 07, 2011, 12:18:23 am
Startup Successful, no noticeable latency on it, and program started up normally  ;D
Title: Re: Download DefleMask
Post by: Delek on September 07, 2011, 12:22:33 am
:D NIIICE :D

The 3.8 version will be released soon, after some other changes. Thanks Xenmar for your help to solve this problem. :D
Title: Re: Download DefleMask
Post by: Xenmar on September 07, 2011, 12:37:25 am
Just glad to help with anything i can. Once this tracker gets finalized its going to be something alot of people will want to use and from what ive experienced its alot more intuitive and accurate than the other current Genny trackers around. Not to mention that it incorporates FM synthesis as a whole on the side. :)
Title: Re: Download DefleMask
Post by: kinkinkijkin on September 07, 2011, 03:03:31 am
Yup uninstalled the old and then installed the new. Before Start up screen im afraid ^^; it wont start, says this program has stopped working and then kaputs, no new startup tune either
On Windows 7 DefleMask start and run pretty well. Strange that under Windows Vista that error pops up. :S
I got it in 7 64-bit test mode. Not in the newer version...
Title: Re: Download DefleMask
Post by: Delek on September 07, 2011, 03:08:00 am
Wow, thanks for the info. Good to know that the new version just works right. :D
Title: Re: Download DefleMask
Post by: Delek on September 07, 2011, 03:14:32 am
DefleMask 3.7 Re-Uploaded with some Windows Vista/7 compatibility issues fixed!.
Title: Re: Download DefleMask
Post by: Delek on September 15, 2011, 06:37:14 am
I was workin on a track and I thought that using the LFO control for vibrato instead of just using the 0x04 effect would be great. After some notes here and there, I figured out that the LFO control effect was not working properly.

So, DefleMask 3.8 was Re-Uploaded, with some LFO control bugs (effect 0x10) FIXED.
Also a new Work In Progress tune was added: Delek - Stain Factory, it uses the LFO control and I love how it sounds. <3


If you have already DefleMask 3.8 on your PC, you will only need to replace the exe (so in that way you don't lose your config.ini).

DOWNLOAD! (http://www.delek.com.ar/deflemask_eng)
Title: Re: Download DefleMask
Post by: Xenmar on September 15, 2011, 01:40:28 pm
Yay ^.^ this is getting more and more exciting, ill have something to request way later but i gotta get the visual example done (spriting on the genesis takes foreeeever XD)
Title: Re: Download DefleMask
Post by: Delek on September 15, 2011, 01:49:06 pm
Wow, nice. Looking forward to those genny's sprites then!.
Title: Re: Download DefleMask
Post by: Demick12 on September 28, 2011, 05:21:52 pm
I opened the link to the Deflemask 3.9 RAR and found that it reads 3.8 in the lower right corner when I opened it... Somehow this doesn't seem right to me. :S
Title: Re: Download DefleMask
Post by: Delek on September 28, 2011, 09:15:45 pm
Download it again and delete the exe before extracting, because I read 3.9 on DefleMask. Strange...
Title: Re: Download DefleMask
Post by: Demick12 on September 29, 2011, 10:31:41 pm
Sorryz... I made an error. I didn't see it in the place I downloaded it before. Looks like I have some cleaning to do. :P

I'll tell you what I think once I play with DM a bit.
Title: Re: > DefleMask 3.9 Released <
Post by: Delek on October 01, 2011, 09:40:49 pm
Hot Fix of the 3.9!, check out the Changelog (http://www.delek.com.ar/forum/changelogs/changelog-and-requests-x-x/).
Title: Re: > DefleMask 3.9 Released <
Post by: Delek on October 03, 2011, 05:58:24 am
A new hot Fix of the 3.9!, check out the Changelog (http://www.delek.com.ar/forum/changelogs/changelog-and-requests-x-x/).

And check out Hill Top Zone on DefleMask Tracker. :D
Title: Re: > DefleMask 3.9 Released <
Post by: Jorh on October 04, 2011, 07:10:00 pm
lol at your mouse dancing there.

But that's Hill Top Zone from Sonic 2, not Emeral Hill. Still loved it, though.
Title: Re: > DefleMask 3.9 Released <
Post by: Delek on October 05, 2011, 12:02:36 am
Thanks!, the DMF is available at "Show Off Your Music" btw!. :D
Title: Re: > DefleMask 4.0 Released <
Post by: nula on November 08, 2011, 04:07:33 pm
new version is so cool... i'm so glad you keep developing deflemask :]]
Title: Re: > DefleMask 4.0 Released <
Post by: Delek on November 08, 2011, 09:39:51 pm
:D Thanks a lot, nula!. :)
Title: Re: > DefleMask 4.0 Released <
Post by: Delek on November 26, 2011, 02:43:39 pm
A pair of screen shots of the Game Boy support after the release of the V5!.
(http://www.delek.com.ar/soft/deflemask/GB.PNG)
(http://www.delek.com.ar/soft/deflemask/ENV.PNG)
Title: Re: > DefleMask 4.0 Released <
Post by: kinkinkijkin on November 27, 2011, 04:21:42 pm
Not really related, but on the deflemask main website, you spelt coming wrong on coming soon.

Also, for V5, I cannot wait. GB support could help one get a handle on the interface of deflemask and therefore make them get into the fm better...

EDIT: This is gonna sound stupid but...

in V4, there is a crash bug where if you rapidly change the amount of osciliators in an instrument it'll just crash.
Title: Re: > DefleMask 4.0 Released <
Post by: Delek on November 28, 2011, 12:49:39 am
Not really related, but on the deflemask main website, you spelt coming wrong on coming soon.
Thanks, fixed!.

in V4, there is a crash bug where if you rapidly change the amount of osciliators in an instrument it'll just crash.
That crash was already fixed, but thanks for the report!. :)
Title: Re: > DefleMask 5.1d Released <
Post by: Demick12 on December 19, 2011, 05:28:01 pm
It has been a while since I've been here. Wow... The Gameboy's sound archetecture... It makes me wonder if one could add Gameboy Advance sound to this now...

In the meantime, I absolutely LOVE the Gameboy sound chip. It works great!

I wonder... Would it even be possible to even write in Direct Sound (Advance's sound) to accompany the Game Buy's chip and have Game Boy Advance mode? From what I was reading on The Audio Advance (http://"http://belogic.com/gba/"), there are four channels in each Direct Sound channels A and B. They are DACs supposedly. I wonder how much information you have on this sort of thing and even IF you are going to implement it at all. There's even a click-less audio sample rate calculator (http://"http://www.pineight.com/gba/samplerates/"). Anyway, I hope these helped you out.

Anyway, the above is just me pondering about a cool feature. It's nothing I expect to happen anytime soon, if ever. I really don't know how good you are at writing sample playback engines for things like the Advance's Direct Sound or anything. I would probably have volume envelopes similar to the Game Boy's (a sequence of volume levels played per note) if any at all. But all that aside, Direct Sound seems to be a black box at this point, and the game companies who used D.S. won't divulge their little secrets any time soon...
Title: Re: > DefleMask 5.1d Released <
Post by: Jorh on December 20, 2011, 01:16:24 am
Deflemask uses SDL. SDL has sufficient sound capability to do a little thing like that. Using DirectSound would tie it to Windows and I'll have none of that. I'm still looking forward to the Linux build.

Anyways, the GBA has the GB chip for backwards compatability (GBA games can use it) and also those DAC channels you mentioned. All sound generation is done in software. I suspect alot of games use normal tracker style sampled sound. And that, I think, is outside the scope of Deflemask. So far we have FM and PSG chips.

As far as I know, the DS is basically the same thing as the GBA, software synthesis.
Title: Re: > DefleMask 5.1d Released <
Post by: Demick12 on December 20, 2011, 03:56:11 am
Now that you mention it, it is kind of out there and is not what those into chip music would want (I can relate). However, I just threw it out there to get opinions - see what happened...

Also, a bit of trivia: I don't know why those at Nintendo called the channels Direct Sound A and Direct Sound B, but it seems to be confused with Microsoft DirectSound (I can see why immediately). The latter isn't the same as the former, and the former are the DACs from the Advance, of which I speak. Just a bit of clarification on my end from what I've read.

Anyway, it's good to see from a different point of view as to why that wouldn't be acceptable to use in this tracker, as (and I do agree) it would be too much like a MOD tracker.
Title: Re: > DefleMask 5.1e Released <
Post by: Whitesnake on March 01, 2012, 08:16:22 pm
Hi Delek, Great Tracker  :)
I was curious to know how you are are capturing DAC audio samples from Mega Drive games? or are you extracting them somehow?

for example the drum samples that come with Delfemask.

Any progress on MIDI support?
Title: Re: > DefleMask 5.1e Released <
Post by: Delek on March 01, 2012, 10:12:13 pm
I extracted the samples using RAW importing in some audio editor software. However they are not very good. :P

DefleMask 5.2 is progressing slow, but I will release it without any error and with some very nice GUI addons and new a new system support.

Regards.
Title: Re: > DefleMask 5.1e Released <
Post by: Whitesnake on March 03, 2012, 01:05:58 am
I'm not sure if this is a bug or by design but I'll try and explain.

When I select copy in the pattern matrix it creates a new copy of the same pattern, the problem is when I edit the copy it changes the original too. The "change all" option is not selected either.

This may have been asked, The Mega Drive is capable of higher than 8000hz samples "I think"  ;) Will there be support for higher in the future?
Title: Re: > DefleMask 5.1e Released <
Post by: Delek on March 03, 2012, 01:46:49 am
About the first question, it is intentional, that's how a "Pattern Matrix" works. You should CHANGE the index of the pattern in order to not modify the others with the same index. If you done a pattern with a number index of 0, all the 0 patterns will change if you modify only one 0 pattern. You should done a pattern with, for example, an index of 1 in order to done a different pattern, and so on.

About the second question, you could change the "hz" of a sample changing the sample rate after you loaded a wave file. Also, you can change the pitch and the amplitude.

You should read the manual (http://www.deflemask.com/manual.pdf) (also included in DefleMask), because this two questions are answered inside it. :D

Regards.
Title: Re: > DefleMask 5.1e Released <
Post by: Whitesnake on March 03, 2012, 04:47:21 pm
Sorry Delek, I kind of brushed over the manual and only looked at some of it.

It makes sense now  :)
Title: Re: > DefleMask 5.1e Released <
Post by: Whitesnake on March 04, 2012, 06:33:59 pm
Just one more quick question, Will there be an Easy Editing mode for FM like Yamaha had on some of their FM synths to help speed up instrument creation?  :D
Title: Re: > DefleMask 5.1e Released <
Post by: Delek on March 05, 2012, 10:49:42 pm
Like in my YS-200?. :D

Maybe in a future, it is not a priority right now. :)

Regards.
Title: Re: > DefleMask 5.1e Released <
Post by: Demick12 on March 21, 2012, 05:15:52 pm
I heard a rumor that the PC-Engine's sound architecture may be coming soon to a Deflemask near you. If so, then I expect to have loads of fun with this up and coming release of Deflemask! BTW, sorry for not being here, as I was kind of busy with school. I still would love to see what else you could do with this thing (adding more sound additions, etc.)
Title: Re: > DefleMask 5.2 Released <
Post by: Asterra on April 09, 2012, 07:56:54 pm
Is there a place I could check for older versions?

I ask because I finally allowed myself some time to check this program out, and it unfortunately instantly crashed, the same way it did for the Vista 64 guy earlier.  Difference is I'm using Windows 7 Ultimate (64-bit).  Never installed or ran DefleMask before, so no possible complications there.
Title: Re: > DefleMask 5.2 Released <
Post by: Delek on April 09, 2012, 08:45:08 pm
I really want to fix that bug that attack some Windows7/Vista versions, but I could not because I do not have that error in any Windows7/Vista PCs that I can test. DefleMask works right in them!.

I think that it is a videocard incompatibility. Could you please give me some information about your videocard and your system in general?.

Regards.
Title: Re: > DefleMask 5.2 Released <
Post by: Asterra on April 10, 2012, 01:50:02 am
Windows 7 Ultimate 64-bit, Gigabyte EX58-UD5 motherboard, Core i7 920 (no overclocking), Radeon HD4870 (no overclocking), Xonar Essence ST soundcard.  Wouldn't be the first time this video card has caused me problems; it also hardware renders 4:2:0 badly (reds are not filtered properly, resulting in a blocky look) and the only way around this is to get a different card.

I should point out that I use the functionality of both my Xonar Essence ST soundcard (audio out) and the EX58-UD5's onboard (Realtek) audio chip (input, both analog and digital).
Title: Re: > DefleMask 6 Released <
Post by: HertzDevil on May 15, 2012, 02:19:26 pm
great to see the new PC-Engine implementation, i hope the people at the famitracker will make some good bundled tutorial DMF's soon

by the way, is it possible to change the shape of the channel 2 LFO? (like the one for FDS chip)
Title: Re: > DefleMask 6 Released <
Post by: Delek on May 15, 2012, 08:04:27 pm
What are you meaning with "change the shape"?, the LFO of the PC-Engine is not a "sine", "triangle", "square" LFO, it is something like FM Synthesis, you can use the Waveform of the Channel 2 in order to create the shape. Regards.
Title: Re: > DefleMask 6 Released <
Post by: HertzDevil on May 16, 2012, 04:42:33 am
oh OH

you should put that into the manual because i don't think many people know the capabilities of the HuC6280
Title: Re: > DefleMask 6 Released <
Post by: Delek on May 16, 2012, 08:15:28 pm
I'm not interested in adding that type of info inside the manual, it is too much precise and the manual will become a garbage ball, DefleMask is only a Multi-System tracker and inside his manual there will be things related only to DefleMask, and not directly to the systems' behavior. There are lot of info on www about the systems, why should I repeat all of that inside the manual?.
Title: Re: > DefleMask 7f Released <
Post by: FlashingYoshi on September 03, 2012, 03:10:30 pm
Hello there, Delek! I have to second HertzDevil's (nicetas_c) suggestion to add behaviour to the manual. I've been through hell and back trying to use the YMU759 and I've had to resort to using presets and the other chips. Though I can't really complain, Deflemask is awesome!
Also, do you plan on adding any other chips?
Title: Re: > DefleMask 7f Released <
Post by: Delek on September 03, 2012, 03:43:26 pm
Yes, NES is already added, with RAW PCM samples support (DefleMask 8 will be released soon, with lot of news). And after that release I will add SID and other chips.
Title: Re: > DefleMask 7f Released <
Post by: FlashingYoshi on September 03, 2012, 11:33:35 pm
1.) I think that unless if you add FME-7 or PCM support, then making yet another NES tracker is basically pointless. But you said that you'd add PCM support, and since the FME-7 is just a Master System chip anyways, I think it's worth it.
2.) Have you considered open-sourcing the project? Sorry, couldn't resist.
3.) You might want to either get some people to help you write/rewrite the manual, or turn it into a wiki altogether.
Title: Re: > DefleMask 7f Released <
Post by: Delek on September 04, 2012, 11:15:53 am
1) I added RAW PCM support, it is a feature not present in most NES trackers (for example, Famitracker do not have it), it is true 7bits PCM rather than the noisy ADPCM.
Btw, the NES was the system that start my chipmusic passion in my childhood, so I am forced by my heart to support it.
2) Yes, I'm considering that, but while I'm available, this is a closed source project.
3) Yes, want that so bad.
Title: Re: > DefleMask 7f Released <
Post by: FlashingYoshi on September 04, 2012, 10:08:56 pm
1.) Nice! Though PornTracker already has that. What I really want though is Sunsoft FME-7 (5B) expansion, which is just another Master System chip. And by the way, could you add Master System PCM support? (link: http://www.smspower.org/Development/SN76489 (http://www.smspower.org/Development/SN76489))
2.) Alright.
3.) Let's go!   ;)
Title: Re: > DefleMask 8 Released <
Post by: El Huesudo II on September 12, 2012, 01:35:45 am
Raw PCM, huh? Really cool.

And, speaking of raw PCM, do you have any plans on adding support for extra PCM "channels" through $4011? (As seen in: http://forums.nesdev.com/viewtopic.php?t=7309) This would make Deflemask the first tracker ever to support this, if I recall correctly.
Title: Re: > DefleMask 8 Released <
Post by: FlashingYoshi on September 12, 2012, 10:03:05 pm
That would be awesome! How does it work exactly?
And also, is FME-7 really that hard to do?
Title: Re: > DefleMask 8 Released <
Post by: Delek on September 12, 2012, 11:00:42 pm
It is not hard.
Title: Re: > DefleMask 8 Released <
Post by: Strobe/TiTAN on September 13, 2012, 11:56:45 pm
Would it be possible to get VIC-20 support? :o
Title: Re: > DefleMask 8 Released <
Post by: tomaitheous on November 08, 2012, 09:24:59 pm
So PCM support is coming to the huc6280? What about paired channel PCM support? That gives you exactly 10bit DAC output (no fancy PWM needed, just write the lower 5bits to one channel and the upper 5bits to the second channel. Just make sure the have the volumes of the two channels set accordingly for this)? With 10bit DAC output, you could soft mix a few channels. Heh, there's just waayy too many possibilities for all kinds of tricks to support.

 As for samples, Batman on the PC-Engine has a nice approach for the base guitar instrument. It's a simple 5bit DAC sample at fixed frequency of 7khz. The instrument is divided into two parts. The attack sample and then the loop sample (forward looping). You can use the DDA mode volume to envelope the looping sound too (http://www.pcedev.net/audio/batman.mp3 and www.pcedev.net/audio/batman.zip <- test rom to play the samples via button presses). I think there was something like 25 pairs/sets of samples to cover a little over two octaves.
Title: Re: > DefleMask 9 Released <
Post by: chipchamp on December 31, 2012, 11:38:50 pm
hey how do you export .sid in defle 9?? :3
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 01, 2013, 12:07:08 am
Like on every system, with the S. ROM button (Save Rom) under Disk. Op.
Title: Re: > DefleMask 9 Released <
Post by: bisboch on January 04, 2013, 08:54:32 am
Hello! I'm new here.
First of all THANK YOU so much for Deflemask, and especially for the Commodore 64 support on v9. Being quite a newbie, I never had the courage to go into c64 trackers, but now I'll try to understand SID sound logic from scratch thanks to Deflemask encouraging interface!

I'm having trouble at exporting a C64 test tune I did both in .sid or .vgm format.
While the .dmf sounds the way I meant it to sound, when I export it to .sid or .vgm I get a very garbled sound. The song speed seems correct, it's really a matter of the way instruments sound - like on a heavily disturbed radio signal.

Please, check the attached files to better understand the problem I encountered.

As a countercheck, I tried to export your Rael64 tune to .sid and it sounds right - still, there's something strange about it too: my rael64 exported .sid does not loop, while yours, found in the c64/Demo Outputs folder loops (albeit not perfectly: it restarts too early).

Sorry if these are known issues or if I'm missing something obvious - I'm really a beginner:)

Bisboch
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 04, 2013, 10:13:07 am
The .sid export needs more work and I  will release an update to improve it. Also, don't expect to have a 1/1 copy of a Sid tune outside DefleMask,there  are lor of different emulators with huge differences, in the filters this is obvious.
Title: Re: > DefleMask 9 Released <
Post by: bisboch on January 04, 2013, 12:43:48 pm
Thanks for the quick response. This explains it all.
I'll be happy to test the results of updated exporter on my real Commodores :)

Do you plan to add also c64 samples aka Digis support at a later time?
B.
Title: Re: > DefleMask 9 Released <
Post by: tadpole on January 04, 2013, 06:06:59 pm
Hi, Delek, and thanks for this update!  I'm really looking forward to using this to make SIDs!

I'm having trouble figuring out how to clear the gatebit.  Normally in wavetables 41 would mean pulse + gatebit, and 40 would mean pulse + clear gatebit (enter the release).

But in DefleMask, the Wave macro doesn't have information about the gatebit.

Sorry I'm a DefleMask noob but I have a couple more questions:
How do I set a loop with the Arpeggio Macro?
Is it possible to use fixed arpeggios and relative arpeggios in the same instrument?  For example, start off with the note, then go up a semitone, then go up another semitone, then end the note with a fixed pitch value?
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 04, 2013, 06:29:38 pm
To clear/set the gatebit you have to use NOTE-OFF, ECxx (note cut) and normal note events. The Wave macro is just that, wave macro; the gatebit is not controlled by it, however, that's a very nice idea I think.

To set a loop you have to click in the lower part of the graphic, a line will appear with a ">>" symbol, it will define the start of the loop. You can move it trough the envelope size and with right click you will remove the loop.

It is NOT possible to use fixed and normal arpeggios macro in the same instrument.

Regards.
Title: Re: > DefleMask 9 Released <
Post by: UltrasonicMadness on January 04, 2013, 09:24:36 pm
What happened to the extra metadata of the YMU759? It's just the standard Song Name and Author Name now.  :(
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 04, 2013, 09:46:35 pm
The YMU759 is slowly being smashed to be inside the other giants standards, I don't want anymore to have exceptions and personal processing for the YMU759 anymore. It is not usable in Linux and Mac OS X because of the closed source Windows DLL emulator, it is really difficult to upload a .MMF to an old phone (in this 2 years of YMU759 support in DefleMask, I don't heard any person claiming doing that), and I'm seriously thinking in removing it in next DefleMask versions.
Title: Re: > DefleMask 9 Released <
Post by: UltrasonicMadness on January 05, 2013, 08:00:49 am
Well, would you be able to release either DefleMask 8u23 or the YMU759 tracker that was suggested by akira^8GB from chipmusic.org?
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 05, 2013, 12:10:01 pm
I don't want to do that, I'm slowly removing special processing for the YMU759 in the code and at this point it is not annoying anymore, so I will left it there, only in the Windows Build.
Title: Re: > DefleMask 9 Released <
Post by: UltrasonicMadness on January 06, 2013, 08:28:48 am
You wouldn't even have to update it that much (if at all), I just thought it would be better since

The YMU759 is slowly being smashed to be inside the other giants standards.

I just thought a good solution for that would be a standalone tracker. If it isn't, I am fine but please don't remove the YMU759 as I feel I can use it to consolidate what I might have learned from a chapter of Becoming a Synthesizer Wizard (whereas I just find the Mega Drive confusing).
Title: Re: > DefleMask 9 Released <
Post by: nuclace on January 07, 2013, 12:34:23 pm
hello I'm  not certain if this is the proper place to post, but I have been having an issue running this on my mac, I'm currently running OSX version 10.4.9, and get this [see attachment] whenever I try to run the program, is there something I'm doing wrong here?
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 07, 2013, 01:48:43 pm
Did you move the libsdl file to your Mac's lib folder as explained in the FAQ of  the manual?
Title: Re: > DefleMask 9 Released <
Post by: nuclace on January 07, 2013, 02:36:36 pm
hey delek, and no I just tried doing that though and I'm getting the same error, I tried dragging the libsdl file alone, and just dropping the whole defle folder in the library folder, I still get this message
'
/Users/shopgoodwill/Library/DefleMask_Mac/DefleMask; exit
dyld: unknown required load command 0x80000022
Trace/BPT trap
logout
[Process completed]

'
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 07, 2013, 06:05:05 pm
Really strange, it is your Mac an Intel based Apple computer?
Title: Re: > DefleMask 9 Released <
Post by: nuclace on January 07, 2013, 09:07:48 pm
yeah it's got a core 2 duo in it,

is there a step somewhere along the way I could be forgetting somehow?

or maybe it just won't work with older version of osx?
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 07, 2013, 10:22:25 pm
Seems the latter, there's nothing more to do rather than move the library.
Title: Re: > DefleMask 9 Released <
Post by: leolodreamland on January 16, 2013, 06:33:56 pm
yeah just move the folder. not to user/library like you have done, but to usr/local/lib which is a hidden folder... you need to do this: http://www.mikesel.info/show-hidden-files-mac-os-x-10-7-lion/
Title: Re: > DefleMask 9 Released <
Post by: PaK-Zer0 on January 17, 2013, 06:47:48 pm
I've been just messing around with Deflemask using the SID chip this mourning. Man ¡AWESOME WORK! What would be next? I don't know but I'm pretty sure that IT'S GOING TO KICK ASS!!

=D
Title: Re: > DefleMask 9 Released <
Post by: nuclace on January 24, 2013, 10:05:22 pm
yeah just move the folder. not to user/library like you have done, but to usr/local/lib which is a hidden folder... you need to do this: http://www.mikesel.info/show-hidden-files-mac-os-x-10-7-lion/

I'm running tiger not lion but the finding hidden folders process is the same, but this still does not make it work :(
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 25, 2013, 12:20:33 am
What message it drops?
Title: Re: > DefleMask 9 Released <
Post by: kfaraday on January 31, 2013, 09:58:19 pm
any ETA on sid export...? i'd like to upload an actual sid for my winter chip entry if possible lol
Title: Re: > DefleMask 9 Released <
Post by: Delek on January 31, 2013, 10:56:31 pm
This weekend.
Title: Re: > DefleMask 9 Released <
Post by: kfaraday on February 02, 2013, 12:54:33 am
ooh : ) winter chip closes at 23:30 GMT this saturday so i'm crossing my fingers that it gets released before then. heheh
Title: Re: > DefleMask 9 Released <
Post by: chipchamp on February 02, 2013, 11:26:47 am
you could always just re-upload later (shhhhhhh!!!) ;D
Title: Re: > DefleMask 9 Released <
Post by: kfaraday on February 02, 2013, 06:49:28 pm
heehee
Title: Re: > DefleMask 9 Released <
Post by: Delek on February 02, 2013, 07:11:17 pm
Attach the DMF, I could convert it to a SID for you before the release.
Title: Re: > DefleMask 9e Released <
Post by: Klangfarben on September 12, 2013, 05:45:10 am
Delek AKA a real gentleman <3
Title: Re: > DefleMask 9e Released <
Post by: bowie on September 14, 2013, 01:03:09 pm
Delek, bro, thank you so much for your awesome tracker!
I was just wondering, will it be possible in nearest future to play live with a midi keyboard using midi controllers\knobs in Deflemask? Would be incredible! :)
Title: Re: > DefleMask 9e Released <
Post by: Delek on September 14, 2013, 04:45:03 pm
MIDI is being added, slowly, in part because there are lot of details regarding to each OS, but mainly because I'm currently programming for Android a voxel based game. I think that in my holidays an update with MIDI will arrive to DefleMask's site.
Title: Re: > DefleMask 9e Released <
Post by: bowie on September 14, 2013, 07:28:21 pm
Thanks for the reply!
Title: Re: > DefleMask 9s Released <
Post by: Klangfarben on September 28, 2014, 05:21:24 pm
Dayiiiummmm ;D sounds good!
Title: Re: > DefleMask 9s Released <
Post by: Delek on December 27, 2014, 12:10:33 am
Guys, I have a MIDI IN capable DefleMask beta right here (Windows only atm); I need please some feedback if you have a midi input attached to your computer.

The rar includes the new exe file and a default config.ini file, pelase backup yours before. :D

Under Options you will find the MIDI sub menu, it should show all midi devices available in your computer.

EDIT: Also I added a thing that lot of users requested: volume column for FM channels will ONLY modify carrier's operators volume.
EDIT2: You will notice a boost in performance, DefleMask rendering system runs faster now.
Title: Re: > DefleMask 9s Released <
Post by: Heavy Viper on December 27, 2014, 04:09:44 am
Works fine with my Roland A-500PRO! Didn't even need to configure it - full note range available from launch. Such a relief to finally have it available - so long, MIDI Translator! :>

No response from pitch/mod lever, knobs or faders, but those aren't really necessary. Thinking about it, it would be nice to be able to bind faders or knobs to the controls in the Instrument Editor.

But anyway, MIDI is here! Thanks Delek!
Title: Re: > DefleMask 9s Released <
Post by: Delek on December 28, 2014, 07:59:26 am
Guys, here is the Windows pre-release of DefleMask 10a.

DOWNLOAD
\/\/\/\/\/\/
 | | | | | |


http://www.delek.com.ar/DefleMask_Windows_pre10.rar
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on December 30, 2014, 04:07:51 pm
Linux build of the pre-release:
DOWNLOAD
\/\/\/\/\/\/
 | | | | | |

http://www.delek.com.ar/DefleMask_Linux_pre10.tar.gz
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on December 30, 2014, 04:14:46 pm
Mac build of the pre-release:
DOWNLOAD
\/\/\/\/\/\/
 | | | | | |

http://www.delek.com.ar/DefleMask_Mac_pre10.zip
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on December 30, 2014, 11:54:12 pm
Testing out linux ver; NSF export seems to have some problems... there's a few timing issues, and the low triangle wave doesn't seem to export at all?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on December 31, 2014, 12:55:29 am
Ok, fixed, builds updated! For this are the pre-releases! :P
Thanks for the testing NARFNra!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on January 01, 2015, 05:36:57 am
No problem. Now it seems like panning doesn't work on the Game Boy? PC Engine and Genesis pan normally.

EDIT: Didn't update to the versions you replaced. Will test now.

EDIT: Still isn't working. Here's a game boy DMF. For some reason, 08 10 doesn't even play a note, whereas 08 01 plays in both ears. You can see this by listening to the first track of danooct's wily cover.

Also, this has been an issue for a while, but if a song doesn't loop Deflemask closes immediately once it finishes exporting a wav.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 01, 2015, 11:27:42 pm
Very useful the Linux bug that was causing a crash in the tracker after exporting a WAV file without loop!! The panning bug was solved too.

Builds updated! Any other bugs? ? ? ?

PS: You are now in the about screen in the special thanks section, thanks for your reports.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 03, 2015, 10:56:37 pm
So far, my newly-owned DX7 IIFD is doing well with it. The notes play just fine. My little M-Audio booger-green MIDI USB box is doing quite well also. I like to call it the MIDI Booger. ;)

Wish list for me:

- Velocity sensitivity equal to volume change (and an option to toggle it on/off)

- Record last known Modulation value after key release (set MIDI Modulation speed)

The aforementioned would turn this into an instrument unto itself, and aid those who record off MIDI controller/synths with so much flow it would be ridiculous.

Thus far I have tested it with the Gameboy, YMAF, and SEGA Genesis emus. Will test other ones shortly after this post and give a checklist.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 03, 2015, 11:23:31 pm
Okay. Here is my checklist:

YMAF(2): N/A. Probably on purpose.

Gameboy: Works very well. All channels play on 4-note polyphony. However, the two square channels get un-centered, leading to the infamous popping noise on note release.

SEGA Genesis: Works very well in FM mode. See SMS for more details.

PC-Engine: Even PC Gen-jin agrees that it works well. BONK!

SEGA Master System (SMS): Does not play anything right until one goes into its instrument editor - then it plays fine.

NES: Plays very well. Plays the pulse channels 2-note poly style, which I like and is cool. plays the triangle mono, the noise mono and the PCM mono.

Commodore SID: Both chipsets play fine and in 3-note polyphony.

I DO have to say, however, it's not always intuitive playing poly to record. Therefore I suggest a mono/poly (Monopoly - Heheh) toggle. That being said, I have never had as much fun playing the SEGA Genesis as a MIDI instrument as I did testing this out. Can't wait to see what else you do here.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 04, 2015, 01:33:37 am
Thanks for the feedback Demick!, looking forward to your new intro tune!, Defle 10a is almost ready to be officially released!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 04, 2015, 01:43:04 am
Here's a Defletheme. Tell me what you think.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 04, 2015, 02:48:18 am
Wow it is lovely!
However, it starts instantly maybe an slower attack to the entire theme could be added?, like drums while the mask is moving or the bass portamenting like the last one?
I mean, when the logo stops moving the tune should EXPLODE. <3

PS: I LOVE THE NEW "DEFLEMASK" VOICE!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 04, 2015, 11:51:49 am
Ahhh... noted.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 04, 2015, 12:10:15 pm
Tell me what you think about this one.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 04, 2015, 11:53:08 pm
Awesome!, I like it!

It is possible, as an extra intro tune, to re make the old one from the BETA 3 but in SEGA Genesis?
THIS ONE:
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 05, 2015, 12:05:23 am
For a second there, it did sound SEGA-ish, but now I remember that I made that one using the YMAF emu. I'll see what I can cook up.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 05, 2015, 01:21:01 am
The first theme, I do believe it was, that I ever made for this program below. Slightly modified for newer audiences and, well, also for the fact that I don't remember how the exact parts go. So yeah, it's a bit different without sounding horrible.

Oh: also, it's for the SEGA Genesis. :)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 06, 2015, 12:20:13 pm
I REALLY like the new Game Boy core. However, I have a few requests/bug reports:
• The noise channel is a little quiet.
• As for the wave channel, the max volume setting (volume 3) is ok, but volumes 2 and 1 are too quiet.
• There is an annoying clicking sound when using arpeggios.
• Volume control is broken on the wave channel. Now instead of using 0, 1, 2, and 3, I have to use 0, 8, C, and F.
• On top of that, arpeggios completely ignore volume control.
• Request: Add sample support!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 07, 2015, 07:37:47 am
The first theme, I do believe it was, that I ever made for this program below. Slightly modified for newer audiences and, well, also for the fact that I don't remember how the exact parts go. So yeah, it's a bit different without sounding horrible.

Oh: also, it's for the SEGA Genesis. :)
Thanks!
• The noise channel is a little quiet.
• As for the wave channel, the max volume setting (volume 3) is ok, but volumes 2 and 1 are too quiet.
Do you have an example of how it should sound?, maybe a record of a DefleMask .gb file from an actual Game Boy? In order to adjust volumes exactly like in the real hardware.
• There is an annoying clicking sound when using arpeggios.
• On top of that, arpeggios completely ignore volume control.
I will look around creating arpeggios only changing the frequency, not re-triggering the note.
• Volume control is broken on the wave channel. Now instead of using 0, 1, 2, and 3, I have to use 0, 8, C, and F.
This is on purpose.
• Request: Add sample support!
Samples in Game Boy are a completely new world, this console was not meant to play samples trough the wave channel, it is a hack actually. Maybe this can be added on next version, I need some information before and study the process a little.

Thanks for the feedback!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 07, 2015, 03:43:32 pm
• The noise channel is a little quiet.
• As for the wave channel, the max volume setting (volume 3) is ok, but volumes 2 and 1 are too quiet.
Do you have an example of how it should sound?, maybe a record of a DefleMask .gb file from an actual Game Boy? In order to adjust volumes exactly like in the real hardware.
• There is an annoying clicking sound when using arpeggios.
• On top of that, arpeggios completely ignore volume control.
I will look around creating arpeggios only changing the frequency, not re-triggering the note.
• Volume control is broken on the wave channel. Now instead of using 0, 1, 2, and 3, I have to use 0, 8, C, and F.
This is on purpose.
• Request: Add sample support!
Samples in Game Boy are a completely new world, this console was not meant to play samples trough the wave channel, it is a hack actually. Maybe this can be added on next version, I need some information before and study the process a little.

Thanks for the feedback!
How it should sound: Unfortunately, I do not have proper equipment to test on hardware (I was supposed to get $88 for Christmas so I could get one of these (http://shop.retrogate.com/Everdrive-GB-EDGB.htm), but I was screwed over and got one of these (http://www.atgames.us/Sega-Genesis-Classic-Console-FB8200R-80.htm) instead), so the best I can offer is to direct you to a GB emulator with 100% accurate sound emulation (http://bgb.bircd.org). (Gambatte (http://sourceforge.net/projects/gambatte/) also has 100% accurate sound emulation, but it has a tendency to randomly reject Deflemask-created ROMs for some unexplained reason.)

Volume control on wave channel: For what reason did you decide to make it like that? Seriously, WHY?

Sample support: There are several ways to go about doing sample playback on a Game Boy. The most simple way to go about this would be to convert the samples to 4-bits@1920Hz, and then pump the sample data into the wavetable buffer, 16 bytes at a time. This method was used by Project S-11 (http://snesmusic.org/pmh/view.php?id=2245). I highly suggest you take a look at the GBS file to see how it works. Note, however, that samples played back using this method usually sound like shit. Theoretically, if you increased the clock speed, you could get higher quality samples using this method, but that would be infeasible since the resulting song would not play back properly on hardware (unless you resorted to overclocking (https://www.youtube.com/watch?v=nwJQxD8LLNY), which kinda defeats the purpose anyway.)

...or, if you're completely insane, you could try doing samples the Cannon Fodder (https://www.youtube.com/watch?v=4jvG4K5oeeM) way. (BTW You may notice that the sound quality on the intro theme sounds like shit. This is because the CPU is too busy handling FULL MOTION VIDEO. For the record, this (https://www.youtube.com/watch?v=wFwbfN18x0I) is what it sounds like when the song is ripped directly from the ROM using Audacity.)

Good luck ;)

...Speaking of clock speed, I would highly suggest disabling the option to use PAL mode for Game Boy modules, since the Game Boy runs at ~60Hz no matter what.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 07, 2015, 09:24:58 pm
so the best I can offer is to direct you to a GB emulator with 100% accurate sound emulation (http://bgb.bircd.org). (Gambatte (http://sourceforge.net/projects/gambatte/) also has 100% accurate sound emulation, but it has a tendency to randomly reject Deflemask-created ROMs for some unexplained reason.)
Why it is rejecting the roms?, I don't have time right now to attack this issue. Someone could contact the developer?, I really don't see anything bad at DefleMask .gb roms.
Volume control on wave channel: For what reason did you decide to make it like that? Seriously, WHY?
For various reasons:
1: Noobs. Lot of users are asking me why the WAVE Channel don't change volume, over and over again. Even if this is in the manual (0-3 range).
2: DefleMask uses a MAX_VOLUME value per system, in Game Boy it is F. This value is used in lot of places, for example, while doing volume slides by effect. It was a lot of work to make it work fine in the 0-3 range without changing lot of code, only for the WAVE Channel. I simply reject the idea of having 0-3 volume range and, instead, using 0-F values and assigning accordingly at the moment of writing the register in the chip.
3: Pattern re-utilization. If you create a good sounding volume stuff for a Square channel, you can copy and paste and having a similar behavior in the WAVE channel. In the other way you will have to do the math yourself and changing lot of values to fit the 0-3 accepted numbers.

Sample support: There are several ways to go about doing sample playback on a Game Boy. The most simple way to go about this would be to convert the samples to 4-bits@1920Hz, and then pump the sample data into the wavetable buffer, 16 bytes at a time. This method was used by Project S-11 (http://snesmusic.org/pmh/view.php?id=2245). I highly suggest you take a look at the GBS file to see how it works. Note, however, that samples played back using this method usually sound like shit. Theoretically, if you increased the clock speed, you could get higher quality samples using this method, but that would be infeasible since the resulting song would not play back properly on hardware (unless you resorted to overclocking (https://www.youtube.com/watch?v=nwJQxD8LLNY), which kinda defeats the purpose anyway.)

...or, if you're completely insane, you could try doing samples the Cannon Fodder (https://www.youtube.com/watch?v=4jvG4K5oeeM) way. (BTW You may notice that the sound quality on the intro theme sounds like shit. This is because the CPU is too busy handling FULL MOTION VIDEO. For the record, this (https://www.youtube.com/watch?v=wFwbfN18x0I) is what it sounds like when the song is ripped directly from the ROM using Audacity.)
LSDJ uses the first or second method?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: B00daW on January 08, 2015, 02:51:41 am
1.) Dxx command seems to be ignored/broken in release 10a; at least with SMS.  Did not try with other chips because became too frustrated.  Bxx command could be used but then you could not reuse patterns.

2.) DefleMask 10 DMFs do NOT load in 9.  I was working on a song and the Dxx bug plagued it so I tried loading it into 9.  Not compatible.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 08, 2015, 05:07:29 am
1.) Dxx command seems to be ignored/broken in release 10a; at least with SMS.  Did not try with other chips because became too frustrated.  Bxx command could be used but then you could not reuse patterns.
Working fine here, can't replicate it. Do you have a .dmf of this?
2.) DefleMask 10 DMFs do NOT load in 9.  [...]  Not compatible.
Forward Compatibility? What you are asking is like playing a Windows 9 game on Windows 95.  ;D

.dmf files are backward compatible, but not forward compatible.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 08, 2015, 09:51:48 am
What you are asking is like playing a Windows 9 game on Windows 95.  ;D
Windows 9 doesn't actually exist. Microsoft somehow decided that after Windows 8, it would be a good idea to skip straight to 10 (http://en.wikipedia.org/wiki/Windows_10).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 08, 2015, 09:56:03 am
Bill Gates told me that they skipped 9 only to stay in the same version number than DefleMask because he likes chiptunes. :D
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 08, 2015, 09:57:03 am
Bill Gates told me that they skipped 9 only to stay in the same version number than DefleMask because he likes chiptunes. :D
Not to sound like a back-seat moderator, but that post was incredibly off-topic.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 08, 2015, 10:03:20 am
Your post about Windows 9 not existing is the offtopic one, my post was only an example to clarify why forward compatibility is impossible. Who cares if Windows 9 don't exist?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 08, 2015, 10:11:58 am
As for the Gambatte thing, I believe it has something to do with the header. RGBDS (https://github.com/bentley/rgbds/) (a Game Boy assembler) contains a utility named "rgbfix", which will automatically apply the correct header to a GB ROM. I suggest you look into implementing that into Deflemask.

One thing I will say, is that all Game Boy ROMs are required to have the Nintendo logo in the header, otherwise they won't work, hardware or otherwise.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 08, 2015, 10:50:11 am
DefleMask writes the Nintendo logo in .gb roms, they were tested on an actual Game Boy and played fine. I don't know why Gambatte fails to load it if a true Game Boy can. Maybe it is not 100% accurate after all.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 08, 2015, 11:06:16 am
According to Gambatte source:
mw_.setWindowTitle(strippedName(fileName) + (pak.headerChecksumOk() ? "" : " [bad]") + " - Gambatte");

The checksum is giving problems, strange, because in a real game boy every rom worked.

I uploaded two files exported from DefleMask demo songs, the header is always the same, one file works, the other don't. Even having THE SAME HEADER. Gambatte is doing some strange thing.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 08, 2015, 12:16:33 pm
I don't think it's the checksum that's causing problems. I tried changing the checksum of a ROM that did work, and Gambatte identified it as "bad", but it still worked.

Also, according to this (http://tasvideos.org/EmulatorResources/GBAccuracyTests.html), there is no Game Boy emulator currently available* which is 100% accurate to the original hardware. Although Gambatte, bgb, and Bizhawk seem to have perfect sound emulation**.

* The GB/GBC emulator used for 3DS Virtual Console is 100% accurate to the original hardware, but the source code is not publicly available due to being made by Nintendo themselves.
** Actually, there is one inaccuracy I noticed. In Shantae, when the sound fades out, it doesn't fade out all the way in Gambatte, bgb, or Bizhawk. However, when played on hardware[citation needed] and in the Virtual Console version, the sound fades completely.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 08, 2015, 07:38:58 pm
According to that list, BGB, BizHawk and Gambatte are the most accurate ones as you said.
BizHawk uses the Gambatte's core (http://tasvideos.org/Bizhawk/GB.html), so we only have BGB vs Gambatte.

DefleMask .gb files are working flawlessly on BGB, an on actual Hardware!, but in Gambatte only some roms are playing fine. The conclusion is that this is a bug of Gambatte?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: B00daW on January 09, 2015, 12:18:32 am
1.) Dxx command seems to be ignored/broken in release 10a; at least with SMS.  Did not try with other chips because became too frustrated.  Bxx command could be used but then you could not reuse patterns.
Working fine here, can't replicate it. Do you have a .dmf of this?
2.) DefleMask 10 DMFs do NOT load in 9.  [...]  Not compatible.
Forward Compatibility? What you are asking is like playing a Windows 9 game on Windows 95.  ;D

.dmf files are backward compatible, but not forward compatible.

1.) Attached.  Dxx doesn't appear to work if it's the last pattern.

2.) Sorry.  I meant forward-compatible.  Didn't think there would be a ton of changes that would break formatting.

Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 09, 2015, 09:29:00 am
1.) Attached.  Dxx doesn't appear to work if it's the last pattern.
Dxx will go to the next pattern, if you are in the last one, there's no next one. Where's the bug?

In the last pattern you should use Bxx to generate a looped track.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: B00daW on January 09, 2015, 01:38:16 pm
1.) Attached.  Dxx doesn't appear to work if it's the last pattern.
Dxx will go to the next pattern, if you are in the last one, there's no next one. Where's the bug?

In the last pattern you should use Bxx to generate a looped track.

On FamiTracker if Dxx is used on only one pattern it still works.  Being how this is potentially frustrating is if you want to use different time signatures each frame.  Dxx is the most helpful command for this.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 12, 2015, 10:01:09 pm
Dxx making a song loop at a specific row could be added, but I should modify too the VGM Export sub program and rom builders. I prefer not to touch them atm.

I updated one again the pre-build (http://www.delek.com.ar/forum/deflemask/deflemask_download/). Any other requests or bugs?, I will release it soon.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: djsquarewave on January 13, 2015, 12:55:04 am
A few thoughts from playing around just now:

-MIDI keyboard support is awesome! Thank you so much for this!

-Would it be possible to add a toggle, or at least have legacy support for the old behavior of the volume column for FM chips? Pretty much every track I've done relies on the old behavior and doesn't sound right in the new version. As nice as MIDI in is, I'll have to stick with the old version because of this. :(

-I'm getting weird pops in places that sounded perfectly fine in the previous release if I have portamento and vibrato active at the same time. Easy to reproduce by just putting in a note with effects 02 20 and 04 53 on the same line. DMF attached.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 13, 2015, 10:47:31 am
To reproduce the previous behavior of the volume in Genesis you should use effects 12xx, 13xx, 14xx and 15xx with your volume value (change the TL of ALL operators at the same time)

I will check that vibrato bug, thanks.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: B00daW on January 13, 2015, 05:44:05 pm
The UI is feeling a lot better now and the input segregation works nice for subwindows.  I like the vertical command entry a lot better now but still feels odd that we're entering two nybbles at a time rather singular nybbles vertically.  Also every other line entry is a single character or nybble.

Sample preview and selection could be a little simpler.  How about single clicking previews the sample and then double-clicking or pressing OK imports the sample?  Current behavior also loads a sample into RAM restarts the current sequencer frame, which is understandable but breaks fluidity.  The samples could be previewed in a secondary emulator process that starts when the PCM instrument window is opened and then could terminate once it's closed; unless using a dual-chip engine, of course.  

For NES, why not also enable loading of DPCM samples along with PCM samples that go through an alternative routine?  DPCM samples obviously use less CPU and could be played while PCM samples are being played as well.

Also of PCM is being used, multiple tuned and mixed software channels can be achieved.  Your PCM routine at the moment is fairly simple as is, you'd just need to load the tuning tables into RAM, and properly properly mix volume saturation...  For example:  SuperNSF.  I've personally modified a version of it to use MMC5 8-bit PCM.  

Also why not enable 100% volume (F) 50% volume (8 ) 25% volume (4) 12.5% volume (2) and 0% volume (0) to volume the column to all your engines that do PCM channel streams?

Speaking about $4011 for 2a03, you could also have a (D)PCM $4011 7-bit macro table for certain instruments that could be used as a triangle/noise "volume" macro, or additional distortion effects.

Also, I know you were talking about a sample offset command in the past for 9xx, but how come that wasn't introduced?  You could make it EAxx.

Additional requests that wouldn't take much additional code:

Donkey Kong 3 (Arcade) uses two 2a03s to generate music.  I believe this would be possible with VGM export.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 13, 2015, 08:58:06 pm
-I'm getting weird pops in places that sounded perfectly fine in the previous release if I have portamento and vibrato active at the same time. Easy to reproduce by just putting in a note with effects 02 20 and 04 53 on the same line. DMF attached.
It is fixed!, please re-download the pre-release! (http://www.delek.com.ar/forum/deflemask/deflemask_download) Thanks for the report.

The UI is feeling a lot better now and the input segregation works nice for subwindows.  I like the vertical command entry a lot better now but still feels odd that we're entering two nybbles at a time rather singular nybbles vertically.  Also every other line entry is a single character or nybble.

Sample preview and selection could be a little simpler.  How about single clicking previews the sample and then double-clicking or pressing OK imports the sample?  Current behavior also loads a sample into RAM restarts the current sequencer frame, which is understandable but breaks fluidity.  The samples could be previewed in a secondary emulator process that starts when the PCM instrument window is opened and then could terminate once it's closed; unless using a dual-chip engine, of course.  

For NES, why not also enable loading of DPCM samples along with PCM samples that go through an alternative routine?  DPCM samples obviously use less CPU and could be played while PCM samples are being played as well.

Also of PCM is being used, multiple tuned and mixed software channels can be achieved.  Your PCM routine at the moment is fairly simple as is, you'd just need to load the tuning tables into RAM, and properly properly mix volume saturation...  For example:  SuperNSF.  I've personally modified a version of it to use MMC5 8-bit PCM.  

Also why not enable 100% volume (F) 50% volume (8 ) 25% volume (4) 12.5% volume (2) and 0% volume (0) to volume the column to all your engines that do PCM channel streams?

Speaking about $4011 for 2a03, you could also have a (D)PCM $4011 7-bit macro table for certain instruments that could be used as a triangle/noise "volume" macro, or additional distortion effects.

Also, I know you were talking about a sample offset command in the past for 9xx, but how come that wasn't introduced?  You could make it EAxx.

Additional requests that wouldn't take much additional code:

Donkey Kong 3 (Arcade) uses two 2a03s to generate music.  I believe this would be possible with VGM export.
Awesome requests B00daW, thanks. All those addons will be implemented however after this incoming release; I don't have enough time by now, I'm pointing atm to fix little bugs and public this version in the next days.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: FlashingYoshi on January 14, 2015, 01:43:26 pm
SuperNSF.  I've personally modified a version of it to use MMC5 8-bit PCM. 
=O
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: animalstyle on January 15, 2015, 03:55:50 pm
Hey - thanks for listening to my suggestion about Genesis volume envelopes!  I'll check this out during the week.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: appurukid on January 15, 2015, 05:11:51 pm
I observed that with certain instruments in YM2612, using the delay command along with the volume column is not possible. The delay command will disable the volume column. Is this behaviour intended or am I overseeing something?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 15, 2015, 06:29:19 pm
.dmf example please?, if this only happens with "SOME INSTRUMENTS" it is likely to be an FM behavior.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: appurukid on January 15, 2015, 06:42:34 pm
There you go!  :)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on January 15, 2015, 06:56:02 pm
I've ran into some oddities I'm not sure how to replicate on Linux: Basically, when stopping playback, sometimes the patterns just disappear and leave the background. Pressing a key again or pressing play and pausing again fixes it, but it's pretty weird. I haven't tested this on any system other than the Genesis yet, mind you.

Also, I'm running into some issues with the behavior of the scroll bars; for one thing, I have a small screen, so the "Open" button when a file dialogue is up appears over the scroll bar and the scroll bar takes precedence. I have to click the sides of the button rather than the center; doesn't prevent me from doing things, but kind of annoying.

Would it be possible to make the scroll bars toggleable as an option? I like them in some situations, but this kinda messes with my workflow.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 15, 2015, 07:27:57 pm
I will look around to fix those issues and update the builds. Thanks for the reports rappurukid and NARFNra!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Brallieman on January 16, 2015, 09:29:41 pm
Testing a bit more... and tried to open some instruments (genesis) but I couldn't get all the way down in the file list... Is there a maximum file-count?

The are 294 instruments in that folder... Only 38 can be selected...
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 16, 2015, 09:57:34 pm
Ok guys, so:
The delay command will disable the volume column. Is this behaviour intended or am I overseeing something?
FIXED
I've ran into some oddities I'm not sure how to replicate on Linux: Basically, when stopping playback, sometimes the patterns just disappear and leave the background.
FIXED
Also, I'm running into some issues with the behavior of the scroll bars; for one thing, I have a small screen, so the "Open" button when a file dialogue is up appears over the scroll bar and the scroll bar takes precedence. I have to click the sides of the button rather than the center; doesn't prevent me from doing things, but kind of annoying.
FIXED
The are 294 instruments in that folder... Only 38 can be selected...
The max is 255, however, showing 38 was an overflow bug, and I added also a warning if this limit is reached (it will only show 255 MAX). It is FIXED too.
The max file limit can be expanded in future versions.



Please Re-Download the pre-release (http://www.delek.com.ar/forum/deflemask/deflemask_download/) and test it out.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Heavy Viper on January 17, 2015, 05:52:56 am
When composing for Genesis, I've found that if I change an instruments' parameters using the mouse wheel (rather than clicking and dragging the sliders) when playing a note, the sound won't change until you release the note and trigger it again.  It's a small thing, but the mouse wheel comes in handy for small adjustments.

Also, if I hold a key down in YMU759 mode, the selected instrument re-triggers rapidly instead of sustaining, like it's responding to the keyboard repeat rate. Is it like this by design? I wasn't sure since it seems to be the only system that shows this behaviour.


EDIT: Sorry, false alarm. Found the sustain checkbox. :S
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 18, 2015, 08:19:56 pm
Hi. I have tried the updated Windows release (the most recent update, that is, that has scrollbars - thank you for this!).

One problem: where the mouse interacts with the patterns has now got a weird strobe effect which may and will cause undesired highlight effects. It gets better as you scroll down, though. I, however, would venture to guess that this is an unintentional thing and can prove to be really annoying in the future.

That being said. I am very surprised at myself that I didn't pick up on the whole lack of scrollbar thing... Oh well. Someone else seemed to have read my mind anyway. It's a very needed nice touch, dude. 8)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 18, 2015, 08:22:50 pm
Thanks for the response Demick. About that strobe effect, what do you mean? I really don't get any strange behavior while using the mouse in the patterns.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 18, 2015, 09:55:42 pm
When you hover over with the mouse, it normally is supposed to highlight the part of the pattern that's underneath the mouse cursor. Instead, it seems like with the scrollbars added (on all emulations except the YMAF) the mouse hover can't tell if the area scrolled or not. Basically, it seems to be trying to highlighting two places at once in an interleaved fashion. The more "up" the scroll bar is the worse the effect gets, but the lower the scroll bar is the less the effect happens to the point of disappearing altogether when almost or all the way scrolled down.

Also, if this helps, I have an NVIDIA GTX 260 running dual monitors. I have added this information seeing as it may just be a behavior with just my current setup.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 18, 2015, 10:13:55 pm
I'm not having that visual issue. Could you please record a video?, strange...
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 19, 2015, 03:51:20 am
A direct link here:

http://vid1057.photobucket.com/albums/t389/DemickXII/weird%20effect_zps36lv2wwu.mp4
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 19, 2015, 06:10:58 am
Weird, that's happening with the default skin too?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 19, 2015, 11:54:56 am
It's hard to tell with the default skin because the highlights are the same as the background sans the red highlighted parts per row.

Confirmed happening the same on that skin as well, so I am quite sure it isn't a skin issue.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 19, 2015, 05:15:56 pm
there are glitches on the PCE demo song "snakerider" by coda. some notes play louder after the note off command, probably due to having a 1F effect within it, but i'm not too sure
also, when typing notes on the genesis, 2 of the notes make sound and the rest doesn't anymore until you press Stop - that on the PSG 0 ~ 2 channels (the noise one isn't affected)
volumes and noise on the gameboy are... fucked up. i wouldnt know the reason, though. just take a look at some of the demo songs.
suggestions:
- improve sid export (VERY important, the output sid files are very heavy compared to goattracker or cheesecutter's sid export so its almost unusable for demos)
- you can use my "la bruja mala" as a sid demo song if you want :^)
- there were more but i forgot
i'll check it more thoroughly later, i may find more stuff and give more suggestions. but for now, this is it.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 19, 2015, 05:57:04 pm
Volumes in Game Boy now uses HW envelopes, so, yes, the demo songs and lot of backward compatibility issues will start to pop up. This is in order to leave using Volume Macro and only use HW Envelopes; because this is the way the Game Boy works.

It is fixed the bug of the NOT OFF and Volume collision.
About the PSG playing strange things on Squares, this is because you are using an FM Instrument in a PSG channel. I added a workaround to this, but remember that using a FM instrument in a PSG channel will make crazy stuff.

I will update the builds in some hours.

EDIT: So I updated the pre-release, it has this bugs solved. Also I added a shared clipboard feature between DefleMask's instances. So you can copy and paste from a window to another. Test it out. (http://www.delek.com.ar/forum/deflemask/deflemask_download)

PS: Demick, please tell me if you have the strobe-weird bug with this update.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on January 19, 2015, 08:58:48 pm
Yep. The bug went away. Now I can do stuff! Yay!  ;D
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 19, 2015, 11:48:24 pm
found another bug on gameboy
if i activate loop on the arpeggio macro, it glitches up the sound - as if it was retriggering every 1/60th of a second.
also i think there could be both volume macro and hw envelope, the user can choose one of both - i personally prefer volume macro A LOT to do stuff that is NOT a simple fade easier without having to rely constantly on effects and stuff
and a lot of people use volume macros for other stuff other than simplistic fade-outs
lsdj itself uses macros for volumes (for everything actually) so i assume its hardware-friendly
also that'll probably help backward-compatibility which honestly is a BIG issue since i have some incomplete stuff from the previous version and i'm pretty sure other people do too
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 19, 2015, 11:51:56 pm
also if you're worried about how the actual hardware deals with stuff, the SMS should have ASDR
(but a reminder that volume macros are still way more convenient in most cases so if you're adding that please leave both)
also c64 should NOT have volume macro since its global volume and not per-note volume
also you should optimize its .sid export (i know i already said this but i want to emphasize that point)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Brallieman on January 20, 2015, 01:26:42 am
Can you please post your reference to the info that the SMS should have an ADSR? As far as I'm aware that isn't true... You aren't refering to the buggy hardware envelope of the NES by any chance, are you?

As far as I know all Enveloping on the SMS is done by software... not hardware.

http://www.smspower.org/Development/SN76489#Volumeattenuation

http://www.slack.net/~ant/nes-emu/apu_ref.txt
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Brallieman on January 20, 2015, 01:31:02 am
And cheers for the updates/bugfixes Delek.
I think I have some time tomorrow to check them out.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 20, 2015, 09:42:03 am
well i dont understand a lot about that stuff but all other trackers i had seen had ASDR support instead of a volume macro - i should have pointed something of the sort
or at least researched something
im sorry haha D:
edit: i am aware of the NES's hardware envelope (hertzdevil implemented it on his famitracker mod, 0CC-FT (it's really good, you should check it out)), but i still wasnt able to figure it out on 0cc-ft and since its buggy and stuff i dont think its necessary on deflemask
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 20, 2015, 09:53:00 am
SMS do not have ADSR. What does it means?, that the HW don't comes with an embedded system for doing this type of volume changes. But, certainly, you can do that on software; an ADSR is really simple, however, if you can do an ADSR on software (VGMMM does this for example in PSG), you can, instead, set up a macro engine and run a custom shape envelope!, that's awesome, like raphaelgoulart said. This is implemented in DefleMask for: SMS, NES and PC-Engine.

But in the Game Boy I have removed it because we have a different story: The hardware is only prepared to do proprietary ADSR, and you CAN'T change the volume on the fly (there are some hacks, but them are inconsistent and bugged); so I finally switched all over HW envelopes because I was crashing into wall trying to get the hack to actually work on real Game Boys. Sorry for the backward compatibility, but this envelopes are 100% HW compatible and I'm prioritizing this.

Regarding to LSDJ having volume macros, I don't think so. LSDJ have envelope values just like DefleMask now.
(http://4.bp.blogspot.com/_bzLCrVVx6N4/SPqL-L7f-gI/AAAAAAAAABg/sVkyk2yNo_g/s400/untitled.JPG)

And about using a Table with "Custom Envelope" value, this is what it does:
"2.7.1 Custom Envelope Example
The first digit in the envelope column sets the amplitude; the second digit
sets for how many ticks that amplitude should remain."
Source: http://www.littlesounddj.com/lsd/latest/documentation/LSDj_3_7_4.pdf

You can't use this as a volume macro, because of the "second digit"->duration. If you set a short duration for having it changing every tick you will hear lots of pop and click sounds; if you set a longer duration the volume will change slowly but also with undesired effects. The Game Boy is simply made to use HW envelopes, a bad decision from Nintendo, I really tried to find an useful way, but there's nothing to do about it.

I will add in the DefleMask changelog for this new release that the Game Boy backward compatibility is lost because of better HW support. I hope users to understand this and re-arrange their tunes rapidly without any side effects.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Brallieman on January 20, 2015, 12:12:49 pm
I have made an ADSR to macro thingy based on http://www.earlevel.com/main/2013/06/01/envelope-generators/
this code... But I haven't been working on it since august last year... I have implemented it to my "macro-maker" but the GUI was so time consuming I was a bit bored by it. And gave up for a while. I also put in a few LFO's with loads of crazy waveforms... But the results are all just crazy SFX... Not really useable as instruments... but I might get to work on that again. It's a bit a waste not to finish it.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 20, 2015, 12:29:52 pm
Another thing...

While the GB pulse channels don't use volume macros, the wave channel DOES use volume macros. So, with the way things currently work, you basically have to use speed 1 if you want to do anything really useful with the wave channel.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 20, 2015, 12:38:07 pm
You can't do anything useful?, if you need:
volume 0
volume 3
volume 0
volume 3
volume 2
volume 3
volume 0
volume 1
volume 3
Per frame to make something useful then you have a problem :P


If you want more natural:
volume 3
volume 3
volume 3
volume 3
volume 2
volume 2
volume 2
volume 1
volume 1

You could use Axy - Volume Slides
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 20, 2015, 04:42:27 pm
having volume macros to do stuff is WAY more convenient than Axy in a lot of cases so i think at least for wave channel it'd be more convenient - so, a wave chnl only macro? it sounds plausible to me, idk
i've been saying so many wrong stuff without looking up so idk, sorry for all of that haha
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 20, 2015, 06:46:15 pm
also the arpeggio macro retriggers the volume envelope which can be really bothersome if it loops, and will sound very very odd - specially on the noise channel
that on the game boy system
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Bp103 on January 20, 2015, 06:48:18 pm
@raphaelgoulart I thought I recognized you, you did that awesome Esporte Espetacular chiptune remix.  ;D

But I have to say that I also really miss the volume macros on gb. I can fake it with 16 different instruments with 0 to 15 volumes but that just feels dirty.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 20, 2015, 06:56:29 pm
haha thanks man ^-^
btw i just found another bug, that on the c64 (both 6581 and 8580)
i dont really know how to explain but the pitch slide doesnt work correctly on this song http://battleofthebits.org/arena/Entry/la+bruja+mala/13781/
(hit Donload to get the .dmf, get the .mp3 if you want to listen to how its supposed to sound) its on the frame 0E (A-A-8), channels 1 and 2
also when swapping from one system to another (most notably c64 6581 to c64 8580, which is the only change that would actually make sense), the extra effect columns disappear, which results on an inaccurate playback of the song
the data is still there though but it might confuse some people
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 20, 2015, 07:59:31 pm
I will look at that bugs, raphael. Thanks. Also to the re-trigger thing in the Game Boy arpeggio macro is fixed now. I will update the builds in a few hours.
But I have to say that I also really miss the volume macros on gb. I can fake it with 16 different instruments with 0 to 15 volumes but that just feels dirty.
YOU HAVE VOLUME ENVELOPES!, you are not using them on that track. Check the attachment.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 20, 2015, 09:36:17 pm
Ok guys, builds updated with those bugs fixed. Also I changed how the arpeggio is done on Game Boy, now it do not reset the envelope!, thanks for reporting.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 21, 2015, 09:17:55 am
edit: the ctrl+f3 and ctrl+f4 to change a note's octave isn't listed on the manual. (i was suggesting that based on the manual but when i checked the keys option i saw it there)
another suggestion: i wanna be able to have ctrl+shift+(character) as a shortcut
maybe checkboxes to each key you want to press?
like (x)ctrl + (x)shift + Q - increase selected octaves (the custom shortcut i want)
like (x)ctrl + ( )shift + F4 - increase selected octaves (the original shortcut)
also, if you dont mind the question, why isnt there a .hes export for the pce?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 21, 2015, 09:32:03 am
the ctrl+f3 and ctrl+4 to change a note's octave isn't listed on the manual
Thanks for pointing this out.
another suggestion: i wanna be able to have ctrl+shift+(character) as a shortcut
I will analyze the possibility of adding this if it isn't too complicated.
why isnt there a .hes export for the pce?
I don't have the necessary hardware to develop a ROM builder and test it. Btw, someone have a PC-Engine with a flashcart?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: raphaelgoulart on January 21, 2015, 09:41:25 am
oh yeah another 2 suggestions:
the ability to copy/paste macros from deflemask, with support to other programs - like copying a macro from deflemask to notepad, or copying a macro from famitracker to deflemask.
why dont you create a thread about this update on battleofthebits? they have lots of people who'd probably be willing to help as well :D maybe someone even has a pc-engine with a flashcart, available for testing, who knows ;)

and i'd like to emphasize once again on the importance of an improved/optimized .sid export - a friend of mine (lucki_vibrato) said he wasn't able to convert his song to .sid - since i dont have the .dmf im not gonna be able to give it to you, but yeah, right now this is just a heads up. (when possible i'll ask him for the dmf though)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 21, 2015, 12:00:06 pm
- About battleofthebits and other forums, I will start to create lots of threads in other forums only when the build reach public state; I really want people to come here to see what's new rather than spam all over the place only for pre-releases. Why don't you invite them here?

- The .sid export will be optimized for sure, not for this release however, but I'm working on it. The .dmf specs are public, so, anybody technically could write a dmf2sid app if the current one don't fit his needs. I would love to include another SID exporter from an external SID-expert-optimizeman-developer.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 21, 2015, 12:02:53 pm
Anoter Game Boy bug: Changing instruments mid-note works in Deflemask, but not on hardware or GBS export. Attached is an example.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 21, 2015, 12:26:06 pm
Did you test this ON hardware?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: gotoandplay on January 21, 2015, 02:22:18 pm
I have a game boy dmf that has pattern breaks (see last couple of patterns or so), which the tracker plays through fine, but the gb export ignores them.

It's unfinished, but it's for winter chip (botb)

Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 21, 2015, 04:46:17 pm
Did you test this ON hardware?
I don't have the necessary tools to test it on hardware.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 21, 2015, 08:07:21 pm
I have a game boy dmf that has pattern breaks (see last couple of patterns or so), which the tracker plays through fine, but the gb export ignores them.

It's unfinished, but it's for winter chip (botb)


Thanks for reporting this.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: rainwarrior on January 27, 2015, 06:25:40 pm
Tried it a bit today, here's a few things I'd suggest:

1. Please disable editing when opening the save dialog! Every time I go to save, I end up overwriting part of my track and having to go back and fix it!
2. The keys in the options say "Ctrl +" even though you don't have to press Ctrl. If you try to use CTRL to set a key, it will take the CTRL as your keypress and say Ctrl + LEFT_CTRL, which is even weirder.
3. Key options should save to default.ini on quit. All other options in the program save on quit, so it's strange that key settings don't save (unless you manually overwrite default.ini).
4. Default genesis instrument is better, but DT should be 0, not -3, so that the default instrument is in tune.
5. I would recommend a higher default buffer size than 512. I was getting constant clicking during playback until I realized what was happening. This isn't a live performance program, and even a 4096 buffer doesn't have much of a delay; less people would have problems if the default was higher than 512.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 27, 2015, 08:12:41 pm
1. Please disable editing when opening the save dialog! Every time I go to save, I end up overwriting part of my track and having to go back and fix it!
Done. Thanks,
3. Key options should save to default.ini on quit. All other options in the program save on quit, so it's strange that key settings don't save (unless you manually overwrite default.ini).
The idea is to have your own mykeys.ini, and save it. This way DefleMask will look for mykeys.ini instead of default.ini. They will NOT save automatically, if you make any change, store them.
4. Default genesis instrument is better, but DT should be 0, not -3, so that the default instrument is in tune.
Done. Thanks.
5. I would recommend a higher default buffer size than 512. I was getting constant clicking during playback until I realized what was happening. This isn't a live performance program, and even a 4096 buffer doesn't have much of a delay; less people would have problems if the default was higher than 512.
Ok, default buffer expanded to 1024.

Please re-download the pre-release in the first post of this thread.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: rainwarrior on January 28, 2015, 07:38:46 pm
A few other ideas after working with it some more:

- bug: backspace/insert works on note and volume columns separately (can work around with a lot of extra keypresses)
- request: play single row feature (like in modplug, or famitracker ctrl+enter) very useful for working on harmony
- request: access to other folders besides deflemask directory
- request: select/copy/paste when editing macro text
- request: mouse click to move cursor in macro text
- request: home/end for editing macro text (end is important for moving to end of text)
- request: after editing macro text, resize macro to fit text instead of cutting it off or padding with 0s
- request: effect to set both speed values at once (i have no use for the split speed feature)

The macro text in particular is difficult to get around in. Part of it is that the field it show in is so narrow; if it could be expanded horizontally, or wrap to multiple lines this might help.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 28, 2015, 07:46:25 pm
- bug: backspace/insert works on note and volume columns separately (can work around with a lot of extra keypresses)
You can select with the mouse how much columns you want to move with insert/backspace. This don't work like in Famitracker, where you ALWAYS move everything.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 29, 2015, 04:16:44 am
Ok guys I think I got working MIDI Input in Linux, Mac and Windows. PLEASE test it out, I couldn't test the interface by my own because I was lazy to install USB drivers on Linux and Mac. I need feedback about this. Thanks.

Re-download the pre-release from the first post of this thread (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on January 29, 2015, 11:58:38 am
So, I found another Game Boy bug related to the wave channel.

Setting the volume to anything other than the maximum at the start of a note works for the first note, but on every subsequent note it ignores whatever volume you set and plays the note at the maximum volume instead. The bug doesn't occur if you set the volume to something other than the note's starting volume mid-note.

I have attached an example module demonstrating this bug.

Also, I would like to take this opportunity to remind you that THE WAVE CHANNEL DOES NOT USE VOLUME ENVELOPES. I propose to implement a second GB instrument type for wave instruments.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 29, 2015, 01:55:03 pm
I will add LOT of confusion with a Volume Envelope only usable on the Wave channel, I prefer not to do that.

Thanks for the report. It is fixed.
Re-download the pre-release from the first post of this thread (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: zithryl on January 30, 2015, 07:29:36 pm
Hey Delek,

I have OS X 10.7.5 and I was able to recored 6 notes at one time with my midi control. There is also no latency issues either. seems to be working out well for me. Thank you so much. I have downloaded so many "8 -bit" trackers and you have the best one of them all. Hands down.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 30, 2015, 11:01:21 pm
Wow that's awesome. Linux users are you there?, I need to know if MIDI Input works nicely!, it works perfectly on Windows and OS X.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on January 31, 2015, 03:56:00 am
I'm afraid I won't have access to midi input for a while, but I might be able to see if my brother back home can use it. I'll see what I can do.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Bp103 on January 31, 2015, 01:21:36 pm
I use Linux.
I just tried out the midi support, it does nothing. My midi input seems to be at 20:0

It'd be nice to have a little box to put that info because I think it might be picking 14:0 'Midi Through Port-0' instead of my actual device.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 31, 2015, 03:19:16 pm
And what says the MIDI menu in DefleMask?, OPTIONS->MIDI.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Bp103 on January 31, 2015, 03:27:56 pm
It just has the "MIDI OK" button.
is there a dependency that I might be missing?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 31, 2015, 03:38:45 pm
DefleMask uses for MIDI @ Linux -> http://www.alsa-project.org/
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 31, 2015, 03:54:56 pm
Please test out this version.
http://www.delek.com.ar/DefleMask_Linux_MIDITest.tar.gz
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Bp103 on January 31, 2015, 04:07:05 pm
That one seems to work really well.
got any specific things you want me to test while I got my keyboard out?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 31, 2015, 04:09:29 pm
Fantastic. I was not correctly initializing ALSA.
Can you play chords?, record them too?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Bp103 on January 31, 2015, 04:17:22 pm
yup, I can play chords and I record them.
Yay midi!  ;D
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on January 31, 2015, 04:21:18 pm
Awesome, so now we have working MIDI input on Mac OS X, Windows and Linux! Huge step for DefleMask.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on January 31, 2015, 07:10:05 pm
Just a thought, but do you think you'd be able to add "legacy" Game Boy support for old modules (maybe label it "Game Boy (volume hack)" or something) in the new version? Loving the new noise channel, by the way, sounds much better than before.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: mkubilus on January 31, 2015, 07:52:04 pm
Just tested MIDI on Ubuntu 14.04 32bit, works great!  My LPK25 was picked up and I simply had to check the box to use it.

Just some other feedback:

* The chords stuff is cool, but sometimes causes impossible situations such as a chord that starts on FM channel and crosses over to PSG.
* The linux tgz is not packaged as a sub directory, which can cause a giant mess if the user is not prepared
* On occasion ctrl-z would not undo changes.

Great work!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on February 04, 2015, 01:31:46 pm
I love the Gameboy hardware envelope support. It reminds me of my old days working with Boyscout, an old "Gameboy Advance" tracker.  8)
I also like how the wave table channel is louder now. Nice one.

However, this brings me to the bug I found with volume values in pattern mode:

The Gameboy section of DM (all channels) has this weird big where the volume envelope resets the volume of a given note EVEN if you give that note a certain volume level, leading to frustration.

Here's a quick example below.

Edit: I have noticed that the volume range for the 4th channel is a little wonky. "F" is full blast (nice), but "E" down is half volume, "7" down is 1/4 volume, "3" down is 1/8, and "0" should be off but is 3/4. You'll hear what I mean.

I would also like to add that when one quits out of Deflemask that the process is still there and cannot be ended unless a reboot happens.

Also, update your responses to this version of the post I left accordingly so we all don't get confused (including you Delek).   :)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 05, 2015, 12:06:12 am
Thanks I will fix those asap.

About the process still running, this is not happening on 4 different computers tested. Could you please confirm this issue? When it happens?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: kfaraday on February 05, 2015, 10:20:06 am
.gbs export doesnt work. here's the file~
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 06, 2015, 09:35:21 pm
The Gameboy section of DM (all channels) has this weird big where the volume envelope resets the volume of a given note EVEN if you give that note a certain volume level, leading to frustration.
.gbs export doesnt work. here's the file~

Ok guys, both bugs fixed. They were related so that's a good signal about the community synchronization. :)

Re-download the pre-release from the first post of this thread (http://www.delek.com.ar/forum/deflemask/deflemask_download) and check your files again; they will work fine now.

Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: kfaraday on February 07, 2015, 02:51:21 pm
awesome! thank you
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: kfaraday on February 07, 2015, 02:54:22 pm
btw new update now causes OFF to not function.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 07, 2015, 03:19:41 pm
Oops!, sorry. I disabled it for debugging purposes, it is fixed now, download it again.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: kfaraday on February 07, 2015, 03:25:43 pm
thank u~ <3
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: kfaraday on February 07, 2015, 03:44:51 pm
btw new update causes noise to fail with 0Axy, noise also seems to fade in rather than fade-out on export
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 07, 2015, 03:57:18 pm
You should use envelopes to control fade in and fade outs in Game Boy, rather than 0Axy (with exception on the WAVE Channel). While an envelope is running you can't modify the volume dinamically. This is just how the Game Boy works.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on February 11, 2015, 03:57:19 am
For some reason, when using the stereo on the genesis on linux, if I stop playing and then press keys the notes stay mono in one ear or the other. However, some keys will still play in stereo?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 11, 2015, 10:23:46 am
Nice catch. I'ill fix it asap.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on February 11, 2015, 01:55:05 pm
ANOTHER GAME BOY WAVE CHANNEL BUG, WHY AM I NOT SURPRISED?

For some reason, when the song loops, it works fine in Deflemask, but in the exported GBS, the wave and volume are retained after the song loops, ignoring whatever the volume and wave are supposed to be set to after the loop point.

Example: At start of song, volume is set to F and wave to 0. Before the song loops to the start, the volume is 8 and the wave is 1. Right after the song loops to the start, the volume is 8 and the wave is 1 instead of F and 0 respectively.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 11, 2015, 04:23:30 pm
ANOTHER GAME BOY WAVE CHANNEL BUG, WHY AM I NOT SURPRISED?
Because you are using a pre-release.
For some reason, when the song loops, it works fine in Deflemask, but in the exported GBS, the wave and volume are retained after the song loops, ignoring whatever the volume and wave are supposed to be set to after the loop point.

Example: At start of song, volume is set to F and wave to 0. Before the song loops to the start, the volume is 8 and the wave is 1. Right after the song loops to the start, the volume is 8 and the wave is 1 instead of F and 0 respectively.
I will fix this ASAP.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on February 12, 2015, 07:57:54 am
New bug (I think): Whenever I load a module, there is always an asterisk displayed at the end of the module location text on the bottom left, even if changes have not been made.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 12, 2015, 09:29:00 am
Nice one!, thanks!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on February 12, 2015, 09:53:57 am
De nada  :)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: SpoonyBard on February 14, 2015, 12:42:54 am
I've noticed that sometimes when I play a song, there's a random green block in one of the columns, and sometimes it appears in more than one column. It's nothing huge, but I have a feeling if someone doesn't bring it up no-one else will.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 14, 2015, 02:24:08 am
That's the mouse over color. I should not show that while playing back the song if you are in follow mode. Thanks for reporting.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 14, 2015, 11:26:03 am
Ok so I fixed those 4 bugs:
Game Boy waveform changing now works perfectly, I was not turning the channel off before changing the waveform as explained here: http://www.devrs.com/gb/files/hosted/GBSOUND.txt
Game Boy loop was not re setting all channel default values, it is fixed now. Thanks DevEd.
Unsaved module asterisk ( * ) will not shown anymore on fresh new loaded songs.
The mouse over row color will not be displayed anymore while playing and follow mode activated (it was useless).

Re-download the pre-release from the first post of this thread (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on February 14, 2015, 07:14:59 pm
Here's a bug related to the Mac version. Opening the application will open a dialog that says "usage: dirname path" instead of launching Deflemask. I have attached a replacement app which fixes this issue.

I am currently using OS X 10.9.4.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: appurukid on February 15, 2015, 11:55:33 am
Two behavioural things about Deflemask I wanted to point out:

1) Pattern Matrix not following to currently selected pattern
Example: I have 20+ patterns. Currently selected pattern is the first of all (CH 00). I can see CH 00 - CH 09 in the matrix. Now, if I navigate to a pattern below CH 09 with ctrl+cursor down, it won't be visible in the matrix, so I won't know which pattern I'm actually in. (CH 00 - CH 09 are still shown in the matrix) If I start playing the song, the matrix will be updated and I can eventually see which pattern I'm in. This is a rather annoying behaviour if you work with lots of pattern imo, the pattern matrix should show which pattern you're working on at all times.

2) When loading samples, browser keeps jumping back to root folder
Example: I make a folder with drums and put it into the sample root folder. Now everytime I load a sample from that folder, the browser will automatically jump back to the sample root, when loading a new sample. It would be more convenient if the browser would just stay in the folder I specified, instead of jumping back to the root.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: littlelamp100 on February 15, 2015, 07:21:47 pm
Cutoffs and volume changes aren't working in the GB wave channel in the most recent update yesterday ???
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on February 16, 2015, 01:12:42 am
littlelamp100: I don't understand, OFF and volume changes still seem to work fine in my recent remix (http://www.delek.com.ar/forum/show-off-your-work/air-man-%28mega-man-ii-gb%29-remix/).

Delek: Given the frequency of pre-release updates, I think it would be good to add some indication of build date somewhere within DefleMask, whether in the About menu or in the main pattern editor like this (https://www.youtube.com/watch?v=gc9G_82xUVQ).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on February 20, 2015, 12:48:21 am
So I've found a weird crash on Linux. I've actually run into this a few times but assumed it was just my crappy computer not being able to handle the memory strain or something and crashing at random. When trying to edit this file, though, I found a way to repeat it. I redid it about 5 or so times without any sort of change, so I recorded it.


Basically, sometimes whenever I try to scroll the pattern matrix DefleMask crashes immediately. Running it in terminal doesn't display much of help: just "Segmentation Fault".

Any idea why this is? Again, I did this five times in a row and it happened every time. Here's the dmf if you want it.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 20, 2015, 08:40:10 am
I discovered that bug too, I will update the pre-release in a few hours! Thanks for the report.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 20, 2015, 12:13:01 pm
Ok so I fixed that crash! Thanks NARFNra!

Pre-release updated, also I added this two suggestions by appurukid:
1) Pattern Matrix not following to currently selected pattern
Example: I have 20+ patterns. Currently selected pattern is the first of all (CH 00). I can see CH 00 - CH 09 in the matrix. Now, if I navigate to a pattern below CH 09 with ctrl+cursor down, it won't be visible in the matrix, so I won't know which pattern I'm actually in.

2) When loading samples, browser keeps jumping back to root folder
The pattern matrix will follow the current selected pattern while using Ctrl+UP/Down.
DefleMask now stores latest folder visited on samples, modules, export, instruments, etc. Nice one!

Get the new pre-release here (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 21, 2015, 01:04:23 pm
Here's a bug related to the Mac version. Opening the application will open a dialog that says "usage: dirname path" instead of launching Deflemask. I have attached a replacement app which fixes this issue.

I am currently using OS X 10.9.4.
DevEd, I sent you an email about this new app for Mac. Did you read it?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on February 21, 2015, 01:18:49 pm
Yeah, I read it. I sent you a reply, so be sure to read it.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on February 21, 2015, 07:22:23 pm
I hate to have to do a double post, but... I found another Game Boy bug.

Basically, note off doesn't work when the envelope direction is set to up.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 21, 2015, 07:58:06 pm
Opps!, you're absolutely right. It is fixed now,  new pre-release here (http://www.delek.com.ar/forum/deflemask/deflemask_download).

I also added the modified script to the DefleMask app for Mac, it should work in your OS X 10.9.4.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on February 21, 2015, 09:24:07 pm
Fine tune on the NES doesn't seem to work properly on higher notes, is this supposed to happen?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: appurukid on February 21, 2015, 11:47:22 pm
Good job Delek! This makes using the pattern matrix a lot easier and will save a lot of time!

Now, if you press 'new' sample the browser will stay in the same folder, but it will automatically jump to the top of list. It's a huge improvement already that it doesn't jump back to the root, but could you make it so that there's no movement at all and it will stay exactly at the specified place? That would be great =)

Anyway, thanks for your hard work man!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: littlelamp100 on February 22, 2015, 12:41:24 am
Wave not responding correctly
What is happening
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 22, 2015, 01:12:41 am
Fine tune on the NES doesn't seem to work properly on higher notes, is this supposed to happen?
I think it is supposed to happen because, in high frequencies, you are losing precision inside the soundchip.
could you make it so that there's no movement at all and it will stay exactly at the specified place? That would be great =)
Done!
Wave not responding correctly
What is happening
Fixed!, the WAVE macro was re-turning on the channel.

Please get the  new pre-release here (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on February 23, 2015, 06:16:04 pm
I just tried testing out the tremolo command and I can't seem to get it to do anything. The instrument is just silent.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on February 23, 2015, 10:15:51 pm
Oops!, fixed.  new pre-release here (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: djmaximum on March 01, 2015, 04:23:16 pm
I found another Gameboy related bug in the gbs exporter. The hardware length counter doesn't work properly in Audio Overload, but it plays correctly in NEZplay. It worked fine in earlier pre-releases, but now its messed up.
Hope this bug gets fixed.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 02, 2015, 04:40:44 pm
Thanks!, fixed. Please get the  new pre-release here (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: djmaximum on March 02, 2015, 08:34:48 pm
Awesome! I've reexported the gbs files that were included in the download package, now it's working properly again.
Anyway, on to some other things that should be implemented in the gbs exporter.
It is possible to have the gameboy go at faster or slower refresh rates than 60 hz.
here are some examples of gameboy soundtracks that make use of different refresh rates.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 02, 2015, 09:08:25 pm
You can set CUSTOM HZ inside DefleMask, however, the rom export only supports 60 and 50hz atm.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: djmaximum on March 02, 2015, 10:08:28 pm
I know that it works in the rom exporter, but in the gbs exporter it is locked at 60 hz.
Here, let me show you.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on March 02, 2015, 11:26:08 pm
Exported Sega Genesis VGMs don't seem to contain samples on linux?

Here's an unfinished dmf and its vgm export.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 03, 2015, 01:26:08 am
Working fine here. Your VGM player under Linux is really outdated.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: djmaximum on March 03, 2015, 09:44:09 pm
I've decided to go to the way back machines, and I was able to download Deflemask version 7 (the first and only version that had the ability to export GB ROM images at a custom refresh rate with no problem) and then as I went up to version 8 and up, I can no longer export GB ROMs at a custom refresh rate. I now get the "ROM export error" message.
The question is, why did you disable it? however it still works in VGM export, but I am unable to test VGM playback because at this time, there are no VGM players for Mac OS X that support VGM version 1.61, and VGMplay has no wine compatibility.
Anyways, here's a GB ROM that i've exported from Deflemask 7 to show you that it actually works.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 03, 2015, 09:49:58 pm
It is already fixed, I will update the pre-release soon. Thanks for notice this.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: SpoonyBard on March 04, 2015, 03:36:38 am
Hey, I finally found something to be fixed!

Anyways, in the Commodore 64 Duty Cycle editor, setting the Duty Cycle to a negative number (ex. going from 50 to 38) will instead cause it to go in the opposite direction. (ex. goes from 50 to 62)
If you could tweak this that'd be great.

PS: The Duty Cycle editor also can only move to Duty Cycles 12 units away. Is this a hardware thing, or is it something you can extend?

Thanks in advance!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on March 04, 2015, 04:03:02 pm
Yeah, it doesn't scroll like the arpeggio editors do... you can type in numbers larger than 12 though, like 20 or 50.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on March 06, 2015, 09:37:45 pm
A question: Whenever I have a vibrato going on the nes, it works pretty well but the note A always seems to make a weird clicking noise? Is that a hardware thing or a bug?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: djmaximum on March 08, 2015, 01:34:23 am
A question: Whenever I have a vibrato going on the nes, it works pretty well but the note A always seems to make a weird clicking noise? Is that a hardware thing or a bug?
thats a hardware thing. its normal for the 2A03 to do that.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: mykie on March 08, 2015, 04:44:07 am
With all other problems in the world resolved, I have taken to pointing out spelling errors on the Internet:
(http://i.imgur.com/uBa6jIi.png)

 :P
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on March 08, 2015, 04:43:53 pm
With all other problems in the world resolved, I have taken to pointing out spelling errors on the Internet:
*snip*

 :P
There are still starving kids in Africa. Therefore, not ALL world problems are solved. :P

Anyway, that typo also exists in the About screen. Also, I can't help but notice that random Words are capitalized when they Shouldn't be, mostly Nouns. I don't think that's how English works.

...On the subject of the About screen, I would like to point out that the "Special Thanks" section is outdated.

EDIT: Also, in the Arpeggio editor, you cannot type negative numbers. I'm assuming this is because you only programmed the input box to recognize numbers.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 08, 2015, 09:35:13 pm
Yeah, you can find in the tracker (and in myself in consequence) some spelling errors. I will fix those.
Che ustedes saben que mi idioma es el Español de Argentina muchachos! :P
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 12, 2015, 03:02:43 am
So I fixed those things, pre-release updated with:

* .hes ROM export for PC-Engine!
* Custom hz playback engine is now supported on exported roms!


GET THE NEW PRE-RELEASE NOW (http://www.delek.com.ar/forum/deflemask/deflemask_download)

also, if you dont mind the question, why isnt there a .hes export for the pce?
Finally added! Please test it on the real hardware if you have the flashcart.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: djmaximum on March 12, 2015, 08:45:58 pm
I was expecting some compatibility issues with hes playback. The only player that (sort-of) plays the files properly is NEZplay.
Audio overload doesn't play them at all.
Fox audio player plays them vary slowly.
PCM samples don't work in exported files.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 12, 2015, 09:01:34 pm
In_he2 plays them fine.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: djmaximum on March 12, 2015, 09:52:51 pm
GBS playback is working flawlessly on all available players, and it even survived a terrifying 999 hz test, which is grate.
The NES is just pretending to do custom refresh rates at a fixed 60 hz, therefor in the resulting NSF it will skip frames instead.
I also have an example of how PCM playback should be achieved for HES output.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on March 14, 2015, 11:57:22 pm
I tried the new HES export feature and DefleMask crashes after exporting, much the same as when it used to crash after WAV export. The resulting HES file seems to be exported successfully, although it only seems to play properly in Mednafen (Audacious plays notes for ~10 seconds each), and even then, PCM playback can be problematic, particularly in "i_had_to.hes" in which noise is played instead of samples, and "cutman_by_spoonybard.hes" in which PCM playback stops after a loop. "bombman_by_spoonybard.hes" was fine.

Link to SpoonyBard's original post with the original DMF files:
http://www.delek.com.ar/forum/show-off-your-work/%28genesis%29-super-mario-bros-overworld/msg1934/?topicseen#msg1934 (http://www.delek.com.ar/forum/show-off-your-work/%28genesis%29-super-mario-bros-overworld/msg1934/?topicseen#msg1934)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 15, 2015, 12:02:40 am
Please post a dmf where DefleMask crashes while exporting the .hes file.

About those playback bugs, I will look at them. Thanks.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on March 15, 2015, 08:46:04 pm
It crashes when exporting any DMF I try to export to HES, including the ones I linked to.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 15, 2015, 10:18:16 pm
Weird, on my PC it is not crashing. You're on Windows?, this happens only on all systems rom exporting?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on March 16, 2015, 12:02:15 pm
So...

HES exporting seems to work fine for me (a Mac user). There is only one problem... Exported HESeses (or whatever the plural of HES is) do not work in Audio Overload. This is a big problem, since Audio Overload is currently the only HES player I have access to.

On that note, exported NSFs don't play properly in Audio Overload. The triangle channel is the main problem. It seems to only work when it feels like it. Attached is a few DMFs, as well as the respective NSFs and a recording of each NSF from Audio Overload.

In case you don't have Audio Overload handy, it's here (http://bannister.org/software/ao.htm).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on March 16, 2015, 10:31:39 pm
I'm using Linux, specifically Fedora (https://getfedora.org/).

Mega Drive BIN Export (tested with littlelamp100's Silver Surfer 2 remix): Seems to work fine as before. The exported file sounds a bit different from DefleMask, but I think it could be emulatotion issues (testing with Mednafen).

Commodore 64 SID export (tested with Rael 64): Crashes DefleMask after export, resulting file seems to have exported successfully, although the bass sounds different (no filtering) when played in Audacious.

SMS Rom export (tested with the Shantae remix in the Demo songs folder): Doesn't crash DefleMask, shows black screen when I try to load it in Mednafen, other files in the Demo Outputs folder work as expected. Again, could be emulation issues.

NES NSF export (tested with jrlepage's edition of Ares64's cover of Yu-Gi-Oh): Crashes DefleMask, exported file plays fine in Mednafen, except when it doesn't (see edit below).

Game Boy Rom export (tested with DevEd's remix of Dire Dire Docks): Crashes DefleMask, exported file plays fine in Mednafen.

Game Boy GBS export (tested with Dire Dire Docks again): Crashes DefleMask, exported file works as expected in Audacious.

EDIT: I can confirm that the same problem with the triangle channel occurs when played in Mednafen.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 20, 2015, 09:30:33 pm
Ok, so let's first focus in that crash thing. I think I've fixed it, please GET THE NEW PRE-RELEASE (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on March 20, 2015, 09:58:06 pm
SMS Rom export (tested with the Shantae remix in the Demo songs folder): Doesn't crash DefleMask, shows black screen when I try to load it in Mednafen, other files in the Demo Outputs folder work as expected. Again, could be emulation issues.

The SMS hardware player works fine in Kega Fusion. The way I see it, Mednafen is the VisualBoyAdvance of SMS/GG emulation. In other words, some things just don't work in Mednafen. (Although Kega Fusion isn't perfect either...)

Also, I might add that the demo module you used is incomplete. Dunno if I'll ever finish it, though...
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on March 21, 2015, 01:04:15 pm
I know. I have to use FCEUX to play the Donkey Kong Country 4 bootleg, as Mednafen doesn't support the required mappers.
No emulator is perfect, which is why I made sure to highlight that I wasn't using real hardware.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 21, 2015, 02:11:33 pm
I know. I have to use FCEUX to play the Donkey Kong Country 4 bootleg, as Mednafen doesn't support the required mappers.
No emulator is perfect, which is why I made sure to highlight that I wasn't using real hardware.
Did you test the last build?, the crash is fixed?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on March 21, 2015, 09:37:15 pm
No, it still crashes. The resulting HES file (from SpoonyBard's Fire Man.dmf) also has irregularities, as it refuses to play in Audacious, and upon looping in Mednafen, every instrument starts to use the same waveform.

There's a chance that it could be a problem with my setup, but I don't have the time to reinstall at the moment (hopefully I will when Fedora 22 comes out).
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 22, 2015, 02:22:13 pm
It was not your setup. The bug was detected and fixed by MJS (http://mjsstuf.x10host.com/). I tested it on my own Linux distro. Please confirm this after downloading the THE NEW PRE-RELEASE (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Thanks for the report.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Glaceon on March 24, 2015, 12:00:08 pm
The SMS rombuilder finally works perfectly regarding audio!! Just played an own tune on a pal sms with an everdrive cart =) Graphics of the rom look totally garbled, actually not quite present overall, but hey the chip plays the music in real time at the right speed and everything! this is a good day now =) props!

edit:
seems like i was happy too early - seems like bigger songs won't load =O and by big i mean not that big.. hmmmm
is there a filesize of the resulting .sms file which i should not exceed ? file with 33kb worked, file with 37 didn't.. on the other hand there were 2 files with 38kb that worked! i'm confused now, please help =) if needed, i can upload the module files or send them privately~

edit2:
animeopening works, hexaprism hall doesn't! ice fields work, happy ending and master tracker won't =O i can't see the logic behind that haha =))
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 24, 2015, 03:58:57 pm
DefleMask uses http://www.smspower.org/maxim/SMSSoftware/VGMPlayer. This player gets a .vgm file that is combined with the rom file. I really never test it on the actual hardware.
According to the readme file:
- VGM size is limited to 3.95MB...
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Glaceon on March 24, 2015, 05:42:40 pm
Thank You for the quick reply, i will look into it further asap and share the results here =) probably something with the vgm version or whatever.. =))

edit:
it seems that the problem is the filesize! do You know a way to round up (or round down l0l) the filesize ? i saw similiar stuff for super metroid hacks, like an ips patch that automatically enlarges a rom to 4mb.. is there some ultraneat sms-haxx0r cmd program like snestools? where You can change headers on the fly, install patches (before there was lunar ips l0l) etc.. =) the only thing to 'pad file sizes' i found, is this:

http://www.smspower.org/forums/8176-DevelopingSegaMasterSystemROMsInC

will look into it when at home, since the files won't open in a 64bit environment.. gonna do that on the old win2k machine :D

edit:

from the vgmplay readme:

Quote
- Some emulators (Massage, BrSMS, Dega) will not work properly with files
  smaller than 48KB, because they do not handle paging for them. You get either
  the "No VGM file" screen or nothing at all. Pad your file to make it work.
  Update: I've changed some stuff to make them work a bit better, but you still
  get junk in the GD3 section.
- Some emulators (Massage, BrSMS) do not handle files which are not multiples of
  16KB properly.

it's exactly the problems i had - black screen, or error message inside of the program! guess the file padding will solve it all =)
btw i test it on 3 systems - unmodded pal sms, unmodded pal gamegear with converter (master gear converter), unmodded pal mega drive with converter (official master system converter)
game gear bitches the most :D
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on March 26, 2015, 02:52:42 am
Sorry for asking another question that might be due to hardware, but is it possible to control the volume of a note on the NES while it's tremoloing? Even when the envelope volume should be 0, it seems to keep going in same cases...

EDIT: Example: Just use the default instrument with a Tremolo of any size, it'll keep tremoloing forever... is this a limitation of the engine?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on March 28, 2015, 02:45:19 pm
Yes, you can. To stop the tremolo you have to set effect Tremolo 7xx to zero. (7 00) Changing the volume while tremoling can be achieved with a volume macro.
Check the attachment.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: nvnv-sunny on March 30, 2015, 11:37:02 am
Great Job,thanks. I am hoping import VGM files function in next ver.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on March 31, 2015, 10:41:51 pm
Some Linux weirdness; when using the game boy wavetable function (and also just loading game boy files actually) I've noticed that trying to create folders isn't working. And when I make folders in the game boy folders to get around this, once I've gone in DefleMask doesn't display the "..." to let me get out of the folder. Not exactly sure what's going on.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: InversePhase on April 04, 2015, 12:15:21 am
Saw this mentioned a few years ago but no recent mention. I am using the latest Linux beta on Ubuntu Linux and I would really like alphabetical sorting of files.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: SpoonyBard on April 08, 2015, 04:18:03 pm
3 little kinks I keep running into:
1. I've noticed that when you change the number in the pattern editor, on any platform, the position jumps to the bottom of the pattern.
2. At times I click on a row only for the rest of the pattern below it to be selected, and no matter how many times I try, the same thing happens.
3. Sometimes when I click on the pattern scroll bar, the program stops, and the only way to get past it is by using the mouse wheel to scroll it.
If you could work out these little kinks that would be great! Thanks!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: InversePhase on April 10, 2015, 07:21:35 pm
There seems to be an issue or two with looping. I can reliably crash Deflemask 10 by pressing the enter key to stop playback at the end of the song right when it's about to loop. Other times, the song just stops at the end and does not loop at all. I have to start and stop the song to kill notes and keep working.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 10, 2015, 08:33:27 pm
I can't replicate that one. That's happening with all Systems?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: InversePhase on April 10, 2015, 08:37:09 pm
Right now I'm using Genesis, but I'm pretty sure I've experienced it with others. Go to the last pattern, press Enter to play, and at the verrrrrrrrry end of the pattern press Enter again to stop at the end. I've had 3-4 crashes today and lost a lot of work. =\
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 10, 2015, 09:14:00 pm
Remember that you have the backup.dmf file with the last module played!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on April 13, 2015, 01:53:06 am
I've also run into the loop crash issue.
Anyway, this is another one that might just be my naivety with the NES... but using the E5 command in sequence doesn't work on the second Pulse Channel, it makes the note cut off immediately.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: InversePhase on April 13, 2015, 11:44:55 pm
Remember that you have the backup.dmf file with the last module played!
good point! however, can you improve the backup feature? the main (and probably easiest) improvement I can think of is: don't write a backup.dmf if you play an empty module
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 14, 2015, 12:57:43 am
Nice, so I'm really worried about that crash that seems to be unreproductible here on my setup. Could you please make a very short tune (maybe with 3 rows) that loops and crash often or something like that?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: InversePhase on April 14, 2015, 01:54:37 am
Nice, so I'm really worried about that crash that seems to be unreproductible here on my setup. Could you please make a very short tune (maybe with 3 rows) that loops and crash often or something like that?
ok. I'll make a video too, if it helps!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Heavy Viper on April 16, 2015, 08:54:39 am
I think I might have broken the SMS module. A fairly long track I've been working on (just passed 130 32-row patterns) has started crashing Deflemask whenever I try to play it, even after loading the back-up. The first few patterns of the song have been overwritten with some random sections, too.

I've attached a copy of the back-up file. I should note it was made using an older pre-release build, and the latest build crashes when I try to load this file.

EDIT: Should also note I'm using the Windows build.
EDIT2: I just opened up the file in the older build I was working with, and after some tinkering I found that it crashes on playback once I have more than 128 32-row patterns in the song file.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on April 16, 2015, 11:48:00 am
Cannot reproduce. It plays fine on my end without crashing.

(I should note that I am using the Mac build.)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on April 16, 2015, 01:37:08 pm
Crashes on load for me using the 3/22/15 Linux build.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: DevEd on April 16, 2015, 08:30:26 pm
Related bug: Editing the pattern order on that module causes some interesting behavior. Doing so has a tendency to A) jump to random patterns and B) if you're changing the pattern order of the second channel, it changes the first channel instead.

PRONOOBTIP: Don't use 8-bit signed intergers if the number being stored cannot actually be negative.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 16, 2015, 09:36:27 pm
It crash on my Windows setup too, this is good because I can work in a solution faster. Thanks a lot for the file, it will be very useful while debugging the cause. :)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on April 16, 2015, 11:37:19 pm
Are note offs supposed to stop Arps on the NES Triangle channel? Not that this isn't easily worked around, but I thought I'd ask.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 18, 2015, 02:02:26 pm
I've also run into the loop crash issue.
Anyway, this is another one that might just be my naivety with the NES... but using the E5 command in sequence doesn't work on the second Pulse Channel, it makes the note cut off immediately.
Fixed too.

I think I might have broken the SMS module. A fairly long track I've been working on (just passed 130 32-row patterns) has started crashing Deflemask whenever I try to play it
The point is: How you managed to get more than 128 patterns?, the max number of patterns in DefleMask is 128 so it is not strange to crash the software if you force it to pass that limit.
I can't replicate the way that you used to avoid the 128 limit. Could you please explain the way that you add new patterns?

EDIT: I found it, every way of adding new patterns checks for the max of 128 except the button doble "\/" in the pattern matrix (Clone -> to bottom). That was the problem. I will fix this asap.

I will update the build soon. About that "before looping" crash, I will need some more information about how to reproduce it! The loop is done using a B00 effect?, it has "repeat" checkbox ticked?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 18, 2015, 04:12:05 pm
So guys, a new pre-release is here:

Alphabetical sorting on Linux of files lists!!
Fixed a bug with the fine tunning command in some channels repoted by NARFNra.
A backup file will be automatically created only when there's a new change in the module, requested by InversePhase.
Fixed a bug related to exceed the max patterns limit of 128, reported by Heavy Viper.

GET THE NEW PRE-RELEASE (http://www.delek.com.ar/forum/deflemask/deflemask_download/)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Heavy Viper on April 19, 2015, 05:50:39 am
EDIT: I found it, every way of adding new patterns checks for the max of 128 except the button doble "\/" in the pattern matrix (Clone -> to bottom). That was the problem. I will fix this asap.

Interesting! I tend to lay out the body of my track before I really start tweaking things, so yeah, I make pretty heavy use of that "Clone to bottom" button. Glad I could help, anyway. Looks like I have a lot of cut and pasting to do...

Also, I wasn't aware Deflemask had a 128 pattern limit! It might be a good idea to note that in the manual.

EDIT: I found something else! (Using the latest Windows build posted just above) The "Create Folder" button doesn't seem to work in the "Save Ins" dialog box. I can use it to make folders in all the other Save/Load dialog boxes, but not in the "Save Ins" one.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: InversePhase on April 22, 2015, 02:37:33 am
not that you need confirmation, but alphabetical sorting works - thanks for implementing that!
have not tested backup - will soon.
the new prerelease still crashes on me when trying to stop at the end of a pattern, I'm still trying to figure out how to recreate the situation it happens in and provide useful feedback.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on April 22, 2015, 02:50:38 am
Hey Heavy Viper, I've got a question; When using the save ins dialog box, if you make a directory in another program and then go into it, does the "..." button to leave the directory appear for you? I have the same problem with the create folder button not working and that happens for me, so I thought I'd ask if they're the same bug.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Heavy Viper on April 22, 2015, 06:21:48 am
When using the save ins dialog box, if you make a directory in another program and then go into it, does the "..." button to leave the directory appear for you?

Yeah, if I make a folder in an "Instruments > *SYSTEM*" directory in Windows, I can get in and out of it with the ".." item with no issues. Just the Create Folder button in that particular dialog box (Save Ins) isn't working.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 22, 2015, 10:56:55 am
I will fix that little bug ASAP. Thanks for the report.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on April 25, 2015, 08:27:28 pm
New (possible) bug report:

There are very audible differences between audio playback in DefleMask and many other media players I have tested (VLC, NEZPlay++, mednafen). In frame 03, there are 3 notes played very quickly in succession, as well as an instrument change which sounds okay in DefleMask but (near) inaudible in the exported file (although NEZPlay++ seems to play it fine on the first loop).

The noise channel is also louder in DefleMask, especially with the hi-hats I have in this particular example.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Demick12 on April 28, 2015, 12:35:51 pm
Just found something interesting:

In the samples open dialog box (everything that uses samples), I can no longer go backwards like I can in the regular file open dialog box. The "..." folder option is missing. Now I can't go back to the main Deflemask directory tree of samples to which the program defaults, and that's no good. Much hair will be lost, as it will be pulled out for sheer frustration by most, causing patch baldness. ;)

Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 28, 2015, 12:49:13 pm
You're right my friend. I will fix that ASAP.
Thanks for the report.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on April 28, 2015, 01:28:19 pm
Ah, that's the same error I've been running into!
Yeah, until it's fixed, the only real way to solve it is to save and then reload the dmf. At least there's a workaround for now.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 29, 2015, 01:50:26 am
Ok guys so I fixed those bugs, among other things.
Please also check the new UI changes and skin news, I think I will go for a more "simplistic" design for the tracker in the future.
(http://www.delek.com.ar/defle_new_skin.png)

Feel free to change colors.ini and textures, I'm looking for new color ideas and a fresh impact here.
YES, the mask is gone.

GET THE NEW PRE-RELEASE HERE (http://www.delek.com.ar/forum/deflemask/deflemask_download)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: NARFNra on April 29, 2015, 03:18:03 am
Well, I think I prefer the old default skin, and I'm glad you kept it as one of the options. I feel like the background is too bright now though, and I think moving the options around wasn't the greatest idea... I don't use the custom stuff and the checkboxes as much, so I feel they would be better off farther away from the pattern matrix than the speed and especially octave settings.

I don't mind the missing mask, though.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Heavy Viper on April 29, 2015, 05:44:40 am
Regarding the new UI: I like the idea of a simpler, high contrast skin, and the use of colour to help things stand out (blue for the instrument editor, for example) is very pleasing to the eye.

I also like how you've moved the waveform viewer into the middle, and having the Option/Disk Op./etc. buttons right next to the Pattern Matrix is a good move too. With the song options, I'm not sure about having the "+/-" buttons to the left of the names - I think having the controls next to the numbers was better. Having the current system/song information displayed all together on the far right is another good idea, though.

Also, gonna be "that guy" and say that I miss the mask. :B
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on April 29, 2015, 05:32:46 pm
I do like the new UI, although I will have to second Heavy Viper's statement regarding the +/- buttons. I do like the new skin as it provides the sort of minimalism that I'm used to in trackers. I also made a new skin for those missing the mask.

Any info regarding my earlier bug report?
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on April 29, 2015, 05:45:43 pm
The archive is corrupt, Ultrasonic.
Regarding to the differences between emulators, I will do some tests in the actual Hardware; if DefleMask plays just the same as in the NES, this will stay as is.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: UltrasonicMadness on April 29, 2015, 06:25:38 pm
New .zip archive. I redownloaded the .tar.gz and it worked fine my end.

My report was with the Game Boy, not the NES.  :P
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Liz on April 29, 2015, 10:01:43 pm
New, not just to Deflemask but to trackers in general.

I do like the beta layout and skin, don't know about efficiency of the check boxes changes etc but, for me,  the interface looks better  due to the more "elegant" feel provided by the minimalist approach. The mask is gone for better, having it on the intro though is still stylish.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on May 01, 2015, 03:47:42 pm
More updates to the UI. Please re-download the pre-release HERE (http://www.delek.com.ar/forum/deflemask/deflemask_download)
(http://www.delek.com.ar/new_defle_UI.png)
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Liz on May 02, 2015, 01:51:40 am
Better! Thanks!

As a newbie,  I had a hard time seeing numbers in the dark toned default skin, and the more brighter ones were too bright. This one seems to make everything visible and easy to locate.

Thanks again!
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Heavy Viper on May 02, 2015, 05:12:51 am
Yeah, agreed. The slight adjustments to the +/- buttons and check-boxes really help. I also like the brighter coloured highlights in the Pattern Matrix.
Title: Re: > DefleMask 10 pre-release -FEEDBACK, PLEASE- <
Post by: Delek on May 02, 2015, 04:18:19 pm
I updated the pre-release again, the manual was updated with new images and some corrections that DevEd sent to me some days ago.
Also:
3 little kinks I keep running into:
1. I've noticed that when you change the number in the pattern editor, on any platform, the position jumps to the bottom of the pattern.
2. At times I click on a row only for the rest of the pattern below it to be selected, and no matter how many times I try, the same thing happens.
3. Sometimes when I click on the pattern scroll bar, the program stops, and the only way to get past it is by using the mouse wheel to scroll it.
If you could work out these little kinks that would be great! Thanks!
I fixed this ones too, please get the new pre release here (http://www.delek.com.ar/forum/deflemask/deflemask_download).



If there are no more bugs, I'm planning to release officially 10c in the next week.
Title: Re: > DefleMask 10c released!- <
Post by: Delek on May 09, 2015, 06:28:33 pm
DefleMask 10c officially released.
Title: Re: > DefleMask 10c released!- <
Post by: spacefolder on May 09, 2015, 08:15:23 pm
Hey! Just downloaded it.. The new GUI looks amazing. So much comfortable and pleasing to the eye. Played a couple of demo songs on various chip systems, and everything seems to be fine. Thanks for this great piece of code. Cheers!
(Por si te sirve, estoy en Macbook pro, OSX 10.8.5)
Title: Re: > DefleMask 10c released!- <
Post by: Delek on May 09, 2015, 09:27:35 pm
Thanks for the feedback!
Looking forward for a Macbook running DefleMask video @ YouTube to stick on my website btw.
Title: Re: > DefleMask 10c released!- <
Post by: DevEd on May 12, 2015, 12:30:35 pm
Sorry for the bump, but I just so happen to have a Macbook, Deflemask, and a YouTube channel. So I can probably make that video for you.
Title: Re: > DefleMask 10c released!- <
Post by: Delek on May 12, 2015, 05:47:22 pm
Thanks! :)
Title: Re: > DefleMask 10c released!- <
Post by: DevEd on May 12, 2015, 08:42:07 pm
Aaaand the video's done!
Title: Re: > DefleMask 10c released!- <
Post by: Delek on May 13, 2015, 04:32:34 pm
I was thinking in a video filmed with a camera pointing to a Mac, to see the hardware rather to a screen captured video, thanks anyway.
Title: Re: > DefleMask 10c released!- <
Post by: Liz on May 13, 2015, 09:32:23 pm
hurrah to the new realese. Again, so much better to the eyes. Thanks ! Gracias Delek!
Title: Re: > DefleMask 10c released!- <
Post by: SpoonyBard on May 13, 2015, 11:31:56 pm
It's a nice release and it helps streamline a few things to make instrument and sample loading easier, which is awesome!
However, sometimes when I load a sample it plays in DefleMask at half the sample rate it had before. I've checked multiple times and the samples have the sampling rate I want. Currently this problem can only be fixed by raising the pitch 1 notch.
I recorded a few just today and two snare drum sounds were playing at half-speed in the player. Is this a bug or something? Thanks for your time.
Title: Re: > DefleMask 10c released!- <
Post by: Delek on May 14, 2015, 12:24:23 am
Could you please upload a wav example of that?
Title: Re: > DefleMask 10c released!- <
Post by: Demick12 on May 14, 2015, 05:47:29 pm
Sorry to cut in.

I must say, this release is pretty cool. Everything on screen is pretty tight, and things are much faster indeed. LOVE the new skin!  ;D

I do miss the background for the pattern matrix, though, and the textured envelopes. Even so, I won't miss them THAT bad...

Speaking of which: I have an update for my skin to reflect said changes. See this thread (http://www.delek.com.ar/forum/show-off-your-work/'juicy'-theme-gets-an-update!-d/) for more details and an updated download link.
Title: Re: > DefleMask 10c released!- <
Post by: Heavy Viper on May 15, 2015, 04:47:27 am
From what I've seen after using it for a few days, this looks like a solid release. Thanks for the great work, Delek. :3

Your custom skin still looks pretty slick, Demick!
Title: Re: > DefleMask 10c released!- <
Post by: DevEd on May 15, 2015, 01:05:28 pm
It's a nice release and it helps streamline a few things to make instrument and sample loading easier, which is awesome!
However, sometimes when I load a sample it plays in DefleMask at half the sample rate it had before. I've checked multiple times and the samples have the sampling rate I want. Currently this problem can only be fixed by raising the pitch 1 notch.
I recorded a few just today and two snare drum sounds were playing at half-speed in the player. Is this a bug or something? Thanks for your time.
Confirmed. This seems to mostly happen with 16000 Hz samples created with Audacity.
Title: Re: > DefleMask 10c released!- <
Post by: garvalf on May 22, 2015, 08:56:16 pm
thanks for the new release, it looks neat.

I've discovered when you create a pattern, for example 0, then create a new one (for example 1), if you don't have the pattern 0 used in your song pattern matrix (for example for later use), then it won't be saved and it's lost forever!
Title: Re: > DefleMask 10c released!- <
Post by: Delek on May 22, 2015, 11:14:29 pm
I can't replicate that. Please post a more detailed explanation and .dmf as examples in the Bug Reports section. Thanks for the feedback, garvalf.
Title: Re: > DefleMask 10c released!- <
Post by: DevEd on May 23, 2015, 12:41:16 am
Confirmed. I was able to reproduce it as follows:
1. Create a new module. (Or edit an existing one, doesn't matter.
2. Create a new frame, add some notes to it, and then remove the frame from the pattern matrix.
3. Save and reopen the DMF.
4. Add the frame from before back into the pattern matrix. It will have disappeared completely.

Also, unrelated bug/weird behavior: In the Save As dialog, Deflemask will automatically append the appropriate extension, e.g. .dmf. However, if you manually add the extension (for example, if you name a module "example.dmf"), it still appends the extension and you end up with "example.dmf.dmf".
Title: Re: > DefleMask 10c released!- <
Post by: Delek on May 23, 2015, 01:48:01 am
Ohhh, that's it. It is on purpose btw, only the frames called by the sequencer (pattern matrix) are saved in the module file. It was added WAY back when the format was optimized and smaller module filesizes needed. I don't think it is important, the format is pretty light this way and I'm very proud of it (the other way you can have a 1 second song with a size of 300mb only on unused patterns  :o )

I know FT saves ALL patterns, even unused ones in the module file, I think this is incorrect so say the least.
Title: Re: > DefleMask 10c released!- <
Post by: garvalf on May 23, 2015, 04:53:29 am
hmm, ok, I'll try to remember this when making songs but I think it's pretty dangerous. I often end up creating patterns I want to reuse later in the song but don't know when, and I add them in a later session work when I've reorganised everything. Isn't it like everyone is doing?

If those patterns are not saved, I'll loose my previous work. So I'll need to keep them anyway at the end of the song and the w.i.p. will sound kinda strange...

On milkytracker there is a "optimise song" which will remove all unused pattern, you can use this when you're sure your song is finished to be certain not to keep those nasty 10 kb patterns which will clutter your final module ;)

I also think generally people will export to for example .sid or .nsf so it doesn't matter if the source in .dmf is slightly bigger.
Title: Re: > DefleMask 10c released!- <
Post by: Delek on May 23, 2015, 04:33:49 pm
I often end up creating patterns I want to reuse later in the song but don't know when, and I add them in a later session work when I've reorganised everything. Isn't it like everyone is doing?
Clearly it's not what everyone is doing. DefleMask works like this years ago and this is the first report of a problem with unused patterns not being saved.
Title: Re: > DefleMask 10c released!- <
Post by: kfaraday on July 24, 2015, 07:19:52 pm
might it be worth putting a warning if that's the case? :X i know i typically expect all patterns i use in a module to be there when i get back, even if it isn't "used in the song"
Title: Re: > DefleMask 10c released!- <
Post by: Delek on July 24, 2015, 08:33:59 pm
I will put a warning in the manual only. This is a pure chip music tracker, space is gold and unused patterns will not be saved.
Title: Re: > DefleMask 10d PRE-RELEASE!- <
Post by: Delek on August 29, 2015, 01:21:09 am
Ok here is a pre-release for Windows of the version 10d, so far it has this small news:
- More precise fine tune effect (E5xx)
- Fixed the position of the Edit Keys window on small screens
- Game Boy: More accurate volume of the WAVE channel.
- The DefleMask logo is back but on the right side and smaller than in previous versions. I missed it a lot!
- Lot of code cleaning and fixed some possible crashes.
- Manual Updated.
-- YM2151 coming soon.

It is important for me to have feedback from those people that were suffering crashes, I debuged a lot the tracker and I need to confirm that nobody is suffering from strange shutdowns.
Also, I saw lot of people using the default_classic skin, do you like it more than the solid colors one?, I can bring it back as the default one again.


Get it here: http://www.delek.com.ar/DefleMask_Windows10d.rar
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Heavy Viper on August 30, 2015, 12:06:02 pm
Just chiming in to say I think you made the right choice in making the classic skin the default, and it's nice to see the mask back. It never should have left. :3
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: LukeMcQueen on August 31, 2015, 12:59:59 pm
Just found a bug: In Genesis mode the 08xx command isn't working anymore on the 6th channel, if the 17xx command is also enabled.
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Delek on August 31, 2015, 08:39:13 pm
Thanks for the report LukeMcQueen, it is fixed! Please update your 10d pre release and keep testing!
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Demick12 on September 02, 2015, 02:32:18 am
Just dl'd the 10d pre-release. It is pretty cool that there's evidence you are already starting to implement the YM2151 + SEGAPCM. Snazzy! 8)

I'll try and do some debug on this version myself. (gets giddy about doing music arcade-style)
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: InversePhase on September 02, 2015, 11:12:16 pm
Happy to test Linux 10d once you've got something ready =]

I do have some feature requests and bug reports I'll post in the appropriate places; hopefully they'll make it in =]
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: SpoonyBard on September 04, 2015, 10:11:38 pm
Cool! YM2151! I'm a bit more of a believer than I was previously, so I'm gonna run down a few things I noticed.
1. There's no icon for operator algorithms, which isn't so bad for me, having memorized them, but new users could be confused. That's an obvious and easy fix.
2. There's no DT2 or LFO speed or wave controllers. These were the main two things that set the chip apart from the YM2612 for me, so these DEFINITELY need to be in there.
3. There's no sound. At least not for me. All the other chips play sound, but not this one! This could be just a problem for me, though, so someone let me know if it's like this for you. Plus, the only demo song there is won't play! I got the corrupted file message.
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Delek on September 04, 2015, 10:30:27 pm
YM2151 is in development! It is not fully implemented yet! What you are reporting is completely normal and I forgot to disable the YM2151 button actually.
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Demick12 on September 05, 2015, 01:29:34 am
Is it me, or does the Genesis emulator sounding a little better in this version? :)

Also, I am glad the PC Engine is louder so I won't have to play with the volume control on my computer.

The NES on the other hand is the quietest out of all of them and the GB is the loudest, conversely. An emulator thing, I suppose...
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Delek on September 05, 2015, 09:42:57 pm
Ok guys I have a little problem here: The YM2151 don't work as the rest of soundchips regarding to how the frequency is setted.

On the rest of soundchip I have only to set the freq number, for example, 23481714. The YM2151 has a OCTAVE + KEY CODE + KEY FRACTION. I really DON'T KNOW what that means and there's NO DOCUMENTATION about this.

I'm googling a lot, so far I found this:
http://home.online.no/~eiriklie/MSX/docs.pdf
http://www.cx5m.net/fmunit.htm
http://map.grauw.nl/resources/sound/yamaha_ym2151_datasheet.pdf

They mention those Key Code and Key Fraction thing but nobody explains how to work with them.
The pre-release is updated, now you can make the YM2151 sound! But I will need help searching how the frequency should be handled here because I'm without any type of information.
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: mihaelkyeah on September 05, 2015, 11:31:10 pm
I just googled the creator of VOPM and his website is only in Japanese. ;_;
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: mihaelkyeah on September 05, 2015, 11:41:30 pm
http://openmsx.org/doxygen/YM2151_8cc_source.html
https://github.com/RetroPie/mame4all-pi/blob/master/src/sound/ym2151.h
ftp://ftp.osuosl.org/.2/nslu2/sources/cvs/xmms-embedded/xmms-embedded/xmms/Input/xymms-0.9.1/src/ym2151.c

Hope these help.
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: LukeMcQueen on September 06, 2015, 12:00:30 am
You could also try to contact DETUNE, the creators of iYM2151 for iPad (and Korg M01D for 3DS).

http://www.detune.co.jp/iym2151.html
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: 3noneTwo on September 06, 2015, 10:19:19 am
DETUNE might be a long shot. I believe they work directly with the companies to emulate their hardware, which means they'd probably be locked down with NDAs. You might get lucky though, it can't hurt to ask!

Speaking of long shots, would it be worth getting in contact with Jarek Burczynski? He's responsible for the YM2151 emulation used in MAME (https://github.com/mamedev/mame/blob/master/src/emu/sound/ym2151.c), maybe he'd be able to provide some insight.
Jarek's findings while experimenting with a real chip: https://github.com/mamedev/mame/blob/master/src/emu/sound/ym2151.txt

There's also this forum thread, where a guy going by the name Alex was digging into how to drive a YM2151 FM chip. http://forum.gadgetfactory.net/index.php?/topic/1830-driving-a-ym2151-fm-synth-chip/
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Delek on September 06, 2015, 07:49:55 pm
I updated the pre-release, the YM2151 sounds a lot better now (it was saturating a lot!). Also it was fixed the bug reported by InversePhase here (http://www.delek.com.ar/forum/bug-reports/reverse-selection-bug).

I will start to implement a good frequency parser for the YM2151 (if you have more information regarding to this, please let me know), if I get that done, I will add the extra parameters like DT2 and LFO commands and start to implement SEGA PCM. Some weeks of testing and the 10d will be ready to launch.
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Wonderpanda on September 08, 2015, 01:41:09 pm
It's really AWESOME to see the progress in YM2151 implementation. I'm really happy and very hopeful for the future of YM2151 tracking. Go on and thank you Delek, your work is vital for all FM music makers community :D
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: Delek on September 08, 2015, 02:12:00 pm
I finally complete all frequency translations between Defle and YM2151! I was going to contact some other YM2151 programmers, but finally I got it working on my own.

I will update the pre-release after adding DT2, LFO so you can test the YM2151 on its complete power.
After that I should attach SEGA PCM complete the implementation, but I don't see any major problems in the future, so the YM2151+PCM is a sure thing to come.
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: LukeMcQueen on September 08, 2015, 03:28:26 pm
FANTASTIC news! DefleMask's popularity is about to rise even more, since it will be the first western tracker on Windows to support the YM2151 :D
Title: Re: > DefleMask 10d PRE-RELEASE! <
Post by: mihaelkyeah on September 08, 2015, 07:35:20 pm
FANTASTIC news! DefleMask's popularity is about to rise even more, since it will be the first western tracker on Windows to support the YM2151 :D
I don't have as many followers on my end but I'll make sure to spread the news everywhere. More people should and deserve to use this fantastic software!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 09, 2015, 01:31:31 am
Pre-release updated for version 11.
FULL SUPPORT OF YM2151 (DT2, NOISE, LFO, etc). SEGA PCM coming soon.

Please test it out all you can the YAMAHA YM2151, including .vgm export, effects, etc. Open DEMO SONGS, EXAMPLES_****** to see how to control YM2151 parameters.
EFFECTS FOR YM2151:
* 0x10 NOISE, 00 disabled, from 0x01 to 0x20 pitches (independent from channel main freq, only operator 4 outputs noise at specific frequency)
* 0x17 LFO DEPTH from 0x00 to 0xFF
* 0x18 LFO WAVEFORM 0 SAW, 1 SQUARE, 2 TRIANGLE, 3 NOISE
* Other standard FM effects also work like in Genesis (0x11, 0x12, 0x13, etc)

EDIT: Also I need to know which one is the most popular YM2151 presets format, so I can write the load routine for it.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 09, 2015, 03:14:19 am
EDIT: Also I need to know which one is the most popular YM2151 presets format, so I can write the load routine for it.
I think .opm is the most popular one. It's the one that VOPM uses and there's a reasonably large arcade pack in that format. I'll upload it when I get access to  computer.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 09, 2015, 07:29:19 am
EDIT: Also I need to know which one is the most popular YM2151 presets format, so I can write the load routine for it.
I think .opm is the most popular one. It's the one that VOPM uses and there's a reasonably large arcade pack in that format. I'll upload it when I get access to  computer.

Yep, .OPM format support is what we'd need.

If you're talking about my "VOPM Mega Arcade Collection" pack you don't need to re-upload it, I already posted the download link  here (http://www.delek.com.ar/forum/show-off-your-work/post-your-instrument-packs-for-4op-yamaha-fm-type-chips-here/).
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 09, 2015, 08:05:03 am
Ok, I started to test it out a bit.
I noticed the notes need some tuning. They're off frequency by about a semitone (C1 equals to C#1 and so on).
I'm going to continue the testing later today.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 09, 2015, 09:40:04 am
Ok, I started to test it out a bit.
I noticed the notes need some tuning. They're off frequency by about a semitone (C1 equals to C#1 and so on).
I'm going to continue the testing later today.
It is not related to the DT parameters? I will look at this.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 09, 2015, 09:57:25 am
Thank you for the link, Luke. You're da real MVP. :P
I'm so excited to see where this is going. :3
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 09, 2015, 10:50:39 am
Ok, I started to test it out a bit.
I noticed the notes need some tuning. They're off frequency by about a semitone (C1 equals to C#1 and so on).
I'm going to continue the testing later today.
It is not related to the DT parameters? I will look at this.

No, I think it has to do with the chip's base clock or something.


Thank you for the link, Luke. You're da real MVP. :P
I'm so excited to see where this is going. :3

You're welcome :)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 09, 2015, 12:02:02 pm
No, I think it has to do with the chip's base clock or something.
I see now. It will be fixed for the next pre-release update.

I was looking into .opm preset format, it defines 8 instrument in one file. This becomes into a problem while loading in Defle because right now 1 file = 1 preset. I could load ALL 8 instruments in the .opm but that will replace/create from the instrument that you have selected.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Wonderpanda on September 09, 2015, 12:23:23 pm
I'm testing it, it's AWESOME  ;D

the release crashes often, but the 8 FM voices are operative. I imported some OPM instruments in TFI format, ripped with Hoot voice ripper and transformed in TFI, and it worked pretty good.
It's incredible to finally compose some music with this chip :D

I did a quick test, consider it a "victory jingle tune" for finally having YM2151 support :D. VGM export seems fine.
Instruments ripped from the first Mahou Daisakusen (Arcade version of course). FIVE CHANNELS BRASSES :D fat sound!

I'm really looking forward for the PCM implementation, the .opm format support and the bug fixing, so we can have full control of this marvelous chip.

Thank you Delek
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 09, 2015, 12:26:12 pm
The .OPM format supports up to 128 instruments, but usually an .OPM dump contains 8 instruments (one for each YM2151 channel). We'd need either an external tool to split up the .OPM files or a submenu in DefleMask that lets us choose which instrument to load. It wouldn't be a problem for me to manually split the files, but I reckon it could be annoying for some people.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 09, 2015, 12:39:57 pm
I'm testing it, it's AWESOME  ;D

the release crashes often, but the 8 FM voices are operative. I imported some OPM instruments in TFI format, ripped with Hoot voice ripper and transformed in TFI, and it worked pretty good.
It's incredible to finally compose some music with this chip :D

I did a quick test, consider it a "victory jingle tune" for finally having YM2151 support :D. VGM export seems fine.
Instruments ripped from the first Mahou Daisakusen (Arcade version of course). FIVE CHANNELS BRASSES :D fat sound!

I'm really looking forward for the PCM implementation, the .opm format support and the bug fixing, so we can have full control of this marvelous chip.

Thank you Delek
You're welcome, thanks for the feedback!
Regarding to the crashes, it only happens while on YM2151 or in all systems?

The .OPM format supports up to 128 instruments, but usually an .OPM dump contains 8 instruments (one for each YM2151 channel). We'd need either an external tool to split up the .OPM files or a submenu in DefleMask that lets us choose which instrument to load. It wouldn't be a problem for me to manually split the files, but I reckon it could be annoying for some people.
Defle will load MAX 8 instruments from a .opm file (I could not permit up to 128 because that's the limit of DefleMask instruments also), and only if the current selected instrument is the last one in the list, in that way I will be sure not to replace already created instruments. So you could edit them/delete/move just like every other instrument. I think this is the best cost-benefit ratio.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 09, 2015, 01:09:51 pm
Defle will load MAX 8 instruments from a .opm file (I could not permit up to 128 because that's the limit of DefleMask instruments also), and only if the current selected instrument is the last one in the list, in that way I will be sure not to replace already created instruments. So you could edit them/delete/move just like every other instrument. I think this is the best cost-benefit ratio.

Sounds good to me!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Demick12 on September 09, 2015, 09:57:23 pm
Just tested out DM11. First off, MIDI is working quite well with the new chip, making testing easier.

Now for the critique:

Pitch. I have a feeling that it has to do with the LFOs you're working on, but it causes the pitch to be off by up to a whole step. That will iron itself out, I am sure, when you do implement the new LFO sliders in the instrument editor.

...Aaaaaand it crashed. The emulator's implementation must not be stable yet. But before it crashed, at least it was on pitch. ;)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 10, 2015, 12:14:39 am
Pre-release updated!
Fixed pitching for YM2151, it was 1 semitone up due to a typing error.
.OPM loader! (up to 8 instruments at the same time, at the end of the instrument list)
Thanks for the reports.

Looking forward to more detailed reports about those crashes, they are at random?, at the moment of press play?, on launch?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 10, 2015, 12:38:04 am
Nice!

Just tried the importer. It works, but Operator 2 and Operator 3 are switched around.
 
Another thing I noticed: The E5xx command is working backwards now. 01 = min detune, 7F = max detune. Is it on purpose?

The random crashes seem to appear when playing and editing a track at the same time, possibly when it loops back at the beginning.

I also have a suggestion: How about adding a "move" button for the instrument list, so that we can select which ones we want to keep/delete?

Keep up the awesome work!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 10, 2015, 01:05:49 am
LukeMcQueen, you were right.

I updated the pre-release again:
* Correct operator order loading on .OPM files.
* Fixed behavior of E5xx effect on YM2151.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 10, 2015, 08:35:57 am
I can confirm the importer works flawlessly now :)

There are still some issues when using the E5xx effect in combination with E1xx/E2xx and 01xx/02xx.
I attached a test .dmf to show you.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 10, 2015, 10:56:38 pm
Ok DefleFans I uploaded another update to the pre-release with this news:
- Now you can move instruments by using some fresh new arrow buttons!
- I worked on the stability of YM2151 emulator, it should not crash anymore.
- Fixed a E5xx + Portamento bug in YM2151.
- Now the volume changes are also delayed when a EDxx is setted on that row (reported here (http://www.delek.com.ar/forum/bug-reports/volume-setting-bug-with-delays/))
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 11, 2015, 09:03:09 am
The up/down buttons to move instruments were a much needed addition. Thanks!

E5xx is still buggy though. C notes go up by a half step when it's enabled.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 11, 2015, 11:45:54 am
Please upload a .dmf example, I can't replicate it.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 11, 2015, 12:34:56 pm
Here you go.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: NARFNra on September 11, 2015, 05:14:08 pm
I've also run into the C issue with the E5 command.
So how does FM Channel 8 work? It seems to make a lot of noise. I'm still not totally sure how to use the 10 command as well.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 11, 2015, 05:28:02 pm
Open the EXAMPLE_SET_NOISE.dmf to fully understand how it works (only operator 4 makes noise, the rest are independent)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 11, 2015, 08:54:25 pm
I finally fixed the E5 bug with C notes. It should be PERFECT now.

If you don't find any other bugs, please test out how stable is now the YM2151 emulator.
If everything appears fine, I will start to add SEGA PCM.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 11, 2015, 10:23:45 pm
Great! I'll do some more testing with the other effects and let you know in case.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Demick12 on September 11, 2015, 11:31:36 pm
One little bug: is there supposed to be a sine wave LFO with the YM2151 LFO shapes, or is that just left over from the Genesis emulation?

Also: for the LFO waves, whenever I stop the pattern I am working on then replay, the time I wait for replays is the time it takes to change the LFO wave. See fid you can replicate this and tell me what you think.

Here's what I mean in the attachment.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 12, 2015, 01:54:48 am
LFO SHAPES: 0 SAW, 1 SQUARE, 2 TRIANGLE, 3 NOISE (Genesis emulation is not even running while YM2151 is selected) Are you confusing the Triangle shape with a Sine wave?
Regarding to the LFO shape set delay, I don't know what's happening. It is super rare. I will look into it. Any other bug? How about the stability?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Demick12 on September 12, 2015, 12:44:57 pm
what I meant to say is that it seems the triangle wave LFO is going at the same time the noise is, but at a different rate.

A better example (I got carried away with the last example) is posted.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 12, 2015, 01:24:48 pm
First of all, you are confusing things a little bit:

The YM2151 has an LFO unit that can be used for strange pitch changes with 4 waveforms (these are controlled by 17xx and 18xx effects)
The YM2151 can output Periodic Noise from the 4th operator of the 8th channel, this is is similar to NES, Game Boy and SMS noises. (controlled by effect 10xx, and this has nothing to do with noise shaped LFO).

A noisy shaped LFO is used to make rapid random note changes and some robot sounds, please don't be confused with noise like in NES or Game Boy.


Regarding to your module file, it is simply activating the Periodic Noise for a channel that can't do it (10xx effect in a channel different from FM8 is not available), also you are requesting an LFO with Noise shape at max speed FF.

Check my attachment, it sets at the channel FM1 a noise LFO and after some seconds a Triangle LFO.
After some time, I call periodic noise in FM8 channel.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 12, 2015, 05:07:50 pm
Ok guys, I will need your help to find info/datasheets/whatever about SEGA PCM. I don't seem to find any sources and trying to use it by reading the MAME emulator is a pain.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 12, 2015, 06:25:43 pm
I think 3noneTwo and I already posted all the infos alvailable on the chip in the "Next system to be added" thread. If you have trouble with the MAME sources try to contact ValleyBell over at the vgmrips forums. He's a skilled programmer who specializes in sound chips.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Demick12 on September 12, 2015, 06:55:52 pm
I think I may be a little too used to my DX synths... -_-'

Anyway, I completely forgot that 10xx was dedicated to only channel 8... That was stupid of me :D

I also forgot that LFO FM amount is controlled by the FM slider in the instrument and so is AM. Hmmm... -_-'

Sorry about that.

Though, I think the confusion lies in the fact that 10xx is LFO amount in the Genesis and in the YM2151 it is used for channel 8's Periodic Noise. That tripped me up a little.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: NARFNra on September 13, 2015, 03:06:01 am
Having lots of fun with the 2151 so far :)!
This isn't an amazingly noteworthy composition, lots of volume issues in places, but it was fun to make. This was made on the release with glitched E5, hence the detuned notes skipping C later on. I should probs dl the latest prerelease and change it around. Is it just me, or does the YM2151 sound better than the Genesis with a lot of instruments? :o

Good luck with the PCM, can't wait for it!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Demick12 on September 13, 2015, 11:28:45 am
Y'know, it is cool that you are as juiced as I am about this chip. That's nice. :)

Update: Your tune is deliciously dark btw. 8)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 13, 2015, 02:48:55 pm
Ok guys, bad news... JUST JOKING. 8)

You can test it out the new pre-release with SEGA PCM support right now. There are some .vgm format issues that need to be fixed for PCM playback but apart from that, it is working nicely.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Wonderpanda on September 13, 2015, 04:37:20 pm
AWESOME. SEGA-PCM :D

I tested it and these are the issues that i found:

The volume now is very high, in contrast to the YM2612 pcm which was way too low and maybe unsuitable to multisampling. It's controllable with samples at a lower volume or using the volume panel into the sample preference but maybe it's a bit weirdly high, don't know if it mixes well between the channels.

Strange volume issues, the first time i play the loop the PCM has a volume and when it loops che volume changes. The issue is also present when you load another sample.

Strange cracking noise, especially with bass drum samples, no matter the volume.

In VGM playback the PCM plays at lower frequencies. I made two VGMS. the first one is at the regular frequency in Deflemask (22050 hz) BUT it plays lower in vgm, the second one is at 32000 hz and it plays at "regular" 22050 in VGM.

Last but not least, i think the PCM volume in VGM playback is a bit higher too

I attach the dmf file and the two vgms (sorry for the shitty drum loop it was made in an hurry :D)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Wonderpanda on September 13, 2015, 05:02:30 pm
Other issues:

The samples imported seem to be one semitone UP from the original sample (noticeable when you use sample bass or guitar notes)

The muting buttons sometimes dont'work with pcm
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 13, 2015, 05:19:32 pm
Muting buttons will work in next pre-release update.

I noticed that the volume in the SEGA PCM is a little bit too high. However, I didn't touch anything from the original MAME emulation. Seems that it is just how the chip is.

Could you please upload an example of:
* "the first time i play the loop the PCM has a volume and when it loops che volume changes."
* "Strange cracking noise, especially with bass drum samples"

Regarding to .vgm playback, I'm working to fix them asap.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Demick12 on September 13, 2015, 05:36:25 pm
Same here with the kick drum popping. Ditto for the actual volume for PCM's not kicking in until next loop. For my samples, I had to lower the amp down to -50 to not get distortion. Gradius III Arcade samples used in this example, and made sure the samples were trimmed properly.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Wonderpanda on September 13, 2015, 06:02:02 pm
Those issues are present in the dmf that i uploaded before. PROVA.dmf. the popping noise and the volume shift don't always show anyway, but they show quite often
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 13, 2015, 06:23:07 pm
Ok please check it out now. Samples are now aligned to a multiple of 256 rom memory space. SEGA PCM needs some specific stuff regarding to how the memory is mapped. Samples were interlacing before.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 13, 2015, 09:49:08 pm
I tested the earlier pre release and I too experienced the volume change in the PCM channels, and also the very small "after release" click that the kick and snare samples had, particularly, and I suppose it's something the SegaPCM used to have since in the Super Hang-On soundtrack you can hear something similar in the bass drum. I suppose the solution would be to leave a tiny, say, 50ms or 100ms space after the sample is done so as to give it "more room" for the sample cut glitch not to be audible (it wasn't noticeable in the open high hat sample, this is why I'm assuming this.) C:

Also, I've been experiencing this since the earlier pre releases, and maybe even the Defle 10d. When I loop a song using the jump position command (BXX), it does like a very small freeze in Defle, and the resulting looped VGM has drums, or bass, or certain instruments in general missing as a result. For example, in a Mega Drive song with PCM drums, I had to enter the 17 trigger numerous times for it to stay enabled when the song looped, and in a YM2151 song, the bass and drums disappeared. If I export the song unlooped and loop it with Valley Bell's vgm_trim, it does well, but if I try to loop it directly from DefleMask it behaves strangely.
If you want me to send you a VGM export, I'll finish polishing some details in the latest (and first YM2151) song I made and attach it here, or maybe you can test this yourself.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 13, 2015, 10:52:07 pm
Ok, so, yes the SEGA PCM volume is ultra high (a hardware thing). So I limit volume to 7F max in order to make it more user friendly (FF makes mixing very hard, clipping all over the place)

Volume changes were solved too, it was related with trying to control clipping. It should work fine now.

EDIT: Mac build also ready to download.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 13, 2015, 11:31:55 pm
I need help trying to define the name of the "System". I mean: SN76489 + YM2151 = SEGA Genesis. HuC6280 = PC Engine. SID = Commodore 64.
YM2151 + SEGA PCM = ?? Arcade Machine?, SEGA X board?, simply YM2151 + PCM?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 13, 2015, 11:46:51 pm
Just tried the latest build. Yep, clipping shouldn't be a problem anymore.
I encountered a bug though. Open the .dmf I attached here and delete the OFF note in the SP2 channel (or go to samples and preview the D note). It should only play the crash cymbal, but instead it plays the other two samples as well.
Also there's another thing: When the song loops for the second time (and the fourth, the sixth and so on) it doesn't do it as smooth, it seems to re-initialize/OFF all the channels.

EDIT: To answer your question regarding the YM2151+SegaPCM system, Sega X Board could be alright, but I think you should just name it YM2151+PCM, because of the missing channels.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 14, 2015, 01:03:39 am
Thanks for reporting it.
Regarding to the sample not finishing, it has to do with the duration of the sample (I think SEGA PCM has a time limit per sample). I will look into it.
The other thing, yes, I was re-writing the SEGA PCM rom on every loop, something only needed the first time. It is fixed and will be available in the next pre-release update.

Any other bugs?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 14, 2015, 01:19:10 am
So is the looping bug fixed? As far as I've experienced it does not only affect PCM channels but also FM.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 14, 2015, 01:23:57 am
So is the looping bug fixed? As far as I've experienced it does not only affect PCM channels but also FM.
This one?

When I loop a song using the jump position command (BXX), it does like a very small freeze in Defle, and the resulting looped VGM has drums, or bass, or certain instruments in general missing as a result.
Please upload a .dmf as example. Bug reports without .dmf attached can be randomly ignored. :P
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 14, 2015, 01:36:59 am
Fair enough. I will post a topic in the bug reports section, with the respective dmf's and vgm's attached when I have access to a computer with internet connection, which might be tomorrow in the afternoon.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: 3noneTwo on September 14, 2015, 02:31:00 pm
I haven't had a chance to really try out the new additions (dealing with a PC failure), but it's awesome to see the new chips being supported so quickly.

The 7F volume limitation should be fine. If we need samples to be any louder, the Amp setting is available in the Instruments window.

I'm not sure how I feel about samples being automatically set to specific notes, instead of being treated as separate instruments. It makes sense for drum-kits, but it seems like a weird design choice otherwise.
I haven't heard it in many games (Rail Chase (http://vgmrips.net/packs/pack/rail-chase-sega-y) is one example, #3 and #4), but it seems SegaPCM is capable of playing samples at different semitones/playback rates. Or is that achieved in the SegaPCM by setting multiple samples to specific pitches?

Regarding the name for YM2151+SEGAPCM, both chips were commonly seen together in the X Board and Y Board. Something like "X/Y Board" or "X/Y Arcade"?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 14, 2015, 03:15:12 pm
I'm not sure how I feel about samples being automatically set to specific notes, instead of being treated as separate instruments. It makes sense for drum-kits, but it seems like a weird design choice otherwise.
I haven't heard it in many games, but it seems SegaPCM is capable of playing samples at different semitones/playback rates. Or is that achieved in the SegaPCM by setting multiple samples to specific pitches?
It is achieved by having multiple pitches for the same sample.
I don't know why the SEGA PCM is considered a powerful chip, it is only a player of raw data from an external ROM hardware. It doesn't have even its own memory.

What Rail Chase did on track 3 is to change the sampling rate, so it will play at different pitch but also different speed. That formula won't work for instruments, because you are not controlling the pitch in a precise way. It is suitable only for SFX.

EDIT: The one that can control PITCH, ATTACK, TREMOLO, VIBRATO on Samples is the SEGA MultiPCM (Daytona USA, Virtua Cop, Virtua Racing, etc) (http://vgmrips.net/packs/chip/multipcm). It is a complete different story, maybe a future addition to DefleMask.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 14, 2015, 03:48:30 pm
SegaPCM is used in Power Drive and that one has sampled tonal instruments, and so does the Neo Geo YM2610 in Thrash Rally with sampled guitar and bass (At least it seems like it, because if they were to record one sample for each note it would take up a lot of space...)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 14, 2015, 04:54:46 pm
The SegaPCM has no pitch control. Believe it or not recording multiple notes of the same sample was the way to go at the time, before chips like QSound and MultiPCM came around. So yeah, the SegaPCM was one of the most powerful for its time (8-bit samples over 16 channels with raw stereo weren't something you could hear everyday from a coin-op during the mid-late 80's).
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 14, 2015, 05:02:28 pm
Hmm, that explains why the rhythm guitar in Power Drive was at such low quality. However, Sunset Riders and The Simpsons had tonal samples too, which makes me think Konami PCM chips (like the K053260 in the Sunset Riders / TMNT: Turtles in Time system) may have had pitch control.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 14, 2015, 11:20:19 pm
Ok guys, pre-release updated!!!!

NEWS:
- Fixed some bugs regarding to looping songs in an exported .vgm file. (thanks kyusawamura for the report)
- Added a Refresh button to the MIDI input menu to detect new connected devices. (thanks FD for the request)
- YM2151/SEGA PCM exported .vgm files: Fixed sample rate playback. (thanks LukeMcQueen for reporting this)
- YM2151/SEGA PCM samples: Fixed sample size playback. (thanks LukeMcQueen for reporting this)

ATTENTION:
* MAX SAMPLING RATE in SEGA PCM was reduced to 31250hz, that's the actual HW limit.
* I changed the folder name from YM2151 to YM2151_SPCM (please move your instrument and delete YM2151 folder)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 15, 2015, 01:48:01 am
I'm happy I could help.

Another thing I don't know if it's been updated in the new pre release: some YM2151 instruments change their parameters if you save a DMF in PAL clock speed, close the program and open it again. I don't know how I could show you this, maybe exporting a VGM before saving and sending you the presumably altered DMF afterwards.

I should test it again with other projects in NTSC to see if it's actually got to do with the newer pre release (the one before the current).
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: 3noneTwo on September 15, 2015, 06:08:29 am
It is achieved by having multiple pitches for the same sample.
I don't know why the SEGA PCM is considered a powerful chip, it is only a player of raw data from an external ROM hardware. It doesn't have even its own memory.

What Rail Chase did on track 3 is to change the sampling rate, so it will play at different pitch but also different speed. That formula won't work for instruments, because you are not controlling the pitch in a precise way. It is suitable only for SFX.
Aah okay, interesting limitation to keep in mind, thanks for clarifying! I suppose if I really need multiple pitches for samples, I can always change the sampling rate in a sound editor. (as long as I keep it under the maximum sampling rate)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 15, 2015, 11:34:55 am
some YM2151 instruments change their parameters if you save a DMF in PAL clock speed, close the program and open it again.
The PAL/NTSC/CustomHZ is only a a single number in the .DMF file. I don't think it is related with the issue.
Please try to replicate this, maybe a specific parameter of the YM2151 is not being stored in the module file (strange, because DT2 is the only one REALLY new parameter and I've tested it)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 15, 2015, 11:44:39 am
From what I've noticed this seems more keen to happen with instruments made from YM2612 dmp's as a base. I'll look further into this and make a bug report when I can.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: DevEd on September 15, 2015, 04:38:19 pm
Ever since the Axy command was disabled for Game Boy, any module that used it on the wave channel is now broken. For an example, check ltcc_zoo.dmf in the demo modules.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 15, 2015, 04:44:13 pm
Yes, thanks for the report. I will enable 05xx, 06xx, 07xx and 0Axx only for WAVE again on next pre-release update.

Any other reports before the public release of version 11?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 15, 2015, 07:38:18 pm
The panning works weird in the YM2151. I once forgot to put 0811 again in one channel and it still panned the instrument to the centre. And sometimes instruments get randomly panned one side or another even if they don't have 01 or 10 as a setting anywhere earlier in the song – especially once it's started looping.

Also, last night I wanted to load some drums to use with the SegaPCM and the 6th sample (a crash cymbal on F#) played briefly before automatically playing the first three again in order. When I get back home I will upload examples of the SegaPCM and also update the Outrage module which had panning mistakes (as previously mentioned, I had forgotten to return the panning to center and it still did so on its own in the first loop, and so did the exported VGM.)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 15, 2015, 08:14:36 pm
Looking forward to the examples so I can fix those bugs.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 15, 2015, 08:24:57 pm
The 08xx effect definitely has some issues. I haven't noticed any random panning changes, but when enabled it lowers the channel volume by a lot. I attached an example.

Also, last night I wanted to load some drums to use with the SegaPCM and the 6th sample (a crash cymbal on F#) played briefly before automatically playing the first three again in order.
This sounds like the bug I reported yesterday. It has been fixed with the latest update though.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 15, 2015, 08:59:38 pm
Panning for SEGA PCM goes from 0 to F for both speakers!, use 080F and 08F0!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 15, 2015, 09:48:12 pm
Oh, my bad. Didn't catch that in the first post.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 16, 2015, 04:46:06 pm
What about calling the system of YM2151+PCM simply: ARCADE? Is that so wrong?
Current system legend will be: Arcade (YM2151 + SEGA PCM)
But module and instrument folders and short name of it will be "ARCADE".

I really hate calling it "YM2151_SPCM"  :P
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 16, 2015, 06:07:00 pm
"ARCADE (YM2151+PCM)" or just "ARCADE"? The latter would be confusing if you decided to add more arcade systems to DefleMask in the future.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 16, 2015, 06:42:34 pm
Just "ARCADE", only under "Current System: xxx" you will find the details (YM2151 + SEGA PCM)

3 Questions:
Could someone become surprised to find a YM2151 + SEGA PCM under the "ARCADE" name?
It is true that YM2151+PCM was the most popular Arcade sound configuration?
Does this will make feel bad, for example, X68000 and pure YM2151 fans?

SegaPCM is used in Power Drive and that one has sampled tonal instruments
I was just listening to Galaxy Force II soundtrack, wow, some nice tonal Bass samples here (track 5):
http://vgmrips.net/packs/pack/galaxy-force-ii-sega-y
(all of them are independent samples)

EDIT:
Just for curiosity, I attached a samples ROM dump .wav file of that track.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 16, 2015, 07:07:41 pm
Could someone become surprised to find a YM2151 + SEGA PCM under the "ARCADE" name?

I don't think so, because that's exactly what it is, an arcade configuration.


It is true that YM2151+PCM was the most popular Arcade sound configuration?

Arguably, yes. It was used by all the major software houses of the time, except maybe SNK.


Does this will make feel bad, for example, X68000 and pure YM2151 fans?

Honestly I can't see why they should, since they both get a configuration which satisfies their needs.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: SpoonyBard on September 16, 2015, 08:31:11 pm
Real quick, I noticed something odd about some of the effects in the Arcade mode. For TL control, the effects that previously controlled the 2nd and 3rd operators (13xx and 14xx respectively) have been swapped.
I've attached two sound modules, both from DefleMask 11, and with the same instruments, however, one is on the Genesis module, and the other is on the arcade module.
Also, I only downloaded this new version last night, so it probably hasn't been fixed yet.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 16, 2015, 08:44:42 pm
Yes! Thanks for pointing this out!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Demick12 on September 16, 2015, 10:57:44 pm
...(a crash cymbal on F#) played briefly before automatically playing the first three again in order...

Sounds like something I've experienced myself. This is not isolated.

I have found this to be the case when I was writing an all sample portion of a tune i'm making.

Observed behavior:

It tries to allocate space for the sample first before actually inserting information. When there isn't enough room, only what's room left for it gets filled with data and the rest of the duration of the sample is the start of the sample space starting with the first sample loaded into memory. A wrap-around, if you will.

Maybe comparing the sample trying to be inserted with the space that's available will generate a message if not enough space.

Attached is a demo of described sample behavior for reference.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 17, 2015, 01:01:07 am
Actually that makes a lot of sense because when I rose the pitch (and length) of the sample to a certain point, it no longer replayed the samples. Does that mean there's an allocated memory for samples that we should keep an eye on?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 17, 2015, 03:43:20 am
Ok guys, another update for the pre-release!:
* I added a new effect for SEGA PCM - 20xx set Sample Delta. You are just writing to the delta registry of the soundchip directly. Values from 0 to FF. (Open EXAMPLE_SET_SAMPLE_DELTA.dmf) This is what some games used for change pitch on some tonal samples.
* I changed again the System name to Arcade (YM2151, SEGA PCM) also the folders changed again to ARCADE_YM2151_PCM
* Fixed a panning bug in YM2151 that was not updating the stereo memory doing some random things.
* Fixed wrong operator order in some effects in YM2151 (TL, AR, MULT, etc)
* Enabled effects 05xx, 06xx, 07xx and 0Axx for Game Boy only for WAVE Channel


Regarding to the large samples repeating another ones, I'm looking for a solution to this. The way SEGA PCM handles start and end points is really strange (only looking for MSByte of sample addresses 0xFFFF00 and I'm going crazy I thought it was fixed  >:( >:()
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: 3noneTwo on September 17, 2015, 04:13:02 am
* I added a new effect for SEGA PCM - 20xx set Sample Delta. You are just writing to the delta registry of the soundchip directly. Values from 0 to FF. (Open EXAMPLE_SET_SAMPLE_DELTA.dmf) This is what some games used for change pitch on some tonal samples.
Ah, cool! I've only had a quick look at it, but it seems very easy to control. It should help cut down on the number of samples required to use them as tonal instruments.
Also, making the System selection buttons wider is a good choice. The current name is very descriptive, there should be no confusion.


Replying to an earlier post:
It is true that YM2151+PCM was the most popular Arcade sound configuration?
YM2151 + a PCM chip was a very popular combination. The exact PCM chip changed a lot — Namco, Sega and (occasionally) Konami used their own chips (C140, SegaPCM/MultiPCM, and K053260), while many others used the OKIM6295. The YM2151 itself got a lot of mileage, sometimes appearing without any PCM chip.

From what I can tell, YM2151+SEGA PCM appeared in at least 20 arcade titles. The combination had a fairly decent run.


Does this will make feel bad, for example, X68000 and pure YM2151 fans?
For pure YM2151 fans, it should be okay. If they only want to use the YM2151, they can easily ignore the PCM channels.
As for the X68000... It's kind of a shame that the X68000 didn't use the same OKI chip as many arcade boards. X68000 used the OKIM6258, while arcade boards often used the OKIM6295. It might be worth investigating if the two chips are similar, since YM2151+OKIM6295 was a popular arcade combo — Though this only matters if you really want to add more PCM arcade chips to DefleMask. :P
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: SpoonyBard on September 17, 2015, 04:48:51 am
Oh, wait! One more thing! On the Waveform editors in the Game Boy and PC Engine modules, the numbers that display sample position stop after the 17th one. If it would be possible to have a display of 16 on top 16 on bottom (similar to NEZPlay), it would make waveform editing much easier.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 17, 2015, 08:12:38 am
Quick question about the 20xx effect: What's the step of every value, translated in Hz? Is it a non-linear scale?
So far I know that FF = 31250Hz, and I think I've found 22050Hz too (B4).
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 17, 2015, 11:37:36 am
Correct, it updates at full speed (31250hz) at 0xFF (255).

So, the formula is:
delta*(31250/255)hz = sample hz

For example:
0xFF*122,55hz = 31250hz
0xB4*122,55hz = 22058hz
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 20, 2015, 05:35:03 am
I'm working to fix the samples bank issue with Sega PCM. If there are no other bugs, the final release will be ready soon. Any other thing to report?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 20, 2015, 05:42:15 am
So far it seems like the YM2151 and SegaPCM will take little time to be fully functional, but only one thing, and a question.

1) The YM2151 instruments experience a progressive detuning when changing their parameters, and sometimes just from repeating a pattern. They can go up to two full semitones. The primary tuning of the instrument resets to normal when you play, stop, and play again, but it sometimes keeps getting altered as the song playback progresses. I experienced this issue using PAL clock speed.

2) The patches that suffered parameter changes in my earlier "report" were the ones directly imported from YM2612 presets, to which I found a workaround for by opening a separate Defle instance to load the YM2612 presets on the SEGA Mega Drive system, and manually copying the parameters in the YM2151 instrument/s I wanted to add. However, is it mandatory that direct YM2612 to YM2151 instrument imports will get screwed up? Does it have to do with the .dmp specifications or will it happen anyway with .tfi and .vgi files? (I experienced major changes in the loaded preset when it was from a .dmp, whereas .vgi presets sounded fine, at least before I saved and reopened the project.)

The second is just a question, not as much of a bug report, since it has a workaround and it can be dealt with.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 20, 2015, 06:09:05 am
1) Thanks for reporting this. Will be fixed on next update.

2) If you can isolate the parameter being wrong translated it will be easy to fix. Maybe it is the DT2 value?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 20, 2015, 07:09:33 am
The DT2 value mandatorily gets put up to 3 in all operators, which I can just scroll down to 0, but it sounds as if not even the algorithm, feedback and other parameters are the same. I should post a YM2612 .dmp as an example to test both in Mega Drive and in Arcade.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 20, 2015, 01:47:42 pm
Yes, please post a MD .dmp with this issue.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 20, 2015, 08:24:08 pm
Funnily enough, this time the DT2 change didn't come up, but the timbre did change noticeably loading the same .dmp, which was what I had pointed out before.

Also, I tested the thing about the instruments getting detuned during playback or after modifying their parameters, and it also happens when working at NTSC clock speed, so that aspect seemed to be irrelevant (I had pointed it out just in case).
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: NARFNra on September 21, 2015, 06:26:48 pm
Running into some weirdness using the E5 command on the NES.
I know that the NES has some issues around the A-3 note, but I'm not exactly sure why the sound would change from 10c to 11.
Summary:

In 10c, A3 needs to be set with E5 7E to sound like other notes do at E5 7F.
In 11, A3 and G#3 need this.

I haven't tested other notes, as I ran into this while composing, but I thought you might want to see.
Sorry if the video is hard to read.

I've also run into sound oddities with PC Engine, Game Boy, Genesis, and so forth while using E5... I'm not exactly sure what's causing it all yet.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 21, 2015, 07:14:20 pm
The E5 effect behavior was changed in version 11.

Before it was:
freq=getFreqInHZ(note)+fine_tune
and now:
freq=getFreqInHZ(note)+(getFreqInHZ(note+1)-getFreqInHZ(note))/fine_tune

In short: it is relative to the note now, just the way it should be. Before the fine tune was huge on low freq notes but very little on high pitches tones (because it is not the same +1hz for a 440hz than for 231415hz)

What is happening in your module is that the NES frequency precision is very limited in some notes to use E5 7F (it is only -1). Please try with values like E5 70 or E5 60. You will find that the detune is the same because of the system's precision but will work on every note (because the change is bigger, so you can be sure that it will impact on all notes).
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 21, 2015, 10:36:31 pm
Ok guys, there is another update for the pre-release:
*Fixed all sample banking bugs in SEGA PCM.
*Fixed an error in the .dmp YM2151 parser code (it was causing bad loading of YM2612 instruments, thanks kyusawamura for the report)
   * WARNING: PLEASE DELETE ALL YOUR OLD YM2151 .dmp instrument FILES, THIS CHANGE IS NOT BACKWARD COMPATIBLE WITH THE BUGGED ONES.
*I think I fixed also that another bug of progressive detuning of the YM2151 (I never could replicate the issue, I hope it is fixed however)
*Optimized YM2151 + PCM .vgm files sizes.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 22, 2015, 03:11:29 am
No wonder the PSG channels sounded differently in my earlier songs! I'll keep a copy of Defle 10c at hand to play those. ^^

Also, thank you for the credit. ^///^
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Wonderpanda on September 22, 2015, 12:21:55 pm
I've got one big strange issue. Every dmf project exported into VGM with the new pre-release of Deflemask now plays full of clipping noises and jumps in the SEGA PCM channels. This issue wasn't present in vgm exporting with the past pre-release. I use chipamp with Winamp and it playbacks very badly.

I attach the PROVA.vgm exported with the past version and the ProvaNewDefle.vgm exported with the new version to show you the difference.

Luke McQueen is working with me and he isn't noticing any difference. He is using in_vgm and winamp for playing (i think that it's the same thing that chipamp does?)  It's some kind of incompatibility with Chipamp?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 22, 2015, 12:54:43 pm
As Wonderpanda said I'm not experiencing any clipping problems on the PCM channels, but I found a new bug: If you load a sample and then replace it with a shorter one, the program won't re-calculate the allocated space, so the un-overwritten part will still be audible after the new sample.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 22, 2015, 01:00:41 pm
Please download the latest version of in_vgm here:
http://vgmrips.net/forum/viewtopic.php?t=112

Tell me if the problem is fixed now.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Wonderpanda on September 22, 2015, 01:36:17 pm
Yes downloading the latest version of in_vgm solved the problem, thank you :D
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 22, 2015, 01:45:22 pm
As Wonderpanda said I'm not experiencing any clipping problems on the PCM channels, but I found a new bug: If you load a sample and then replace it with a shorter one, the program won't re-calculate the allocated space, so the un-overwritten part will still be audible after the new sample.
Thanks! Will be fixed soon.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 22, 2015, 02:47:32 pm
Yes downloading the latest version of in_vgm solved the problem, thank you :D
I was experiencing similar problems when I used the in_vgm included in the Chipamp bundle. I suppose at this point we should download the plugins we want separately – I personally fear that in_vgm isn't the only outdated plugin in the bundle by now.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 22, 2015, 03:17:41 pm
I contacted Chipamp back in the day (when DefleMask added support for .vgm version 1.60) to suggest them to update the pack, however, I don't know if they took into account the report.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 22, 2015, 08:31:47 pm
Ok I updated the pre-release with that bug reported by LukeMcQueen fixed (SEGA PCM memory reset on sample changes).
I think the combo YM2151+SEGA PCM is very usable right now. Any other reports?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 23, 2015, 12:52:57 am
Ok, I tried .vgm exporting a couple of tunes that loop back with the 0Bxx command and now the PCM samples stop playing after the first loop. This wasn't happening with the previous builds.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 23, 2015, 02:05:08 am
Oooops! Thanks! Fixed!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 24, 2015, 06:41:25 am
I tested it now as well and YM2151 instruments keep on detuning as the song playback progresses, when editing parameters or after adding samples.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 24, 2015, 09:47:57 am
I really wanted to fix that one but appears very difficult to replicate. Do you have some steps to force it to happen?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 24, 2015, 10:35:56 am
I tried to force it by fiddling with TL, detuning and ADSR parameters but it didn't do anything at first. Although I think that the instruments affected were others than the ones I was editing when they did (including samples, which by the way haven't given me trouble by now.)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 24, 2015, 11:22:43 am
I will not be able to fix this until we found a way to get it out of hiding.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 24, 2015, 11:33:49 am
I will dedicate some time to finding out exactly what causes it other than playing back.
Also, I think that when the song automatically repeats (without a position jump command when repeating is activated), the instruments' tunings reset.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 24, 2015, 11:45:39 am
Okay. I'm going to take note of how I forced this.

· FOUND ONE! Fiddling around with the multipliers of an ALG:5 instrument. Apparently the ones that had the "global detuning" effect are the ones on the operators that have a direct output (in this case, 2, 3 and 4).
· Apparently DT2 also causes this, to a minor proportion.
· While I was writing this, it detuned again and it got fixed when I played back and stopped, which could mean that instruments are doing this on their own...?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: DevEd on September 24, 2015, 03:12:56 pm
So, remember that issue that caused Gambatte to not play exported Game Boy modules properly? I think I figured it out. It seems that the MBC type and ROM size are not properly set in the header. I would suggest using MBC type $19, which is MBC5. Most flash carts have MBC5 support AFAIK. With this fix, exported songs should play properly in Gambatte as well as on hardware. (I would actually test it on hardware myself, but A) my flash cart isn't working ATM, and B) this fix requires the header checksum to be updated.)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 24, 2015, 10:18:01 pm
Okay. I'm going to take note of how I forced this.
Please update the pre-release, I think I finally fixed that. The LFO was messing with the pitch sometimes. It should be related somehow.
So, remember that issue that caused Gambatte to not play exported Game Boy modules properly? I think I figured it out. It seems that the MBC type and ROM size are not properly set in the header. I would suggest using MBC type $19, which is MBC5. Most flash carts have MBC5 support AFAIK. With this fix, exported songs should play properly in Gambatte as well as on hardware. (I would actually test it on hardware myself, but A) my flash cart isn't working ATM, and B) this fix requires the header checksum to be updated.)
Thanks
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 25, 2015, 12:21:14 am
Apparently the pitch works properly now. Thank you!

Also, I saved a project yesterday with custom made instruments in YM2151 (not imported from YM2612) and the first instrument got changed again. Visibly, only the OPs 2 and 4 changed but it was enough to change it considerably.
The thing with these presets is that they work fine when I load them. But when I save the module, close Defle, open it again and load it again, the preset/s get screwed up.

Here's the original preset (syn bass 1) and what it ended up turning into just from reloading the project (wtf.dmp).
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 25, 2015, 01:06:13 am
Wow kyusawamura you are a bug hunter! Thanks. It should be fixed now. Please test it out.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 25, 2015, 01:28:19 am
Um... Thank you? I don't know if that's a good or a bad thing. >.< I'm sorry for "bugging" you so much... (Get it? ...[cricketnoise.mp3])
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 25, 2015, 01:32:40 am
It is a good thing! :)
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 27, 2015, 12:57:40 am
I think I found another one.
One of the dmp's I ripped from Splatterhouse's OPMs from LukeMcQueen's pack, didn't conserve a DT2 parameter. I don't know if it was wrongly saved when I had first ripped the dmp's (in which case I might have to do it all over again, or use Shiru's vopmxtfi tool... x_x), so I will rip this same dmp again to verify if it was wrongly ripped back then or if the newest pre release isn't properly loading the parameters.
Wait, never mind. I had saved it wrong from the first opm to dmp rip.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 27, 2015, 07:16:39 am
Please update the pre-release, YMU759 was finally removed! (reasons here (http://www.delek.com.ar/forum/deflemask/deflemask-history-and-remove-yamaha-ymu759-support/))

Also test the tracker all you can!, I will start to focus myself on updating the manual and docs in order to get ready the release for next week.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 28, 2015, 10:54:44 pm
Ok, DefleMask pre-release updated to the first release candidate. I included the new .pdf manual.
If there are no more bugs reports, the new version will be released to the public soon.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 29, 2015, 09:35:16 pm
Demo Songs for YM2151 updated! Some minor fixed to the manual too.
Are you using the Arcade configuration without issues?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 30, 2015, 12:29:13 am
For the most part, yes. Granted the E5 behaviour is different now, is it expected that it "resets" when you go way down or way up? For example, E540 and E580 sound the same.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 30, 2015, 12:52:08 am
For the most part, yes. Granted the E5 behaviour is different now, is it expected that it "resets" when you go way down or way up? For example, E540 and E580 sound the same.

I just tested this myself, both on single and multiple channels. Any value between 3F and 7F sounds the same, it's not a reset. 80 is the default value and it does sound different. It seems to behave fine below the 3F mark.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: mihaelkyeah on September 30, 2015, 05:29:16 am
Actually, I wrote a "double tracked" guitar with a detuning (7C on one side and 84 on the other) and the difference was noticeable. Are you saying that putting 7C and 7F would have made no difference?
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 30, 2015, 09:12:41 am
Actually, I wrote a "double tracked" guitar with a detuning (7C on one side and 84 on the other) and the difference was noticeable. Are you saying that putting 7C and 7F would have made no difference?

Yep. Here's an example I made. As you can hear there's no detuning at all until the last note, where I put 80 and 7F.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 30, 2015, 01:58:48 pm
I just tested this myself, both on single and multiple channels. Any value between 3F and 7F sounds the same, it's not a reset. 80 is the default value and it does sound different. It seems to behave fine below the 3F mark.
You are absolutely right.

The detuning in the YM2151 uses the KEY FRACTION part of the chip's registers. This value has 6 bits depth, so the max value is b111111 = d63 = h3F. Source: http://www.cx5m.net/fmunit.htm
80+3F should be the next semitone, and 80-3F the previous one. Any values outside of that bounds should be capped to +-3F from 80.
So, the actual range is: 41 .-. 80 .+. BF


Seems to be a bug, however, what is happening is that the the lower part start detuning from 0 to 3F instead of 41 to 80. I will look into this.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 30, 2015, 02:47:04 pm
That explains it. I guess I'll have to correct my demo .dmf once you've fixed this.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: SpoonyBard on September 30, 2015, 08:17:59 pm
I just figured out something I'd like to see added, though it's alright if you don't. I was wondering if it would be possible to add an effect controlling the AMS and FMS of a channel for Genesis and Arcade?
I mostly just want to see this added because Konami made a lot of pitch bend effects by altering those two parameters during the time a note played.

Oh, also I found something kind of funny going on with the LFO. I tried to use it to create a vibrato effect and it suddenly started to modulate whatever instrument was on the first channel whether it had its FMS level up or not. I'll attach a demonstration.
It happens on Pattern 1.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 30, 2015, 09:39:29 pm
You can achieve that by switching to a new instrument with a different AMS/PMS/FMS parameter. I added effects only for the most standard parameter changes (TL, AR, FB, MULT, etc)

Btw, I fixed that E5xx bug in the YM2151, please test it out exhaustively.

EDIT: About your other report, Spoony, it is not the LFO, it is the effect portamento down that you are using in the sample channel! It is having effect on the first channel of the YM2151 because it can't work in a sample based channel. I updated again the pre-release to prevent this.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on September 30, 2015, 10:18:44 pm
Ok so please test it out the E5xx effect, I think the release is ready!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: SpoonyBard on September 30, 2015, 10:19:49 pm
Yeah, I did notice that I got that effect wrong, but I didn't realize it would have that effect. Thanks for the info!
BTW, the E5xx effect is satisfactory for me. Unless anyone else has any objections, I say go right ahead with the release!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: LukeMcQueen on September 30, 2015, 11:03:33 pm
I just fixed my demo track and played around with the E5 effect a bit. It's working properly now.
I think you're good for the release.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: SpoonyBard on October 01, 2015, 02:55:03 am
WAIT!!! I just noticed something! I'm trying to recreate a drum effect used in a couple of Falcom games, involving playing two instruments 1/60th of a second apart. Normally, this would require writing the song at top speed, but I used a speed trick to make it easier. The only problem is that the player lags if the effect is done more than once.
An example is attached. Sorry to drop this one at the last minute, but it's something I noticed.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on October 01, 2015, 11:03:25 am
Good catch! I will post an update when fixed.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on October 01, 2015, 10:40:42 pm
Thanks for the report, Spoony, it was a general sync bug undiscovered till now. Fixed!
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: SpoonyBard on October 02, 2015, 12:15:59 am
Good to know. Sorry for being so last-minute, but it's very appreciated. I don't have any more issues, so NOW you're good for the release.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on October 02, 2015, 12:57:17 am
Awesome! :D

I finished listening ALL YM2151 games soundtracks because I'm a new fan of the YM2151 thanks to you guys. Thanks to your requests I used as background music while programming the YM2151 soundtracks.

The thing is, I made a pack of the songs that I really really like!, and I will really appreciate if you guys can make a cover/recreation of any of the songs included in this package, this is to make the Demo Songs of YM2151 even more awesome!

If you make one, please post it in Show Off Your Work subforum.
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: SpoonyBard on October 02, 2015, 02:17:05 am
Already started a new topic, and I've already made a cover! Check it out here: http://www.delek.com.ar/forum/show-off-your-work/delek's-system-cover-requests/
Title: Re: > DefleMask 11 PRE-RELEASE! <
Post by: Delek on October 02, 2015, 02:20:34 am
Thanks! :)

EDIT: Version 11 released!
Title: Re: > DefleMask 11 RELEASED! <
Post by: SpoonyBard on October 07, 2015, 12:00:42 am
Well, that happened sooner than expected.  :o
BTW, I noticed that the Demo instruments for the arcade module were taken from the Salamander and Thrice packs I put in the OP thread. Not to sound rude, but why those instruments in particular? I personally think a larger library, such as the one from Bosconian, would have done nicely.
Title: Re: > DefleMask 11 RELEASED! <
Post by: Delek on October 07, 2015, 12:26:27 am
For no particular reason, I just grabbed some, randomly.
Title: Re: > DefleMask 11 RELEASED! <
Post by: Heavy Viper on October 07, 2015, 05:14:20 am
Thanks and congrats, Delek!

FM Sound Never Die. \(^o^)/
Title: Re: > DefleMask 11 RELEASED! <
Post by: Jankenpopp on October 07, 2015, 06:16:46 am
Thank you Delek !
I love your tracker ^^
Title: Re: > DefleMask 11 RELEASED! <
Post by: LukeMcQueen on October 07, 2015, 08:58:39 am
Again, thanks for all the hard work you've put into this.
Title: Re: > DefleMask 11 RELEASED! <
Post by: mihaelkyeah on October 07, 2015, 11:26:29 am
There goes my chance of making an arcade cover for senpai. ;w;
Oh, well. Gonna try something different then. -w-
Title: Re: > DefleMask v0.12.0 RELEASED! <
Post by: Delek on June 03, 2016, 03:59:35 pm
DefleMask v0.12.0 released!
Title: Re: > DefleMask v0.12.0 RELEASED! <
Post by: Pegmode on June 06, 2016, 09:04:19 am
That face on the first page spooked me a bit... At least it's not the old mask.

Regardless thanks for all the work you put into this tracker Delek!
Title: Re: > DefleMask v0.12.0 RELEASED! <
Post by: rob2612 on July 11, 2016, 08:48:18 pm
I downloaded the program today. I cannot even open the program on Windows 7 64-bit without it crashing. I even tried turning off "play_on_load" in the config file, to no avail. Upon creating the blank, white "GLFW Window" I immediately get the standard "Deflemask.exe has stopped working" dialog box. Any ideas?
Title: Re: > DefleMask v0.12.0 RELEASED! <
Post by: Delek on July 11, 2016, 09:41:52 pm
Hmmm I use W7 64bits, even defle is compiled there and it works just fine.

Just wondering, do you have any strange character to the defle.exe path? Did you try to run it as admin? Did you try to re-download and re-extract the whole content in a fresh folder?
Title: Re: > DefleMask v0.12.0 RELEASED! <
Post by: rob2612 on July 12, 2016, 01:18:02 am
Hmmm I use W7 64bits, even defle is compiled there and it works just fine.

Just wondering, do you have any strange character to the defle.exe path? Did you try to run it as admin? Did you try to re-download and re-extract the whole content in a fresh folder?

No strange characters in the path. I tried running it as admin. I tried it in compatibility mode. I re-downloaded it and tried extracting it with both WinRAR and 7-zip. It's still crashing upon startup, before the intro even gets to play. Any other ideas?
Title: Re: > DefleMask v0.12.0 RELEASED! <
Post by: 3noneTwo on July 12, 2016, 02:37:56 am
It's been a while since I used W7 (on W10 myself), but: Right-click the downloaded .rar file and hit Properties. Does this appear at the bottom?
(http://i.imgur.com/GEjs0uF.png)
If so, try unblocking it and re-extracting.

Either way, share the crash info that appears with the "DefleMask has stopped working" dialog box. There should be something useful in there.
Title: Re: > DefleMask v0.12.0 RELEASED! <
Post by: rob2612 on July 12, 2016, 03:21:19 am
It's been a while since I used W7 (on W10 myself), but: Right-click the downloaded .rar file and hit Properties. Does this appear at the bottom?
(http://i.imgur.com/GEjs0uF.png)
If so, try unblocking it and re-extracting.

Either way, share the crash info that appears with the "DefleMask has stopped working" dialog box. There should be something useful in there.

OK, unblocking the .rar file did nothing. HOWEVER, I followed your advice and checked out the Windows crash info. I found out that my ATI graphics drivers needed to be updated! Problem solved. Thank you for pointing me in the right direction, 3noneTwo!
Title: Re: > DefleMask v0.12.0 RELEASED! <
Post by: TurboAnimations on September 22, 2018, 08:25:29 pm
I got a error that said: Audio initialization failed. CODE: 0x72FD3413
This made me mad every flipping time! Now how do i fix this?