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Author Topic: > DefleMask v0.12.0 RELEASED! <  (Read 196079 times)

Offline Delek

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> DefleMask 11 PRE-RELEASE! <
« Reply #450 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?

Offline mihaelkyeah

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> DefleMask 11 PRE-RELEASE! <
« Reply #451 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.

Offline Delek

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« Reply #452 on: September 20, 2015, 01:47:42 pm »
Yes, please post a MD .dmp with this issue.

Offline mihaelkyeah

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« Reply #453 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).
« Last Edit: September 20, 2015, 08:35:55 pm by kyusawamura »

Offline NARFNra

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> DefleMask 11 PRE-RELEASE! <
« Reply #454 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.
« Last Edit: September 21, 2015, 06:31:59 pm by NARFNra »

Offline Delek

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> DefleMask 11 PRE-RELEASE! <
« Reply #455 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).
« Last Edit: September 21, 2015, 07:18:57 pm by Delek »

Offline Delek

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> DefleMask 11 PRE-RELEASE! <
« Reply #456 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.

Offline mihaelkyeah

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« Reply #457 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. ^///^

Offline Wonderpanda

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> DefleMask 11 PRE-RELEASE! <
« Reply #458 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?

Offline LukeMcQueen

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> DefleMask 11 PRE-RELEASE! <
« Reply #459 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.
« Last Edit: September 22, 2015, 12:57:19 pm by LukeMcQueen »

Offline Delek

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> DefleMask 11 PRE-RELEASE! <
« Reply #460 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.

Offline Wonderpanda

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« Reply #461 on: September 22, 2015, 01:36:17 pm »
Yes downloading the latest version of in_vgm solved the problem, thank you :D

Offline Delek

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> DefleMask 11 PRE-RELEASE! <
« Reply #462 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.

Offline mihaelkyeah

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« Reply #463 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.

Offline Delek

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> DefleMask 11 PRE-RELEASE! <
« Reply #464 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.
« Last Edit: September 22, 2015, 03:20:00 pm by Delek »