DefleMask Forum

DefleMask => General => Topic started by: Delek on October 01, 2011, 08:18:22 PM

Title: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on October 01, 2011, 08:18:22 PM
TODO FOR NEXT VER.:
* Rewrite .sid export to make roms small and fast.
* UI updates.

Check the latest Changelog before making a request, here: Changelogs (http://www.delek.com.ar/forum/changelogs/).

Requests, bug hunting and nice tunes are welcomed. ;)
Title: Re: Requests!
Post by: Jorh on October 02, 2011, 10:25:03 PM
Hey, what about a midi file importer? Is that possible?
Title: Re: Requests!
Post by: Delek on October 02, 2011, 10:38:23 PM
Yes, it is possible. Maybe that will be available on next version. :)
Title: Re: Requests!
Post by: Jorh on October 04, 2011, 07:05:46 PM
Cool.

Also, I know you added porting it to *nix. Is that gonna happen in the next version?
Title: Re: Requests!
Post by: Delek on October 05, 2011, 12:01:37 AM
Maybe yes, actually that depends of getting that SOs working. :P
Title: Re: Requests!
Post by: masterblaster on December 05, 2011, 03:14:40 PM
i've just registered here , i think deflemask has a lot of potential.
what about a piano roll plus side scroller sequencer? that would make my life and a lot of other people's easier.
im mostly into the master system sound , the noise channel doesn't seem to respond well . Please try mod2psg2 which is mainly a mastersystem ol tracker so that you can get to know better how the noise 3 tones and the periodic noise works too then u'll see what im talking about.
about the piano roll n sequencer , i know this is a tracker but hope there's always a bit of room for some innovation ;) .
Title: Re: Requests!
Post by: Delek on December 05, 2011, 07:00:47 PM
It is not planed a piano roll feature, you said it, DefleMask is a tracker, a piano roll interface is a effect-killer concept, and a chiptune tracker without effects is almost useless.

About the Noise mode, I think that they work right, you should use:
20xy - Change Noise Mode

In order to switch between the modes of the SN76489's Noise Channel.
Title: Re: Requests!
Post by: yzyx on December 17, 2011, 11:43:35 PM
Yo trabajo con el Chip del gameboy y me gustaría que pensaras en la idea de exportar los archivos en el formato nativo de gameboy (GBS, tal cono el nes tiene el nsf). Se que Deflemask puede exportar como una rom de Gameboy, pero es preferible como un gbs. Eso compañero. Puedes responder en ingles o español. Te entenderé de todas formas. Saludos!
Title: Re: Requests!
Post by: Delek on December 18, 2011, 01:10:52 AM
Si, para la versión 5.2 va a existir no solo el ROM builder de Game Boy sino tambien un GBS exporter!. Saludos!.
Title: Re: Requests!
Post by: Demick12 on December 20, 2011, 04:11:19 AM
One tiny bug I've noticed: When in Game Boy mode and one writes into the tracker to create music, the previews of channel 3 wind up previewing in all channels for some odd reason. That is usually after I had written to channel 3 the first time.

To elaborate, I go to write to in this example channel 1. I get the preview for channel 1 just fine. Then I write to channel 2, then make a change to channel 1 and get their separate previews of instrument used - normal behavior. I write to channel four, some percussion then go back to either channel 2 or 1 and each has their previews. Keep in mind I haven't even touched channel 3 yet. THEN I write to channel 3 and go back to edit the other channels while getting previews for channel 3 for all the channels when they should be separate for those channels. The effect happens so long as DefleMask is running. While it bugs me, it doesn't hamper my music abilities - it's just kind of annoying really.

So anyway, I hope this helps you out for your next iteration of DefleMask. I am enthusiastic about contributing to such a powerful tracker.
Title: MIDI Support
Post by: yzyx on December 28, 2011, 08:58:56 PM
I have a very useful request: MIDI IN support ;D (MIDI out is not very used in mayority of the trackers).

You could enter midi notes (supporting basic parameter, how midi velocity) while record mode is activated in a single channel, and meanwhile Deflemask is playing also enter midi notes :D

How example, take the reference of F*mitr*cker (http://famitracker.shoodot.net/index.php)  :P. It have a good midi support.

Please, consider this. Really it will be a useful improvement.

Greetings Delek!  ;)

PS: Now i'm trying to write in english for the forum readers. If you find some weird phrase, sorry  :-\
Title: Re: Requests!
Post by: sergeeo on December 30, 2011, 06:49:50 PM
Hey Delek

I don't know if this is the proper thread to report bugs. Feel free to move this comment.

I've been playing around with the Master System feature and have detected this: if I use the same instrument in the noise channel and in the (for example) the third channel, the playback doesn't work properly.

A second one: I'm not sure if the default volume envelope works like the usual 'gate' (0 attack, max sustain until new note).

Thanks for your work and keep it up!!
Title: Re: MIDI Support
Post by: Delek on December 31, 2011, 06:00:14 PM
I have a very useful request: MIDI IN support ;D (MIDI out is not very used in mayority of the trackers).

You could enter midi notes (supporting basic parameter, how midi velocity) while record mode is activated in a single channel, and meanwhile Deflemask is playing also enter midi notes :D

How example, take the reference of F*mitr*cker (http://famitracker.shoodot.net/index.php)  :P. It have a good midi support.

Please, consider this. Really it will be a useful improvement.

Greetings Delek!  ;)

PS: Now i'm trying to write in english for the forum readers. If you find some weird phrase, sorry  :-\

Yeah, MIDI IN support will be added soon, I need to search a cross-platform MIDI API in order to get all of that stuff working without losing the portability of the tracker.
Hey Delek

I don't know if this is the proper thread to report bugs. Feel free to move this comment.

I've been playing around with the Master System feature and have detected this: if I use the same instrument in the noise channel and in the (for example) the third channel, the playback doesn't work properly.

A second one: I'm not sure if the default volume envelope works like the usual 'gate' (0 attack, max sustain until new note).

Thanks for your work and keep it up!!
This is a soundchip limitation, not an error in DefleMask.
The SN76489 noise channel is, actually, a NOT fully independent channel. If you use the special noise mode, then the third SQUARE will be muted, because you are using the freq-memory space of that square.
If you want independent noise, you have not to use the special mode in the noise channel, but the frequencies of the noise will be limited to 4 notes.

This is explained in the manual, in the effects part of SMS/Genesis:
20xy - Change Noise Mode:

This effect will change the way in which the SN76489 makes the noise.Value x sets the special noise mode, if it is set to 0 only 3 frequencies can be done: C, C# and D.
If it is set to a non 0 value, the noise can reach any frequency but the third square of the SN76489 will be turned off. The Noise channel will use the frequency of the third Square.
Value y sets the type of noise, setting it to 0 will enable the periodic noise mode, if it is set to a non zero value, white noise generation will be enabled.
Keep in mind that, after changing this value, you have to play the current track in order to update the emulator noise mode.

This is how Texas Instruments done the SN76489, it is strange, for this reason I recommend to read some information or specs of the soundchip that you are using before reporting a bug. :)
Title: Re: Requests!
Post by: sergeeo on January 05, 2012, 08:23:11 PM
Thanks Delek! Sorry for the inconvenience!
Title: Re: Requests!
Post by: Demick12 on January 13, 2012, 10:02:38 PM
Looking forward to 01 through 04. Awesome job thus far.
Title: Re: Requests!
Post by: sergeeo on February 02, 2012, 03:40:37 PM
Oh man! I had a module-in-progress and I clicked accidentally in the "x" window button, and THE TRACKER CLOSED!! The program didn't even ask me if I wanted to save it :___(
Title: Re: Requests!
Post by: neko68k on March 05, 2012, 10:14:07 PM
I'd be really happy see ym2151 support with the ability to export mml. For example this format would be ideal. http://www16.atwiki.jp/mxdrv/pages/19.html (http://www16.atwiki.jp/mxdrv/pages/19.html) Nice music (https://www.youtube.com/watch?v=sdLCzIujxl0) can be made with it but the only way now is to hand code mml :/ I can provide some examples if you need them.
Title: Re: Requests!
Post by: tomaitheous on March 10, 2012, 02:58:16 AM
Request! How about PC Engine / Turbografx support? I've done a bunch of tests of the hardware regs and their behavior, as well as quite a few other emulation authors recently (over the past year). If you add support and do a VGM still output, I'll write a player to output those raw register updates on the real system.
Title: Re: Requests!
Post by: Delek on March 10, 2012, 11:22:43 AM
I am writing the PC-Engine support right now, the new DefleMask 5.2 will be released soon.

Would be awesome if you could write a VGM->PC-ENGINE converter, it requires a lot of time and it is "outside" the tracker itself.
I need the same for the VGM->GameBoy converter, you will be credited (like Maxim with his VGM->SMS and like MJS with his VGM->GENESIS builder) inside DefleMask's "about" screen and in the main website.

Regards.
Title: Re: Requests!
Post by: tomaitheous on March 10, 2012, 10:46:25 PM
Looking over the VGM spec, looks simple enough (the format, I mean). Re-sorting and organizing the data back into a reasonable size hes/rom (compressing for redundancy and patterns), we'll see how well have that goes :)
Title: Re: Requests!
Post by: Delek on March 11, 2012, 03:38:50 PM
Thanks! :D
Title: Re: Requests!
Post by: defiantsystems on March 22, 2012, 01:43:57 AM
Is it possible to individually select notes? Also is it possible to change note octaves once they've been put down rather than retyping the note over?
Title: Re: Requests!
Post by: kinkinkijkin on May 12, 2012, 02:25:33 PM
What I really would love is for a test build of PCE support to be put out there for testing before the release of it...
Title: Re: Requests!
Post by: Delek on May 12, 2012, 06:06:01 PM
Before Monday DefleMask 6 will be released, I added a lot of things and fixed much points, also the PCE support is already done completely (LFO Control, Noise, etc), I'm currently adding the numeric values under the Macros and the capability to copy some stuff from the patterns and paste that selection in a Macro. After that I should update the manual, and then the v6 of DefleMask will be complete.
Title: Re: Requests!
Post by: kinkinkijkin on May 13, 2012, 01:08:45 PM
Oh cool.

I am literally falling off my chair with excitement.

I said with a straight face sitting on my chair not at all excited-looking.
Title: Re: Requests!
Post by: HertzDevil on May 16, 2012, 04:43:21 AM
can deflemask save files in any folder other than the predefined directories because it is cumbersome to move these files to elsewhere every time
Title: Re: Requests!
Post by: Delek on May 16, 2012, 08:04:51 PM
No for now, because of a portability problem. Don't exist a cross-platform solution for directory listing. After the ports I will code a PER-OS solution and then that will be implemented.
Title: Re: Requests!
Post by: B00daW on May 21, 2012, 03:26:41 AM
Delek:  I haven't checked out this tracker since you first started it.  I gotta commend you on your ability and efforts.  I have a few very useful requests and dreams for Deflemask.

1.)  Add hardware stereo panning support for "Sega Master System" and call it "Sega Game Gear."
2.)  Add YM2413 (OPLL) support to "Sega Master System" for full SMS support. :)
3.)  Add SGC format export to Sega Master System and Sega Game Gear.
4.)  Add GBS format export to Nintendo Game Boy.
5.)  Macro support for wavetables for PCE/TG-16 and Game Boy.  Essentially after one wave plays it triggers the next until it gets to the end and hits the end to go back to the beginning or the defined loop point.  FamiTracker v0.38 beta uses this for its Namco 163 support (which is very similar to PCE/TG-16).
6.)  ASM export.

Some potential dreams:

1.)  Atari 8-bit support with POKEY and possibly GTIA beeper.
2.)  Commodore SID support.
3.)  Commodore VIC-20 support.
4.)  Atari 2600 TIA and possibly DPC expansion support.
5.)  Nintendo Virtuaboy support.  It's almost like a 32-bit PCE/TG-16...  wavetables with 20MHz of power for synthesis.

Keep your dream alive. :)
Title: Re: Requests!
Post by: Delek on May 21, 2012, 04:01:37 AM
1.)  Add hardware stereo panning support for "Sega Master System" and call it "Sega Game Gear."
This will be added soon!.
2.)  Add YM2413 (OPLL) support to "Sega Master System" for full SMS support. :)
This was the soundchip that I was thinking in adding, but I added PC-Engine. I will add YM2413 in the next release then.
3.)  Add SGC format export to Sega Master System and Sega Game Gear.
I don't know what format is that, there are the format specs somewhere?.
4.)  Add GBS format export to Nintendo Game Boy.
I am working on this right now. :)
5.)  Macro support for wavetables for PCE/TG-16 and Game Boy.  Essentially after one wave plays it triggers the next until it gets to the end and hits the end to go back to the beginning or the defined loop point.  FamiTracker v0.38 beta uses this for its Namco 163 support (which is very similar to PCE/TG-16).
This is already implemented!. Please download DefleMask 6 and check it out!.
6.)  ASM export.
This is not a priority, there are so much different ASM codes beacause of the many soundchips supported, I think that this will demand a huge effort.

1.)  Atari 8-bit support with POKEY and possibly GTIA beeper.
This was considered, but I thought that would be better PC-Engine.
2.)  Commodore SID support.
This soundchip will be added for sure in DefleMask soon or later.
3.)  Commodore VIC-20 support.
Mmm, maybe after Commodore SID and YM2413.
4.)  Atari 2600 TIA and possibly DPC expansion support.
Maybe in a future.
5.)  Nintendo Virtuaboy support.  It's almost like a 32-bit PCE/TG-16...  wavetables with 20MHz of power for synthesis.
I do not think that the VirtualBoy scene is enough to make this addon viable. But I will think about this.

Regards, and thanks a lot for your feedback.
Title: Re: Requests!
Post by: B00daW on May 21, 2012, 01:42:39 PM
Regarding SGC format.  It was developed by Kevtris, the same guy who did NSF.  Here is a link to his rips and the SGC documents.
http://blog.kevtris.org/blogfiles/SGC%20Music.rar

Currently a few obscure players support the format, but with Deflemask as well, it will increase support.

Also, I had a question.  Since Hexaprism Hall is a DMF, did you have a VGM import support as well?  That would be a rather useful utility to import VGM and export hardware playable formats like binary/ROM and SGC.

Atari TIA and DPC chips are quirky but interesting.  The TIA has a "distortion" register and a 5-bit, divide by 30 frequency register, so it's not in tune.  I've started slowly developing my own sound engine for it with just a little progress so far, but I determined the best way to implement instruments is the way that RMT (POKEY tracker) does by making an instrument envelope that can go up and down relative to pitch.  Of course I also considered certain instrument envelope bytes to be masked so their pitch is not effected.  The DPC chip was used in Pitfall II.  It adds 3 tunable wavetables; and they share the same volume register as the TIA.  It could be a very fun and powerful combination.

I'm glad that you have interest in supporting hardware that do not have many tracker interfaces. :)  Thank you.
Title: Re: Requests!
Post by: Demick12 on June 20, 2012, 06:42:30 PM
I know this topic is a geriatric one (old), but what about adding PCM ability to the PC-Engine? I know it's software, but any of the channels are capable of it anyway. Blazing Lazers used this very technique for in-game sound. From what I remember, the sampling was very Low Fidelity but still good.
Title: Re: Requests!
Post by: Delek on June 20, 2012, 06:47:17 PM
Samples on the PC-Engine will be added on DefleMask 8. Also with support for SID and YM2413. :)
Title: Re: Requests!
Post by: Demick12 on June 28, 2012, 03:16:42 AM
SID should be very interesting. Looking forward to it!
Title: Re: Requests!
Post by: jrlepage on September 18, 2012, 02:08:28 AM
I just had an interesting idea for you Delek: how about making the scroll wheel environmentally sensitive? Let me explain. Right now, the scroll wheel only affects the tracker area (or the instrument window if it is active). But, I find it unsatisfactory to have to scroll through the pattern matrix using the scolling bar (the lack of arrows makes this even more annoying for me). It would be nice to at least have the option to make it so that the mouse wheel will scroll whatever is underneath the cursor (be it the tracker window, instrument window, pattern matrix, arp macro, anything that can be scrolled essentially). I'm not certain how much coding that involves, but it would definitely help the workflow significantly.
Title: Re: Requests!
Post by: Delek on September 18, 2012, 02:30:32 AM
Yeah, I will add that, because right now I only coded one objective per screen, but the objective can be dynamic checking for the mouse position. I will add this in the next update.
Title: Re: Requests!
Post by: jrlepage on September 20, 2012, 03:36:51 AM
Here's my wishlist as of now!

~Ctrl+Left/Right AND/OR Alt+Left/Right to quickly navigate between channels. Possibly the Ctrl shortcut for jumping to note input, and the Alt to jump to the same position as the current one (i.e. if the cursor is on the volume column, Alt+Right jumps to the next channel's volume column, while Ctrl+Right jumps to the next channel's note column).
~Expand maximum pattern size from 128 to 256.
~An option to skip to the effect value column instead of the next row when entering an effect. Then after entering the effect the cursor could drop to the next row, and back in the effect column.
~Better pitch tables. Some systems (Turbografx 16 and GameBoy in particular) are noticeably out of tune when comparing lower octaves to higher ones. I realise that resolution becomes smaller in the upper range but I'm sure something could be done about it still. I've got perfect pitch, so I can probably help you with that somehow.
~Scrolling arrows/scrolling bar for the instrument window, plus the ability to scroll that window with the arrows. It wasn't until I had a go at Deflemask on my laptop that I realised you can't scroll without a scroll wheel!
~Localised Shrink+Expand. As of now, those buttons affect the entire module; a way to shrink or expand select portions of a module (e.g. selection) would be useful.
~Not sure if this is a bug or not, but metadata is lost in NSF export (the output NSF has blank info fields). VGM export is fine though.
~HES export for Turbografx 16!
~An effect to offset the starting position of a PCM sample (akin to Yxx in Famitracker). I'm not sure this can be done, but I'm throwing the idea out there anyway.
~VGM Playback.
~Possibly even VGM import, à la NSFImport. It would be IMMENSELY useful to be able to inspect Genesis tunes in particular. It would definitely get me into Genesis composing anyway! I realise this is potentially outside the scope of this project, but again, just throwing stuff at the wall to see what sticks. :)
~Choice between 7-bit PCM and 1-bit DPCM for NES/Famicom.
~Ability to jump to the last row by pressing the End key.
~Ability to jump down a customisable amount of rows by using the Page Up/Page Down keys. The amount could be set using a similar interface to octave, speed, rows etc.
~Ability to select areas using the above shortcuts (plus the Home key).
~Ability to preview row by pressing Ctrl+Enter.

System & sound chips wishlist!
~SID support for Commodore 64 (I know it's planned an on the way, but I couldn't resist :D)
~SPC support for SNES/Super Famicom
~AY-3-8910 support for ZX Spectrum
~OPLL support for SMS
~YM2151 support for.. whatever used that :p
~POKEY support for Atari 8-bit systems
~Expansion chip support for Famicom (maybe?)


Well, that's a mouthful! I realise there's no way you'll do all of that in the short term.. This is just to give you ideas to cherry-pick from when you work on future updates of Deflemask. If you can be bothered, do let me know what's feasible and what's fantasy, because I'd like to know! :D
Title: Re: Requests!
Post by: cuttingagent on September 20, 2012, 04:53:23 AM
Wow, here is a long list of requests! My apologies if something I said doesn't make sense, I can clarify if needed.



keyboard buttons to scroll through matrix patterns instead on having to navigate back and forth between them in the matrix

global volume control

some way to label patterns in matrix---either a text field to the left of patterns, or a way to colour-code groups of

patterns, or a way to insert dividers (empty space) in-between patterns

a way to select groups of patterns in matrix and play them looped, or copy those grouped patterns into new

patterns, or shift them up and down within the pattern matrix

a way to copy a pattern to a new pattern in the matrix-the same as the current copy function, but would assign new

pattern values so the patterns can be changed without affecting the original patterns.
            ====and then a way to do this with selcted groups of patterns

a keyboard shortut for Play Ptn

a way to select groups of patterns in matrix and play them looped, or, again, copy those grouped patterns into new

patterns, or shift them up and down within the pattern matrix

save file dialog enables text entry field instead of having to click it manually

save file automatically picks the current file even if it hasn't been saved since it's been loaded

a quicksave button

a clipping detector on the waveform view---and with that enabled, it wouldn't be necessary to have the volume play so

low, which is somewhat of a burden

a default playback rate for DAC samples, which could be specified in config file

some info on using the PSG channels in the manual

something that tells you what BPM your song is playing at

a song clock

a wiki!

Thank you for DefleMask!
Title: Re: Requests!
Post by: Delek on September 21, 2012, 12:20:10 AM
WOW THANKS A LOT FOR THE FEEDBACK.

~Ctrl+Left/Right AND/OR Alt+Left/Right to quickly navigate between channels. Possibly the Ctrl shortcut for jumping to note input, and the Alt to jump to the same position as the current one (i.e. if the cursor is on the volume column, Alt+Right jumps to the next channel's volume column, while Ctrl+Right jumps to the next channel's note column).
DONE!.
~Expand maximum pattern size from 128 to 256.
I tried to do this some months ago, but believe me, the 128 value is deep-coded into the DefleMask core, changing it to 256 give me lot of headaches, so I will stay with 128 max for now.
~An option to skip to the effect value column instead of the next row when entering an effect. Then after entering the effect the cursor could drop to the next row, and back in the effect column.
Wow, nice!. Added to TODO LIST.
~Better pitch tables. Some systems (Turbografx 16 and GameBoy in particular) are noticeably out of tune when comparing lower octaves to higher ones. I realise that resolution becomes smaller in the upper range but I'm sure something could be done about it still. I've got perfect pitch, so I can probably help you with that somehow.
The pitch are calculated in real time using:
freq=base_freq * pow(2.0, (double)(note+octave*12) / 12.0)

And later converting that standard freq to the system, for example, GameBoy:
gameboy_freq=(unsigned int)(((2048 * 32) - ((double)(double)gameboy_clock / (double)((note_freq(note,octave)+(fine_tune-0x80)))) ) / 32)

I don't get where could be the issue, seems that everything is fine.
~Scrolling arrows/scrolling bar for the instrument window, plus the ability to scroll that window with the arrows. It wasn't until I had a go at Deflemask on my laptop that I realised you can't scroll without a scroll wheel!
Wow, nice!.
~Localised Shrink+Expand. As of now, those buttons affect the entire module; a way to shrink or expand select portions of a module (e.g. selection) would be useful.
Oh mate!, I thought that I've never had to tell you this but... RTFM!. :P

MANUAL:
Custom Selection   Shift+Arrow Keys / Click+Drag
Custom Selection Expand    Ctrl+E
Custom Selection Shrink   Ctrl+S

You could modify the keys too under options.
~Not sure if this is a bug or not, but metadata is lost in NSF export (the output NSF has blank info fields). VGM export is fine though.
DONE!.
~HES export for Turbografx 16!
Yeah, but the lack of a flashcart for TG16 does not inspire me. xD
~An effect to offset the starting position of a PCM sample (akin to Yxx in Famitracker). I'm not sure this can be done, but I'm throwing the idea out there anyway.
This will break lot of things with VGM export and hardware players, so, no... for now.
~VGM Playback.
I will be outside the DefleMask scope, DefleMask is a tracker only for now, it can generate VGM but not play them (that will require lot of code and even for unsupported systems).
~Possibly even VGM import, à la NSFImport. It would be IMMENSELY useful to be able to inspect Genesis tunes in particular. It would definitely get me into Genesis composing anyway! I realise this is potentially outside the scope of this project, but again, just throwing stuff at the wall to see what sticks. :)
It is outside, and will require LOT and I MEAN LOTTT of code hours. Maybe another dude can just make an external vgm2dmf converter, I will be busy with DefleMask itself to create it by myself. :P
~Choice between 7-bit PCM and 1-bit DPCM for NES/Famicom.
Converting WAVs to DPCM is a pain in the eye (?), so not for now... Also, 7bitPCM ARE AWESOME!, and they run on the actual HW!.
~Ability to jump to the last row by pressing the End key.
Wow, why I not added this when I added the func of HOME key?. ADDED TO TODO.
~Ability to jump down a customisable amount of rows by using the Page Up/Page Down keys. The amount could be set using a similar interface to octave, speed, rows etc.
Like the Step but for movement?.
~Ability to preview row by pressing Ctrl+Enter.
I will consider this, I have to analyze how much work this needs.
System & sound chips wishlist!
~SID support for Commodore 64 (I know it's planned an on the way, but I couldn't resist :D)
~SPC support for SNES/Super Famicom
~AY-3-8910 support for ZX Spectrum
~OPLL support for SMS
~YM2151 support for.. whatever used that :p
~POKEY support for Atari 8-bit systems
~Expansion chip support for Famicom (maybe?)
That's my wishlist for DefleMask too!, without the SNES however. :P

Well, that's a mouthful! I realise there's no way you'll do all of that in the short term.. This is just to give you ideas to cherry-pick from when you work on future updates of Deflemask. If you can be bothered, do let me know what's feasible and what's fantasy, because I'd like to know! :D
Thanks a lot for your help mate!, and I will release an update very very soon. What is actually stopping me is the fact that my Linux VM is corrupted. :(

keyboard buttons to scroll through matrix patterns instead on having to navigate back and forth between them in the matrix
I will add a way for scrolling the pattern matrix easily in next version. I don't know if it will include the keyboard however, maybe the mouse wheel or new GUI buttons.
global volume control
For the playback only or ACTUALLY a global volume control for the chips?.
some way to label patterns in matrix---either a text field to the left of patterns, or a way to colour-code groups of
patterns, or a way to insert dividers (empty space) in-between patterns
Outside of the tracker standards, SunVox did something with this adding drawing, but I don't like it too much. :P
a way to select groups of patterns in matrix and play them looped, or copy those grouped patterns into new
patterns, or shift them up and down within the pattern matrix
Part of this can be done using the buttons in the right of the Pattern Matrix!. Not grouping them however, but maybe I will add something like that.
a way to copy a pattern to a new pattern in the matrix-the same as the current copy function, but would assign new
pattern values so the patterns can be changed without affecting the original patterns.
It is already there!, is the button with double down arrows!. But I just realized that I don't include it in the Controls part of the Manual. Added to manual.
a keyboard shortut for Play Ptn
Added to TODO.
a clipping detector on the waveform view---and with that enabled, it wouldn't be necessary to have the volume play so low, which is somewhat of a burden
ADDED TO TODO.
a default playback rate for DAC samples, which could be specified in config file
ADDED TO TODO.
some info on using the PSG channels in the manual
Like what?. It is explained that you can use the envelopes and all of that stuff. What more?.
something that tells you what BPM your song is playing at
This will be tricky!.
a song clock
ADDED TO TODO!.
a wiki!
All of you are free to start a DefleMask Wiki, I'm forced to include "something" with DefleMask, so I will continue with the HTML based Manual file. But it would be awesome to have a Wiki. DefleMask signal calling to: cuttingagent, jrlepage, demick12, kinkinkijkin and freezedream!. :P

In Battle Of The Bits there is a very useful list of the effects (http://battleofthebits.org/lyceum/View/DefleMask%20Tracker%20Effects%20Commands).



And again, thanks for the feedback guys, you're awesome.
Title: Re: Requests!
Post by: cuttingagent on September 21, 2012, 11:50:16 AM



global volume control
For the playback only or ACTUALLY a global volume control for the chips?.

For the both, yes. So if I import to VGM and it's too loud I can only have to turn down the global volume instead of every single thing. VGMMM has this but again, I like DefleMask much more and VGMMM is so longer supported (or even downloadable, as of last week).

some way to label patterns in matrix---either a text field to the left of patterns, or a way to colour-code groups of
patterns, or a way to insert dividers (empty space) in-between patterns
Outside of the tracker standards, SunVox did something with this adding drawing, but I don't like it too much. :P

Ah, that's unfortunate. Looking at a huge column of just numbers, it's hard to see what's what. I realize that's an issue inherent in trackers, but I think perhaps being able to insert just a single row of blank space between patterns wouldn't be terrible.

a way to select groups of patterns in matrix and play them looped, or copy those grouped patterns into new
patterns, or shift them up and down within the pattern matrix
Part of this can be done using the buttons in the right of the Pattern Matrix!. Not grouping them however, but maybe I will add something like that.

Grouping is my main concern. Otherwise I have to move large numbers of patterns around one by one which leaves a lot of room for error and takes a lot more time.

a way to copy a pattern to a new pattern in the matrix-the same as the current copy function, but would assign new
pattern values so the patterns can be changed without affecting the original patterns.
It is already there!, is the button with double down arrows!. But I just realized that I don't include it in the Controls part of the Manual. Added to manual.

But this only copies a duplicate of that pattern with the same pattern values(the numbers in the matrix, not the pattern area, I don't know what else to call them), so changing the new one will change the old ones. What I mean is that, you could copy a pattern and it would have all the same information, but I could then change the notes and it wouldn't affect the notes in the original pattern. Otherwise I have to select all the notes in the pattern manually, make an empty pattern, and paste the notes in, for every pattern I need to do this with, which is... a ton of them!

some info on using the PSG channels in the manual
Like what?. It is explained that you can use the envelopes and all of that stuff. What more?.

I don't know. It seems either I'm missing something or the PSG is just very limited. I understand that adding an entire explanation of them to the manual would be a lot of work so perhaps I'll just wait til hopefully more information about it surfaces on the internet at large.

a wiki!
All of you are free to start a DefleMask Wiki, I'm forced to include "something" with DefleMask, so I will continue with the HTML based Manual file. But it would be awesome to have a Wiki. DefleMask signal calling to: cuttingagent, jrlepage, demick12, kinkinkijkin and freezedream!. :P

I'd like to help but my knowledge on the program is limited to what's in the manual and what little I can find elsewhere online, which includes some limited info on the FM chip but I haven't found anything on the PSG that really helps me know the full capabilities of it. Still, I think one can be set up on Wikia and I'll gladly help out with what little I can. Maybe after more time with this I can contribute more. As it is I'm just now learning trackers in general (I've been using FLStudio for 12 years) AND the inner workings of FM synthesis, so I'm a little overwhelmed!


Haha, I have even more requests but I hesitate to post so many at once. Maybe I'll sit on them for awhile. =D
But it would be nice to have complete freedom with key remapping.

Thanks again for DefleMask! I'm very excited to have found it. I've always been a fan of listening to console chip music but it's only the Genesis/Megadrive that I've ever wanted to make it for. This is a dream come true, as silly as that sounds. =)

Attached is a preview of the skin I'm working on. Will post soon.


Title: Re: Requests!
Post by: Delek on September 21, 2012, 03:53:09 PM
I understand now the copy patterns with different numbers request. It could be done by using the INS button of the pattern matrix and after paste them all of your desired data there. However I will include a button to do this next.

Awesome skin btw, post it when it is done abd I will include it with DefleMask.
Title: Re: Requests!
Post by: jrlepage on September 25, 2012, 07:23:35 PM
~An option to skip to the effect value column instead of the next row when entering an effect. Then after entering the effect the cursor could drop to the next row, and back in the effect column.
Wow, nice!. Added to TODO LIST.
I see you've implemented that in the latest build, but I think it'd be wiser to leave it like it was and just make it an option in the INI file instead. That's what I had in mind. :)

~Better pitch tables. Some systems (Turbografx 16 and GameBoy in particular) are noticeably out of tune when comparing lower octaves to higher ones. I realise that resolution becomes smaller in the upper range but I'm sure something could be done about it still. I've got perfect pitch, so I can probably help you with that somehow.
The pitch are calculated in real time using:
freq=base_freq * pow(2.0, (double)(note+octave*12) / 12.0)

And later converting that standard freq to the system, for example, GameBoy:
gameboy_freq=(unsigned int)(((2048 * 32) - ((double)(double)gameboy_clock / (double)((note_freq(note,octave)+(fine_tune-0x80)))) ) / 32)

I don't get where could be the issue, seems that everything is fine.
It definitely annoys me, but I can understand that it might not be an issue for everyone. Do you think it's possible for you to provide me a chart like one of these (http://famitracker.com/forum/posts.php?id=3755&pid=37583#37583), but without the register values (in other words, the frequency for each semitone in the system, then expected frequency and finally the difference between them)? It would help me pinpoint the exact frequencies where I think the tuning is problematic.

~Localised Shrink+Expand. As of now, those buttons affect the entire module; a way to shrink or expand select portions of a module (e.g. selection) would be useful.
Oh mate!, I thought that I've never had to tell you this but... RTFM!. :P

MANUAL:
Custom Selection   Shift+Arrow Keys / Click+Drag
Custom Selection Expand    Ctrl+E
Custom Selection Shrink   Ctrl+S

You could modify the keys too under options.
Yeah I guess I should've done my homework there, my bad. I assumed because I saw the two buttons there that they were the only option for shrinking & expanding!

~HES export for Turbografx 16!
Yeah, but the lack of a flashcart for TG16 does not inspire me. xD
It'd still be a plus, and in keeping with the consistent progress so far which has been to support each system's original export format in addition to VGM (where applicable).

~An effect to offset the starting position of a PCM sample (akin to Yxx in Famitracker). I'm not sure this can be done, but I'm throwing the idea out there anyway.
This will break lot of things with VGM export and hardware players, so, no... for now.
Yeah ok, it's not something I desperately want either, but I thought I'd mention it.

~VGM Playback.
I will be outside the DefleMask scope, DefleMask is a tracker only for now, it can generate VGM but not play them (that will require lot of code and even for unsupported systems).
Again, this in my opinion would be a nice addition because for one, you have MMF playback implemented so there's precedence; and for two, very few players support 1.60+ VGM, and even among those that do, not all support Turbografx 16, GameBoy or NES VGM (not even VGMPlay fully supports it, still lacking PCM!).

~Possibly even VGM import, à la NSFImport. It would be IMMENSELY useful to be able to inspect Genesis tunes in particular. It would definitely get me into Genesis composing anyway! I realise this is potentially outside the scope of this project, but again, just throwing stuff at the wall to see what sticks. :)
It is outside, and will require LOT and I MEAN LOTTT of code hours. Maybe another dude can just make an external vgm2dmf converter, I will be busy with DefleMask itself to create it by myself. :P
VGM2DMF sounds like an idea yeah. The reason I brought it up is because MOD2PSG2 can already do it, so in a way it's already possible to inspect VGM files but being able to do it in Deflemask (not to mention copy material from one module onto another) would, in theory, be super useful. If it's not a priority for you though, I understand.

~Choice between 7-bit PCM and 1-bit DPCM for NES/Famicom.
Converting WAVs to DPCM is a pain in the eye (?), so not for now... Also, 7bitPCM ARE AWESOME!, and they run on the actual HW!.
Yeah, I'm not really bothered by whether PCM works on hardware or not (I know it does, and I quite literally have all the tools needed to verify this, but that's not my motive for requesting DPCM). Yes, PCM is a cool gimmick and everything, but there are people who would rather have the choice. You don't have to support Wave->DPCM within the tracker just yet if that's what's holding you back. People can always use RJDMC or Famitracker for that in the meantime, or rip them from other NSFs, or indeed draw their own (besides, there are already massive amounts of DMC files out there, so choice isn't lacking there). I see your stance on the matter ("7bitPCM ARE AWESOME!", but think of the users! :p
Also, many BotB OHCs prohibit PCM usage (while still allowing DPCM), which could potentially be a bother for Deflemask fanatics.

~Ability to jump down a customisable amount of rows by using the Page Up/Page Down keys. The amount could be set using a similar interface to octave, speed, rows etc.
Like the Step but for movement?.
Sort of, but a value separate from step like Famitracker would work better I think. For example, let's suppose you have your step defined as 2, because that's an 8th note in your track. You might want the ability to jump 8 or 16 rows with one button to navigate through beats more quickly. I do it a lot when I need to copy/paste a bassline (or a beat, or anything else) that repeats itself more than one time in a pattern. My usual routine in Famitracker in this case would be lay down a few bassline notes spread across 16 rows, copy those 16 rows, PgDown Ctrl+V PgDown Ctrl+V PgDown Ctrl+V to repeat 4 times in the same pattern (when I'm using 16 rows for PgUp/Down).

~Ability to preview row by pressing Ctrl+Enter.
I will consider this, I have to analyze how much work this needs.
Shouldn't be too hard I don't think (unless your code is super complicated :p). Pretty much any tracker I can think of has a similar feature (Ctrl+Enter in Famitracker; Space in AdlibTracker; Enter in VortexTrackerII, VGMMM & TFMMaker etc.). Actually in the latter, if you keep Enter pressed, it activates playback (at the correct speed defined in the module, NOT at the speed of key repeat), and if you release it it stops it. Enter in Deflemask is defined as play, but Ctrl+Enter could do something like this instead?

That's my wishlist for DefleMask too!, without the SNES however. :P
Okay, good to know. I'm really curious to see how you're going to implement SID though! Is there going to be like separate "instruments" for waveform, filter, ring modulation etc.?
Title: Re: Requests!
Post by: Radaron on September 29, 2012, 01:39:14 PM
Hello! Great tracker! But Is there any ways to import patterns? like  *.mid or even maybe *.xm *.mod files? If not, I hope it will be added in future versions :)
Title: Re: Requests!
Post by: Delek on September 29, 2012, 01:50:55 PM
.mid not in short time, but .xm and .mod could be added easily. Btw, welcome!.
Title: Re: Requests!
Post by: Jochmen on October 04, 2012, 01:30:38 PM
.mid not in short time, but .xm and .mod could be added easily. Btw, welcome!.

And what about .vgm and .vgz?
Title: Re: Requests!
Post by: Delek on October 04, 2012, 01:53:49 PM
VGM import was already discussed, the VGM data is a bunch of register writes. It will be a pain to done an importer, maybe some awesome dude could done a VGM2DMF tool someday.
Title: Re: Requests!
Post by: Radaron on October 04, 2012, 01:58:47 PM
VGM2DMF - It's gonna be miracle :) and really  really  really awesome  :D
Title: Re: Requests!
Post by: Jochmen on October 04, 2012, 04:16:26 PM
VGM2DMF - It's gonna be miracle :) and really  really  really awesome  :D

And an absolute nescessity as I have 700 MIDI's and 300 .vgm's i need to put into Deflemask!
Title: Re: Requests!
Post by: Jochmen on October 05, 2012, 01:54:18 PM
Yes, it is possible. Maybe that will be available on next version. :)

Yay! Saves me a question! :)
Title: Re: Requests!
Post by: Ralnir on October 13, 2012, 10:18:47 PM
A bit redundant at this point, but I'd like to back up neko68k on this. Would it be possible to ask for the inclusion of the YM2151 in the distant future? Namely, the X680x0 line of retro PCs that never left Japan. Not only is there a fair amount of documentation easily obtainable on both the FM chip and its simple, 1 channel ADPCM chip, but the YM2151 had been the standard of a lot of arcade games during a certain period. The only real challenge would be to program a method of exporting to the MDX format, which has already been implemented in a number of various audio plugins for foobar2000, Winamp, etc.
You've already done an extreme amount of work towards composing songs that make use of FM synthesis, and for that I cannot thank you enough. But if I had a single request to make for my time spent experimenting with this particular chip, it would be a tracker that allows for the creation of songs using it. MML can only go so far for someone who isn't used to writing music in a completely alien way.

Begging aside, a couple of questions have piqued my interest, and I don't really think it's necessary to create a whole new thread just to ask. First off, with the rapid development of DefleMask (kudos, by the way), how is the DMF format itself handling all of these new systems? I'm assuming it had some measure of backwards compatibility in mind for its design. If I were to simplify it, YMU759 would be 0, Genesis would be 1, SMS would be 2, etc. Am I far off?
Secondly, how is the UI going to handle system selection in the future? I imagine that there'll eventually be a massive amount of buttons if more and more systems are added to the already giant capabilities of this tracker.
Title: Re: Requests!
Post by: Delek on October 14, 2012, 01:26:49 AM
Neo-Geo and his YM2151 will be added after Commodore and his SID!. About MDX format, I never heard about it, I need file specs?.

The DMF Format is very flexible, and yes, it stores the system, the amount of channels, and it has backward compatibility of course. In fact, you could open tracks done in the very first beta without problems.

About the GUI buttons, I have lot of space, if it is neccesary, I will include some arrows here and there to switch betwen systems, however, I don't think that I have to worry about that, I should add 4 or more systems to left without space, and that will be in a far future (SID and YM2151 are planned, but I'm not thinking in others right now).
Title: Re: Requests!
Post by: jrlepage on October 14, 2012, 05:27:08 PM
AY-3-8910 (ZX Spectrum and many arcades) would be super easy to implement due to the very thorough and very easily obtainable documentation. OPL3 would be absolutely fantastic to have as well. :3
Title: Re: Requests!
Post by: Delek on October 14, 2012, 05:37:55 PM
AY-3-8910 is almost identical to SN76489, so it does not inspire me. :(
OPL3 will be added for sure, I love that chip.
Title: Re: Requests!
Post by: jrlepage on October 16, 2012, 04:42:12 AM
Allow me to (https://dl.dropbox.com/u/34026765/bomb.ay) convince (https://dl.dropbox.com/u/34026765/krunk.ay) you (https://dl.dropbox.com/u/34026765/darkfunk.ay) otherwise (https://dl.dropbox.com/u/34026765/trulyoutrageous.ay). :)

I wouldn't say it's "almost identical" either, just vaguely similar. And I think the above example prove that you can do very interesting things with that chip!
Title: Re: Requests!
Post by: defiantsystems on October 20, 2012, 08:42:05 PM
something that tells you what BPM your song is playing at

Thank you for DefleMask!

This! Oh god this. Unless you can explain how the Base Time and Speed works in depth.
Title: Re: Requests!
Post by: Delek on October 20, 2012, 08:47:30 PM
Speed is how many PAL or NTSC or customHZ will pass between a row, and you have 2 speeds to set it for even and uneven rows. Base time simply multiplies the speed values for the base.
Title: Re: Requests!
Post by: B00daW on October 22, 2012, 12:51:23 PM
I know some people have been talking about VIC-20 support, and I think it would be rather interesting with the VIC's great noise channel.

With a little research I was able to find a document regarding viznut/PWP's extra waveforms from his demos.

http://www.pelulamu.net/pwp/vic20/waveforms.txt

Hopefully these are implemented with the tracker. :)
Title: Re: Requests!
Post by: defiantsystems on October 27, 2012, 08:15:44 PM
I think there needs to be drop down menus rather than buttons for options. I keep finding myself clicking Options when I wanted to click Disk Options to save. Maybe I'm the only person who does this but it's annoying since I then have to click something else to get back to Disk Options button. Also aesthetically I think it would be much nicer and would clear up some space at the top since it's already kind of cluttered with different options anyways. I would clear that all up except for the wave spectrum thing (I don't know the official term for it.)
Title: Re: Requests!
Post by: Delek on October 27, 2012, 08:28:22 PM
The main DefleMask inspiration for the GUI system is FastTracker II, it is one of the awesome trackers that started everything, and I started with it and I love it. Also, his GUI is awesome even on this days.
(http://screenshots.en.sftcdn.net/en/scrn/57000/57081/fasttracker-1.jpg)

And DefleMask is actually a "simplified" version of that GUI. xD I'm not thinking in changing it for "Windows like" stuff, however, I'm adding, simplifying and changing some stuffs in it, the next release will be cool.
Title: Re: Requests!
Post by: defiantsystems on October 27, 2012, 08:54:30 PM
I guess I can't argue with that.

Also, instrument limit. I messaged you on CM.O but I think I worded my issue wrong. It appears that when you open the instrument list it will only show the first 64 instruments in the folder. I made an image to show you what I mean.

(http://i49.tinypic.com/mryees.jpg)

I can upload the full resolution image if you can't see that one but I highlighted in my instrument folder which instrument it cuts off at and circled in red that instrument in the DefleMask screen and I circled the scroll bar to show you that it's at the bottom. Anyway to fix this issue so I can see all the instruments?
Title: Re: Requests!
Post by: Delek on October 28, 2012, 02:10:43 AM
I added sub-folder browsing and a new and better loadfile window, however there's a limit of 256 files per-folder, so if you have 1024 files, you have to done 4 folders and everything will be fine, all of this will be available in the next DefleMask update.
(http://www.delek.com.ar/Folders.PNG)
Title: Re: Requests!
Post by: cuttingagent on November 03, 2012, 08:10:21 AM
File browsing! Yay! But my custom skin doesn't work in the new version!

EDIT: Nevermind, I simply had to add the new textures.
Title: Re: Requests!
Post by: B00daW on November 05, 2012, 11:58:52 PM
With current Game Boy support, please consider allowing for Super Game Boy support.

http://nocash.emubase.de/pandocs.htm#sgbsoundfunctions

In this fashion we will be able to use SGB BIOS sound effects and write samples from GB ROM to SPC700.  bsnes supports Super Gameboy audio currently.  Plus this would work for Game Boy flash carts inside a Super Gameboy in a Super Nintendo.  I wonder if Super Gameboy can access the SPC700 noise generator as well?
Title: Re: Requests!
Post by: downerczx on November 06, 2012, 08:07:20 PM
I would like to request MIDI OUT support so I can use my MIDIBOX SID or other MIDI chiptune devices in conjunction with everything else in Deflemask. Thanks for the awesome tracker!
Title: Re: Requests!
Post by: Radaron on November 07, 2012, 11:56:33 PM
also it would be nice to add "global copy" for pattern, to copy pattern from one project files to another.
Title: Re: Requests!
Post by: PaK-Zer0 on November 10, 2012, 03:11:29 PM
Delek, I <3 Deflemask so much and thanks for the effort of creating this awesome tracker.

Is too much to aks for LSDj/LGPT like tables? Think about it, almost if not all chips working on Defle would use this feature, that's what makes LSDj so potent to create very textured and complex instruments with simple pulse channels. Also it has the advantage that you can easily create complex effects and you save time writing the effects too many times.

Let's say we want to create a kick sound with a pulse channel, with a table you only have to set the effects on the table, and then bound this table with the instrument in the instrument screen. So if you prevent that any further change to this sound would be only edited in the table and not in each time you put this sound on the patterns. it also would be usable with wavetables to change them over time to create sample like sounds. Also HOP like commands (I don't remember if defle has a specific effect for this)
 would help to creat complex sounds.

Also it would very useful to have a microsynth for generating the wavetables like the synth in LSDj. I know I should marry LSDj because I'm mentioning this tracker too much, but I think that it's main power is this and it would help to make brutal tracks and sounds with other chips.

Thanks Delek =D
Title: Re: Requests!
Post by: Delek on November 10, 2012, 08:15:12 PM
I never used LSDJ, his features are good but remember that "almost" all of its stuff are there because it has a very limited user input buttons and lacks keyboard/mouse.

I think that DefleMask follows the standards of good old trackers, I will not go so far away and copy LSDJ, it has a completely different approach (make music with 2 buttons and 4 arrows).
Title: Requests!
Post by: UltrasonicMadness on November 12, 2012, 06:59:34 PM
Here's my short wishlist:

1. The song info on the top right tends to extend off the screen if a type my online alias into the author name and I have to export it to VGM or it's respective ROM format to check if I typed it correctly. Could it be inside a box or something.

2. Could a copyright field be added below the Author Name field for NES and Game Boy to go with the copyright field in the NSF and GBS formats?
Title: Re: Requests!
Post by: PaK-Zer0 on November 12, 2012, 09:01:23 PM
I never used LSDJ, his features are good but remember that "almost" all of its stuff are there because it has a very limited user input buttons and lacks keyboard/mouse.

The tables has nothing related with the user inputs, it's just a way to automate effects. It could be used in a desktop tracker (I think I heard that GoatTracker has tables too, but i'm not sure).

I think that DefleMask follows the standards of good old trackers, I will not go so far away and copy LSDJ, it has a completely different approach (make music with 2 buttons and 4 arrows).

This doesn't means that is a copy of something. LGPT has exactly the same ui and screens that LSDj and that doesn't mean is a copy, and I bet the table idea is way older than those trackers. I'm just talking about a feature that I can clearly imagine in the instrument screen and will surelly help to push to further bounds the sounds of the chips that Defle has.

Just check this video, it's a very basic example of how tables could be used https://www.youtube.com/watch?v=TfuJ70VGTog , i'm not talking about the first two columns (volume or transpose) but effects columns would be a dream come true.
Title: Re: Requests!
Post by: CountSymphoniC on November 16, 2012, 03:54:39 AM
Hey Delek, I sent you a PM over on ChipMusic.org, but I'm not sure if you check your PM's.

What about note previews? When you enter a note in the tracker, you hear it. WYHIWYG.

For me... there is no more of an efficient way of composing than this, as I compose music by ear. This is actually a very important feature to have, as it makes or breaks a sequencer for me, and it's a lot better than guessing what it will sound like right? It just seems more efficient than entering notes, hitting enter, then tweaking the notes and settings. This could be an option that could be toggled on and off, for those who don't want it. I wasn't sure, but is there also a way to preview the synthesizers as you're setting them up? This could be the most useful chiptune tracker ever made... with just those adjustments alone!  ;)

Also... thank you again for your offer of support with the native Genesis tracker. A lot more can be done as a community and a team than as an individual.
Title: Re: Requests!
Post by: Delek on November 16, 2012, 04:12:09 AM
Hey Delek, I sent you a PM over on ChipMusic.org, but I'm not sure if you check your PM's.

What about note previews? When you enter a note in the tracker, you hear it. WYHIWYG.

For me... there is no more of an efficient way of composing than this, as I compose music by ear. This is actually a very important feature to have, as it makes or breaks a sequencer for me, and it's a lot better than guessing what it will sound like right? It just seems more efficient than entering notes, hitting enter, then tweaking the notes and settings. This could be an option that could be toggled on and off, for those who don't want it. I wasn't sure, but is there also a way to preview the synthesizers as you're setting them up? This could be the most useful chiptune tracker ever made... with just those adjustments alone!  ;)

Also... thank you again for your offer of support with the native Genesis tracker. A lot more can be done as a community and a team than as an individual.
If you don't hear the preview then you don't made an instrument. Some soundchips will sound with no instruments during playback (because the volumes get initialized at full), but while previewing instruments, you should create them.

Please check out the tutorials before requesting/reporting something, I see that this is the first time that you open DefleMask, at first place something could be interpreted as wrong but actually you have to know how the tracker works (Famitracker, for example, will not play a sound neither if you don't have an instrument created).
Title: Re: Requests!
Post by: CountSymphoniC on November 16, 2012, 04:20:36 AM
NEVER MIND. I figured it out.

I apologize, I didn't spend much time with the tracker and didn't realize that you had to create the instrument first...
Wow... this is a fantastic tracker! Nice job.
Title: Re: Requests!
Post by: Delek on November 16, 2012, 04:26:26 AM
First, you have to get into the Instrument List, this can be done using F1 key or by clicking on the button in the left side of the tracker, on top of row indexes. Second, you have to press in NEW, then a NEW instrument will be created, with name "Ins 0". Third, you should EDIT that instrument by pressing on "edit" button, and on Game Boy Engine, you will be able to edit the Volume Envelope of the instrument, the Notes Envelopes of the Instrument, Duty Cycle, etc. After that point, you will be able to listen IN REAL TIME while pressing your keyboard how your instrument is changing. Both while you are entering notes in the patterns and on every place actually.

EDIT:  ;)
The best way is to open a demo song, they have lot of instruments and you can hear and see how the instrument creation and envelopes/macros work.
PS: I recommend you to update to DefleMask 8 u23 if you have an older version. Regards.
Title: Requests!
Post by: UltrasonicMadness on November 17, 2012, 03:40:36 PM
Sorry to mention a really old topic but would I be able to make the wiki at deflemask.wikia.com with stuff from the manual?

Also what is your opinion on my tiny wishlist?
Title: Re: Requests!
Post by: Delek on November 17, 2012, 05:14:37 PM
Of course that you can start a Wiki!

About your wishlist, the first point, it is because of your low resolution, DefleMask has a fixed max size, if you have more px width you can write more chars. However, maybe I can make the textboxes scrollable.

About the second, yes, I will add the Copyright for NES and GB in next update.
Title: Requests!
Post by: UltrasonicMadness on November 17, 2012, 07:34:23 PM
With all these updates, would an automatic update feature be a good idea or would you rather focus on the tracker?
Cheers for your response btw!  ;D
EDIT: Wiki started! http://deflemask.wikia.com/wiki/Deflemask_Wiki
Title: Re: Requests!
Post by: Delek on December 04, 2012, 06:37:46 PM
Awesome, I added the Wiki to the Links inside the manual and to the DefleMask site.
Title: Re: Requests!
Post by: UltrasonicMadness on December 04, 2012, 07:01:48 PM
Yeah, I did get a tad stuck at some parts (e.g. 5xy seems to be an exact clone of Axy and yes I tried them on notes with 3xx effects on them)
Title: Requests!
Post by: UltrasonicMadness on December 07, 2012, 06:41:47 PM
Would samples on the Game Boy WAVE channel be on the cards? I remember low fidelity voice samples in Perfect Dark.
Just to clarify, this is a feature suggestion rather than a request. If there's a reason why this wouldn't work, I'd love to hear!  :D
Title: Re: Requests!
Post by: Delek on December 08, 2012, 02:00:16 AM
I fixed the Axx bug, the samples using the WAVE channel of the gameboy are doable right now, dinamically switching waveforms using the wave macro. However, I will not implement this because there's a POP when a new waveform is loaded, this is because the wave channel is not intended to play samples. You could do it by loading pieces of the wav, but manually.
Title: Re: Requests!
Post by: B00daW on December 10, 2012, 02:48:30 AM
Been getting more and more back into the SN76489 and clone PSGs lately.  Originally you said you would look into supporting SGC format.  Colecovision fortunately also uses a true SN76489 and uses BIOS calls for its sound code.  SGC players support this by calling the "coleco.rom" BIOS image.  Being that DefleMask is probably one of the most aggressively dominant chip trackers with active development, it would be neat that Colecovision could have a potential sound development environment in DefleMask as well.

Secondarily, how about implementing PCM with the SN76489 and clones like GG/SMS?  The first two pulse channels could be used to generate PCM optionally.  For instance, if the volume is too low, both channels 1 and 2 could generate the PCM leaving the third and the noise for standard pulse and noise.

Also I'd like to bring attention back to supporting GG mode and adding stereo.  Stereo adds a lot of dimension into chip music that unfortunately great chips like the RP2A0x do not have.

As for your "chip support" I would like it to be made clear (as you probably know) that the Game Gear and Sega Master System do not use a SN76489 but a clone integrated into an ASIC responsible for being the PPU/APU.  (Potentially this ASIC has more features that we are unaware of until it is uncapped and pictures are taken. :) ) One feature that we know the clones has for the Game Gear is stereo audio support.  As you know, the GB audio chip is also not called the "Z80" nor is it even a pure Z80.  People assume that the Game Boy ASIC responsible for processing and audio is called the LR35902.

Eventually it would be nice to really have all the pure Sega chip modes available!

Sega Game Gear:  SN76489-clone with stereo and PCM support in the sound engine.
Sega Master System:  SN76489-clone with PCM support in sound engine and YM2413 derivative.
Sega Genesis: ... (Completed by DefleMask!)

I'm typing this from a Mac at my lady-friend's house.  So I'll also be testing the new Mac DefleMask out here as well. :)  At home I have Linux and Windows 7.

Buen trabajo, mi amigo!  Mantiene su pasión por crear lo que su voluntad desea.

Edit:  Could you also please organize example DMFs into their respective author's folders?  This would take some burden away from UI navigation. :)
Title: Re: Requests!
Post by: Jochmen on January 03, 2013, 11:05:59 AM
I want MIDI input so bad...
Title: Re: Requests!
Post by: tadpole on January 07, 2013, 03:28:00 AM
Thank you so much for the c64 support!  I have a couple of things that I would like to see that would open doors to new possibilities.  Perhaps I've just missed something, and this stuff is already possible.

1. Support for tie notes:  Continue execution of the ADSR envelope and all macros (pulsewidth, filter cut off, etc), but change the note.  I think this is much like the behavior of the 3xx command, but instead of a slide, just an instant note shift.

2. Full control of the gatebit.  For drum noises, it would be nice to be able to clear the gatebit after a few frames to go into the release.  Also, it would be nice to have the ability to play a note without setting the gatebit on.  For instance, after a note cut, other notes could be played while continuing the release portion of the ADSR and the macros continue to be executed.
Title: Re: Requests!
Post by: Delek on January 07, 2013, 04:00:11 AM
For the first one, I don't know, all trackers that have macros don't needed that before and neither now, so, why? You have various effects to change the frequency, that will not trigger a new note and you will get what you need.

About the second, the gatebit can be controlled by using ECxx effect too, this is useful to make drum noises.
Title: Re: Requests!
Post by: tadpole on January 07, 2013, 05:18:56 AM
Are there other ways to change the frequency besides using arpeggio macros and the fine tuning effects?

I don't quite understand the 1Axx - ADSR Reset command.  I've played with it, and it doesn't seem that you can make so next note doesn't retrigger the ADSR by using the 1A00 command.

An example of what I want to do is the intro to RoboCop 3 by Jeroen Tel.  That requires tie notes, or some way of not retriggering ADSR envelopes, otherwise each note will click.  I could use a very long arpeggio macro but that would be very tedious.

http://www.tadpolemusic.us/RoboCop3.sid
Thanks again, for taking the time to read and respond to me :)

edit: A way to tie notes would also be very useful on the Sega Genesis!
Goattracker handles this by using the portamento command 3xx. 300 is a special case which is just an instant portamento.  Perhaps in DefleMask 3FF could be a special case that instantly shifts to a new note?  Otherwise, maybe a separate effect?


Title: Re: Requests!
Post by: Delek on January 07, 2013, 06:11:41 PM
I don't get it. The ADSR never resets on Commodore 64, you have to set 1Axx to a value different from 0 to actually reset it. Please check the next module file.
Title: Re: Requests!
Post by: tadpole on January 07, 2013, 10:10:08 PM
Thank you.  I was confused and mistaken.  Sorry to waste your time with this.
Title: Re: Requests!
Post by: UltrasonicMadness on January 14, 2013, 02:13:16 PM
Would a command for arpeggio tick be on the cards?

Example: EA03 = set arpeggio tick to 3
Title: Re: Requests!
Post by: Delek on January 14, 2013, 07:36:47 PM
Thats a very nice idea.
Title: Re: Requests!
Post by: Demick12 on January 18, 2013, 01:18:59 PM
I have a good one! The YM2149 chip. For example, the Atari ST and the Gradius arcade game use this chip. I know that Gradius uses the wavetable (Synth Sound) portion of this chip for its music and uses the other YM chip of the same kind's regular pulse/noise mode for SFX.

Per chip, it's three channels that have their own square pulse with ADSR envelopes with an option to toggle sustain, and all share one noise channel. Its Synth Sound mode can play around with the pulse channels to give it that distinct sound that one can get from a SID (pulse oscillation) OR it can generate a wavetable of 16 x 16. There is another mode as well, but I don't remember much about that one. Maybe that other mode is the PWM and I am just confusing myself, idn. They all are able to have pitch slides either up or down and have the option of a "note pitch hold" for drum sounds. One can get really badass with the drums using this chip. There is also a buzz mode (four different Waves: triangle up, saw up, triangle down, saw down) that when applied to a channel is able to give it sort of a ring modulation/FM effect. The pitch for that only goes up to a certain note and stays stuck, so it's better used for bass.

Someone in 2003 was able to hook up two Atari STs together and synchronized both to give the illusion of 6 channels at once when it was just two computers. Shiru wrote a tracker for this chip that was able to have the option of playing two YM chips at once (the synchronized thingy I was talking about), though his didn't include the Synth Sound mode or the other mode to my knowledge. Though, if you include "Gradius Mode" (the dual YM chip setup of the titular arcade game) it will essentially be the same thing like the above I mentioned.

Tell me what you think.
Title: Re: Requests!
Post by: jrlepage on January 22, 2013, 09:51:44 AM
The YM2149F cannot generate a 16x16 wavetable. There's a lot of other incorrect information about the chip in your post but I haven't got enough time to address it all, I'm afraid. Maybe later, if you're interested at all.

For the record, I did request the addition of the ZX Spectrum a year or so ago. The Spectrum had an internal buzzer, plus an AY-3-8910, which is essentially the same as the YM2149F. Delek didn't seem very impressed or intersted at the time, but who knows what he'll think now...

As for dual mode, if the chip were to be implemented you could always make two separate modules, export to VGM and use VGMMerge to combine them. VGM 1.61 supports 2x any chip.
Title: Re: Requests!
Post by: FlashingYoshi on January 22, 2013, 08:13:52 PM
Yeah, I don't know of a Synth Mode. Although you can simulate PCM with the ym2149...

Speaking of requests, Delek, since you're already doing OPL3, can you add OPL4 for drum & "wavetable synth" (by that, I mean SNES sample-style). Thanks!
Title: Re: Requests!
Post by: r57shell on February 16, 2013, 11:35:38 AM
Genesis System. PSG Instruments support will be great. For example:
1   Noise Data
2   Attack Rate
3   Sustain Level
4   Attack Level
5   Decay Rate
6   Release Rate
Because you can "drive" frequency and volume. GEMS sound driver (for Genesis) "drive" it :).
Title: Re: Requests!
Post by: Delek on February 16, 2013, 05:25:50 PM
Did you realize that you have envelopes controlled by macros?, noise mode macro too. Requesting ADSR when you have macro for volume, arpeggios and noise is useless.
Title: Re: Requests!
Post by: r57shell on February 17, 2013, 05:34:06 PM
( Okay. So I need to use SND instrument? Ok I will try.
Title: Re: Requests!
Post by: rainwarrior on February 20, 2013, 04:28:09 AM
Have been trying out 9b, glad to see Genesis now has numbers on the operator diagrams. I have some suggestions for the instrument editor.

Suggestion: Default Genesis FM instrument should make sound. I suggest as a default, put AR 31, RR 31 on operator 4, and MULT 1 on all operators. This is the simplest instrument I can think of (basic sine tone, hard attack/release, no transpose).

Issue: Instrument pages are too long to fit on my screen (1366x768). This causes me to have to scroll, and unfortunately scrolling is very inconvenient in the instrument editor. There is no scroll bar, keyboard keys up/down and pgup/pgdn do not scroll, and the only way to scroll is to click the small arrow buttons at the top and the bottom. Because these buttons only scroll 1 line per click, it takes me 10 clicks to scroll from the top of the STD instrument page to the bottom.

Suggestion: Put a scroll bar on the instrument pages.

Suggestion: Allow cursor keys and pgup/pgdn to scroll the instrument pages when editing an instrument.

Suggestion: Consider using more horizontal space for the instrument editor. If you put 2 operators side by side on the Genesis, it would all fit comfortably on one page even on smaller screens, and scrolling would not be an issue at all.
Title: Re: Requests!
Post by: Delek on February 20, 2013, 05:39:25 PM
Suggestion: Default Genesis FM instrument should make sound. I suggest as a default, put AR 31, RR 31 on operator 4, and MULT 1 on all operators. This is the simplest instrument I can think of (basic sine tone, hard attack/release, no transpose).
Yes, I was thinking about this the other day. Will be added on next update.
Issue: Instrument pages are too long to fit on my screen (1366x768). This causes me to have to scroll, and unfortunately scrolling is very inconvenient in the instrument editor. There is no scroll bar, keyboard keys up/down and pgup/pgdn do not scroll, and the only way to scroll is to click the small arrow buttons at the top and the bottom. Because these buttons only scroll 1 line per click, it takes me 10 clicks to scroll from the top of the STD instrument page to the bottom.
I added back in the day a keyboard shortcut to scroll, seems that it was replaced by Ctrl+Up/Down to move between frames. I will add this on next update.
Suggestion: Consider using more horizontal space for the instrument editor. If you put 2 operators side by side on the Genesis, it would all fit comfortably on one page even on smaller screens, and scrolling would not be an issue at all.
The instrument editor window's x size is small and it can be moved side to side to permit introduce notes on patterns. So, the idea is not to use all screen size with the instrument editor.
Title: Re: Requests!
Post by: rainwarrior on February 20, 2013, 08:50:13 PM
Yeah, I can see that the tracker is viewable behind, and the keyboard keys still operate on it. Personally I don't think I'd ever want to look at the instrument while tracking, or look at the tracker while editing an instrument. I can't think of what I'd be doing that seeing/editing both at once makes easy.

What I do when trying to edit an instrument is build a pattern that plays it and put that on loop. Then I go into the instrument editor and edit the instrument until I like the sound.

Anyhow, this is why I think it might be better to use more horizontal space for the instrument, but it's up to you. I'd rather see a whole instrument or a whole pattern than see half of each.
Title: Re: Requests!
Post by: xan on February 24, 2013, 06:48:18 PM
Hi! Can we have a short tutorial explaining how the speed settings work in Deflemask? It is a bit confusing for beginners.
Besides that, is there any possibility to get speed settings based on BPM?
Title: Re: Requests!
Post by: Delek on February 24, 2013, 08:27:12 PM
DefleMask is a tracker for systems that will run on specific clock and hz based speeds.

A "tick" in DefleMask is a frame in NTSC or PAL (or custom HZ), so a speed of 5 will use 5 ticks per row.
BPM set of speed is impossible, due to the fixed HZ values on this systems, you don't have enough precision. This was a problem all the time, even in the 80s.
Title: Re: Requests!
Post by: xan on February 24, 2013, 10:23:45 PM
And now it makes sense, thanks! You should put a short mention about this in the manual.
Title: Re: Requests!
Post by: r57shell on February 24, 2013, 11:27:06 PM
A "tick" in DefleMask is a frame in NTSC or PAL (or custom HZ), so a speed of 5 will use 5 ticks per row.
Something wrong. For example Sega Genesis NTSC = 60 Hz = 60 frames in second. BPM = Beats Per Minute. So, there is 3600 frames in minute. Speed 1 = 3600 rows in minute? U mad.

Nothing impossible. Sega genesis you can use rows per minute from 0.58 to 3600, step by 0.58. Maximum timing error - one frame. Can you hear such timing error?).

Update: but you are right, your speed 1 = 60 rows in second = 3600 rows in minute. But BPM more cool.
I still can't understand. There is TWO numbers. Speed 2/3 = 3/2. Speed 1/1 seems like 60 rows in second (NTSC), 2/2 seems like 30 rows in second, but what then 2/3?  ???
Title: Re: Requests!
Post by: Delek on February 25, 2013, 11:16:49 AM
Speed 1 is for even rows, Speed 2 is for uneven ones. That's in the manual.
Title: Re: Requests!
Post by: FlashingYoshi on February 28, 2013, 09:23:43 PM
2/3 means one row last 2 ticks, the next lasts 3 ticks, the next lasts 2, et cetera.
Title: Re: Requests!
Post by: rainwarrior on March 06, 2013, 08:16:00 PM
1. When typing text macros, when the user presses enter the macro should expand/contract to the length of the text.

3. Home and End would be useful when typing macros to quickly add to the end or beginning. Shift for select and delete/replace would also be useful. Being able to move the cursor by clicking the mouse would also help.

3. When switching patterns with cursor keys, the pattern matrix should automatically scroll to keep up like it does when playing back.
Title: Re: Requests!
Post by: UltrasonicMadness on March 15, 2013, 07:57:10 PM
I have a question regarding the C64:
Why are the Duty Cycle and Filter Cutoff macros progressive, not even having absolute values as an option?
I apologize if I seem ignorant but I read the manual and there was nothing about that, just excessive detail of ADSR (which I appreciate).
I also apologize for my recent inactivity. I have been busy with school and all.
Title: Re: Requests!
Post by: Delek on March 15, 2013, 08:29:18 PM
Absolute values can be setted with the instrument parameter and with effects.
Title: Re: Requests!
Post by: UltrasonicMadness on March 21, 2013, 06:30:22 PM
I am aware of this. However, setting a module to speed 01/01 in order to get a 'macro' with absolute values is a bit of a pain and I would have thought that it could easily be avoided with a checkbox and/or an interface like the arpeggio macro (i.e. scrolling up and down).
Title: Re: Requests!
Post by: InversePhase on April 10, 2013, 05:01:53 AM
Hey Delek, looks like you've got a lot of requests; I'll try to keep mine short! Most -- if not all -- of them could probably just be options. I'll probably come up with more as time goes on. =] sorry in advance, by the way, because a lot of this post can be summed up by "can we make it more like ft2". =]

1. can I have HEX row numbers? the highlights help, but I get into a mode where I just want everything to either be hex or not at all.

2. definable keys for previous/next channel in the pattern editor. I prefer tab and shift-tab to ctrl-right/left, ft2 style

3. any way to get F-key octave selection? F1-F8 for octaves 1-8? since we can already define the instrument editor to another key, it seems like this shouldn't be too hard.

4. a "me too": I would love it if we could redefine how much pgup/pgdn jumps in the pattern editor. I'm used to 16 rows. I can see how it would be useful for it to be 4 or 8 or other values.

5. I'm finding it very hard to get used to the effect entry. is there any way to make that so that entering an effect or value always moves down? for example, say I'm doing a fadeout that alternates a lot; in deflemask I have to go to effect column and type 0A 0A 0A 0A 0A 0A, then go over to effect value and type 02 04 02 04 02 04. In my other trackers, it's very easy: go to the effect and just hold down A, go to the effect value second column and type 2 4 2 4 2 4. I'm sorry if this sounds picky, it just causes less frustration when effect entry is fast for me.

6. slightly related, could we have an option to make effects stop when they are not there; that is, when I have an 0204 (porta down by 4) I only want that to happen with the row the 0204 is on, the porta should stop if there is no effect in the next row. I don't want to enter 0200 to stop my pitch bends all the time.

7. whoever suggested XM/MOD/S3M/IT import: YES! I would love this.

8. Sorry if I'm being pedantic, but if you add OPLL (I think b00daw suggested it?) it should not be called SMS. The MSX also allows you to use the OPLL if you have an FM-PAC or an MSX model with MSX-MUSIC. Maybe just call it OPLL or YM2413. I would love to see this chip, though.

This is getting too long.... Stopping at 8 for now =] Thanks for what is already a very powerful tracker!
Title: Re: Requests!
Post by: Delek on April 10, 2013, 02:21:40 PM
All of your points could be added. With exception of .5 and .6.

About 5, you can change the effects entering mode in options! vertical or horizontal.

About .6, I don't think so, DefleMask is in the "effect memory" side of trackers philosophy. This mode is more powerful and you can sum and have lot of effects working thogether. If you needto put them always to work, the max count of effects will be always 4 maximum (with 4 rows for effects)
Title: Re: Requests!
Post by: h0ffman on April 26, 2013, 12:11:34 PM
Hey Delek

I was reading that the PC Engine sound chip also has the ability to SYNC oscillators (like the C64).  Might this be implemented in a future release?
Title: Re: Requests!
Post by: Delek on April 26, 2013, 01:04:26 PM
Do you have a technical source about that? Could be added easily if the emulator supports that feature.
Title: Re: Requests!
Post by: h0ffman on April 28, 2013, 05:46:34 AM
Looks like I didn't finish reading the article.  The guy who did it was using a timer to reset the position of the oscillator so essentially faked it. :(

However, another thing I was wonder, is it possible to morph between two wave waveforms?
Title: Re: Requests!
Post by: Delek on April 28, 2013, 02:35:04 PM
If you play them side by side you are "morphing them", I mean, each wave will be added to the other. Mixing in one channel can be done by creating a new instrument with the mix result.
Title: Re: Requests!
Post by: kfaraday on April 29, 2013, 06:43:54 AM
is there any way to reset the ADSR for a column in genesis?
Title: Re: Requests!
Post by: Delek on April 29, 2013, 02:51:08 PM
With a NOTE-OFF or note cut effect.
Title: Re: Requests!
Post by: ErikSchroder on May 09, 2013, 09:38:39 AM
Maybe I'm missing something, but doesn't the Game Boy system have full panning and not only Left or Right? Because I know the system is capable of it.

Also, I'm requesting a BPM function, because it always gets too fast or too slow with the speed function. :/ Can't hit the sweet spot.

I'm fairly new to module tracking, I started 2 days ago, so maybe I'm missing something, I don't know. I use the OS X version by the way. :)
Title: Re: Requests!
Post by: UltrasonicMadness on May 09, 2013, 02:37:11 PM
There's a custom checkbox next to the NTSC/PAL button which replaces it with a Hz option. It should help you find that 'sweet spot' you mentioned.
Title: Re: Requests!
Post by: Delek on May 09, 2013, 02:44:20 PM
Only Left/Right or both speakers is the stereo part of the Game Boy. Where did you see that the GB has full stereo?

BPM is something really virtual and non real in any Chipmusic/Video-Game-Console tracker.
All of the stuff running in this type of environment is based on how much frames or V-Sync or ticks (or whatever, but will be always related to a specific base speed, a.k.a CPU/Screen/etc). BPM could be calculated and displayed based on the previous explained data, but you can't actually set the BPM, because the speed is actually being processed as how much "keyframes" are in a row (as in FamiTracker, as in VGMMM, as in DefleMask, etc, etc, etc).

The speed in DefleMask could be specified PER ROW using specific commands, so you can get virtually any speed you want, also you have a general Speed A/B values, where A is for even rows and B is for uneven rows for faster sets. Also you could set the playback engine to a specific HZ value, as UltrasonicMadness said.
Title: Re: Requests!
Post by: NecroPolo on May 11, 2013, 06:44:19 AM
Hey Delek,

First of all thanks for the massive effort you put into this tool. The concept is brill!

As it's a request/suggestion thread, I'd like to add +1 'vote' for a MIDI -> DMF converter utility.


I've already been involved in a tracker testing team that included a very efficient little MIDI converter utility. While we tested it, it turned out that the best way is to create a 'stripped down' MIDI file that, in this case, is 3-channels tailored to C64 specs:

http://csdb.dk/release/?id=115599 (http://csdb.dk/release/?id=115599)

http://csdb.dk/release/?id=113158 (http://csdb.dk/release/?id=113158)

I think such a converter with prepared MIDI files for the actual platform would come as a blessing here, too. For instrumental musicians it would enhance the workflow much.

Cheers,

NP
Title: Re: Requests!
Post by: Delek on May 11, 2013, 12:25:02 PM
DefleMask is a tool for creating new music, MIDI import will be available using external tools like MIDI2DMF, here: http://www.delek.com.ar/forum/deflemask/converting/
Title: Re: Requests!
Post by: NecroPolo on May 11, 2013, 06:49:52 PM
Thanks for the info, I'll be checking the thread.
Title: Re: Requests!
Post by: ErikSchroder on May 15, 2013, 03:40:44 AM
Only Left/Right or both speakers is the stereo part of the Game Boy. Where did you see that the GB has full stereo?
I don't know, I have a recollection of hearing that in a tune. Something going smoothly between channels. But I must be mistaken.
Title: Re: Requests!
Post by: ErikSchroder on May 15, 2013, 07:26:03 PM
Would it be possible to incorporate an MML export? For use in homebrew games?
Title: Re: Requests!
Post by: FlashingYoshi on May 15, 2013, 08:20:06 PM
Only Left/Right or both speakers is the stereo part of the Game Boy. Where did you see that the GB has full stereo?
I don't know, I have a recollection of hearing that in a tune. Something going smoothly between channels. But I must be mistaken.
It could be a clever mix of volume control and stereo, you know. This is done on songs with simple melodies.
Title: Re: Requests!
Post by: flek on May 23, 2013, 06:16:58 AM
A play from current position would be gladly appreciated
Title: Re: Requests!
Post by: CeriX on May 26, 2013, 06:13:38 PM
Is there a possibility to adapt the keyboard mapping to a german keyboard?
(The keys y and z are swapped and the special characters are ordered differently.)

Finding the right notes with y and z swapped is difficult!  ;)
Title: Re: Requests!
Post by: r57shell on May 28, 2013, 05:27:28 PM
1) BPM Speed. It can be done.
2) STD instruments Macro Release points.
3) Genesis NOISE all 8 types.
Or if it supports, then how to achieve?
Title: Re: Requests!
Post by: cuttingagent on June 09, 2013, 08:51:29 PM
A couple requests:

Ability to remap keys for 'play pattern' so I can set it to use just the enter key. I use this button 100 times more often than 'play song', so I don't want to have to hit 2 keys for it every time.

It would be really cool if there was a space to write a little memo describing each pattern right above the pattern entry rows (see attached mock-up)
Title: Re: Requests!
Post by: cuttingagent on June 15, 2013, 05:49:21 AM
Couple things I just noticed.

Filenames in the sample edit window. Otherwise I have to use pen and paper!

Would there be some way to make the program auto-set the samples to their native sample rate? I think all WAV files have that information in the metadata.

'Instrument name' in Instrument list changes after you save it. Example: I make a synth patch and save it as Patch1. I then make 2 copies of it, modify their settings slightly to use them as variations, and save them as Patch1A and Patch 2. But their names in the Instrument list are still 'Patch1 COPY' and 'Patch1 COPY COPY'. I have to manually change the name of every single copy to stay organized, and I do things like this very often.
Title: Re: Requests!
Post by: Delek on June 15, 2013, 02:12:53 PM
Nice points, will be added on next release. :D
Title: Re: Requests!
Post by: cuttingagent on June 17, 2013, 10:12:08 PM
Another thing that would be helpful is if you could have the program put an asterisk* after the name of any Instrument that has unsaved changes to it.
Title: Re: Requests!
Post by: cuttingagent on June 20, 2013, 05:38:18 AM
The default FM preset for genesis sure is grating on my ears everytime I start making a new instrument, and it's SO. LOUD. Maybe it could be replaced with a nice quiet sine wave?
Title: Requests!
Post by: moviemovies1 on July 08, 2013, 01:30:43 AM
First of all, great work on the tracker so far!
Now for the main part: I have some requests for the Sega Mega Drive part of DeFleMask.

1: Better volume column behaviour. The current behaviour affects the TL of all operators, no matter if they are a modulator or a carrier.
    A better behaviour would be to affect only the carrier modulators, like VGM Music Maker does.

2: As cuttingagent said before, a better default FM preset. The current one is very unpleasant to the ears. I have an attachment for what I think would
    make a good default preset.

3: This one also goes for Sega Master System: A bigger frequency range for the noise channel. Currently, DeFleMask cannot reach a frequency level
    as high as the SN76489 allows. The highest obtainable noise frequency in VGM Music Maker is twice as high if you use PSG channel 3 for noise pitch
    control, and if you don't even place any notes in PSG channel 3, it becomes even higher than that. I have attached a wav example.
    The order in which the noise frequencies are played:
    DeFleMask>VGM-CH3-Notes>VGM-CH3-NoNotes.
 
I have nothing more to say. Keep up the good work!  ;D
Title: Re: Requests!
Post by: Delek on July 08, 2013, 02:41:20 AM
1: Better volume column behaviour. The current behaviour affects the TL of all operators, no matter if they are a modulator or a carrier.
    A better behaviour would be to affect only the carrier modulators, like VGM Music Maker does.
You can use:
12xx - TL Operator 1 Control:
With this effect you can modify the TL of the operator 1. You can designate xx with a value from 0 to 7F.

13xx - TL Operator 2 Control:
With this effect you can modify the TL of the operator 2. You can designate xx with a value from 0 to 7F.

14xx - TL Operator 3 Control:
With this effect you can modify the TL of the operator 3. You can designate xx with a value from 0 to 7F.

15xx - TL Operator 4 Control:
With this effect you can modify the TL of the operator 4. You can designate xx with a value from 0 to 7F.

To affect a specific operator. The volume column will affect all Operators.
2: As cuttingagent said before, a better default FM preset. The current one is very unpleasant to the ears. I have an attachment for what I think would
    make a good default preset.
The default preset was changed in DefleMask 9d for a better one btw.
3: This one also goes for Sega Master System: A bigger frequency range for the noise channel. Currently, DeFleMask cannot reach a frequency level
    as high as the SN76489 allows. The highest obtainable noise frequency in VGM Music Maker is twice as high if you use PSG channel 3 for noise pitch
    control, and if you don't even place any notes in PSG channel 3, it becomes even higher than that. I have attached a wav example.
    The order in which the noise frequencies are played:
    DeFleMask>VGM-CH3-Notes>VGM-CH3-NoNotes.
Please export as .vgm format a DefleMask's Max Noise freq and a VGM Music Maker max noise freq and I will compare the register writes. An "in tracker" audio example is not a proper way to prove a mistake in the program, maybe DefleMask is simply using a more/less accurate emulator. Are you sure that the SN76489 can reach that freq?, maybe "no note" in VGM Music Maker is only a bug.
Title: Re: Requests!
Post by: moviemovies1 on July 08, 2013, 03:44:13 AM
You can use:
12xx - TL Operator 1 Control:
With this effect you can modify the TL of the operator 1. You can designate xx with a value from 0 to 7F.

13xx - TL Operator 2 Control:
With this effect you can modify the TL of the operator 2. You can designate xx with a value from 0 to 7F.

14xx - TL Operator 3 Control:
With this effect you can modify the TL of the operator 3. You can designate xx with a value from 0 to 7F.

15xx - TL Operator 4 Control:
With this effect you can modify the TL of the operator 4. You can designate xx with a value from 0 to 7F.

To affect a specific operator. The volume column will affect all Operators.

This method is not an optimal method for changing volume, since you first have to type the effect number and then the volume instead of entering the volume alone, but I guess I can live with it.

The default preset was changed in DefleMask 9d for a better one btw.

It is better on the ears, but it isn't good if you want to make an FM instrument from scratch. A pure sine wave is a much better choice, it will make programming a little easier.

Please export as .vgm format a DefleMask's Max Noise freq and a VGM Music Maker max noise freq and I will compare the register writes. An "in tracker" audio example is not a proper way to prove a mistake in the program, maybe DefleMask is simply using a more/less accurate emulator. Are you sure that the SN76489 can reach that freq?, maybe "no note" in VGM Music Maker is only a bug.
Something weird is going on in DefleMask's SN76489 emulator.
I have attached a .dmf, a .vgm and a .bin file, all exported from DeFleMask 9d. In DefleMask, the noise does not reach an optimal frequency. The VGM file however, seems to pitch the noise up to the same level as "no note" in VGM MM is at, while Kega Fusion seems to pitch it a little lower than "no note", but still higher than in DefleMask. I don't know how the noise would behave on a real machine, but I think it would behave in the same way as either Fusion or the VGM.
Title: Re: Requests!
Post by: Klangfarben on July 08, 2013, 04:59:34 AM
Hi Everyone! :D

It is better on the ears, but it isn't good if you want to make an FM instrument from scratch. A pure sine wave is a much better choice, it will make programming a little easier.

Yes! The preset is a little irritating, hehe.

Thanks for developing Deflemask further and further, Delek! I have some questions regarding the further development and abilities of the tracker.

First, could it be somehow possible to make a fictional system in Deflemask which has both the NES & SMS-Soundchips in it? Like, just next to each other, so one could compose a song with, say, a good deep bass from the 2A03, and the melody and percussion from the YM2413? I know it's a silly question, but who knows? I'm not informed enough to know at the moment lol! :)

Second, how does it proceed with MIDI-implementation? Guess this question gets boring after time :))

All good things are three (like only 3 voices possible at one time, lol) - do You plan to include more systems in the near future? ^_^

After playing around a little with Deflemask I realized now, how easy it is to compose with it without even touching the mouse! Big props on that :) You don't see a hotkey for global octave-shifting in many modern DAW's..
Enjoy and have a nice day everyone! :)
Title: Re: Requests!
Post by: Delek on July 08, 2013, 08:35:12 AM
A simple sine wave will use only one operator, I will change the standard preset if it uses all of them.
I will check what is happening with the DefleMask's SN76489 emulator, and some tests on actual HW are needed too.

Klangfarben, a solution to your requests is: you could open 2 DefleMask at the same time, set one to SMS and the other to NES, and press Ctrl+Play (Global Play) and all DefleMask opened will play together.
MIDI out is on the way, Windows is working, Mac and Linux are needing some specific code.
Title: Re: Requests!
Post by: moviemovies1 on July 08, 2013, 02:39:41 PM
A simple sine wave will use only one operator, I will change the standard preset if it uses all of them.

I made a sine wave Init patch similar to the one for VRC7 in the newest FT beta, where you only have to change the attack value of a modulator to make a different sound. Every operator has it's TL value set to 0, except for #4, which is set to 15 to avoid audio distortion.
Title: Re: Requests!
Post by: Klangfarben on July 09, 2013, 06:38:13 PM
Wow, thanks for the quick answers and the patch, guys! :)
Title: Re: Requests!
Post by: kfaraday on July 14, 2013, 12:10:19 AM
With a NOTE-OFF or note cut effect.

posting to say that this hasn't solved my problem; specifically i want to recreate the sound of the first pulse on this attached file
Title: Re: Requests!
Post by: Delek on July 14, 2013, 12:50:24 AM
You are asking for resetting a instrument created with an infinity envelope. In other words, the ADSR is defined to never release, that's the problem actually. So you have to edit your instrument and set RR values to a value different from 0 (15 in the attached file).

FM presets are tricky to get used to them.

Check out the attached module.
Title: Re: Requests!
Post by: kfaraday on July 17, 2013, 03:28:53 PM
aha~! lovely, sorry for my ignorance

thank you <3
Title: Re: Requests!
Post by: kfaraday on July 18, 2013, 04:04:46 PM
new question; does panning work on pc-engine? it says it does in the manual, but it seems that if i put on an 08xy effect regardless of 01/10/11/00 (or whether it's a sample or not) i can't seem to get any panning

file added for convenience
Title: Re: Requests!
Post by: Delek on July 18, 2013, 06:22:59 PM
It is explained in PCEngine main category in the manual.
The stereo 08xy effect in PC Engine is X for LEFT and Y for Right. 0-F values are allowed.
Title: Re: Requests!
Post by: kfaraday on July 18, 2013, 10:45:07 PM
oops!! sorry again haha

(thank you)
Title: Re: Requests!
Post by: Klangfarben on July 21, 2013, 03:49:46 AM
By the way,

MIDI out is on the way

..YAYYYYYYYYY ^__^
Title: Re: Requests!
Post by: chipchamp on July 31, 2013, 02:24:15 PM
atari 2600 TIA support?
Title: Re: Requests!
Post by: Den on August 23, 2013, 02:19:17 PM
Hello and thanks for your work.

Is there a possibility to adapt the keyboard mapping to a german keyboard?
(The keys y and z are swapped and the special characters are ordered differently.)

Finding the right notes with y and z swapped is difficult!  ;)

It's even worse with a french keyboard and makes the tracker almost impossible to use so I second that request :)
(Switching to english keyboard layout does the trick though but it's rather inconvenient to have to switch all the time)
Title: Re: Requests!
Post by: ellen_page on August 23, 2013, 10:20:39 PM
how's ym2151 coming along? i know it's planned but i'm interested in the progress you're making
Title: Re: Requests!
Post by: rainwarrior on September 01, 2013, 06:13:55 PM
1xx/2xx/3xx do not work with periodic noise mode on SMS.
Title: Re: Requests!
Post by: Delek on September 01, 2013, 10:14:16 PM
Noise channel in SMS, when it is activated the full freq mode, is associated to channel 2. If you use those effects in PSG2 you will control the frequency of noise because they are in a symbiosis mode.
Title: Re: Requests!
Post by: rainwarrior on September 03, 2013, 01:33:00 AM
My suggestion didn't have anything to do with the PSG2 channel interaction. When using periodic noise, I can't use the pitch effects 1xx/2xx/3xx on the periodic noise voice. There is no available way to pitch bend/slide the periodic noise.


Another request: file dialogs need to be modal, especially the save dialog. If I open the save file box, naively trying to type the filename will enter notes in the pattern, which immediately means I cannot save because I now have to go back and fix the mistake before I save. There should be no tracker input allowed at all (mouse or keyboard) while the file dialog is open.
Title: Re: Requests!
Post by: Delek on September 03, 2013, 02:21:11 AM
You have to focus the text. An opened window will not gain priority if it has no input objective associated, if you are focused on a text input, the keys will not enter notes in a pattern and you will be able to enter text without problems.
Title: Re: Requests!
Post by: rainwarrior on September 03, 2013, 12:43:14 PM
Yes, I understand how to activate the filename text field (which is a very small target to click on while the filename is still empty, by the way). I was not asking how to work around the problem.

Because the save dialog is not modal, it is error prone to a very high degree. It is very easily to accidentally make destructive edits to your file while trying to save it, and that's not good!

Even if you just immediately set the focus on the text field when you open the dialog, that would be a huge improvement because you'd be a zillion times less likely to type stuff into the pattern by accident, but the root issue is that certain kinds of dialog (like file dialogs) should prevent any interaction/changes to the song until you close the dialog.
Title: Re: Requests!
Post by: ellen_page on September 15, 2013, 12:40:53 PM
how's ym2151 coming along? i know it's planned but i'm interested in the progress you're making
Title: Re: Requests!
Post by: cuttingagent on September 16, 2013, 02:10:50 AM
Some way to turn off the looping when I play the song, so instead of going back to the beginning of the song it just ends.S

Some way to select patterns in the matrix in Live Mode, (like ctrl+rclick)
I've been using this mode to loop groups of patterns which is very useful for making long leads but I can't switch back and forth between patterns.

cheers
Title: Re: Requests!
Post by: Delek on September 16, 2013, 08:40:24 AM
"Repeat" checkbox will do the job.

About the second, you can set loop points while in Live Mode between certain patterns, simply doing click in them. I don't understand your requests if it is not this.
Title: Re: Requests!
Post by: Delek on September 16, 2013, 08:47:20 AM
how's ym2151 coming along? i know it's planned but i'm interested in the progress you're making
Sorry, I didn't see your post.
I'm currently focused on adding MIDI IN/OUT support, not new systems. However, YM2151 will be the next soundchip to add in DefleMask.
Title: Re: Requests!
Post by: animalstyle on October 25, 2013, 05:25:24 PM
Was trying to rip some Galaxy Force 2 samples and I found something out:

I did some sleuthing in Genskmod (CPU>Debug>Genesis>SoundYM2612>looked at Channel 6) and I found the samples were played back at 13357Hz - thats really fucking strange because i thought they were all in like 8000, 16000, 32000 etc.  I think Deflemask needs a new option!  But yea... I found the data by importing the .bin rom in Audacity with import raw data > Unsigned 8bit PCM, no endianness, sampleRate at 13357Hz.  They are towards the end of the data - weird stuff!  Can you support that sample rate?  ;D
Title: Re: Requests!
Post by: Delek on October 25, 2013, 09:06:28 PM
You have to re-sample to a compatible sample rate, it is easy to do.
I can't support all sampling rates, the playback engine should be synced with lot of stuffs.
Title: Re: Requests!
Post by: nbts.tf on November 17, 2013, 01:55:18 AM
in NES, it doesn't sound as I noted. for example when I note  E-2 after I note E-1.
like this
E-1
E-2

but it works when I note like this
E-2
E-3

Is there any solution for this?
Title: Re: Requests!
Post by: Delek on November 17, 2013, 02:18:38 AM
Seems to be a problem with the lowest octave of NES and the first notes of octave 2, you could use a note cut with TAB or ECxx effect, and Arpeggio to fix atm this issue. Will be fixed.
Title: Re: Requests!
Post by: nbts.tf on November 17, 2013, 06:12:24 AM
It works now, thank you so much
Title: Re: Requests!
Post by: Shell Damage on December 03, 2013, 04:15:33 PM
1.Request!) How about add functionality to write music for multiple systems simultaneously (rewire support maybe?). For example, the ability to write a track that will play on two or more megadrive or on md and gb. Compose music in two or more opened deflemask without rewire is.. a pain! Everything must be synchronized.
2.Bug. Saving .dmf with realy big sample ~10mb, a song for example, is corrupting the .dmf file and is no longer possible to load it.
Title: Re: Requests!
Post by: Radaron on December 14, 2013, 07:59:42 AM
I have a suggestion! Is it possible to add ADRS for PSG?
@Shell Damage you can rewire them with Ctrl+Enter
Title: Re: Requests!
Post by: Shell Damage on December 14, 2013, 03:05:42 PM
I have a suggestion! Is it possible to add ADRS for PSG?
@Shell Damage you can rewire them with Ctrl+Enter
wow! thanks))
Title: Re: Requests!
Post by: marcb0t on December 17, 2013, 01:16:09 AM
Greetings Radaron,

What are you meaning when you say ADRS for PSG? I assume it is sufficient that you can adjust the volume per 50 millisecond intervals to fade a square tone sound, or fade in and do other crazy things with volume and arpeggiation. When used correctly, the PSG instrument editor acts like a very intricate ADRS with envelope looping and everything. You can make the envelope loop through 128 transitions if I'm not mistaken.

Is there something else you mean by that? Maybe more specifics, or just let me know what you're trying to do.

Play around with the envelope generator a little bit, and you'll get some pretty cool sound goin'! It's actually one thing I like about Deflemask over VGM Music Maker, and it's more accurate as to what you can do with the PSG channels.

Are you refering to the noise channels, by chance? They have their own special system specific limitations as well, but can still be edited with the envelope PSG editor.

Sincerely,
Marcbot
Title: Re: Requests!
Post by: Radaron on December 17, 2013, 04:24:35 AM
Hello marcb0t, What I meant is, I played a little with this beta VST http://www.wonthelp.info/superjoebob/Genny.zip and I noticed such thing there
(http://www.adslclub.ru/upload/img/2013-12/17-10220848659.jpg)
It's actually pretty convenient and everything sounds correct after logging into VGM :)
Title: Re: Requests!
Post by: Delek on December 17, 2013, 12:12:34 PM
SN76489 do not have an ADSR generator, ADSR is just a shortcut for some apps to avoid a full envelope generator. A not-tracker interface could find that really useful, but in a tracker the best options is always a true envelope generator.
Title: Re: Requests!
Post by: Radaron on December 18, 2013, 03:23:32 AM
True :) I can do the same, and even more with Volume Macro! What was I thinking before..
Title: Re: Requests!
Post by: marcb0t on December 19, 2013, 01:10:39 AM
Indeed, my friend. I know VGM Music Maker does the same trick... Delek, don't hate me, because I still use VGMM sometimes ;-). However, when I'm aiming for spot on accuracy in PSG and FM sound, I go for Deflemask. Porting samples to play off a cartridge works good ( or actually works ) using Deflemask, but not so good with VGMM. This is why I want to eventually get all my songs over to DFM format.

Thanks again, Delek, for getting the emulation and control so accurate! I actually like the way you don't use global settings for PCM. It is a more accurate way of doing things, and I can use 2 samples with 2 different frequency settings in one song... quite handy when wanting to get good sound, and conserve space for cartridge playback!

Kudos,
marcb0t
Title: Re: Requests!
Post by: rainwarrior on January 16, 2014, 08:26:37 PM
The default instrument for SID uses a volume macro. This is not good because the volume is global and this instrument will interact with all three channels at once. Very confusing for a novice user, and an advanced user will only want to use volume macros on SID in rare occasions. It would be better to just have a simple decay value and no volume macro for the default instrument.

The default instrument for Genesis FM has every oscillator detuned. The detune sliders should default at 0.

One suggestion for SID instruments is that you could allow the wave macro to release the gate bit (clear the bit). This allows you to automatically release an instrument during attack, which is a useful trick to make quieter sounds.


Some other things I've probably mentioned before:

When using the save dialog (and other dialogs) editing of the pattern must be prevented. It is extremely easy to make destructive accidental edits at a time where you are trying to preserve your module! It would also help if the filename field was automatically activated rather than having to click on it first. Also would be good if you could click on filenames in the open dialog instead of the tiny little document icon.

It would also be useful if the instrument panel would prevent edits to the pattern if it was the last thing clicked (playing notes is fine, but making changes to the pattern is not good). It is okay to have instrument on one side and be editing the pattern while it's open, but if the instrument panel was the last thing I clicked I definitely don't want the pattern to take edits.

Being able to use HOME and END in text fields would be very useful for adding to the end of macros. Select, copy and paste functionality with SHIFT/CTRL+C/CTRL+V would also be very good here.
Title: Re: Requests!
Post by: Demick12 on January 20, 2014, 04:46:57 PM
What I would like to see is another chip added in the near future, even if it is just OPLL.
Title: Re: Requests!
Post by: rainwarrior on January 31, 2014, 12:07:24 AM
There seems to be a problem with volume macros on PCE. Look at this exported VGM vs DMF. When the macro volume reaches 0 the channel is not silenced. In the attached VGM the noise never shuts off so it remains on at low volume all the time.
Title: Re: Requests!
Post by: Delek on January 31, 2014, 01:52:51 PM
That's a MAME emulator bug in the in_vgm plugin, it will not process LFO neither. I asked to ValleyBell to add the emulator used by DefleMask and he did it! Download the latest in_vgm and the problem should be fixed.
Title: Re: Requests!
Post by: r57shell on February 24, 2014, 01:04:37 PM
As I can se... in_vgm now use Gens YM2612 emulation O_o. Is it good choice? It's really outdated...
Also, your DefleMask still crushing now and then without any error message.
Title: Re: Requests!
Post by: marcb0t on February 25, 2014, 02:32:37 AM
Yes, I've been getting this same error and have lost a little work with that. I have to save like every time I plug in a few notes I like. Please fix this soon! We're counting on you Delek!
Title: Re: Requests!
Post by: Delek on February 25, 2014, 08:31:58 AM
I need some more information regarding to that random crashes. It is pretty stable here and on the other pcs and operating system tested.
It is very difficult to debug a not replicable and particular crash.

Please check if it is happening only in one system (SID/Genesis/GB), did you test to change buffer's size?, there is an error.log file in your DefleMask folder?
Title: Re: Requests!
Post by: r57shell on February 26, 2014, 12:04:28 AM
Changed buffer size to bigger - crushed in Genesis, and crushed in C64. I'll try increase buffer size once more. (was 1024, and 2048 tested).
There is no error.log in directory. Or, is it deleted at DefleMask start if it was? I didn't check "right" after crush.
Title: Re: Requests!
Post by: Delek on February 26, 2014, 12:33:08 AM
I did a large test of stability today, everything fine, no crashes. I need to replicate this in order to fix it!, are you using a custom skin?, does it crash if you are NOT playing a song?, more info please.
Title: Re: Requests!
Post by: r57shell on February 26, 2014, 10:28:50 AM
Is there some exit hotkeys, that can be triggered suddenly? May be some "unknown keys" mapped to those.
There is no message "Program was suddenly crushed" by windows system. It is just closing.
It's closing in playback, but I didn't test If it crush in idle, OK I'll try.
Title: Re: Requests!
Post by: r57shell on February 26, 2014, 05:31:40 PM
It's not closed during 3-4 hours in Idle state. But when I turn on playback for it was closed during 1 hour. (4096 buffer).
Title: Re: Requests!
Post by: Delek on February 26, 2014, 09:51:56 PM
Maybe is the track? what track did you test?
Title: Re: Requests!
Post by: r57shell on February 28, 2014, 01:34:41 AM
Yesterday I was testing http://www.delek.com.ar/forum/show-off-your-work/rael64-(demo)-remix/
with 2048 buffer. And what I can say... It closed every 10 mins.
1) double click file to open, it'll start playing.
2) during playback wait 10 min and it'll close
3) repeat it again from (1)
I have done this many times (around 6)
Also, I tested speed, turning it to max (1 everywhere) it's still closed after same time.
Interesting, that It's not closing if it's minimized. So it can play infinite if it's minimized, but I'm not sure. But for minimized case, it'll play few hours at least.
I don't know what happens then.

About closing during idle - as I told, it's not crushing if you just open deflemask, and don't do anything.
I don't know what will be if you open some DMF file and push some notes... I didn't test it.
But I'm sure that it's closing even when it's not playing song or pattern
I was making some instruments, and it's closed again.
It closed suddenly just after I press some note keys.
If I remember it right, it closed when was no sound, so Release period was done (of carrier at least).
It was Genesis System. I know that some timers updated always, even when no sound is produced.

I'm testing 9e version under Windows 7 x64.
Hmm... I need to recheck that it's not closed during idle NOT MINIMIZED.
Because, when I test it in Idle, I didn't know such behavior, so I don't remember is it minimized or not.

Also, even if there SSG-EG settings exists from very first DefleMask version, it's not working at least in 9e.
I didn't test it before. I mean, SSG-EG is not emulated.
Title: Re: Requests!
Post by: marcb0t on March 01, 2014, 10:55:48 PM
Hi Delek,

Would like to help.

Running in Windows Vista 64-bit.
Plugging in notes on the attached song.
Deflemask 9e
Using Default Skin
Have not changed buffers from 4096. Will try changing size to see if it works, and let you know results.

It has crashed on me multiple times in one night. I started having to save every minute after plugging in a few notes. If I leave it open and play song, but never enter notes, it's fine.

Thanks,
marcb0t
Title: Re: Requests!
Post by: Delek on March 02, 2014, 04:54:06 AM
So if you add notes only? strange. Test if it is crashing on RECORD mode only. Dpes it crash on Live mode too?
Title: Re: Requests!
Post by: r57shell on March 02, 2014, 09:39:50 PM
If I leave it open and play song, but never enter notes, it's fine.
For me, it's fine in playback mode ONLY IF it's MINIMIZED. Did you play it in minimized mode?
Also, I don't use Live mode, I don't know about it.
And, Now I'm sure about Idle mode: it's fine even afrer playing some part.

As programmer, I can guess source of crush: some handler overflow.
It can be: too many textures, too many opened files (I don't think so), too many ID of something allocated...
And when allocating of new handler(ID) is failed, because can't find free one. So it's just crushed.
It's my theory. Maybe something else.

But, in any case, it MUST show error message. You need write error handling for all cases.
Title: Re: Requests!
Post by: Delek on March 02, 2014, 10:22:18 PM
Let's focus on the minimized thing. I think that some stuff in the screen is causing the crash. Please try to resize the window to see what you should hide in order to maintain it running fine.
Title: Re: Requests!
Post by: r57shell on March 04, 2014, 06:14:10 PM
Yesterday I was testing it in 800x100 (lowest supported).
It was playing about 3 hours. Then I restart it, and resize to somewhere about 800x140.
It was playing few hours. Then, I restart it, and resize more 800x200.
Again it was playing fine few hours. Then, I didn't restart it, and resize to 800x600.
It closed after one or two minutes (very fast but not instantly).
I restarted it again, and it was playing in 800x600 few hours BUT CLOSED.

I don't want to dig more about resizing. I'll try to edit many notes next time.
Title: Re: Requests!
Post by: Delek on March 04, 2014, 08:16:21 PM
Ok so I did a debug version of the exe file, it will write the close reason on a DEBUG.log file if it is being closed by an internal process, DEFLE DEBUG HERE (http://www.delek.com.ar/Defle_Debug_Exe.rar).

Test closing it normally to see if it writes "normally closed" on the file. After that you should make it crash, to see if it writes something in the debug.log. I will be able to focus where the issue is if that happen.
Title: Re: Requests!
Post by: r57shell on March 04, 2014, 11:27:12 PM
1) Run deflemask.exe, and close. I got DEBUG.LOG with something like Normaly closed by button X.
2) I have deleted DEBUG.LOG
3) I open DMF, and close it. And there wasn't new DEBUG.LOG in DefleMask directory.
4) I got idea, that it might be in "current directory", and it was there with same message.
5) I have deleted DEBUG.LOG again.
6) I open DMF, and check for DEBUG.LOG. It's not created.
Are you sure that you always create DEBUG.LOG in case of error?
Also, don't forget to flush files in that case.
7) I was waiting for "auto-close" and it was happened.
8) Then I check for DEBUG.LOG and... it wasn't there. and it wasn't in DefleMask directory.
9) Repeat from step (6) with video capture and start it approximately to auto-close. Succesfuly.
Here is video, nothing interesting: http://youtu.be/W2zNSThvPvM

It can be some exception in library that you use (SDL for example).
something like :S
try {
...
}
catch (...)
{
exit(0);
}
And if it's like that, then it's "handled exception" so you can't get it out there :S.
Title: Re: Requests!
Post by: Delek on March 05, 2014, 11:50:42 AM
Ok so I think this will require lot of work. Appears like it is related to video functions, due to the fact that you can use it infinite time while it's minimized.

I will write 2 or 3 video debug versions in some hours, in the meantime, could you please try to disable HW Accelerated video? Adobe has a how-to on his website.
http://helpx.adobe.com/x-productkb/global/disable-graphics-hardware-acceleration-windows.html

Maybe you have olders/super-new OpenGL drivers?, OpenGL has lot of portability advantages but sometimes it becomes stupid under old libraries.
Title: Re: Requests!
Post by: Delek on March 05, 2014, 09:00:41 PM
Ok I find a bug finally. I hope that this will prevent the crash.

Please try it, if this fixes the crash I will release a maintenance update to the 9e version.

NEW EXE (http://www.delek.com.ar/DefleMask_New_Exe.rar)
Title: Re: Requests!
Post by: r57shell on March 08, 2014, 03:16:53 AM
It's not fixing this. May be it's fixing something else. You must know yourself.

Also, I can hack your DefleMask if you want to reveal what closing it.
But better would be releasing its code.
Title: Re: Requests!
Post by: Delek on March 08, 2014, 07:17:29 PM
Let's try with this one, a no-triangle rendering DefleMask. Only Lines and text.

If it is related with the rendering thing, this one must no crash.

HERE (http://www.delek.com.ar/DefleMask_No_Triangles.rar)
Title: Re: Requests!
Post by: r57shell on March 11, 2014, 01:49:18 PM
It's still closing.
Also, I run previous version (not this one) under debugger, and after some hours it was crushed somewhere in ATI dll (I have AMD Radeon HD 6550M).
But I didn't check call stack, because I have not enough time. May be I'll check it later.
Title: Re: Requests!
Post by: Delek on March 11, 2014, 03:14:12 PM
Do you have the latest ATI drivers?
Title: Re: Requests!
Post by: r57shell on March 12, 2014, 10:54:42 AM
I don't have latest ATI drivers. I use same drivers for two years or more, and didn't expirienced any bugs.
I know, may be you are right. I just want to tell a little about my info from debugging it.

You are setting SetUnhandledExceptionFilter(callback), or your linker/envirovment.
DefleMask always crushing during text drawing.
Because of crush, it's going into this callback. Then, because it was SIGMENTATION FAULT, it's call signal(SIGSEGV, SIG_DEF) to reveal where is signal callback.
Then calling it. It is SDL_fatal(...) callback, and when it's called, SDL just clear stuff and quit. That's why I don't see message about crush.
If you can change your/envirovment filter, then you can insert there log into file: where was error (address) and what it was (sigmentation fault).
I don't know anything about it's cross platform compatibility...

Unhandled exception always somewhere in text drawing. I have changed first instruction if this function (with cycle) into retn = return.
So, after such change function does nothing. And, after this change DefleMask still working, after whole night.
I just want from you, to check once more your text drawing. And, if nothing there, I'll just stop distrurbing you.

Also, you telling me to setup latest ATI drivers. How about you, use latest SDL?) ;D

Little more info: it was working during 17 hours without text rendering, then I need to restart OS...
Title: Re: Requests!
Post by: Delek on March 12, 2014, 11:07:17 PM
I will check the text drawing stuff then. I will post a new exe if I find bug/s. Thanks for your work so far!
Title: Re: Requests!
Post by: Delek on March 13, 2014, 09:59:00 PM
Ok, let's try this one.

HERE (http://www.delek.com.ar/DefleMask_exe_fix1.rar)
Title: Re: Requests!
Post by: r57shell on March 15, 2014, 06:18:26 PM
It seems more stable for me, but sometimes closes right at start (after intro with voice "defle mask").
Title: Re: Requests!
Post by: Delek on March 15, 2014, 07:01:11 PM
Strange...

If it is stable for infinite time after start, I will release an update. Please use it and look for crashes while working.
Title: Re: Requests!
Post by: r57shell on March 15, 2014, 07:12:06 PM
Don't release update. because I didn't say it play until infinite. it just plays longer (30 mins instead of 8 ).
Ok, let's forget about it. Because:
1) I'm tired to test it.
2) Is there at least few people who got closing it every time?
May be it's indeed drivers issue.
But I have my program with opengl, with glBegin() glEnd() and texturing without such issues.
I was testing both of programs in parallel. Mine was rendering approximately ~64*64*2*4 triangles without any issues.
You must know, that if you somehow write in array out of bounds, you can damage something else, and application in such case can crush in any place.
So, if it happens, you can't trace where was write out of bounds, and all you got is bad values.
Easiest way of checking out of bounds: make all buffer twice longer. Mad? But it can help :)
I even check that you don't generate new textures in loop, and that your binding seems all fine. :S
I was using API Monitor (http://www.rohitab.com/apimonitor). Also, I have a log.
Title: Re: Requests!
Post by: Delek on March 15, 2014, 07:34:56 PM
The problem was under the text rendering function, I was doing some dark malloc stuffs right there (to add and subtract text information). I re wrote that part, that function now is a lot cleaner.
Title: Re: Requests!
Post by: r57shell on March 15, 2014, 09:27:41 PM
then rewrite it until I say it's not closing anymore.
As I say, bullet proof test: all malloc size twice, and all static arrays size twice too.
find in all sources malloc replace with mmalloc, and find all places with realloc replace with mreallod
implement
mmalloc(int size) { return malloc(size*2+100));}
realloc(void *ptr, int size){ return realloc(ptr, size*2+100);}
just for testing purposes.
Title: Re: Requests!
Post by: kfaraday on March 19, 2014, 06:00:53 AM
can we navigate outside the intended directory for saving files??? (i'm not sure why we can't do that...)
Title: Re: Requests!
Post by: Ralnir on March 20, 2014, 02:05:29 AM
I browsed through this thread as best I could and haven't seen it mentioned, so if someone has mentioned it before, then I apologise. I'm not sure if it'd break any of the songs created previously, but I would very much like for there to be some file-defined method of distinguishing what module/song loads in this system or that. People tend to be pretty spot on nowadays when it comes to saying what system their composition is written for, but I've happened upon a situation a couple of times where I download a DefleMask module and it doesn't say what system it's for. So I have to put it in every module subdirectory, trying to find out what system it's meant to be loaded into.

The way I imagine it working is thus: for example, you are currently working with the SMS, and you go to load a song. It scans the SMS module folder for songs, and any .dmf files that it finds that do not include some sort of SMS flag do not appear in the load window at all. Does this sound interesting to anyone else or am I just making a mountain out of a molehill, to borrow a phrase?
Title: Re: Requests!
Post by: Delek on March 20, 2014, 09:41:51 AM
You could open a .dmf directly with DefleMask from file explorer, this will force DefleMask to SWITCH to the needed system. Even if it is on another system folder or even in the desktop. This will give you the information to place that file on the correct folder.

Making all modules to be stored on the same directory will be a mess. Because all have the same extension. A per system folder was the best approach back in the day.

Right now maybe the best will be to auto switch always, but this will not prevent a misplaced module file.
Title: Re: Requests!
Post by: bod on March 23, 2014, 04:06:28 PM
I got the crashing issue too (maybe a thread in the bug section would be more appropriate). Appears completely random.

Would it be possible to add ZX Spectrum Engines?
Title: Re: Requests!
Post by: Delek on March 23, 2014, 06:26:30 PM
I'm sorry about the random crashes in random computers, but they appear in 0.01% of total users and, if I can't replicate the issue, it can't be fixed.

I did this thread:
http://www.delek.com.ar/forum/bug-reports/random-crash-in-some-random-computers
Title: Re: Requests!
Post by: DevEd on March 27, 2014, 11:36:21 AM
I'm probably asking for a bit too much here, but I have a couple of requests:
1. Would it be possible to add SNES support?
2. For Sega Genesis, would it be possible to add an SMPS (http://segaretro.org/SMPS) export feature? (Specifically, the variant used in Sonic the Hedgehog (http://info.sonicretro.org/SCHG:Music_Hacking).)

Actually, the SMPS one may be a bit tricky to implement.
Title: Re: Requests!
Post by: Delek on March 27, 2014, 02:07:55 PM
SNES was requested thousand of times, it will not be added in DefleMask for now, it is a simple sample based playback that is running on the main CPU.

SMPS, I don't know, where are the specs?
Title: Re: Requests!
Post by: DevEd on March 27, 2014, 04:39:00 PM
I can't find the specifications for the SMPS format at the moment, but in the meantime, here's (http://pastebin.com/Y7252x96) a disassembled version of Sonic 1's sound driver (warning: LOTS of text), which may or may not be useful.
Title: Re: Requests!
Post by: r57shell on March 27, 2014, 05:10:54 PM
Here is most complete info about SMPS:
http://info.sonicretro.org/SCHG:Music_Hacking/Pointer_and_Header_Format
(it's one of several pages of hacking guide).
Title: Re: Requests!
Post by: DevEd on March 27, 2014, 08:34:50 PM
I was going to suggest that one...
Title: Re: Requests!
Post by: Tkyoku on April 09, 2014, 07:54:17 PM
Hello all,

I just registred here.
I wanted to open and convert to MIDI some MMF file i downloaded but i keep crashing everytime
I really have no clue of what happen
I uploaded 2 files if anybody can help

Thanks
Title: Re: Requests!
Post by: Delek on April 09, 2014, 10:06:37 PM
DefleMask only can open .mmf for YMU759 (MA-2), those .mmf files are from a D520 and it has a YMU782 (MA-7). In the manual this is listed.

YMU782 is a completely different soundchip, not only with FM also with surround and 3D dynamics. It is listed in the "Compatible Hardware List" in the manual because it has backward compatibility, but DefleMask is not forward compatible with any MA-X.

More info about YMU782 here:
http://smaf-yamaha.com/tools/atsma7s.html


Maybe I will add support for it in a future version.

BTW, it is my post 520 too.
Title: Re: Requests!
Post by: Tkyoku on April 10, 2014, 05:55:06 AM
DefleMask only can open .mmf for YMU759 (MA-2), those .mmf files are from a D520 and it has a YMU782 (MA-7). In the manual this is listed.

YMU782 is a completely different soundchip, not only with FM also with surround and 3D dynamics. It is listed in the "Compatible Hardware List" in the manual because it has backward compatibility, but DefleMask is not forward compatible with any MA-X.

More info about YMU782 here:
http://smaf-yamaha.com/tools/atsma7s.html


Maybe I will add support for it in a future version.

BTW, it is my post 520 too.

What a coincidence 520 :)
Yes i am a beginner in this field, i just got here because i am trying to convert these files to MIDI

I will try to check it

Thanks for the help anyway
Title: Re: Requests!
Post by: Klangfarben on April 23, 2014, 06:41:36 PM
Hey Delek (=

Writing the 2 NES tracks which i'm gonna post in the matching thread right after this post, i had a pleasant idea for the further development of Deflemask:
How about adding a feature to individually name/colorize patterns in the pattern matrix? I don't have a problem with making notices in the editor or on paper, but it would be cool to be able to name or colorize certain patterns in the matrix, like pattern 3F would be "outro" or marked red, as an example!

Have a nice time everybody~ =33
Title: Re: Requests!
Post by: raphaelgoulart on April 29, 2014, 12:29:36 PM
I wished I could select/copy/paste data of the strings of the envelopes/wavetables. I found a nice pack of Famitracker instruments and I'd like to use them in Deflemask, but retyping the info would be really really tedious (since the instrument pack is kinda big).
Also, am I restricted to 32 waveforms on the PC-Engine?
Thanks in advance :D
Title: Re: Requests!
Post by: Delek on April 29, 2014, 12:59:51 PM
The 32 Waveforms limit could be expanded.

About copying from the OS, this is a tricky one. DefleMask as a cross-platform program will need a per OS solution to this (copy from Linux/Mac/Windows to DefleMask)
The best option will be to convert from .txt files or Famitracker waves to .dmw (DefleMask Wave). I think that there's already a third party tool to convert to .dmw from other sources.
Title: Re: Requests!
Post by: raphaelgoulart on April 29, 2014, 01:01:59 PM
Oh, nice! Any link?
Used Google and didnt have any luck with it D:
Title: Re: Requests!
Post by: raphaelgoulart on April 29, 2014, 01:23:14 PM
Also, a friend called Lucki Vibrato said he wished he'd able to put the copyright in the songs (like in the NES)
I don't know if I was able to explain correctly so http://puu.sh/8seRa.png
Title: Re: Requests!
Post by: DevEd on May 05, 2014, 11:00:47 PM
Here's a request for PC Engine: The ability to export as HES.
Title: Re: Requests!
Post by: DevEd on May 14, 2014, 05:40:57 PM
And another double post.

You know how the Game Boy supports stereo sound? I request that you add GB stereo support to Deflemask.
Title: Re: Requests!
Post by: Delek on May 14, 2014, 05:54:29 PM
8xx - Panning is not working?
Title: Re: Requests!
Post by: Demick12 on May 14, 2014, 06:20:22 PM
@DevEd: RTFM, right? ;)

Teasing aside, this tracker has an HTML help file included. Tons of info on all chips and regular/chip exclusive tracker effects; all are listed there.

As it is said in G. I. Joe, "Now you know, and knowing is half the battle".

@Delek: Stereo works (for now...) <evil cackle and wrings hands in devious fashion>
Title: Re: Requests!
Post by: Klangfarben on June 28, 2014, 11:46:43 AM
Game Boy Advance? ^___^ I know that's anything else than orthodox.. hehe
Title: Re: Requests!
Post by: NARFNra on June 28, 2014, 10:26:19 PM
Game Boy Advance? ^___^ I know that's anything else than orthodox.. hehe
The Game Boy Advance uses sample based music, similar to the snes and whatnot. You can basically compose fairly authentic GBA music by using a midi program with soundfonts.
Title: Re: Requests!
Post by: littlelamp100 on June 28, 2014, 11:25:17 PM
Quote
And another double post.

You know how the Game Boy supports stereo sound? I request that you add GB stereo support to Deflemask.
Last time I checked, stereo on Game Boy works just fine.
http://www.delek.com.ar/forum/show-off-your-work/moar-original-music/
Title: Re: Requests!
Post by: Klangfarben on June 30, 2014, 03:04:37 PM
Game Boy Advance? ^___^ I know that's anything else than orthodox.. hehe
The Game Boy Advance uses sample based music, similar to the snes and whatnot. You can basically compose fairly authentic GBA music by using a midi program with soundfonts.

Yeah, sure =) Isn't there a single game on the GBA to use both the Z80 and the sample-thingie for music? Is that even possible? =O I thought the whole case is similiar to Sega Genesis, You know, 2 chips on the same hardware.. But now i realize that i can't recall of hearing a GBA game soundtrack until now, with both Z80 and samples playing at the same time..
Well, seems like we got to treat the GBA like we treat SPC-music - soundfonts =O hmmm!

Thanks for the reply and have a nice day =3

EDIT:
In my eyes, a real _Game Boy_ Advance should be capable of playing the 'old' channels together with the 'new' ones =))) Emphasis on 'Game Boy'.. More Game Boy, less Advance haha
Title: Re: Requests!
Post by: Delek on June 30, 2014, 03:23:28 PM
Which game uses both? I thought that when a DMG cart is introduced in a GBA, a Hardware Switch is pulsed and then the Z80 starts running. If you have a GBA cart, you can't access to the Z80, in the other hand, if you are using Z80's hardware, you can't access to the circuitry of GB Advance.
Title: Re: Requests!
Post by: animalstyle on August 06, 2014, 01:31:13 PM
Hey - already posted this on chipmusic but yea:

Genesis feature request:  Can we get volume envelopes to control the TL volume for only the carrier(s) (operator that you hear) of each algorithm.  This would mean turning down one to four carriers simultaneously depending on the algorithm and would have to be done by scrolling a percentage of the initial value.  Check out the Alisia Dragoon soundtest in options if you want a good example - play a song and then hit B and you can hear the cleanest fadeout ever.  As it is now - volume envelopes change the patches too much.  This is annoying when doing an echo effect because I have to make several instruments.  Also overall dynamics for everything would be amazing too.

To further clairfy:  If you are using Algorithm 4, volume envelopes should control just the Total Level of carriers 2 and 4 while nothing is done to modulators 1 and 3 (maybe a percentage could be applied to the existing value - so if i had the TL at 32 and changed it with an effect, the effect would calculate what percentage of 32 I had turned down).  another example:  Algorithm 0 would need to only modify the TL of carrier 4.
Title: Re: Requests!
Post by: Delek on August 06, 2014, 11:52:33 PM
You have effects: 12xx, 13xx, 14xx, 15xx to control TLs changes individually.
Title: Re: Requests!
Post by: Furyhunter on August 12, 2014, 07:48:42 PM
Hey there. It doesn't seem like DefleMask has been updated in a while, and the last mention of adding midi input support was a few years ago; as a request, could it be made open source for people to hack on and add features themselves?
Title: Re: Requests!
Post by: Delek on August 12, 2014, 10:20:34 PM
Latest DefleMask update was on: 05/14/14

You can use some tools to get MIDI input for DefleMask:
https://code.google.com/p/midi2qwerty/
http://www.bome.com/products/miditranslator
Title: Re: Requests!
Post by: DevEd on September 22, 2014, 09:56:49 PM
I have a request to make: Virtual Boy (http://www.planetvb.com/modules/dokuwiki/doku.php?id=audio_overview#fn__2) support.
Title: Re: Requests!
Post by: Delek on September 23, 2014, 03:02:53 PM
Does the Virtual Boy have a nice soundchip? really?
Title: Re: Requests!
Post by: DevEd on September 23, 2014, 10:23:10 PM
Yes. And I want to be able to make music for the system.

EDIT: I might as well provide an example of Virtual Boy music:
Title: Re: Requests!
Post by: Delek on September 24, 2014, 11:12:09 AM
Hey OMG, it has 5 Wave channels and one noise channel. It is veeery similar to the PC-Engine soundchip.
Title: Re: Requests!
Post by: DevEd on September 24, 2014, 04:17:04 PM
Yes, the Virtual Boy sound chip is similar to that used in the PC-Engine SuperTurboCoreEngine32X. There are some differences, though:
• Panning works differently. Instead of operating like "left speaker on, right speaker off", The Virtual Boy does something like "left speaker has a volume level of 3F, right speaker has a volume level of 1C". So you can set the volume of the left/right channels individually on a per-channel basis.
• Maximum of 5 waveforms in RAM at a time. This could probably be circumvented via bankswitching, however.
• Frequency range is from 76.294 Hz to 156.250 KHz.
• Virtual Boy waveforms are 6-bit (64 steps) rather than the PCE's 5-bit (32 steps).
• The fifth waveform channel has additional sweep/modulation functions that the other 4 waveform channels do not have.
• The noise channel is different, and is based off of a 16-bit modular linear feedback shift register (http://en.wikipedia.org/wiki/Linear_feedback_shift_register#Galois_LFSRs).
• The noise channel cannot be converted to a waveform channel, unlike the PC Engine.
• The Virtual Boy does not have native PCM playback support, although it can be faked via the wave channels.

EDIT: Also, as far as I know, there are no easy-to-use tools for creating Virtutal Boy music.
Title: Re: Requests!
Post by: Klangfarben on September 30, 2014, 12:56:53 AM
wow! cmoon Delek, You can do that! ((((= the Wario song sounds beautiful, awww..
i have another sort of idea! last time i foolishly asked about GBA - now i ask You, why don't You add a 'system' with soundfont/sampler only ? imagine, Deflemask in the future, with full MIDI compatibility and a sample based mode X0X"! ((= T_T i don't want to use another tracker for sample based music l0l, i wanna use Deflemask *sobsob*

edit:
and i tell You why! i wanna "make" a fictive game console and write music for it :D i could do it in FL studio for example with soundfonts (i don't bother to think of such stuff in ableton or cubase, as fl studio, even if hated by oh so much people, is great for most stuff and superior to most DAWs when it comes to the piano roll / using soundfonts.. i like ableton and cubase but their piano rolls are horrid, and it's imho the best to make melodies in fl or a free midi program and import them into cubase/ableton XD) but well, fl is not a tracker, thus the 'note volume' option is bs compared to any tracker out there. i use that 'note volume' option all the time while writing in tracker.. but i don't want to learn another tracker just for sample based music, as Deflemask mostly covers my desired systems and makes me feel at home somehow. i have Beepola for 1 bit music which is simple tho.. i think a bunch of DAWs, audio editors and 2 trackers are more than enough O=

edit 2:
i hope nobody will get angry because of that question. but can You guys tell me the technical difference (in accuracy etc) regarding Deflemask vs. let's say LSDJ for gameboy music or Deflemask vs. Famitracker for NES music ? i know Famitracker supports much extra sound chips and such.. and it seems to have an interface more opted to the instrument channels =O? regarding LSDJ, i must say i did never have the chance to use it on a real gameboy until now, but does someone in here have experiences on it, and can tell a little about how fast or slow a production overall goes ? i can imagine it sometimes to take veeeery long to make a song on an actual gameboy with that screen-switching-style LSDJ has.. i guess it's a matter of taste also O= anyways i'd like to hear about the technical differences of LSDJ and Deflemask regarding Gameboy sound.. the internet is full of polarizing opinions, and i also read of people calling Deflemask inferior to other one-system-trackers, but i'd like to know more from a technical view (= there are also enough people around ranting about fl studio, who just do that because they spent very very very much money on the newest full featured cubase version l0l xP i started with Deflemask because i wanted to do SMS music, and i will stick to Deflemask because i'm a loyal ghost mwaha. no matter even if other trackers would be better for this or that system.. in the end everything can theoretically be added to Deflemask as well hehehe ((= for example NES expansion chips (= !

just some thoughts of mine in the middle of the night (= have a nice time everyone~

edit 3:
before i forget it.. You are my hero Delek <3 :D and i'm honoured to spend You another coffee or two (or more) *looks at the donate button*
Title: Re: Requests!
Post by: Demick12 on October 01, 2014, 01:56:13 PM
tl;dr... jk

Seriously, the big difference between LSDJ and this tracker is that the sound coming from this tracker is emulated as opposed to LSDJ which uses the on-board synth of the actual Gameboy.

Also, FamiTracker tends to, through emulation, faithfully reproduce the hardware behaviors of the NES/Famicom and (almost) all of its expansion sound chips. The NES and its non-Famicom variants had no such sound expansion capabilities due to its alternative pin-routing, a form of regional lock out. This tracker uses a PCM channel instead of delta-modulated DPCM channel because FamiTracker did not have that option. I am pretty sure that the NES/Famicom was able to support PCM as well as Delta DPCM for their fifth channel, but it wasn't used in many games afaik.

Also also, it's good to see that someone is thinking outside the box. Unfortunately for this tracker, the author would rather see this tracker be used for hardware music creation as well as soft, seeing as anything made in this and FamiTracker can be exported to be played on their real hardware counterparts (for example, how cool would it be to have a Genesis cart playing your music on a real system, right?) Anyway, that is the true purpose behind this tracker.

That being said, I think it would be a very awesome idea to have this very same interface as a regular MOD/S3M/IT/whatever-other-sampler-based tracker as it is so easy/fun to use and very customize-able. AND, wouldn't it be cool if you could export the sample-based stuff to Super NES and GBA? I think it would.

Alas, Delek is one man. Keep Calm and Write Tunes, for lack of a better fad.  ;)
Title: Re: Requests!
Post by: animalstyle on October 25, 2014, 03:56:27 PM
Hey - Virtual Boy support would be fucking amazing.  One of the holy grails of chip music in my opinion.

I have a problem with the sega genesis ROM export.  The tempo is always slower on the hardware.  Anyway to fix that?  It might be just a matter of slowing the tracker down a bit.
Title: Re: Requests!
Post by: Delek on October 26, 2014, 03:44:57 AM
You are playing it back in a PAL or NTSC Genesis?
Title: Re: Requests!
Post by: animalstyle on October 29, 2014, 03:06:47 AM
Hey - I'm exporting NTSC and using a NTSC Nomad and NTSC Genny 1 High Def Graphics.  Would you like me to reproduce it - i could make a short video or something?  I think the PSG is slowing it down?  Not sure but it seems like it's about 3-5 bpm off at times.
Title: Re: Requests!
Post by: Heavy Viper on October 29, 2014, 12:42:58 PM
Just chiming in to say my projects are playing back slightly slower than they should as well. I'm using a PAL VA6 Mega Drive 1 - with a region/Hz mod switch, if that matters. The tempo is slower regardless of whether it's in 50 or 60Hz.
Title: Re: Requests!
Post by: SpoonyBard on December 18, 2014, 03:10:46 AM
I've also tried exporting ROMS, and I got varying results for each type. All of them were exported in NTSC on NTSC systems.

NES worked fine.
SMS worked fine.
GB had some waveform volume issues and less-than-accurate noise playback.
Genesis played slower than in tracker, though I don't know if this is because of the tracker not having the right speed, or if the tracker slows down the performance.
PCE wouldn't even let me save a ROM.
I don't have the other two systems, so I can't say anything about them.

I'm not the kind of person who normally puts their songs on rom carts, but if that's what other people are asking for, then I ask with them: Please fix these issues, and thanks in advance.
Title: Re: Requests!
Post by: Delek on December 22, 2014, 10:05:24 PM
Game Boy rom export will be updated soon, it has some bugs on the actual hardware. It works on some emulators however, shitty emulators :S
Title: Re: Requests!
Post by: LukeMcQueen on January 07, 2015, 11:03:29 AM
I have a request/suggestion:
How about implementing a "custom system" mode in which we can select which type of channels (FM, PCM and PSG would be enough for me) and how many of them we want to use? It would be absolutely fantastic.
Title: Re: Requests!
Post by: B00daW on January 08, 2015, 03:07:05 AM
1.) Game Gear (Sega Master System) stereo mode.  > Standard effect that allows for more robustness.
2.) SGC output for Sega Master System / Game Gear.  > Binary music rip format by kevtris; author of NSF.
3.) HES output for PCE. > Binary music rip format.
4.) Scroll bar for tracker interface and instrument editor. > Not everyone has a scrollwheel on their mouse.  This also helps for future porting.
5.) The ability to save into other directories behind /songs/  > In the case of possible disk access restrictions.
6.) Single character commands that move down on input.  > Double-character side-scrolling breaks the fluidity and immersion of the tracker and workflow immensely.
7.) Clicking inside save menus/instrument menus on pixels not-related to those menus affects the tracker; including character input.  > Very frustrating and prone to error.
8.) Complete overhaul of UI. >  Too many suggestions to write down.  It's not intuitive and very clunky to use.

Delek, I would have had so many example DMFs by now and I really want to like this tracker, but often I am frighteningly disappointed by the sheer effort it takes to navigate through unnecessary UI issues.

On the bright side, at least it only crashes about as much as FamiTracker crashes now.
Title: Re: Requests!
Post by: Delek on January 08, 2015, 04:58:03 AM
Thanks for the feedback!



1.) Game Gear (Sega Master System) stereo mode.  > Standard effect that allows for more robustness.
Game Gear will be added as a new system, maybe in next version.
2.) SGC output for Sega Master System / Game Gear.  > Binary music rip format by kevtris; author of NSF.
I didn't know about this format. Added to the TODO list.
3.) HES output for PCE. > Binary music rip format.
This is already on the todo list.
4.) Scroll bar for tracker interface and instrument editor. > Not everyone has a scrollwheel on their mouse.  This also helps for future porting.
Added to TODO list.
5.) The ability to save into other directories behind /songs/  > In the case of possible disk access restrictions.
This was requested before. In order to maintain a OS independence file handling, DefleMask works only on subdirectories of its folder. In the future this could change, but there are other priorities.
6.) Single character commands that move down on input.  > Double-character side-scrolling breaks the fluidity and immersion of the tracker and workflow immensely.
This could be added as an option.
7.) Clicking inside save menus/instrument menus on pixels not-related to those menus affects the tracker; including character input.  > Very frustrating and prone to error.
I don't understand this one. You mean pressing outside those subwindows or between lines?
8.) Complete overhaul of UI. >  Too many suggestions to write down.  It's not intuitive and very clunky to use.
This is relative. Some people love it, some people hate it; nothing to do about that. Bugs will be fixed for sure, but I will not make a "complete overhaul".
Title: Re: Requests!
Post by: B00daW on January 09, 2015, 12:28:09 AM
6.) Single character commands that move down on input.  > Double-character side-scrolling breaks the fluidity and immersion of the tracker and workflow immensely.
This could be added as an option.
7.) Clicking inside save menus/instrument menus on pixels not-related to those menus affects the tracker; including character input.  > Very frustrating and prone to error.
I don't understand this one. You mean pressing outside those subwindows or between lines?
8.) Complete overhaul of UI. >  Too many suggestions to write down.  It's not intuitive and very clunky to use.
This is relative. Some people love it, some people hate it; nothing to do about that. Bugs will be fixed for sure, but I will not make a "complete overhaul".
[/quote]

6.)  Yes, thank you.

7.)  For instance, if you have a subwindow open:  click on a portion within the subwindow and it will affect the sequencer; instead of ignoring the click.  There is currently no veil/filters between the two, and you almost need to pixel-perfect click the sections within that subwindow to what you want.  This also goes for key-input.  Preferred behavior would be once a subwindow is activated, only character input and clicks go into that space; unless a click is made outside of the window; in which input focus is switched.

8.)  That's a shame about the "no" to the overhaul.  Currently there is so much redundancy that, even though DefleMask is multi-platform, much could be done with respective OS's own file managers.  That way there could be an export function to whichever format you want and their respective file extensions without the tedious amounts of clicking and/or subwindows.  Thought you would want to do less coding to make things easier for yourself.
Title: Re: Requests!
Post by: Delek on January 09, 2015, 09:47:32 AM
much could be done with respective OS's own file managers.  That way there could be an export function to whichever format you want and their respective file extensions without the tedious amounts of clicking and/or subwindows.
DefleMask is growing together with my own UI system, there's more code regarding to buttons, sliders, text drawing, quads rendering, input processing, file management, etc; than the tracker itself. Making a UI platform independent, getting it compiling perfectly on Windows, Linux and Mac without touching a line of code is a good job and I'm very proud of it. It is very powerful having a program running like this, maybe you are not a programmer and you don't get what I'm looking forward with DefleMask, but really it is a nice piece of code. You are asking me to throw this to the trash and start using standard OS libraries, that will not happen.
I know it has various things that could be improved, and they will be improved, but without changing the main philosophy!

DefleMask was coded like a pure oldschool tracker, remember this, just like MilkyTracker and FastTracker; it is not oldschool only for the soundchips of the 80s; the UI is also made forgetting that OSs with Windows even exist; that approved me to say "fuck you" to Windows, Linux and Mac. Even this can be ported to Android, iOS, and every machine that runs OpenGL.

Title: Re: Requests!
Post by: B00daW on January 09, 2015, 01:46:24 PM
much could be done with respective OS's own file managers.  That way there could be an export function to whichever format you want and their respective file extensions without the tedious amounts of clicking and/or subwindows.
DefleMask is growing together with my own UI system, there's more code regarding to buttons, sliders, text drawing, quads rendering, input processing, file management, etc; than the tracker itself. Making a UI platform independent, getting it compiling perfectly on Windows, Linux and Mac without touching a line of code is a good job and I'm very proud of it. It is very powerful having a program running like this, maybe you are not a programmer and you don't get what I'm looking forward with DefleMask, but really it is a nice piece of code. You are asking me to throw this to the trash and start using standard OS libraries, that will not happen.
I know it has various things that could be improved, and they will be improved, but without changing the main philosophy!

DefleMask was coded like a pure oldschool tracker, remember this, just like MilkyTracker and FastTracker; it is not oldschool only for the soundchips of the 80s; the UI is also made forgetting that OSs with Windows even exist; that approved me to say "fuck you" to Windows, Linux and Mac. Even this can be ported to Android, iOS, and every machine that runs OpenGL.

OK.  I respect that sentiment; so take SunVox for example...  It's ported to almost any and all platform...  It has draggable and resizable portions of the environment-space; and scrollbars for each section keeping them segregated or incapable of having users influence one space over the other by accident.  Yes.  I've used oldschool trackers and I like them.  My first tracker in fact was NerdTrackerII.  Moving forward, at least with more processing power and using modern graphics hardware, since DefleMask is definitely NOT designed for DOS or the ZX Spectrum etc, why not make the UI more friendly and standardized with modern expectations of fluidity and usability?  So what if Google/Android doesn't work well with Argentina anymore, you could still make DefleMask an iPad application with some sort of keyboard interface and make a lot of other people happy too; being if it has a fluid and considerate UI.
Title: Re: Requests!
Post by: Delek on January 09, 2015, 05:19:45 PM
DefleMask UI will be improved, that's all I can say for now.
Regarding to the fact that you can "touch" things that are outside of the current scope, I'm working to fix that right now.
Title: Re: Requests!
Post by: Delek on January 10, 2015, 04:59:38 PM
B00daW, the pre-release is updated (http://www.delek.com.ar/forum/deflemask/deflemask_download/). I added vertical scrollbars for both pattern editor and instrument editor and fixed that bug in the UI, you can't touch anymore things behind windows. Thanks for the feedback.
Title: Re: Requests!
Post by: Brallieman on January 13, 2015, 12:10:16 AM
Hi there, and thanx for the new pre-release.
Can't extensively test it because I havn't got the time now.

My Request is:
I should want to see more posibilities to get data into DefleMask:

- Copy / Pasting text into Macro's for example

- Or another way to Pipe information from the outside world into DefleMask;
Maybe some sort of plugin system... I have been busy creating software to make DefleMask instruments. (NES / Genesis / SMS)  And it is a bitch to constantly have to reload the patch / instrument in DefleMask, when I have made a change to the instrument. So if there would be some sort of "gateway" to port values from outside into DM, that will help with the creative process. And you could still have your source-code closed.

- And a NES-ROM export that uses the FamiSlayer code would be wicked as well. It is .NSF format that you can sync from hardware pulses. http://www.heavyw8bit.com/famislayer.php   It uses a lot of the same code as the Vegaplay-code. The nice thing with this is it will allow you/us to replay the .NSF on a NES and sync the hardware to MIDI or a Commodore 64 or anything that can output a clock-pulse.

- It would be even more awesome if the same FamiSlayer concept could be translated to the Genesis ROMS from that DeadFish guy. It would be a nice challenge for him. ;) And we could sync our Sega's to midi.

- Maybe a Midi-clock out / in to sync with other things...
Title: Re: Requests!
Post by: Delek on January 13, 2015, 12:15:23 AM
Thanks Brallieman!
Title: Re: Requests!
Post by: Brallieman on January 13, 2015, 03:52:33 AM
Oh yeah... Almost forgot...

Linear interpolation to make it easy to make fade outs or fx...
Type in Begin Volume/Fx ... Type in End Volume/Fx... Select both and interpolate... Easy does it.
Title: Re: Requests!
Post by: Brallieman on January 13, 2015, 08:55:19 AM
and... I forgot to mention...

- when loading an instrument can please be /instrument folder the root folder for DM. Now I have to copy all my SMS PSG to Genesis as well... And to NES... etc. While those are basicly the same info/instrument.

- and I want to save (for example) just the Envelope Macro of an instrument... or just only the Arpreggio Macro... or noise mode... So I can mix and match while making new instruments. And use that for different Systems.

- This would be great for Genesis Operators as wel I think...

- This way you can build up an arsenal of Envelopes Macros / Operators and you'll have a new sound in very short time... Without reinventing the wheel every time.
Title: Re: Requests!
Post by: Delek on January 13, 2015, 10:44:07 AM
Thanks!
About the interpolation thing, you could interpolate volume values by using Ctrl+I
Title: Re: Requests!
Post by: Brallieman on January 13, 2015, 12:35:09 PM
Sorry I didn't know that... I have tried and I find it a bit strange to be honest:

line#__VolumeValueHex = Dec,  Difference between previous value

Your interpolation:
000__F = 15
001__E = 14 difference = 1
002__D = 13 difference = 1
003__C = 12 difference = 1
004__B = 11 difference = 1
005__A = 10 difference = 1
006__9 =  9 difference = 1
007__8 =  8 difference = 1
008__0 =  0 difference = 9

"more linear" interpolation:
000__F = 15
001__D = 13 difference = 2
002__B = 11 difference = 2
003__9 =  9 difference = 2
004__7 =  7 difference = 2
005__5 =  5 difference = 2
006__3 =  3 difference = 2
007__1 =  1 difference = 2
008__0 =  0 difference = 1


Don't want to be a pain in the ass... But that's how I was born ;)
Title: Re: Requests!
Post by: Delek on January 13, 2015, 12:42:41 PM
Oh shit. It is broken, I touched something, it was working fine some days ago. I will fix this, thanks!
Title: Re: Requests!
Post by: Delek on January 13, 2015, 09:26:23 PM
Fixed!, thanks for the report, Brallieman. Interpolation corrected. Please re download the pre-release (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: Requests!
Post by: Brallieman on January 13, 2015, 10:14:51 PM
It works fine as far as I can see in the short time I have tried...

Nice one!
Title: Re: Requests!
Post by: kfaraday on January 14, 2015, 10:43:34 AM
hello! hi. kid that never stops talking about your UI here. sent you an email but it didn't come through so Here's My Thought

your tracker at current gives me contradictory and mind-wracking puzzles to solve with little input as to what to do. trackers that are designed well will be designed with a human brain with its proclivities and sensibilities in mind, to attempt to mimic its structure and flow, synchronising it with the user's flow and creating higher quality work. this goes beyond simply giving people "hints" (i.e. manuals, "help files") but is deeply woven into the flow and psychogeographical nature of the construction of the tracker itself. as webcomic author and reincarnated buddha maitreya "michael litven" says in his "100 tools to increase your literacy on the astral plane using the internet" series (currently in progress as of this email), "there is no such thing as a neutral browser application"; far from being a cold, separate machine manipulated by an auteur with fully formed, uncompromisable thoughts and ideas of what they want in their mind, the way that a user interfaces with a piece of technology, down to what it allows you to do, the placing of its features, and how a user is permitted to "travel" through the technology will vastly influence the psyche and desires of the user interfacing with it, affecting their work. here are my complaints:

CODEX GRYPICVS

GRYPVS I.

- the drag window in edit fails to continue dragging bars if your cursor goes outside the specific edit window. this makes it very cumbersome to drag things that are in "corners" (i.e. leftmost column, top of pattern) because my cursor will usually be outside the "dragging bounds" when i've dragged my cursor to the point where it successfully grabs the area that i'd like. i have illustrated this scenario in a 'funny ms paint comic', found here: http://i.imgur.com/Io2kisr.png

GRYPVS II.

- scrolling should be localised based on where your cursor is, in a similar manner to the "sloppy focus" found on macs, and windows OSes if you activate certain keys in the registry (i have this enabled). problems raised by not having this functionality are as follows: while instrument window is open, i cannot scroll the tracker view. this hinders flow as i often like to have both open at the same time to fine-tune instruments. likewise, i cannot scroll my song view (top left) at all because it will always scroll either the edit or the tracker window (depending on if the instrument window is open or not). i recommend being able to scroll the tracker window when my mouse is on the tracker, song view when my mouse is on the song view, instrument window when my mouse is on the instrument window. simple enough idea.

GRYPVS III.

- in paradoxical behaviour to the above, i cannot copy and paste values on the instrument window while it is open, because it will automatically copy and paste to the tracker view. whether you've implemented copy and paste on the instrument window or not, having certain behaviours being disabled in certain windows while both are open for seemingly random reasons creates an alienating experience to work with and hinders understanding of how to navigate your tracker.

GRYPVS III.I

- corollary to the above: please implement copy, paste and cursor drag on MML values on the instrument window if you haven't yet. it's frustrating not being able to copy paste simple values to create instruments on your page but it is delirious having to hold right and left for X amount of time just so my cursor will be on the value i want to delete. dragging or even being able to use HOME or END (again this effects the tracker view when open, paradoxical with the scrolling functionality) would be great for this.

GRVPUS IV.

- more paradoxical behaviour: because dragging is used for bars and graphs on the edit window, if the edit window is open, i cannot scroll horizontally or vertically by dragging. this is quite a pain on larger engines such as the YMU759, where a horizontal scrollbar not only exists but is necessary to get to certain columns of your work

GRYPVS IV.I

- while the edit window is open the scrollbars have some unusual behaviour, as holding down a button and hovering over a scrollbar will cause it to activate. if i do this accidentally i will be locked into that specific axis's scroll until i let go of the mouse click. i cannot activate another scrollbar while this is happening, so if i click and hover over a vertical bar, i cannot scroll horizontally (even by hovering over that bar instead) until i've let go of the mouse entirely

GRYPVS V.

- now that there's a "base time" feature i recommend using this as the actual speed setting, with the current "speed setting" being used as a "groove" setting or whathaveyou. most musicians are not looking to modify speeds on specific even or odd rows so having this as the basic functionality is weird at best. its particularly annoying when i want to change speed mid-song and realise i have to put down two effects instead of one to seal the deal.

GRYPVS VI. (URGENT. READ THIS)

- the inability to hold down buttons or type in custom numbers (see: "plus/minus/plusplus/minusminus" thing). this is not only a bad feature but is actively dangerous to users' physical health as they risk developing repetitive strain injury senselessly button bashing their way to the number they want instead of much easier methods. if you're to have it i recommend at the very least making all number variables editable so that i can simply type in what i want. this goes for everything on the main menu including octave, tempo, speed etc etc, waveform number, envelope lengths, pattern numbers, arpeggio lengths, etc.

GRYPVS VI.I.

- this number typing functionality really ought to extend to the song view as well. again, i'm not risking permanent mutilation my hands using your tracker just because i want a certain pattern for a song. thanks, but no thanks.

GRYPVS VI.II.

- dragging functionality should be added to song view to copy and paste patterns so that if i want to rearrange a pattern in the song, i don't have to (again), button bash its way down the order. again, i must stress, actual physical health issues using this tracker are a priority here.

GRYPVS VI.III.

- similar issue for mass deletion, insert button, etc. at the very least i should be able to hold this down to delete multiples; having to time clicks is annoying and prone to error but is at the very least not actively harmful to musicians wellbeing. i already talked about this several times but i felt it was worth stating repeatedly and emphatically considering that you are, at current, risking people's health by them continuing to use your tracker. take this advice gravely seriously


GRYPVS VII.

- another plus/minus related complaint; the "minus" button replacing the position of the "plus" in adding effects channels is still really bad and as far as i know hasn't been changed from when i requested it previously in a much nicer tone! when i desire three effects channels in a song, being able to click twice quickly is far preferable to clicking once, and craning my mouse ever so slightly to the right to secure the other one.

GRYPVS VIII.

- the "new wavetable" button should surely stay in one place if i'm clicking it. having to scroll just to find it if i'm planning on adding several of them is a hassle that could be solved by having it stay in one place if i'm clicking it.

GRYPVS IX.

- let us save outside specific directories or i'll pee my pants. no seriously, you invest a lot of energy in controlling user experience but the vast majority of what a "well designed" tracker will do is cloak this control under allowing users to project their own workflows onto it. if i want to save on my desktop or on dropbox (very important! i do not risk crashes or corruption working on my music and i always have a previous save state handy in case of issues, which dropbox provides) then i should be allowed to in your tracker, since it is surely physically possible to do so.

mini-gyrpvs (intermezzo)

- if i'm typing a key into the "custom keys" window and i'm typing the same key for the same function that its already set on (i.e. typing ENTER as my new key for a function set to ENTER) then it probably shouldn't tell me that it's already in use and should just go ahead and cancel out.

GRYPVS X.

- having the "current system" be clickable to change chips would save me a click, and makes sense. having it under "options -> system" makes comparatively less sense.

GRYPVS XI.

- drag scrolling is painfully slow, especially in large horizontal trackers like genesis or YMU. flow would be greatly improved if i could click a channel in the song view at the top to auto-seek, but at the moment all i have is imprecisely clicking random spots on the horizontal scroll at the bottom and hoping its sorta in the right range to find the channel i want. inefficient to say the least.

GRYPVS XII.

clicking on the YMU and clicking back to any other system will set the speed to 0F. to illustrate what i've said previously, without clicking new module or exiting out/restarting the tracker, setting this back to the default speed of 03 that other systems have requires 24 consecutive clicks. i'm stressing this because it's a health issue. seriously.

— — —

lets'  try  are  best  ok  !!! お願いします~~  ᴛʜᴇ ᴡᴏʀʟᴅ ɪs ɪɴ ʏᴜᴏʀ ʜᴀɴᴅ,

$member.name (◑.◑)
Title: Re: Requests!
Post by: Delek on January 14, 2015, 12:17:06 PM
hello! hi. kid that never stops talking about your UI here. sent you an email but it didn't come through so Here's My Thought

your tracker at current gives me contradictory and mind-wracking puzzles to solve with little input as to what to do. trackers that are designed well will be designed with a human brain with its proclivities and sensibilities in mind, to attempt to mimic its structure and flow, synchronising it with the user's flow and creating higher quality work. this goes beyond simply giving people "hints" (i.e. manuals, "help files") but is deeply woven into the flow and psychogeographical nature of the construction of the tracker itself. as webcomic author and reincarnated buddha maitreya "michael litven" says in his "100 tools to increase your literacy on the astral plane using the internet" series (currently in progress as of this email), "there is no such thing as a neutral browser application"; far from being a cold, separate machine manipulated by an auteur with fully formed, uncompromisable thoughts and ideas of what they want in their mind, the way that a user interfaces with a piece of technology, down to what it allows you to do, the placing of its features, and how a user is permitted to "travel" through the technology will vastly influence the psyche and desires of the user interfacing with it, affecting their work. here are my complaints:
LOL!  ;D ;D ;D

GRYPVS I.

- the drag window in edit fails to continue dragging bars if your cursor goes outside the specific edit window. this makes it very cumbersome to drag things that are in "corners" (i.e. leftmost column, top of pattern) because my cursor will usually be outside the "dragging bounds" when i've dragged my cursor to the point where it successfully grabs the area that i'd like. i have illustrated this scenario in a 'funny ms paint comic', found here: http://i.imgur.com/Io2kisr.png
I will look around to a way to detect if the mouse is outside the rows while selecting rows.

GRYPVS II.

- scrolling should be localised based on where your cursor is, in a similar manner to the "sloppy focus" found on macs, and windows OSes if you activate certain keys in the registry (i have this enabled). problems raised by not having this functionality are as follows: while instrument window is open, i cannot scroll the tracker view. this hinders flow as i often like to have both open at the same time to fine-tune instruments. likewise, i cannot scroll my song view (top left) at all because it will always scroll either the edit or the tracker window (depending on if the instrument window is open or not). i recommend being able to scroll the tracker window when my mouse is on the tracker, song view when my mouse is on the song view, instrument window when my mouse is on the instrument window. simple enough idea.
You can scroll the song view while on instrument window if it is on the LEFT side of the screen. If it is on the RIGHT, the instrument editor is over the scroll bar of the song view. I can move the instruments stuff a little bit to the left while on right side, so you can see both scrollbars.

GRYPVS III.

- in paradoxical behaviour to the above, i cannot copy and paste values on the instrument window while it is open, because it will automatically copy and paste to the tracker view. whether you've implemented copy and paste on the instrument window or not, having certain behaviours being disabled in certain windows while both are open for seemingly random reasons creates an alienating experience to work with and hinders understanding of how to navigate your tracker.
On the instrument view, you can copy stuffs only to the Macros while your mouse is over it. Otherwise you will be acting on the patterns.

GRYPVS III.I

- corollary to the above: please implement copy, paste and cursor drag on MML values on the instrument window if you haven't yet. it's frustrating not being able to copy paste simple values to create instruments on your page but it is delirious having to hold right and left for X amount of time just so my cursor will be on the value i want to delete. dragging or even being able to use HOME or END (again this effects the tracker view when open, paradoxical with the scrolling functionality) would be great for this.
Yes, make a proper textboxes edit, select, copy and paste is on the pole position of the UI todo list. I requires lot of work, because the UI is made by myself from scratch. Maybe after this release.

GRVPUS IV.

- more paradoxical behaviour: because dragging is used for bars and graphs on the edit window, if the edit window is open, i cannot scroll horizontally or vertically by dragging. this is quite a pain on larger engines such as the YMU759, where a horizontal scrollbar not only exists but is necessary to get to certain columns of your work
Nice catch. I will fix this.
GRYPVS IV.I

- while the edit window is open the scrollbars have some unusual behaviour, as holding down a button and hovering over a scrollbar will cause it to activate. if i do this accidentally i will be locked into that specific axis's scroll until i let go of the mouse click. i cannot activate another scrollbar while this is happening, so if i click and hover over a vertical bar, i cannot scroll horizontally (even by hovering over that bar instead) until i've let go of the mouse entirely
While on pattern view it works fine, but if the edit window is open the problem appears. I will fix this.

GRYPVS V.
- now that there's a "base time" feature i recommend using this as the actual speed setting, with the current "speed setting" being used as a "groove" setting or whathaveyou. most musicians are not looking to modify speeds on specific even or odd rows so having this as the basic functionality is weird at best. its particularly annoying when i want to change speed mid-song and realise i have to put down two effects instead of one to seal the deal.
Maybe the best option will be to add a new SET SPEEDS, that automatically will change both Speed 1 and Speed 2.
GRYPVS VI. (URGENT. READ THIS)

- the inability to hold down buttons or type in custom numbers (see: "plus/minus/plusplus/minusminus" thing). this is not only a bad feature but is actively dangerous to users' physical health as they risk developing repetitive strain injury senselessly button bashing their way to the number they want instead of much easier methods. if you're to have it i recommend at the very least making all number variables editable so that i can simply type in what i want. this goes for everything on the main menu including octave, tempo, speed etc etc, waveform number, envelope lengths, pattern numbers, arpeggio lengths, etc.
UI design is inspired by this legendary trackers:
(http://content.pouet.net/files/screenshots/00013/00013350.jpg)
(http://upload.wikimedia.org/wikipedia/commons/1/14/Milky_Tracker.png)
This will not change. If you want a more Windowish experience there are other products out there (Renoise (not free), FamiTracker, VGMMM (no more officially supported), etc).

- drag scrolling is painfully slow, especially in large horizontal trackers like genesis or YMU. flow would be greatly improved if i could click a channel in the song view at the top to auto-seek, but at the moment all i have is imprecisely clicking random spots on the horizontal scroll at the bottom and hoping its sorta in the right range to find the channel i want. inefficient to say the least.
You can change channels very fast thanks to Ctrl+Left/Right. Also Ctrl+Up/Down will switch trough patterns. This is in the manual, under Controls. Keyboard shortcuts > Mouse shortcuts.

- dragging functionality should be added to song view to copy and paste patterns so that if i want to rearrange a pattern in the song, i don't have to (again), button bash its way down the order. again, i must stress, actual physical health issues using this tracker are a priority here.
- similar issue for mass deletion, insert button, etc. at the very least i should be able to hold this down to delete multiples; having to time clicks is annoying and prone to error but is at the very least not actively harmful to musicians wellbeing. i already talked about this several times but i felt it was worth stating repeatedly and emphatically considering that you are, at current, risking people's health by them continuing to use your tracker. take this advice gravely seriously
- another plus/minus related complaint; the "minus" button replacing the position of the "plus" in adding effects channels is still really bad and as far as i know hasn't been changed from when i requested it previously in a much nicer tone! when i desire three effects channels in a song, being able to click twice quickly is far preferable to clicking once, and craning my mouse ever so slightly to the right to secure the other one.
- let us save outside specific directories or i'll pee my pants. no seriously, you invest a lot of energy in controlling user experience but the vast majority of what a "well designed" tracker will do is cloak this control under allowing users to project their own workflows onto it. if i want to save on my desktop or on dropbox (very important! i do not risk crashes or corruption working on my music and i always have a previous save state handy in case of issues, which dropbox provides) then i should be allowed to in your tracker, since it is surely physically possible to do so.
- having the "current system" be clickable to change chips would save me a click, and makes sense. having it under "options -> system" makes comparatively less sense.
The UI is like FT2/MilkyTracker as I said before, saving clicks?, what's that?, I get lot of muscles on my fingers while using FT and ProTracker back in the day. Take as an advantage. ;D

- clicking on the YMU and clicking back to any other system will set the speed to 0F. to illustrate what i've said previously, without clicking new module or exiting out/restarting the tracker, setting this back to the default speed of 03 that other systems have requires 24 consecutive clicks. i'm stressing this because it's a health issue. seriously.
You should press NEW. The tracker will preserve commands between system changes, this was requested and now songs can be transported from system to system easily.


So I updated the pre-release (http://www.delek.com.ar/forum/deflemask/deflemask_download) with some of your UI suggestions:
Now while on the instrument window, the slider will not act while dragging the mouse.
Now while on the instrument window is possible to drag the pattern view while selecting rows.
Now both the main vertical scrollbar for the patterns is also visible while on instrument window.
Title: Re: Requests!
Post by: Brallieman on January 16, 2015, 12:49:08 AM
And can you please change the title of this thread from "Requests" to "Demands" ;)

In The Netherlands we have a saying: "Je moet een gegeven paard niet in de bek kijken" translated that would be something like: "If somebody gives you a horse, than don't look into it's mouth" AKA "Beggars can't be choosers"... AKA Instead of ranting on and on... Take that time to use Google and choose another program that will do exactly what you want it to do... For free...

If you don't like it... You can always write your own software... That is of course; if your not afraid of getting R.S.I. from typing in loads of numbers... And aren't afraid of getting slacked off by people who nag your head off, because you want to do it your own way.

rant... rant.. rant...
Peace out
Title: Re: Requests!
Post by: Delek on January 16, 2015, 08:19:27 AM
Thanks for your words, Brallieman.  ;)
Title: Re: Requests!
Post by: B00daW on January 17, 2015, 02:09:15 AM
Hey, feedback is good, even if it comes from a neurotic friend of mine.  Perhaps he could have phrased it a little more considerately and less like stressball wordvomit, it shows that he's taking an active interest in your tracker.  I do respect the considerate response you gave his post in return however, and I bet he does as well.

Brallieman, it's nice that you're considering Delek, but I'm not sure if being facetious or sarcastic is completely necessary.  We're all completely different people from different countries and some of us may even be neuroatypical.

DefleMask isn't perfect and at times it really does suffer from usability issues; but at the moment Delek is really being very forward-thinking and considerate of his constituency.  (Currently I'm just pausing on my own requests until 10 gets released.)

So, what's the hold-up on releasing 10, Delek? ;D
Title: Re: Requests!
Post by: Delek on January 17, 2015, 03:05:30 AM
Getting MIDI Input working on Mac and Linux is the last step before the release. Reports of bugs are welcomed too, I want to focus on adding new systems after the release of the 10 version (YM2151, VirtualBoy, SNES).
Title: Re: Requests!
Post by: Radaron on January 17, 2015, 07:52:05 AM
If I may suggest..

1. Adding support for copying patterns or parts of em from one project to another, Usually I like to make "sketch" files and then copy patterns from them into main project, and also it would be useful if I could open several projects in one running copy of Deflemask instead of opening each project in diffrent runnig exe(speaking of UI changes :)). Also for the same reason it would be cool to add support for importing patterns from some of the tracker formats (Mod, xm, it, etc...)
2. Add some kind of ADSR like control to both volume and waveform, it would make it very easy to make smooth and precise transitions and ease-in-out like effects, something like at picture below
(http://www.adslclub.ru/upload/img/2015-01/17-12364561559.jpg)
3. Add live update after changing volume and waveforms on non-fm chips, currently it's updates only after it's moves to the next pattern.

Quote
In The Netherlands we have a saying: "Je moet een gegeven paard niet in de bek kijken"
We have the same saying "Дарёному коню в зубы не смотрят" :)
Title: Re: Requests!
Post by: Brallieman on January 17, 2015, 10:42:34 AM
Quote
Brallieman, it's nice that you're considering Delek, but I'm not sure if being facetious or sarcastic is completely necessary.  We're all completely different people from different countries and some of us may even be neuroatypical.
Exactly... And I might be a facetious AND a sarcastic person. Where I live you are free to choose the free software you like. And if you think it can be approved you ask kindly.

I totally agree that feedback is good!
And that it's okay to ask everything you'd like to be changed or implemented.
But in my opinion that should be done in a respectful manner. That's all!

'but 'nough of this OT mumbojumbo.

Yes... Midi on OSX that's a good focus! :)
Title: Re: Requests!
Post by: Delek on January 17, 2015, 02:45:20 PM
1. Adding support for copying patterns or parts of em from one project to another, Usually I like to make "sketch" files and then copy patterns from them into main project
I'm looking to a way to achieve this cross-platform. Every OS has his own type and instructions to use the clipboard. I'm trying to code an independent solution to this.
Also for the same reason it would be cool to add support for importing patterns from some of the tracker formats (Mod, xm, it, etc...)
Yeah, I have published the .dmf and .dmp format specs looking forward to attract some XXX->DMF/DMP converters.

So far, this ones appeared:

MIDI -> DMF converter by r57shell:
http://gendev.spritesmind.net/forum/viewtopic.php?p=19627#19627

MDX -> DMP converter by tappy:
https://twitter.com/tappy/status/483601166815621121

I will not work OUTSIDE DefleMask, sorry, I have too much heavy load in order to mantain the tracker itself. I'm only one person.
I made public the specifications to leave this type of conversion things to the community.
http://www.delek.com.ar/soft/deflemask/DMF_SPECS.txt
http://www.delek.com.ar/soft/deflemask/DMP_SPECS.txt

2. Add some kind of ADSR like control to both volume and waveform, it would make it very easy to make smooth and precise transitions and ease-in-out like effects, something like at picture below
FM Instruments, Game Boy and SID already have this (the hardware is prepared for ADSR), the other consoles instruments have VOLUME MACROS, they are way more precise than a standard ADSR.
Title: Re: Requests!
Post by: Delek on January 19, 2015, 07:48:29 PM
Pre-builds updated, check the changes and download it (http://www.delek.com.ar/forum/deflemask/deflemask_download).
Title: Re: Requests!
Post by: kfaraday on January 25, 2015, 06:55:47 AM
hi-o, thanks for taking some of the requests to heart. i need to point out that "FT2/Milktracker-style UI" actually lets you hold +/- buttons down and doesn't just require you to click it repetitively.

in any case i can't seem to get the gameboy export to work, noise cuts out about 10 seconds in (using deflemask 9s). i'd use 10 but it seems to change up all my instruments due to the new emulator and i haven't the foggiest how to change them back.

here's the link to dmf. https://dl.dropboxusercontent.com/u/60559756/GAMEBOYGOLD.dmf
Title: Re: Requests!
Post by: Delek on January 25, 2015, 01:03:38 PM
Game Boy songs previously made are not compatible with DefleMask 10. They will open but YOU HAVE to redone all instruments because now there's only HW ADSR. Please read the changelog in the first page of this thread.

I will add an alert window after opening a pre10 game boy module to inform users about this.
Title: Re: Requests!
Post by: kfaraday on January 25, 2015, 04:45:20 PM
the changelog in the first page of this thread leads to a forum with deflemask 9's changelog. do you have a link to deflemask 10's changelog?
Title: Re: Requests!
Post by: kfaraday on January 25, 2015, 04:51:18 PM
reason i'm checking is i'm not at all sure how volumes work with the ADSR. seems to be producing glitchy behaviour. (noise channel seems to be fading in/failing to trigger in cases)
Title: Re: Requests!
Post by: Delek on January 26, 2015, 03:42:31 PM
It was a bug, the volume column was stopping the envelope from running. It is fixed now.

i need to point out that "FT2/Milktracker-style UI" actually lets you hold +/- buttons down and doesn't just require you to click it repetitively.
This was added too.

Pre-builds updated, download the new one (http://www.delek.com.ar/forum/deflemask/deflemask_download) and test it out.
Title: Re: Requests!
Post by: Delek on January 29, 2015, 04:19:48 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: Requests!
Post by: kfaraday on February 05, 2015, 10:59:17 AM
awesome~ thanks! also would be nice to know where i'm saving files. i guess the saving outside of deflemask thing is non-negotiable but for some reason when i have multiple versions of deflemask on my computer the "wrong" one will open a file and i'll have no idea where this version of deflemask is. this persists even when i go out of my way to click the .exe of the deflemask i want to open. naturally as a result of this none of my files are in the modules/output directory and the files i save to it i can't find, so a prompt somewhere saying the full directory of the saved file would be nice. perhaps in the bottom left when the file saves successfully
Title: Re: Requests!
Post by: Delek on February 05, 2015, 01:39:09 PM
When you open a DefleMask.exe it will become the default one. A solution would be to run it as administrator the last one if it don't override the older one.
Title: Re: Requests!
Post by: kfaraday on February 07, 2015, 02:13:57 PM
that doesn't solve my original problem where i now have files saved in places that i can't find, and are impossible to save outside of certain folders. help, please~

(sorry for frustration~ program crashed as i was using it and couldn't find the song i was working on for a while. turned out the deflemask i was using was in an archive so search wouldn't respond)
Title: Re: Requests!
Post by: Delek on February 07, 2015, 03:40:55 PM
DefleMask will save modules where you positioned it +/Songs/Modules/System_Name/
If you don't know where did you put your different DefleMask versions, then I can't help you. Try to search for *.dmf files, or for DefleMask executable to find out all DefleMasks around your pc.
Title: Re: Requests!
Post by: UltrasonicMadness on February 08, 2015, 08:52:00 PM
Not so much a request as much as a curiosity...

Do you plan to add the Atari 2600?
Title: Re: Requests!
Post by: Delek on February 09, 2015, 09:39:47 AM
I've never thought about it before. The Atari 2600 is the one that has 2 square wave channels only?
Title: Re: Requests!
Post by: UltrasonicMadness on February 09, 2015, 02:56:11 PM
I'm not sure if it's just 2 square waves. There's definitely some noise and something like SunVox's 'dirty' wave in Marble Craze.

http://www.atari2600homebrew.com/marble-craze-atariage.html (http://www.atari2600homebrew.com/marble-craze-atariage.html)
Title: Re: Requests!
Post by: Demick12 on February 10, 2015, 01:41:04 AM
I just looked this up!

There ARE two oscillators, but one can get Pulse and Noise out of both. Also, for each oscillator, there are only 32 possible pitches due to the fact that the original signal is 30 Hz divided into 5 bits. There is also a control register where it modifies the pulse width and noise mode.

I think the initial pitch can be changed, however, so that that initial pitch can then be divided into 32. Think about the multiplier of an FM instrument in reverse range, and you get the picture. This can also lead to some brilliant application if used right.

So, the usable pitches are usually the lowest 16 of the 32 for each divided signal for obvious reasons like musicality. Using the first 16 pitches, though, will require a little finesse on the musician's part. Hey - who said life was easy?  ;)
Title: Re: Requests!
Post by: UltrasonicMadness on February 10, 2015, 02:15:19 PM
So tricky then?  ;)
Title: Re: Requests!
Post by: Demick12 on February 10, 2015, 09:22:02 PM
I'd welcome it anyway.  ;D
Title: Re: Requests!
Post by: NARFNra on February 14, 2015, 05:35:44 AM
Is there an FAQ somewhere for things that you've considered and don't want to add or things you do think you might add in the future and so forth?
Title: Re: Requests!
Post by: Delek on February 14, 2015, 11:38:38 AM
There isn't, but the next system will be Neo Geo.
Title: Re: Requests!
Post by: UltrasonicMadness on February 15, 2015, 12:03:29 PM
Interesting...

Quote from: Wikipedia
The onboard Yamaha YM2610 sound chip gives the system 15 channels of sound with seven channels reserved specifically for digital sound effects.
  • Sound chip: Yamaha YM2610
  • 4 concurrent FM channels (voices), four operators per channel
  • 3 SSG channels
  • 1 programmable noise channel
  • ADPCM-A: 6 ADPCM channels, 18.5 kHz sampling rate, 12-bit audio depth
  • ADPCM-B: 1 ADPCM channel, 1.85–55.5 kHz sampling rate, 16-bit audio depth
  • 2 interval timers
  • 1 low frequency oscillator (LFO)
  • Sound/Work RAM: 2KB
  • Sound ROM: 128 KB on-board (only less than 32 KB used), up to 512 KB sound ROM on cartridges

https://en.wikipedia.org/wiki/Neo_Geo_(system)#Sound (https://en.wikipedia.org/wiki/Neo_Geo_(system)#Sound)
Title: Re: Requests!
Post by: appurukid on February 15, 2015, 12:09:01 PM
Implementing Neo Geo would be awesome! Another system with a rather interesting sound to consider would be Apple IIGS. As far as I'm aware of there are no non-native trackers for this system at the moment. So yeah, I request Apple IIGS :)
Title: Re: Requests!
Post by: NARFNra on February 20, 2015, 01:23:24 AM
Would it be possible to make it so you could type in pattern matrix numbers somehow? It'd save a bit of clicking if I wanted to optimize my tracks.
Title: Re: Requests!
Post by: Delek on February 20, 2015, 12:16:37 PM
You can hold pressed the mouse button to accelerate the process, I will think about adding number typing to the pattern matrix however.
Title: Re: Requests!
Post by: djmaximum on March 09, 2015, 03:07:32 AM
Here are some more requests for Deflemask 10.
GBC ROM export with customizable cullers for the text and background.
Transposing and fine tuning buttons.
Atari TIA support.
BPM display.
YAMAHA MA-3 and MA-5 support.
NES ROM export.
NSFE export.
end of list.
Title: Re: Requests!
Post by: DevEd on March 30, 2015, 01:24:52 PM
Quote from: djmaximum
GBC ROM export with customizable cullers for the text and background.
Agreed, although it isn't necesarry.
Quote from: djmaximum
Atari TIA support.
That would be kinda cool, but the sound chip is very limited. I would like to see the Atari POKEY chip supported, though.
Quote from: djmaximum
NES ROM export.
Definitely a feature I would like to see. True, you could slap your NSF on a PowerPak, but not everyone has one. There are several hardware NSF players out there.
Quote from: djmaximum
NSFE export.
The only real advantage I noticed with NSFE is that each song in the NSFE can have its own name. And since Deflemask doesn't support multiple songs, that would be pretty much useless.

Speaking of multiple songs, I would like to see an option to have multiple songs in one DMF, a la FamiTracker.
Title: Re: Requests!
Post by: InversePhase on April 06, 2015, 08:34:01 PM
From what I understand, if you implement TIA, POKEY should be a breeze, or vice versa. Both of them have very similar bitmasks for outgoing audio.
Title: Re: Requests!
Post by: SpoonyBard on April 08, 2015, 03:01:43 AM
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. Also, 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. If you could work out these little kinks that would be great! Thanks!
Title: Re: Requests!
Post by: NARFNra on April 13, 2015, 01:48:57 AM
Is there a guide somewhere to understanding exactly how certain commands work? I don't quite get the fine vibrato command, for example. If I want to emulate a Mega Man vibrato, which bends down before bending up, is there any way to do that without simply constantly using the E5 command?

Oh, that reminds me, I need to file a bug with that.
Title: Re: Requests!
Post by: IronCurtain on April 21, 2015, 10:02:52 AM
Quote
Speaking of multiple songs, I would like to see an option to have multiple songs in one DMF, a la FamiTracker.

I second this request.
Title: Re: Requests!
Post by: Delek on April 21, 2015, 11:23:43 AM
If I want to emulate a Mega Man vibrato, which bends down before bending up, is there any way to do that without simply constantly using the E5 command?
My friend NARFNra, you have this effect:
Quote from: Manual
- E3xx - Set Vibrato Mode: This command will define vibrato mode, 1 UP ONLY (like guitars), 2 DOWN ONLY, 0 both/normal mode.

I don't know if it is what you needed.
Title: Re: Requests!
Post by: NARFNra on April 21, 2015, 07:46:23 PM
Well, in Mega Man, the vibrato does go up and down... just it starts going down first instead of up. Now that the E5 command works on the other NES channels though I can emulate it manually to some degree, so that's not as much of an issue anymore.

Another request: Would it be possible to have the 0A XX command not reset the volume envelope when it triggers? It makes it somewhat difficult to use for fade outs.
Title: Re: Requests!
Post by: syphus on May 05, 2015, 02:39:24 PM
Hi there,

Trying DefleMask for the first time and it seems pretty awesome! It looks like you've accommodated a lot of editing workflow and key-layout requests over time, and before I add my own to the pile, I just wanted to ask if it's possible you could open *all* keyboard-controlled functions up to customisable definitions?

I know it's a bit of a hassle - we're experimenting with different ways to do it in MilkyTracker (though the temporary solution is to hardcode your preferences and recompile) - but even if it was a case of publishing a list of recognised keycodes/modifiers (presumably SDL-friendly) and target functions so that people could make their own fine-detailed layouts, that would be AMAZING.

But failing that, I'd love to be able to stop playback with a single button (e.g. Right_Alt to play, Space to stop), I'd love to be able to change octave with F2-Fwhatever function keys, and I'd REALLY love to be able to map 'move track left/right' to TAB instead of modified arrow keys. This would speed up my workflow, and probably that of anyone who's come from a Protracker/FastTracker background, by about 200%!

Cheers,

syphus/Up Rough
Title: Re: Requests!
Post by: Delek on May 05, 2015, 08:24:17 PM
syphus, thanks for the requests.
Adding a fully customized keyboard shortcuts list is already a high priority right now. However, having a list of "target functions" to trigger appears to be very specific and difficult to define.
I suggest you to create a thread, in order to get feedback from users about which action do you want to be automated with a keystroke. That would help me a lot to get a fine-detailed action list, after that list, I will define a KEY_MODIFIER_1 + KEY_MODIFIER_2 + ACTUAL_KEY to shoot the actions.

For example
Ctrl + NONE + A = Select All
NONE + NONE + TAB = Change Channel
And so on, the idea is to have EVERYTHING defined this way, nothing "hardcoded" into the program.
Title: Re: Requests!
Post by: cyberic on May 11, 2015, 07:07:00 AM
Hello!
And thank you Delek, for your work on deflemask.
I would like to see a feature regarding multi-instances:
Would it be possible to have multiple deflemask instances to start playing simultaneously?
It would ease the work on multi-platform songs.

Thank you
Eric
Title: Re: Requests!
Post by: Delek on May 11, 2015, 12:08:05 PM
This is already possible. With Ctrl+Enter you will start every running Defle.
Title: Re: Requests!
Post by: DevEd on May 20, 2015, 09:24:36 AM
OK, so I have a request.

The Sega Master System Mark III has an additional YM2413 chip. I would like to be able to play around with it in Deflemask.
Title: Re: Requests!
Post by: mihaelkyeah on June 06, 2015, 06:43:06 PM
I don't want to spam. :v But I might have posted this in the wrong place.
http://www.delek.com.ar/forum/deflemask/samples-on-sn76489/
Could multiple sample playback be possible/supported on SEGA Megadrive/Genesis?
(I promise I won't repost it again. >.<)

Keep up the good work, Delek. ;)
Title: Re: Requests!
Post by: gotoandplay on June 07, 2015, 05:41:35 PM
Hi Delek, can I say thanks for the work you've put into the software already, it's great that it can be used for so many systems.

I'm working on a track at the moment on the gameboy system. It seems like there are some issues with volume tricks that should amount to near enough the same effect in deflemask but end up being very different on an emulator - as my example below suggests. If you don't want the fade the start straight away, currently the only way to get a good custom fadeout is to make an instrument solely for the fade. The 0Axx doesnt seem to work properly with gameboy system, or is this alongside the volume macro in that it shouldnt be used? See as volume macro is out of bounds, I was kind of counting on 0Axx to do the job of it.
Title: Re: Requests!
Post by: kfaraday on July 24, 2015, 08:23:18 PM
hi, please store multiple backups for each file opened, or write when the file crashes rather than when it opens

losing a file to a crash, opening deflemask to find out which version of deflemask my backup is in, and having it *overwrite* the backup because i then opened a deflemask file for any reason is really unexpected behaviour. thank you!
Title: Re: Requests!
Post by: Delek on July 24, 2015, 08:36:36 PM
DefleMask will store a backup if you have UNSAVED CHANGES and PLAY the song. I will think about storing a circular buffer of 10 backups in "backups" folder for next version.
Title: Re: Requests!
Post by: kfaraday on July 24, 2015, 08:48:51 PM
thank you!
Title: Re: Requests!
Post by: Demick12 on July 25, 2015, 01:46:35 AM
*Comment moved to suggested thread*
Title: Re: Requests!
Post by: Delek on July 25, 2015, 12:21:50 PM
Please check out this thread, Demick (http://www.delek.com.ar/forum/deflemask/next-system-to-be-added/)
Title: Re: Requests!
Post by: SpoonyBard on July 29, 2015, 10:34:28 PM
I was wondering if, in the next update, for the PC Engine system, it would be possible to have a noise-mode controller for the instrument editor, so that it would be easier to switch between wave and noise modes by frames, kind of similar to how it is done on the Commodore 64.
Title: Re: Requests!
Post by: garvalf on August 08, 2015, 09:54:23 PM
In deflemask 10b, if you save a song and the expected folder doesn't exist (for example: songs/modules/NES), then it won't save the song at all but proceed like it was saved correctly, no warning, but the song won't be there.
Title: Re: Requests!
Post by: mihaelkyeah on August 10, 2015, 07:38:15 PM
In deflemask 10b, if you save a song and the expected folder doesn't exist (for example: songs/modules/NES), then it won't save the song at all but proceed like it was saved correctly, no warning, but the song won't be there.
Not to play teacher's pet (in this case, developer's pet :P) but maybe this post would be more suitable in the bug reports topic.
Title: Re: Requests!
Post by: garvalf on August 13, 2015, 09:08:32 AM
ok I've done it in the bug section
http://www.delek.com.ar/forum/bug-reports/saving-files-in-deflemask/new/#new
Title: Re: Requests!
Post by: DevEd on August 18, 2015, 12:33:22 PM
I have a request for Game Boy: Volume envelope macros. Explanation: Each instrument could have multiple volume envelopes specified, and it could switch between them on the fly similar to the wavetable macro.

Also, an unrelated request: The ability to specify vibrato in the instrument definition. Explanation: Each instrument could have three separate values specifying vibrato speed and depth, as well as a delay.
Title: Re: Requests!
Post by: mihaelkyeah on August 18, 2015, 12:41:07 PM
Also, an unrelated request: The ability to specify vibrato in the instrument definition. Explanation: Each instrument could have three separate values specifying vibrato speed and depth, as well as a delay.
So what you're suggesting is a more precise and fluent pitch envelope, yes?
Title: Re: Requests!
Post by: Delek on August 18, 2015, 02:41:41 PM
A volume envelope macros is the same as a "instrument" macro? If it is, we have a nice concept but an "instrument" macro could not be on a instrument for a recursive reason. xD

So I will have to add another row in the instrument list like:
Ins 0
Ins 1
Samples
Wavetables
Ins Macros      <- Here you will define different instrument macros and then you could call them in the instrument column using M01, M02, M03, M04; etc.


I don't know if this could be useful, specially for the fact that you will have to create LOT of instruments to make this different from simply using the instrument column.
Title: Re: Requests!
Post by: DevEd on August 18, 2015, 09:45:41 PM
I meant just for the GB volume envelope. Volume envelope != instrument.

As for the vibrato thing, I was thinking something similar to FamiTracker's pitch macros, but easier to use.
Title: Re: Requests!
Post by: Stef on August 19, 2015, 03:26:15 PM
Hi Delek,

We started a discussion about it by email but then it done to nowhere... So i try here: what about adding multiple PCM channel support for Sega Genesis music by using the XGM driver format ? You can find more informations about it here :
http://chipmusic.org/forums/topic/15673/sega-genesis-new-xgm-driver/

When we exchanged by mail, we proposed a solution where you even don't have to write a specific XGM export for that, you can just use classic VGM format and use different stream id for different PCM channel (up to 4) then xgmtool could convert this VGM and successfully use the 4 PCM channels.
About the GUI, you are already supporting many systems so adding 3 extras PCM channels for the Sega Genesis is probably not too difficult :)




Title: Re: Requests!
Post by: InversePhase on September 02, 2015, 11:17:23 PM
Hi there. I was wondering if I could have functionality similar to the "zap" feature in fasttracker 2 / milky / etc. For me it would be most useful to be able to "zap patterns/song" which clears all pattern data but leaves the instruments/samples (really, everything else) intact. I can see how this would be very adaptable to Deflemask though; for example "zap instruments", "zap samples", etc.
Title: Re: Requests!
Post by: mihaelkyeah on September 03, 2015, 01:24:33 PM
Hi there. I was wondering if I could have functionality similar to the "zap" feature in fasttracker 2 / milky / etc. For me it would be most useful to be able to "zap patterns/song" which clears all pattern data but leaves the instruments/samples (really, everything else) intact. I can see how this would be very adaptable to Deflemask though; for example "zap instruments", "zap samples", etc.
This would be awesome.
Title: Re: Requests!
Post by: DJPIE1337 on September 09, 2015, 09:26:27 AM
Hi, I don't know if it's possible, but some cool feature for editing synths would be to be able to type directly the number you want/need by doubleclicking on the value you want to modify in the synth editor, the sliders aren't precise when you use a high resolution so I lose time sliding the mouse slowly pixel after pixel
Title: Re: Requests!
Post by: Jankenpopp on October 11, 2015, 02:37:38 PM
Hello everyone :)
here a couple of ideas about deflemask's User Interface


#1 pattern Matrix Scroll zone
(http://pierrepapierciseaux.net/deflemask/interface-1.jpg)
As this one, I think there should be some other mouse scrolls that can get optimized


#2 "Control + a" cursor comportement
(http://pierrepapierciseaux.net/deflemask/cursor-control-a.jpg)


#3 A "CLONE" Feature
(http://pierrepapierciseaux.net/deflemask/pattern-list-3.jpg)


#4 A Standard PatternMatrix channel Width for all systems
(http://pierrepapierciseaux.net/deflemask/standard%20pattern%20matrix.jpg)

#5 In record mode only : Auto write effects when user move instrument knobs with mouse
(http://pierrepapierciseaux.net/deflemask/effects-prop.jpg)

let me know what you guys think :)
Title: Re: Requests!
Post by: mihaelkyeah on October 11, 2015, 11:24:14 PM
I don't want to be mean, but, am I the only one who didn't understand half of these requests?
Title: Re: Requests!
Post by: 3noneTwo on October 12, 2015, 11:17:27 AM
These images are *huge*, they probably don't need to be so big. I understand these suggestions though.

#1: Make it so when the mouse is hovering over the pattern matrix, the scroll wheel will scroll through it. Right now, it only works if the mouse is over the pattern matrix's scrollbar, so I see this as a pretty reasonable request.

#2 is straight-forward, select-all option for a selected track.

#3: An extension of the "Insert" and "Copy" buttons. Duplicate the currently selected patterns and automatically increment the pattern number. This way, you have new patterns that are based on the contents of the previous patterns with a single click.

This one seems tricky, since each channel has its own separate pattern, and there are lots of cases where certain patterns can be easily reused (for example: drum channels, bass). But it is a *very* helpful thing in module trackers like MadTracker and OpenMPT. For it to make sense in DefleMask, we'd need to be able to select specific patterns to clone, so that we're not needlessly duplicating patterns that could be reused. Something like this, perhaps?
(http://3nonetwo.com/zpers/images/deflepatterns.png)

#4 is just asking for some extra polish on the UI, some way to make it feel less cluttered. It'd probably work better if the whole top section dynamically widened and spaced itself out to fit the program window. Or maybe give the user some way to easily resize/space the top section themselves? (just a resizable pattern matrix and spacers, or something like that)

#5 seems to be asking for a "live record" function for controllable parameters and effects, kinda like how DAWs like Ableton Live and Reason allow the user to record MIDI-controlled automation. That'd be a really huge feature, and a really cool one for users (especially those who like to create through performances). But is it even feasible? How much work would need to go into this?
Title: Re: Requests!
Post by: Jankenpopp on October 12, 2015, 12:22:03 PM
Sorry guys for my huge screenshots and messy texts,
At first I was in a facebook conversation with Delek who asked me to post this docs here in order to discuss features with other users :)

@3noneTwo :
thanks for making my thoughts more clear !

#1 : Here is another scrolling comportement that could be nice to upgrade :
(http://pierrepapierciseaux.net/deflemask/scrolling-2.jpg)

About #3 : Delek told me that my first "CLONE" proposition was "easy" to do,
I like what 3noneTwo propose as well, because it keeps the track optimised in weight,
even if personally I'm not sure I would ever use it like you propose.

#4 basic problem about this proposition is that it force Delek to rework all the skin system just for a responsive feature, which maybe nobody really cares about. Maybe the best solution is that user can set a default width for that in 'config.ini'

#5 yes, I guess it's a lot of work to dev, specially for indexing every instrument knobs and convert them into dynamic hexa commands, maybe we don't really need that for now.

Delek told me that maybe he would make just a little User interface upgrade out of this ideas, if you guys have other ideas to improve interface experience, I guess it's the moment to brainstorm :)
Title: Re: Requests!
Post by: djmaximum on October 12, 2015, 03:39:33 PM
What i would like to see in the next version of Deflemask is LSDJ like tables and a LSDJ like synth screen. the synth screen is targeted for both the Gameboy and TG16.
Title: Re: Requests!
Post by: Demick12 on October 12, 2015, 06:05:36 PM
The only request I would have, really, is scroll speed for the mouse wheel (for those who have them on their mouse, that is). Right now, using the mouse wheel, it is pretty slow and tedious to scroll. Maybe also a scroll speed dial to control how much scroll speed for the mouse wheel, perhaps in the system menu. That way, each person's work speed could be represented and enhanced.

As it stands, though, this tracker is turning into a very kick-ass tracker. Keep up the good work, Delek!  :)
Title: Re: Requests!
Post by: Jankenpopp on October 14, 2015, 01:26:59 PM
@djmaximum :
Sure LSDJ table system would be nice to add to macro instruments.
also that would be a lot of crazy work ^^'

@Demick12 : if there was a scroll option in 'config.ini' that would make the job maybe.

not about interface but :
It would be nice to have full support of PSG in Megadrive system, like stereo, noise mode control... :)
(maybe I missing something in deflemask but it seems that SMS is more complete than Megadrive regarding PSG)
Title: Re: Requests!
Post by: mihaelkyeah on October 14, 2015, 02:38:32 PM
I agree with Demick12 on the mouse wheel speed.

I have two requests which I'm not sure how possible they are to be worked out, but it never hurts to just ask.

1) Would it be possible to have the option for the GUI to operate with DirectDraw instead of OpenGL? I attempted to run DefleMask on a computer with no compatible OpenGL drivers for Windows 7 or 8 and the program doesn't even start.

2) If there will be a next system added in the upcoming edition of DefleMask, would it also be possible to include other Arcade PCM chips? Like the Ricoh RF5c68 in the Sega System 32, or the whole YM2610(B?) instead if Neo Geo/Taito System B were to be preferred at some point.
Title: Re: Requests!
Post by: mihaelkyeah on October 14, 2015, 02:39:50 PM
It would be nice to have full support of PSG in Megadrive system, like stereo, noise mode control... :)
(maybe I missing something in deflemask but it seems that SMS is more complete than Megadrive regarding PSG)

Mega Drive PSG already has noise mode control using effects 20 and 21 to set periodic noise and an ampler frequency range (muting the 3rd square wave channel).
Title: Re: Requests!
Post by: Delek on October 14, 2015, 02:50:42 PM
Also, stereo is not possible on SN76489 (SMS, Genesis). Maybe you are confusing it with Game Gear soundchip, but it is a different story.
Title: Re: Requests!
Post by: Jankenpopp on October 14, 2015, 03:15:23 PM
I allready know for the noise mode, thanks kyusawamura :)
(I do agree with your GUI observation: one should not need a 3d GPU for making chiptune)
I thought it was possible to control the square form of psg1 psg2 or psg3 as the noise channel
(like on gameboy's pulses for example) ...and I was totally confusing SMS and Game Gear.

My mistakes gentlemen :)
Title: Re: Requests!
Post by: Delek on October 14, 2015, 04:29:40 PM
1) Would it be possible to have the option for the GUI to operate with DirectDraw instead of OpenGL? I attempted to run DefleMask on a computer with no compatible OpenGL drivers for Windows 7 or 8 and the program doesn't even start.
That's a problem of your video card's drivers provider. OpenGL is actually more supported than other video libraries out there.
Instead of reporting that here, please report to your PC manufacturer to develop a proper video driver for the OS you're using.

Rewriting the entire UI engine to run on DirectDraw is a one year parallel project, it is not a simple switch inside the source code.  Also, I don't care about DirectDraw because it only runs on Windows and actually lose the battle vs OpenGL. :P

I do agree with your GUI observation: one should not need a 3d GPU for making chiptune
OpenGL is only a standard video specification, 2D too (the part that DefleMask uses) that runs everywhere (Android, Linux, Mac OSX, iOS, Windows, web browsers, etc).
DefleMask was born in a 2009 HP Mini 1000 netbook (with an 1.2ghz atom, without 3D GPU), and it continues to work flawlessly.


Sorry, but this is only an isolated issue, almost certainly it is an old computer forced to run Windows 7 / 8 without proper driver support from the manufacturer.
Title: Re: Requests!
Post by: mihaelkyeah on October 14, 2015, 05:36:20 PM
I wouldn't be surprised, Exo of Argentina has quite a bit of explaining to do...

I already ran Driver Pack Solution on said computer and I separately downloaded the supposed drivers it needs and it says it's not compatible with my current operating system (Windows 8.1).
Which is funny because this Exo laptop has a more powerful processor and an (older) Toshiba laptop that's slower than a snail on drugs runs Defle perfectly.

Sorry. I didn't know about any of this regarding DirectDraw and OpenGL. Hopefully I'll find a solution to this problem as it's probably going to happen again with any program that runs with OpenGL.
Title: Re: Requests!
Post by: mihaelkyeah on October 22, 2015, 10:19:33 AM
I sorted it out. Turns out the on board graphics adapter (Intel Mobile 4 Series Express) isn't compatible with Windows 8.1, but only with XP, Vista and 7. Well... Time for a downgrade. :v
Title: Re: Requests!
Post by: GammaLyrae on November 22, 2015, 11:16:21 PM
Please let us use mousewheel scrolling inside the pattern matrix to scroll through that pattern list. Currently, it scrolls through the main body editor where you place notes. It really puts a drag on my workflow having to precisely place my cursor within the narrow bar and either click to drag it, or use my mousewheel in that tiny space.
Title: Re: Requests!
Post by: mihaelkyeah on November 23, 2015, 12:13:37 AM
I personally don't find problems with the pattern matrix. Maybe we should make a poll to see how many people want to have that changed.
Title: Re: Requests!
Post by: SpoonyBard on November 23, 2015, 04:23:49 AM
Please let us use mousewheel scrolling inside the pattern matrix to scroll through that pattern list. Currently, it scrolls through the main body editor where you place notes. It really puts a drag on my workflow having to precisely place my cursor within the narrow bar and either click to drag it, or use my mousewheel in that tiny space.
I've had a bit of a problem with that myself at times, though it get frustrating very rarely. I have always thought it would be a good idea to have scrolling based on a window the mouse is in rather than a scroll bar the mouse is in. For example, I'd want to scroll through instruments in a library but instead scroll through the instrument editor, or want to scroll through the pattern editor, but scroll through the entire song. I'll talk to Delek about maybe setting up a poll.
Title: Re: Requests!
Post by: mihaelkyeah on November 23, 2015, 10:50:54 AM
If the mouse wheel setup were not to be implemented, we can rely on Alt+right/left and Ctrl+up/down for instrument and pattern change respectively.
Title: Re: Requests!
Post by: djmaximum on December 18, 2015, 04:54:31 PM
I was listening to some Touhou music for the PC-98, and I got really inspired by the instruments in its soundtrack. I am hoping to see support for PC-98 in Deflemask someday.
Title: Re: Requests!
Post by: mihaelkyeah on December 22, 2015, 03:14:35 PM
http://en.touhouwiki.net/wiki/PC-98#System_Details
https://en.wikipedia.org/wiki/Yamaha_YM2608
https://en.wikipedia.org/wiki/Yamaha_YM2203

I believe OPNA (YM2608) would be the better option between the two. However, I'm not fully convinced about the predetermined OPNA percussion samples - one would still end up loading their own into a single channel, so it wouldn't be that much different than the Mega Drive YM2612.

FM Towns, however, would be somewhere between the Sega (Arcade) System 32 and the Mega Drive, since it has the YM2612 and the Ricoh RF5C68.
https://en.wikipedia.org/wiki/FM_Towns#Sound
Title: Re: Requests!
Post by: tildearrow on December 30, 2015, 12:31:13 AM
Smaller/arbitrary buffer sizes would be great.
Title: Re: Requests!
Post by: mihaelkyeah on January 01, 2016, 03:25:14 PM
tildearrow: how so?
Title: Re: Requests!
Post by: tildearrow on January 01, 2016, 04:38:35 PM
Because a smaller buffer size decreases latency. I mean, the UI replies faster and MIDI input has almost no delay.
Title: Re: Requests!
Post by: DevEd on January 01, 2016, 07:22:18 PM
Three words: Virtual Boy support.

That is all.
Title: Re: Requests!
Post by: mihaelkyeah on January 01, 2016, 09:16:13 PM
tildearrow: Maybe a customisable buffer size would be good, so it could be adaptable to the hardware one's using. I'm sure others would suggest ASIO compatibility but I personally find ASIO to be more frustrating than it is helpful, so... Yeah.
Title: Re: Requests!
Post by: Delek on January 01, 2016, 09:36:56 PM
The buffer could be selected between 512, 1024, 2048 and 4096 samples (under options). I find 512 samples really fast enough for everything. Actually I use 1024. Do you really need less than 512 samples?
Title: Re: Requests!
Post by: Heavy Viper on January 03, 2016, 04:31:03 AM
I can understand the need for small buffer sizes in dedicated audio DAWs, where you need instantaneous output while recording MIDI performances/audio live. That doesn't really carry over to a tracker environment, though...
Title: Re: Requests!
Post by: mihaelkyeah on January 03, 2016, 05:23:09 AM
I can understand the need for small buffer sizes in dedicated audio DAWs, where you need instantaneous output while recording MIDI performances/audio live. That doesn't really carry over to a tracker environment, though...
Or music making apps that have VST support in general. MadTracker 2 and OpenMPT have ASIO driver support for low latency, I believe.
Title: Re: Requests!
Post by: DevEd on January 03, 2016, 08:51:22 PM
Quote from: DevEd
Three words: Virtual Boy support.

That is all.

I don't mean to sound like I'm nagging, but I'm quoting this as it was completely ignored.
Title: Re: Requests!
Post by: Delek on January 03, 2016, 11:53:11 PM
As I said in the past, Virtual Boy sounds almost exactly like PC-Engine but it has no scene at all. I don't feel so inspired to add it. Sorry. :(

I'm more interested in Neo Geo, POKEY and SNES.
Title: Re: Requests!
Post by: mihaelkyeah on January 04, 2016, 01:02:50 AM
Neo Geo would be fantastic!

Also, speaking of which, remember I had been insisting on tonal sample control, what ended up being the delta change effect in the SegaPCM?

Thrash Rally, contrary to what I had always believed (I'm sure you probably already knew this) only played single samples at different pitches in the ADPCM-B (a.k.a. Delta PCM) channel. I did a .bin to PCM decoding with an ADPCM encoder by ValleyBell (having ripped .bin data blocks from a VGM using VGMJUICE), and the picked bass samples were all aligned one next to the other with mostly one semitone of difference. >.< I'm mildly embarrassed from having insisted so much in sampled instruments using single samples while you said that the typical thing to do was using multiple samples, and it turned out to be true.

Now I have a question.

In Mega Drive games that use tonal sample instruments, were multiple samples used as well? Or did drivers have a rough pitch changing effect (with fixed intervals) like the one the Famicom/NES has?
Title: Re: Requests!
Post by: Delek on January 04, 2016, 02:42:14 AM
Also, speaking of which, remember I had been insisting on tonal sample control, what ended up being the delta change effect in the SegaPCM?
Yeah, that's because the SEGA PCM does have a delta value for each channel. It is hardware. The YM2612 DAC/PC-Engine samples are a different history, they are really simple (actually, only a cable that the CPU needs to write)
In Mega Drive games that use tonal sample instruments, were multiple samples used as well? Or did drivers have a rough pitch changing effect (with fixed intervals) like the one the Famicom/NES has?
This depends. You could done that in software or use multiple samples.
Deflemask play routine for DAC samples (SEGA Genesis, PC-Engine, etc) is only at a fixed speed per sample. So if you want to use multiple pitches you're forced to use multiple samples. Right now supporting pitch changes on the fly will require to rewrite the entire core of both tracker playback and hw re-players. Also to see how this could be done in .vgm exports (DAC Stream support of .vgm doesn't support this neither)
Title: Re: Requests!
Post by: Quirby64 on January 05, 2016, 02:18:06 AM
Hello, just joined the forum because I just realized Deflemask even had a forum. : P
Two ideas, though :
The Neo Geo Pocket has the same soundchip as the Sega Master System, but not too sure how different it is. Maybe you could add it?
Also, I discovered a chip (CDP1869) which is literally just a Square and Noise channel.
You should totally add that one.
Totally.
EDIT:Oh yeah, maybe adding multi-song GBS/NSF/HES files would be nice, instead of having multiple ones of each
Title: Re: Requests!
Post by: 5alazar on January 07, 2016, 03:36:45 AM
For creating custom FM-sounds it would be super-useful if you could implement the ability to mute single operators, which is a common function with most FM-Synthesizers. Something along the lines of Yamaha's DX / TG synthesizers would be great.

This could be done within the instrument editor either by clicking on the "Operator" tab or by directly clicking on the algorithm-display. (Or both.)
The muted elements would simply be highlighted, no additional gui-changes to the instrument-editor would be needed.

Title: Re: Requests!
Post by: Delek on January 07, 2016, 08:43:50 AM
And muting an operator is? TL level to minimum?
Title: Re: Requests!
Post by: 5alazar on January 07, 2016, 12:44:45 PM
Yes. Muting Operator 4 for Algorithm 0 (for example) would result in no sound at all.
Title: Re: Requests!
Post by: Radaron on January 07, 2016, 04:45:48 PM
Yes. Muting Operator 4 for Algorithm 0 (for example) would result in no sound at all.
...and isn't it supposed to be that way? considering that in Alg 0 rest of operators proceeding through each other and out in operator 4?
Title: Re: Requests!
Post by: Raijin on January 07, 2016, 05:04:12 PM
I'd like to request a BPM display at the top.

Tbh, I wish there were an addition to use all of the integral Tempi the systems are capable of, but I'm not even sure how someone would do that.
On the Genesis for one, I know it's possible to have more fine tuned Tempo for things, without breaking away from the 60Hz/50Hz sync. Slap Fight MD, in the options menu, it actually displays which BPM the music plays in. I wonder how they got specific BPM like that back then.
Title: Re: Requests!
Post by: Dr Devil on January 07, 2016, 05:35:26 PM
Sorry if this has already been asked, but can you implement a pitch macro? I'm creating SMS music, and I want to accurately replicate a game's vibrato sound without having to keep comparing the game's VGM and my VGM on MOD2PSG for accuracy.
Title: Re: Requests!
Post by: Delek on January 08, 2016, 01:08:09 AM
I'd like to request a BPM display at the top.
Sorry, but that will not happen. A BPM value in a Chipmusic tracker is a double-edged sword.
Tbh, I wish there were an addition to use all of the integral Tempi the systems are capable of, but I'm not even sure how someone would do that.
Defle is capable of any tempo the Genesis can do.
I mean, the Speed values are how much "refresh rates" you will spend in a row. Selecting 1/1 means that every row is a, for example, NTSC tick; and by changing the clock rate you can reach tempos for engines don't fixed to the screen refresh rate (maybe using another clock signal). Apart from that, there are effect to change the speed on the fly in a specific row.

On the Genesis for one, I know it's possible to have more fine tuned Tempo for things, without breaking away from the 60Hz/50Hz sync. Slap Fight MD, in the options menu, it actually displays which BPM the music plays in. I wonder how they got specific BPM like that back then.
That tempo value is really off, maybe a bad translation of simply "speed". I mean, 150bpm doesn't sounds at all 150bpm.
Are you sure they are running at 60Hz/50Hz for they music engine? Those little changes in the "speed" could be easily discovered if you analyze a .vgm dump recorded while changing the value. You can obtain the same in Defle by changing the refresh rate (60Hz, 40Hz, 10Hz) and the speed factors.

Sorry if this has already been asked, but can you implement a pitch macro? I'm creating SMS music, and I want to accurately replicate a game's vibrato sound without having to keep comparing the game's VGM and my VGM on MOD2PSG for accuracy.
Yeah, maybe after the 11.1 release. Why couldn't that vibrato be done with independent pitch slides?
Title: Re: Requests!
Post by: Raijin on January 08, 2016, 02:20:08 AM
No, I'm not requesting a BPM value that you can change. Just a display of the current BPM based on which current speed is selected.

Besides that, I don't know anything about which tempos are possible. Some games seem to sound like its doing 'impossible tempo' without breaking the clock speed/having unintegral tempo. There's a few things that still confuse me, and this is one.
Title: Re: Requests!
Post by: mihaelkyeah on January 09, 2016, 11:43:43 PM
FamiTracker has a BPM-like value that rearranges the time events for effect, but it really isn't different from applying a different time event redistribution having 60/50 frames per second.
GEMS, a MIDI-like and piano roll based sequencer, had BPM settings. I suppose that it's because of this that you can notice in many GEMS soundtracks that the events sometimes sound somewhat 'clumsy' as if they had been recorded/performed on a MIDI remote.
Title: Re: Requests!
Post by: SpoonyBard on January 10, 2016, 05:41:21 PM
A BPM display would be a good idea. Also, I would like it if it was possible to scroll between patterns. I'm sorry about all these comparisons to Famitracker, but when I see the previews just off the edge, I keep wanting to scroll into them.
Title: Re: Requests!
Post by: Raijin on January 10, 2016, 06:32:21 PM
About the BPM, there is a version of Famitracker called 0CC Famitracker, which has something called Groove Mode. If I am not mistaken, Groove Mode basically lets you select whatever BPM you can possibly do within the hardware limitations without going outside the clock speed, without spamming speed or delay effects, and without having to use 900BPM.

This mode seems like it can be simplified more than it is in that version of Famitracker though, and I am sure something similar can be used for the Genesis, or any other system locked to a master clock. Also the reason I am concerned about breaking away from the default clock speed is due to hardware playback. Something outside of 60Hz won't play back correctly on a 60Hz machine for example.

Anyway, that's probably complicated, and not what I am asking for. Just a BPM display at the top somewhere would be nice, so people don't have to guess which BPM is currently active.

I would also agree about switching between patterns by scrolling, but it seems Deflemask scrolls the pattern itself, unlike Famitracker.
Title: Re: Requests!
Post by: Delek on January 12, 2016, 11:38:58 PM
I don't know what that "Groove Mode" means. Btw, I updated the pre-release with a BPM display at the bottom-right corner.
Title: Re: Requests!
Post by: Raijin on January 13, 2016, 12:06:18 AM
I just checked it out. Nice addition, but the BPM's aren't right? You have speed 3/3 as 150 for example. 6/6 is supposed to be 150, whereas 3/3 is 300. All the others are that way too. It seems like you got mixed up!
Title: Re: Requests!
Post by: Delek on January 13, 2016, 12:22:15 AM
What about the highlight value?, you are talking like the BPM is only a speeds values thing.  :-[

The formula I used:  :D
bpm=120.0f/((((tickTime1*bases[baseSelected]+tickTime2*bases[baseSelected])/2.0f)*highlight_a))*hz;
Title: Re: Requests!
Post by: Raijin on January 13, 2016, 12:41:31 AM
Highlight value? You mean the "Marks" part in the tracker? If that's so, the BPM doesn't change if you change the Marks settings, so it confused me. If you think it's right, then ok, sorry.
Title: Re: Requests!
Post by: Delek on January 14, 2016, 12:37:52 AM
Guess what? You were right, Raijin. The formula should have been:
bpm=60.0f/((((tickTime1*bases[baseSelected]+tickTime2*bases[baseSelected])/2.0f)*highlight_a))*hz;

Pre-release updated!

Now speed 3/3 is 150bpm if you set the Highlight A to 4.
Title: Re: Requests!
Post by: Raijin on January 14, 2016, 12:55:38 AM
I see you separated the Marks, and made them Highlights A and B, and now the BPM changes when the Highlight is changed. Very nice, thanks!
Title: Re: Requests!
Post by: Delek on January 14, 2016, 01:06:01 AM
Yeah, also added an "Exit" button inside "File" menu. I have a friend that uses the tracker in Full Screen and he couldn't close the program. :P
Title: Re: Requests!
Post by: Heavy Viper on January 15, 2016, 10:52:32 AM
Delek, the marks/highlights seem to have been swapped around in recent pre-builds. Brighter highlights (Highlight A) seem to be getting covered up by darker highlights (Highlight B). Is this an accident? Shouldn't Highlight A always cover Highlight B if it directly affects the BPM?
Title: Re: Requests!
Post by: Delek on January 15, 2016, 11:03:09 AM
Yes, highlights were swapped around because in previous versions the highlight A was the big step and highlight B was the small one (tempo). After adding BPM display I realized this and swapped the highlights, so now highlight A is the small step (tempo) and B is the more spaced one.
The "issue" with this change is that I have to swap also the colors of the skins, I already did it in default_classic but not in the others.

Are you using a custom skin? I noticed this because you're calling them "dark" and "bright" but they are grey and red in the default_classic and were actually swapped.
Title: Re: Requests!
Post by: Heavy Viper on January 15, 2016, 11:07:59 AM
Ah, yes, I'm using the default_dark skin since it's what I'm used to. I just flipped them around myself, and things make much more sense now. :U
Title: Re: Requests!
Post by: Raijin on January 21, 2016, 08:38:20 PM
Bit of a small request (I think). If you could have the note cut and delay effects not be ignored for going over the current speed, that would be nice. It's useful for small space timing.

In the attachment example, the second note has a delay, so trying to cut the first note to retrigger the attack of the second note a bit won't work, unless you cut the first note too soon.
Title: Re: Requests!
Post by: Delek on January 21, 2016, 10:05:21 PM
That's not how the ECxx and EDxx effects are supposed to work, the command should be ignored if the parameter is greater than the tick.
Just like in MilkyTracker (http://milkytracker.org/docs/MilkyTracker.html#fxECx), OpenMPT (https://wiki.openmpt.org/Manual:_Compatible_Playback), ProTracker (http://ftp://ftp.modland.com/pub/documents/format_documentation/Protracker%20effects%20(FireLight)%20(.mod).txt), VGMMM, and so on.

Btw, put EC02 in the same row than ED04 (you have up to 3 effects columns), check the attach.
Title: Re: Requests!
Post by: tildearrow on January 28, 2016, 07:55:03 PM
Let me suggest something.
The ability to control PC Engine's noise mode via the duty/noise macro. It's gonna make chipdrums easier.
Oh and, automatic detection of CH3 mode, just like the SID detection thingy.
Title: Re: Requests!
Post by: pedipanol on January 30, 2016, 12:48:42 PM
What about showing the select system window when you click "New" or "Open dmf"?
I think having to change the system manually and only then open a dmf for that system kinda sucks, that would make it a lot faster
Title: Re: Requests!
Post by: Delek on January 30, 2016, 02:01:17 PM
Pre-release for Windows updated:
* Now .vgm/roms and the tracker will behave the same when looping tracks (the tracker was actually resetting too much stuff when a loop start)
* Now you can switch between CH3 mode and Normal Genesis tracks automatically without having to change the system.
* Now you have access to all systems folder when loading a module, this will let you load->switch systems a lot faster.
Title: Re: Requests!
Post by: djmaximum on January 30, 2016, 09:53:59 PM
The ability to control PC Engine's noise mode via the duty/noise macro. It's gonna make chipdrums easier.
I would definitely like to see this feature in the next DefleMask update.
Title: Re: Requests!
Post by: Delek on January 31, 2016, 04:42:48 PM
The ability to control PC Engine's noise mode via the duty/noise macro. It's gonna make chipdrums easier.
I would definitely like to see this feature in the next DefleMask update.
I don't know if this was a typo or what, but the PC-Engine doesn't have any other type of noise than white noise.
Title: Re: Requests!
Post by: tildearrow on January 31, 2016, 06:31:32 PM
I meant to say the ability to turn on or off PC Engine's noise via the duty/noise macro.
Title: Re: Requests!
Post by: MegaSphere on February 03, 2016, 07:41:12 PM
Some requests of mine!
I'd like to ability to select multiple cells at once by shift clicking (and also deselect by shift clicking selected cells).

I'd also like the ability to change values (volume, fx, fx parameters) of multiple cells at once while they are selected.
This could work with copy and pasting too so you could copy a bunch of notes (for example) and not overwrite the notes inbetween the ones you had selected.

Now, the instrument side of things,
I'd like it if every operator fitted on my 1080p screen without needing to scroll down.

I'd also like to be able to copy a value (D2 or A for example) with mouse3 and paste with mouse2.

Holding down shift while changing a parameter could set that parameter for every operator at once.
Title: Re: Requests!
Post by: Delek on February 03, 2016, 08:50:33 PM
I'd like to ability to select multiple cells at once by shift clicking (and also deselect by shift clicking selected cells).
Done.
I'd also like the ability to change values (volume, fx, fx parameters) of multiple cells at once while they are selected.
Hmmm, no... This will require lot of time and code and it is something never implemented by a tracker so far. I don't see much use for it.
This could work with copy and pasting too so you could copy a bunch of notes (for example) and not overwrite the notes inbetween the ones you had selected.
I don't knof if it is exactly what you are requesting, but there's something called Paste Mix (Ctrl+B) that could be useful for you. If that's wat you requested, I should say RTFM. :P
I'd like it if every operator fitted on my 1080p screen without needing to scroll down.
I already closed the UI requests actually since Reply #80  here (http://www.deflemask.com/forum/general/*-deflemask-pre-release-*/msg3668/#msg3668), so... Well, if you suggest a configuration of operators display I can make a try to add it. Upload an image of how that could be done.
I'd also like to be able to copy a value (D2 or A for example) with mouse3 and paste with mouse2.
I didn't understand this one.
Holding down shift while changing a parameter could set that parameter for every operator at once.
The thing is that every slider is independent and it doesn't know anything about the rest of the program, adding that feature, again, will require lot of time and code. Not for now.

Pre-release for Windows updated with SHIFT+Mouse click selection.
Title: Re: Requests!
Post by: MegaSphere on February 03, 2016, 09:54:06 PM

I'd like to ability to select multiple cells at once by shift clicking (and also deselect by shift clicking selected cells).
I meant the same way how Windows works when selecting files. Means you'd be able to have gaps in your selection.
I'd also like the ability to change values (volume, fx, fx parameters) of multiple cells at once while they are selected.
It'd mean to change the volume of some notes for example, you'd just shift+click the desired notes, type in the value you want and done. That value is set for all of the notes that you had selected. This paired with Windows-like shift clicking would work a dream, really speed up the workflow. If it's way too time consuming to implement, that's fine.
I'd like it if every operator fitted on my 1080p screen without needing to scroll down.
I gave it a shot.
http://i.imgur.com/6HA4slE.png
Left = current
Right = my quick edit
I understand the bars for the envelopes were the same height as the visual aid on purpose, but I don't think it's really necessary. Especially when you can fit all 4 operators on screen without it.
I'd also like to be able to copy a value (D2 or A for example) with mouse3 and paste with mouse2.
I was referring to the value for parameters on the operators. If I wanted the same release for every OP, I could solve it in just a few clicks rather than click and dragging until I reach the exact number.
Title: Re: Requests!
Post by: mihaelkyeah on February 03, 2016, 11:48:20 PM
Actually the only way Windows lets you have gaps in your selection is with ctrl+left mouse, not with shift. Shift just selects everything from one object to another.
Title: Re: Requests!
Post by: Delek on February 04, 2016, 12:19:37 AM
OS X and Linux up to date too! :D
Title: Re: Requests!
Post by: MegaSphere on February 04, 2016, 06:32:15 AM
Actually the only way Windows lets you have gaps in your selection is with ctrl+left mouse, not with shift. Shift just selects everything from one object to another.
Oh, you're absolutely right.
Title: Re: Requests!
Post by: Raijin on February 05, 2016, 05:02:03 PM
Sorry to bug you again, but I am working on something atm for the Genesis (or trying to anyway), and it calls for me to detune an instrument with the E5xy effect, but that effect only changes the pitch every 8 steps (E587, E58F, E597, etc.), so I am wondering, if you don't mind changing it so that it detunes slightly every 1 step instead? It doesn't detune enough currently, and also, all those 'in between' values are going to waste.
Title: Re: Requests!
Post by: Delek on February 05, 2016, 05:15:15 PM
Defle detunes 1/4 of semitone upwards and downwards for all soundchips
E500 = note - 1/4 semitone
E5FF = note + 1/4 semitone

So if you don't listen to changes in pitch from really close values this means that in that range the soundchip doesn't have the enough presicion to make it. Different soundchips have different density of freq ranges between notes.

I don't know if that answers your question.
Title: Re: Requests!
Post by: Raijin on February 05, 2016, 05:27:33 PM
So it's currently impossible to reach the exact pitch I currently need that way, so how else would I do it? Seems there's no other alternatives with Deflemask.  ???
Title: Re: Requests!
Post by: Delek on February 05, 2016, 05:34:50 PM
You need more than 1/4 semitone up? Maybe using the next note with a negative pitch slide? You will not be able to reach it if it is in:

NOTE - - - | - - - - | - - - NOTE
---------------/\

That range, maybe using the DT together with the E5xx effect?
Title: Re: Requests!
Post by: Raijin on February 05, 2016, 05:39:49 PM
It's still not enough, but I have a weird idea. Is it possible to stack E5xy effects? Meaning I could potentially use all 4 effect columns with E5xy in more than one of them to get more than 1/4 semitone.
Title: Re: Requests!
Post by: Raijin on February 06, 2016, 04:25:38 AM
Sorry again, but I thought of another thing you can do. How about, instead of making it do only 1/4 a semitone, why not go half a semitone instead?

Hear me out now. Ok, for example you can do something like C-3 and use E581-E5FF and it would cover one half to the next note. Then, you can use C#3 and use E500-E57F to cover the last half! How does that sound? :)
Title: Re: Requests!
Post by: Delek on February 06, 2016, 12:35:09 PM
Ok I did some test and compared the behavior with other trackers and I updated the Windows pre-release with the fine-tune effect (E5xx) with a full 1 semitone range.
Now:
E500 = note - 1 semitone
E5FF = note + 1 semitone

Modules with VERSION_NUMBER lower than 20 (DefleMask 11.0 and below) and with E5xx effects used will pass trough a transformation layer, doing effect value / 4 in all E5xx commands. This will make changes in the pattern values but not in the sound. I idea is to mantain backward compatibility.

Please test this effect on ALL systems, I don't want to break something that already worked.
Title: Re: Requests!
Post by: Raijin on February 06, 2016, 05:06:37 PM
Ok, I tested all systems with E5xy effect and they all seem okay, except for Arcade. I used E500 all the way to E541 and they all produced the same sound. Finally at E542 and so on, the pitch started to change.

Same thing the other way, using E5FF to E5BF would produce the same sound, and finally, under E5BE it started to change. Not sure if that behavior for Arcade is supposed to be like that, but I thought I would say it anyway.

By the way, I noticed something about the frequency of Genesis again. It sounds like the frequency formula might need to be double checked again really quickly just to be sure.
Title: Re: Requests!
Post by: Delek on February 06, 2016, 05:30:41 PM
Yeah, the YM2151frequency is handled different than the rest of soundchips, the detune is actually a HW value and its range is more limited. (this soundchip doesn't wait for a freq value, instead it needs a note, octave and detune value. All the freq math is done inside)

About the Genesis formula, could you please be more specific? I didn't touch the formula, only the detune factor.
Title: Re: Requests!
Post by: Raijin on February 06, 2016, 05:38:53 PM
I might be crazy, but the same test I did back before the formula was updated seems to have very slightly different tones now compared to when you just updated it. I remember that it sounded almost exactly the same as VGM MM when you just updated it, but now it seems to sound ever so slightly off compared to then.
Title: Re: Requests!
Post by: mju90 on February 06, 2016, 09:11:27 PM
Hi! I know this is my first post, but may I make a suggestion regarding the E5xy effect, particularly on the Genesis? I've been working with DefleMask for a while now and I just thought that it may be a good idea for the E5xy effect to simply change the raw output frequency of the particular note with each step. For example:

If a note with E5 80 outputs frequency $038F,
than that same note with E5 81 would output $0390, and so on.

This is similar to how FamiTracker does its fine tune effect and how Sega's SMPS driver does it as well. The reason I suggest this is that the E5xy effect, especially on the PSG, is less sensitive on higher notes than lower notes, making it a pain if you're using the E5 effect for a detune/doubling effect. I'm not sure if this could be implemented but I just thought I'd throw that out.
Title: Re: Requests!
Post by: Delek on February 06, 2016, 09:23:40 PM
E5xx is relative to the next note value. So if note = 500 and note + 1 = 600, E5FF will be 600 and E500 will be 400. That's how Defle will handle this effect and I really don't care much about Famitracker and SMPS driver.  :P
Title: Re: Requests!
Post by: MegaSphere on February 07, 2016, 10:07:59 AM
Requesting 5 more features.

Feature #1, Ability to hide every other cell (starting from HighlightA rather than the start of the pattern so it'd support triplets too). If I was writing a track that supported 32nd notes and I hide every other cell it'd means my work flow would be the same as if I were working on a 16th note track (except with the ability to unhide the 32nd cells). This is different to 'Global Shrink' as this is just visually hiding them rather than removing cells. Keyboard shortcut could be - and = for disabling and enabling it.

Feature #2, play from cursor. An ability to play from where your cursor is rather than starting from the start of the pattern. Play from cursor + unticking "Repeat", means you'd easily be able to listen to the same segment over and over again to make slight adjustments by ear.

Feature #3, global zoom options, 60%, 70%, 80%, 90% and 100% (default). I don't mine at all if it ends up looking a bit blurry from scaling the whole interface down as long as it's functional.

Feature #4, volume colour gradient. Set 3 colours for volume defined in colors.ini for low(00), medium(40) and high (7F) (0, 8 and F in the PSG channels) and have a smooth gradient between them for values inbetween them. For example, if low = green, medium = yellow, high = red, it'd be a great visual aid (and also look super ultra pretty). I do a lot of work in the volume parameter for sidechaining to work and it's a bit of effort to read every value rather than just looking at the colour of them.

Feature #5, ability to reorganise instruments and for it to be applied for every pattern. So if you have an instrument called 'Snare' as ins 5, you could change it to ins 4 you wouldn't have to touch your patterns at all.
Title: Re: Requests!
Post by: Delek on February 07, 2016, 10:23:58 AM
Play from cursor and volume gradient are the only doable things. The rest are really crazy and never a tracker needed them.
Title: Re: Requests!
Post by: mihaelkyeah on February 09, 2016, 08:48:21 AM
I have a request! :o
Hopefully it's not too much to ask, but could a global fine tuning effect be added? EF serves more as a global coarse tuning as it increments or decrements tuning strictly by one full semitone. What I'm suggesting is like a global E5 kind of thing? Only if it won't be too crazy! Otherwise I could stick to placing E5 instances on every channel as it's not that big of a deal either. ^^

Also just for the record, I'm not disregarding the EF behaviour at all, I find it handy for reaching C-0 notes on the Mega Drive and it being cumulative is also useful for making a constantly ascending or descending loop (like in the last stage music in Battletoads)
Title: Re: Requests!
Post by: Delek on February 09, 2016, 12:38:16 PM
Hmmmm, all trackers are fine with a per channel fine-tunning (E5xx), I don't see why it should be added a global E5xx. The global fine tune effect (EFxx), in the other hand, modifies the BASE FREQUENCY of the entire soundchip to transpose the entire range, both effects are similar in behavior but they act in really different places actually.
Title: Re: Requests!
Post by: mihaelkyeah on February 10, 2016, 10:51:27 AM
I understand. ^^ Thanks for the feedback!
Title: Re: Requests!
Post by: zaxxein on February 13, 2016, 03:53:36 PM
 Would it be possible to somehow show the original value on a slider in the instrument editor? That way if you change something but you want to go back to the way it was you can easily get there.
 I’m new to Deflemask and Tracking so if this is a crazy idea I’m sorry.  ;D
Title: Re: Requests!
Post by: Raijin on February 13, 2016, 04:48:21 PM
After much thinking on it, I have come to request major adjustments of the Sample Editor (specifically Genesis, but others may apply also).

Currently, The major problems are:
1: It only accepts 16-bit samples, not 8-bit.
2: Importing samples at higher than 32KHz changes the pitch of the sample to a higher pitch.
3: The volume slider does not work when increasing volume, instead, samples now have aliasing. It sounds more like a bitcrusher.
4: I mentioned this before, and you expressed your distaste on it, but the pitch slider changes pitch by too much, and the way it is now is highly unreliable.
Title: Re: Requests!
Post by: Delek on February 13, 2016, 06:17:42 PM
Would it be possible to somehow show the original value on a slider in the instrument editor? That way if you change something but you want to go back to the way it was you can easily get there.
 I’m new to Deflemask and Tracking so if this is a crazy idea I’m sorry.  ;D
The "original values" I suppose are from the original instrument file?
1: It only accepts 16-bit samples, not 8-bit.
Will be available on next pre-release update.
2: Importing samples at higher than 32KHz changes the pitch of the sample to a higher pitch.
That's logical because 32KHz is the max sampling rate Defle supports, both for ROM Builders and for tracker playback. You have to re-sample the .wav file to a compatible sampling rate before trying to use it.
3: The volume slider does not work when increasing volume, instead, samples now have aliasing. It sounds more like a bitcrusher.
Will be fixed on next pre-release update.
4: I mentioned this before, and you expressed your distaste on it, but the pitch slider changes pitch by too much, and the way it is now is highly unreliable.
This is related with number 2: Defle is not an digital audio editor to work with samples, it just load wavs and sends them to the sound chips.

If you need simple +100%, +200%, -400% then you have the pitch sliders, for everything else a digital audio editor is required, I'm sorry. I should add that to the manual: Defle will not re-sample your .wavs, do that in [INSERT YOUR FAVORITE AUDIO EDITOR].
Title: Re: Requests!
Post by: Raijin on February 13, 2016, 06:27:27 PM
I had a feeling the pitch and sample not being resampled upon import was related.

Thanks for addressing the bit depth and volume problem. It makes sense for the Genesis to accept 8-bit samples, and the volume not being able to go up was quite problematic.
Title: Re: Requests!
Post by: zaxxein on February 13, 2016, 07:32:48 PM
Would it be possible to somehow show the original value on a slider in the instrument editor? That way if you change something but you want to go back to the way it was you can easily get there.
 I’m new to Deflemask and Tracking so if this is a crazy idea I’m sorry.  ;D
The "original values" I suppose are from the original instrument file?


Yes
Title: Re: Requests!
Post by: mihaelkyeah on February 15, 2016, 12:38:05 PM
I suppose that, for maintaining a reference for the original values as zaxxein suggested, a temporary memory would be required? Like, keeping the "original value" references until you either save the instrument into a new .dmp or save the module and close it? From those two instances on, the initial original reference would be gone and replaced with the current edition, right?
Title: Re: Requests!
Post by: Delek on February 15, 2016, 01:16:42 PM
I really don't know how that mode would work after saving, but the most important thing here is that the UI space is really limited already so I really doubt that this mod will be implemented.
Title: Re: Requests!
Post by: zaxxein on February 15, 2016, 03:18:39 PM
That's cool. It was just an idea I had. I wasn't sure at all if it could be implemented.
Thanks for making Deflemask! It's amazing and keeps on getting better!  :)
Title: Re: Requests!
Post by: MegaSphere on February 17, 2016, 01:57:24 PM
Here's an idea for a much later version of DefleMask.
I got the idea from Sunvox, another tracker, and put a little twist on it.

An onscreen piano for inputting notes as an alternative to using the computer keyboard (very helpful when you don't have a MIDI keyboard available). Little buttons on the side would change the octave.

Recording mode DISABLED: Click+dragging on the piano lets you move it anywhere on the screen.
Recording mode ENABLED: It's used to input notes.

Mock image: http://i.imgur.com/xozK4Iv.png
Title: Re: Requests!
Post by: Delek on February 17, 2016, 02:19:28 PM
Yeah I was thinking the other day in adding a piano roll. But that place is really bad, I was thinking to make it a Options->PianoRoll checkbox (also with keyboard shortcut Ctrl+K) and make it appear all from the bottom part of the patterns.
Title: Re: Requests!
Post by: MegaSphere on February 17, 2016, 02:28:24 PM
A piano roll would be this https://upload.wikimedia.org/wikipedia/commons/b/bb/Computer_music_piano_roll.png
^ which has no real place in a tracker unless you wanna be super friendly to people who don't like trackers.

An fixed onscreen piano at the bottom of the patterns could work too like in your mock image (needs wider keys though). CTRL + K for Keyboard, I like it.
Title: Re: Requests!
Post by: mihaelkyeah on March 08, 2016, 06:07:54 PM
I have a request for file browsing!
Could it be possible to have DefleMask be able to browse into directories other than the program directory? I do like keeping earlier versions of DefleMask for changelog purposes, but every time I upgrade to a newer version I have to copy/cut and paste all the songs, instruments, samples and wavetables all over again, and I also have to copy whatever samples I want to use from whatever other location to the DefleMask samples folder.
If it implies tampering way too much with the program's main code, I won't insist, we've managed until now so it's not that big of a problem, I'm only suggesting it because I think it could save some hard disk space and time.
Title: Re: Requests!
Post by: MegaSphere on March 10, 2016, 12:35:45 AM
I'm going to request this feature I really want.
I'd like to properly be able to reorganise the instruments in a project.

Here's a video example of ReNoise and then Famitracker in action doing what I mean.

https://www.youtube.com/watch?v=oQ5PvYZNGJE
Title: Re: Requests!
Post by: JXC on March 16, 2016, 12:24:44 AM
I have some ideas for the next version:

- For sound chips using waveforms such as Gameboy and PC Engine, you should add features that allow users to cut, copy, paste, and even mixpaste waveforms just like you can for Milkytracker.  Please look at MilkyTracker's sample editor and its features. 

-I don't really like the selection of waveforms for the PC Engine.  Many of the waveforms are just variations of sines, squares, triangles, and saws.  You need to add more bells, unique and interesting sounds, and you should even add PC Engine drums to the sample bank.

-Why is the waveform editor pixelated?  You should allow an option for the waveforms to look smooth.

-You should add more arcade chips such as Namco's chips, NES addon chips, the Konami SCC, and the OPL3 chip.

-You should add a sample editor for creating drum samples and interesting samples.

That's pretty much it
Title: Re: Requests!
Post by: Delek on March 16, 2016, 03:43:12 PM
I'm going to request this feature I really want.
I'd like to properly be able to reorganise the instruments in a project.

Here's a video example of ReNoise and then Famitracker in action doing what I mean.

https://www.youtube.com/watch?v=oQ5PvYZNGJE
Added to Defle!

-Why is the waveform editor pixelated?  You should allow an option for the waveforms to look smooth.

- For sound chips using waveforms such as Gameboy and PC Engine, you should add features that allow users to cut, copy, paste, and even mixpaste waveforms just like you can for Milkytracker.  Please look at MilkyTracker's sample editor and its features. 

-I don't really like the selection of waveforms for the PC Engine.  Many of the waveforms are just variations of sines, squares, triangles, and saws.  You need to add more bells, unique and interesting sounds, and you should even add PC Engine drums to the sample bank.

-You should add a sample editor for creating drum samples and interesting samples.

I think you are confusing Deflemask with a sample based tracker. Those PC Engine waveforms are wavetables and not "samples" that's why they look pixelated, because they are 32 bits long only.
For the samples, Defle doesn't have a sample editor because it is not necessary. Samples are only a special feature of some soundchips and it's not the main concern of this software.
Please edit your samples outside of the program.

-You should add more arcade chips such as Namco's chips, NES addon chips, the Konami SCC, and the OPL3 chip.
This will be decided by a poll here on the community and one system at a time. Adding a whole new soundchip is not a simple task as you're making it seem.
Title: Re: Requests!
Post by: Raijin on March 16, 2016, 08:49:19 PM
I have a small request (I hope small anyway). I would like to ask if you could increase the Row count to 256, instead of 128. It's useful for faster speed stuff, since otherwise you would have to half the pattern count, which I really don't like doing.
Title: Re: Requests!
Post by: Delek on March 17, 2016, 01:07:23 AM
I have a small request (I hope small anyway). I would like to ask if you could increase the Row count to 256, instead of 128. It's useful for faster speed stuff, since otherwise you would have to half the pattern count, which I really don't like doing.
Done! Grab the latest pre-release.
Title: Re: Requests!
Post by: STAR_TRASH on March 21, 2016, 06:07:39 PM
This might be a hefty request, but I would love to be able to run DefleMask on a Raspberry Pi or other ARM processor SBC. Would you be willing to compile DefleMask for non x86 *nix computers?
Title: Re: Requests!
Post by: Delek on March 21, 2016, 06:15:17 PM
That will require a HUGE amount of work, not for now...
Title: Re: Requests!
Post by: STAR_TRASH on March 21, 2016, 06:27:53 PM
That will require a HUGE amount of work, not for now...
Totally understandable. Thank you for the immediate response!
Title: Re: Requests!
Post by: mihaelkyeah on March 23, 2016, 01:31:15 AM
I have another request that I think would be great for systems like Game Boy, Famicom/NES and Commodore 64, systems of which file formats usually contain more than one song in them.

1. Would it be possible to define "multiple songs in one file" by writing the new patterns right after the last pattern of the first song?
E.G., I have a song of 10 orders. In the 10th order I place a Bxx command to jump to wherever the loop is. Then, I place a 11th order from which the new song would start, and the position jump of this second song would redirect to a pattern that's equal or higher than position 11.
(This is how it's done with multiple-song IT and MO3 module formats, like in the Bejeweled 2 soundtrack which is contained in a single MO3 file and is available in IT format too.)

2. If this feature were to be implemented, would it be too much of an inconvenience to incorporate the possibility to change the row count for each pattern?
(If it's not possible, it wouldn't necessarily mean an inconvenience, as it could be worked around using maximum row length patterns and Dxx pattern breaks for patterns that are meant to be shorter.)
Title: Re: Requests!
Post by: MegaSphere on March 23, 2016, 02:53:34 AM
Why not have it where you can have multiple .dmf files in a .zip file and then rename .zip to .dmfp (p stands for pack). Then have the ability to switch between songs somewhere on the interface.
Title: Re: Requests!
Post by: mihaelkyeah on March 23, 2016, 08:00:38 AM
Because it's not merely about switching songs in Defle, I was suggesting a way to export .sid, .nsf and .gbs files respectively with multiple songs in them.
Title: Re: Requests!
Post by: mihaelkyeah on March 25, 2016, 09:31:21 AM
I have yet another suggestion.
Would the YMF278 a.k.a. OPL4 make it to the next system to be added list? Or, for a more post-8-bit counterpart, the YM2413  a.k.a. OPLL?
Title: Re: Requests!
Post by: Delek on March 25, 2016, 01:11:03 PM
Maybe. That will be decided democratically (poll) as the Arcade config.
Title: Re: Requests!
Post by: 5alazar on March 25, 2016, 04:24:36 PM
Some ideas I've had regarding Deflemask for some time:

1) For Sega PCM, it would be cool to have an fx-column designed to play notes chromatically / in semitones. 20xx is rather inconvenient for anything other than drums and effectsounds. It makes layering samples with FM-instruments a lot of work, since you have to tune every single note by ear.  >:(

2) To speed up working with instruments and samples, you could add left / right cursor buttons to instrument & sample slots to select the previous or the next file in the specified folder directly, without even having to open the browser. For this, every single instrument & sample slot would need to have separate last folder memory though.
This function is perfect for situations where you just want to replace a bass with another bass or a snare with another snare, and there's no real need to browse through folders and locate files. It might be hard to implement, but I'm pretty sure it will speed up the workflow tremendously.

3) I've already suggested a way to do this (without a proper discussion unfortunately) but you should really consider an option to mute operators. It might be useless for people who primarily rip instruments from games, but for serious FM sound design it is a must imo. There's a reason that most pro-level hardware FM synthesizers have an option to mute operators and even VOPM has a mask function. It would make the beautifully re-designed instrument-editor complete!  :)
Title: Re: Requests!
Post by: Delek on March 25, 2016, 06:09:18 PM
1) For Sega PCM, it would be cool to have an fx-column designed to play notes chromatically / in semitones. 20xx is rather inconvenient for anything other than drums and effectsounds. It makes layering samples with FM-instruments a lot of work, since you have to tune every single note by ear.  >:(
Please search a little bit about the soundchip before posting requests, guys. The SEGA PCM only have a sample delta speed, and nothing more and that's the 20xx effect. More precise playback control is impossible because of the HW, not because of Defle.
2) To speed up working with instruments and samples, you could add left / right cursor buttons to instrument & sample slots to select the previous or the next file in the specified folder directly, without even having to open the browser. For this, every single instrument & sample slot would need to have separate last folder memory though.
This function is perfect for situations where you just want to replace a bass with another bass or a snare with another snare, and there's no real need to browse through folders and locate files. It might be hard to implement, but I'm pretty sure it will speed up the workflow tremendously.
This was never a neccesity in other trackers, so not a priority right now, maybe I will add something like this after the release of v0.12.0.
3) I've already suggested a way to do this (without a proper discussion unfortunately) but you should really consider an option to mute operators. It might be useless for people who primarily rip instruments from games, but for serious FM sound design it is a must imo. There's a reason that most pro-level hardware FM synthesizers have an option to mute operators and even VOPM has a mask function. It would make the beautifully re-designed instrument-editor complete!  :)
This will be added on the next little update I will release in some minutes.
EDIT: Done, get the latest pre-release.
Title: Re: Requests!
Post by: mihaelkyeah on March 26, 2016, 12:09:15 AM
Maybe. That will be decided democratically (poll) as the Arcade config.
Why, yes. I should have been more specific, I meant to ask if the OPL4 would make it to the next poll. I understand why it came off as me outright demanding the system to be implemented. >.< Sorry.
Title: Re: Requests!
Post by: Delek on March 26, 2016, 12:37:39 AM
Yeah, if i forget to include it just send me a pm an will be added for sure in the poll.
Title: Re: Requests!
Post by: 5alazar on March 26, 2016, 03:36:52 PM
Quote from: Delek
This was never a neccesity in other trackers, so not a priority right now, maybe I will add something like this after the release of v0.12.0.
Not a neccesity, maybe. But there's probably no way to make it more convenient to browse shitloads of instruments and samples, as by using cursor-buttons (or 2 other dedicated buttons) for fast skipping through files, without having to open folders all the time.

Just some food for thought!  ;)

Quote from: Delek
This will be added on the next little update I will release in some minutes.
EDIT: Done, get the latest pre-release.
That's great! I'll check that out!  :)
Title: Re: Requests!
Post by: NARFNra on April 03, 2016, 02:38:20 AM
Hi, just 2 minor requests:
1. I'd be very interested in seeing a pitch tool for instruments.
2. This might be a little weird, but there was a specific situation I preferred the old open file dialog system in; When I'm going through a lot of Sega Genesis instruments or samples, it's a lot faster when the file dialog doesn't automatically close (so I can just click and jam to see if it's the right instrument and keep moving without having to reopen dialog if it isn't). Unfortunately, now that the dialog closes, I have to reopen the dialog every time I test an instrument.

 Would it be possible to make an option somewhere that would allow us to turn the old internal file selector back on? The new one works great for most things (it's much better then looking to open modules, for example), and at the moment I can still just test out my instruments using an older version, but I thought I might ask.
Title: Re: Requests!
Post by: Delek on April 03, 2016, 06:10:27 AM
A pitch macro will be included on next major update, not in v.12.

About the file dialogs, yes, my custom open/save dialog were fast, really fast, and provided the option to remain open after selecting a preset, I hate to let it go but users all over the place requested for native open file dialogs, get outside of the defle folder, etc.

But think that you can't miss what you don't know: the other trackers (ft, vgmmm, etc) don't have this option neither and thousands of users simply live with it.
I think we have lost a nice single feature but win many others. I'm sorry but both file dialogs will not be available at the same time, actually all the code of the old one was removed.
Title: Re: Requests!
Post by: mihaelkyeah on April 03, 2016, 07:38:10 AM
Forget the OPL-4. It might be way too much. I thought it had 24 channels in total, but in fact it has all of the OPL-3 FM channels PLUS 24 MORE for PCM. It would be insane, so instead I'm hoping to see the OPL-3 in the next poll for the next system to be added like it was before. :)
Title: Re: Requests!
Post by: Delek on April 03, 2016, 03:46:55 PM
Yeah, actually OPL3 was included in the last poll, it reached position 3:
1) YM2151
2) SNES
3) OPL3

Full poll here: http://www.deflemask.com/forum/general/next-system-to-be-added

I think the fight will be between SNES and OPL3 without any doubt.
Title: Re: Requests!
Post by: mihaelkyeah on April 09, 2016, 03:10:48 AM
I have another request! Which I feel would be great for the SEGA Mega Drive (not sure if it would make that much of a difference on the YM2151)

And that would be, to be able to modify the instrument's FMS and AMS during the song. It'd be ideal if it could be done so that, if you want to put a fake echo on another channel, that each channel could use different FMS and AMS settings for the same instrument.

The reason behind this request is that I've noticed how economic LFO vibratos (and tremolos) are compared to typical 4xy vibratos and tremolos (I don't remember the effect code for them), because LFO FMS and AMS are merely, a global switch to turn LFO on or off altogether (10xy on Defle), and instrument settings (FMS and AMS). "Manual" vibratos and tremolos, on the other hand, are translated to continuous CPU registers for pitch and volume changes, which I noticed when importing an .NSFE to the NSFimport mod of FamiTracker - vibratos were translated to constant Pxx entries (the equivalent to Defle's E5xx).

I tested my theory making a song with all instruments having LFO vibratos, of which exported VGM was of 16 KB. Then, I replaced all LFO triggers and settings with vibratos, and the file size got bumped up to 95 KB.

We can still use a work around with different instrument entries and changing instrument numbers during sustained notes, which would be a bit less practical, but it can be done, just in case this request isn't possible to take.

Thanks in advance!
Title: Re: Requests!
Post by: Delek on April 09, 2016, 04:05:56 AM
I think it is a nice request and well fundamented but, sadly, I don't want to delay the v0.12 release any longer, so I will fix a Mac OS X open file dialog issue and made it public.

So, effects for FMS and AMS will be added on 0.12.1.
Title: Re: Requests!
Post by: mihaelkyeah on April 09, 2016, 04:24:22 AM
Thank you very much! I'll wait patiently. c:
Title: Re: Requests!
Post by: Crash on April 10, 2016, 08:23:05 PM
One thing I would like to see in future installments of deflemask is a wider range of Yamaha soundchips. I don't expect there to be every Yamaha soundchip: just the big ones like the YM2608 (Found in the PC-9800). One more thing: I'd also like to see a more accurate sample scaling on each of the different systems. Namely the Sega Genesis and the NES. The Sega Genesis allows for PCM to be scaled up or down by 255 pitch values. deflemask only allows for five up or down. The NES allows for DPCM to be pitched down by 15 pitches that aren't equal, and slows them down when they are scaled down. You should look in to having unique sampling capabilities for each of the systems to give a higher accuracy.
Title: Re: Requests!
Post by: Zlew on April 11, 2016, 04:12:59 PM
2SID/3SID support maybe?
Title: Re: Requests!
Post by: Delek on April 11, 2016, 06:10:41 PM
You could have n SIDS with more Defle instances, and play them all with Ctrl+Enter
Title: Re: Requests!
Post by: hikari on April 14, 2016, 05:51:29 AM
Please for the love of god allow me to switch the function of enter with space. This program is the most approachable tracker next to nitrotracker for the ds minus this. I've used fl studio for 10 years and pressing space to start and stop the music is a habit that will never go away so the inability to switch these keys is unbelievably frustrating. Thank you a lot for your wonderful software and thank you in advance for your time.
Title: Re: Requests!
Post by: Delek on April 14, 2016, 09:48:41 AM
Options-->Keyboard

Thanks for the compliments, but please RTFM before posting a request.
Title: Re: Requests!
Post by: Sylv³on on April 16, 2016, 02:21:16 AM
i'm new here, but i've got some suggestions right off the bat:

-add support for the atari 2600's soundchip (pokey)
maybe even with stereo (8 channel support), if that's possible
-add support for the NES' various expansion chips, (namco 163, sunsoft 5b, mmc5, vrc6, FDS, maybe the vrc7 if a variant close to that isn'T already implemented)
-stereo sid support? i'll be honest, i've only heard a few of them but it seems like a possible thing
-allow drag n' dropping with selections, modplug/famitracker style
-for the love of god, add support for other keyboard layouts (or manually adding and editing them), i'm using QWERTZ (german) and i'm basically just randomly mashing keys to see what works and what doesn't
-right clicking and dragging in the instrument macro editors might be a good idea

i think that's all
i'm hoping i didn't accidentally request something that's either impossible or has already been requested a million times
Title: Re: Requests!
Post by: Alianger on April 16, 2016, 02:05:38 PM
Is there a feature to make a selection in the volume column and lower or raise all inputs by one with a kb shortcut? That would be a request otherwise.

Also a sample exclusive cutoff command, like in VGM MM.

Edit: I suppose the TL command does the same thing but it's less convenient to convert to hex all the time.
Title: Re: Requests!
Post by: Delek on April 16, 2016, 03:25:05 PM
i'm new here, but i've got some suggestions right off the bat:

-add support for the atari 2600's soundchip (pokey)
maybe even with stereo (8 channel support), if that's possible
-add support for the NES' various expansion chips, (namco 163, sunsoft 5b, mmc5, vrc6, FDS, maybe the vrc7 if a variant close to that isn'T already implemented)
-stereo sid support? i'll be honest, i've only heard a few of them but it seems like a possible thing
As I said before, the next system will be decided by the community by using a POLL (Arcade config won the last time), said that, it doesn't have any sense to request new systems.
-allow drag n' dropping with selections, modplug/famitracker style
Maybe this will be added on next major update.
-for the love of god, add support for other keyboard layouts (or manually adding and editing them), i'm using QWERTZ (german) and i'm basically just randomly mashing keys to see what works and what doesn't
The same as before, I will not add this now because it will require many changes in the key handling system, and the v0.12 is almost ready for release. A workaround in the maentime is to change the OS layout while running Defle (set it to US or ES).
-right clicking and dragging in the instrument macro editors might be a good idea
This one will be added for sure on next pre-release update that will be available in some hours.

Is there a feature to make a selection in the volume column and lower or raise all inputs by one with a kb shortcut? That would be a request otherwise.
Yes, it's the same shortcut that does note+1 / note-1, Ctrl+F1/F2.
Also a sample exclusive cutoff command, like in VGM MM.
ECxx is global and works great, I don't see why you need an exclusive one for samples. Sorry but this request doesn't have any sense.
Title: Re: Requests!
Post by: Alianger on April 16, 2016, 11:41:37 PM
I gave a reason before but let me explain further then. If you're switching from sample to FM quickly (for example a snare to toms), you have to cut the sample sooner since 17xx doesn't work, there's silence until the sample would've ended. This earlier cutoff is noticeable on default speed, probably others but haven't tested it.

Thanks for the shortcut info.
Title: Re: Requests!
Post by: Delek on April 17, 2016, 01:18:36 AM
I gave a reason before but let me explain further then. If you're switching from sample to FM quickly (for example a snare to toms), you have to cut the sample sooner since 17xx doesn't work, there's silence until the sample would've ended. This earlier cutoff is noticeable on default speed, probably others but haven't tested it.
I'm sorry but I don't understand neither. For this reason I always ask for modules examples of what we are talking about. :P
Title: Re: Requests!
Post by: Alianger on April 17, 2016, 12:47:15 PM
Alright, here.
Title: Re: Requests!
Post by: Delek on April 17, 2016, 05:24:12 PM
WTF?, it sounds awesome. Please report it more detailed (1 pattern with channel 6 only, not a full song) in General forum.
Title: Re: Requests!
Post by: mihaelkyeah on April 21, 2016, 02:23:20 PM
I think  I know what Alianger means.
If you play a sample right before switching back to FM on the 6th channel, and the sample is longer than the space it takes in rows before switching to FM (if the sample is meant to play for longer), it interferes with FM playback, making it take longer to trigger FM notes.
For this reason, what I do is loading a "cutoff" sample that consists of a very low frequency click which I later downsample in Defle and lower its volume so it sounds almost imperceptible. Then (and now that Defle allows EDxx to work on pretty much all events which makes it more reliable) I make that very short "cutoff" sample play in channel 6 one step/frame right before FM notes are meant to play, so that there isn't a sample remainder muting the FM before it fully starts playing.
Title: Re: Requests!
Post by: Delek on April 21, 2016, 02:40:48 PM
I asked Alianger to make a thread in General, and he did it. The issue was already fixed: http://www.deflemask.com/forum/general/sample-cutoff-command-request-details/
Title: Re: Requests!
Post by: mihaelkyeah on April 21, 2016, 03:42:40 PM
okay.jpg
Title: Re: Requests!
Post by: Delek on April 28, 2016, 09:50:34 AM
Posts about sampling volume were moved to a new thread here (http://www.deflemask.com/forum/general/(split)-questions-about-samples-in-defle/)
Title: Re: Requests!
Post by: Alianger on April 28, 2016, 01:15:18 PM
Alright, I'll just repost this part then "A proper answer to why they can't have the same volume in DM would be appreciated, or you can just say that you don't want to spend the time doing it. "
Title: Re: Requests!
Post by: Delek on April 28, 2016, 02:04:03 PM
Alright, I'll just repost this part then "A proper answer to why they can't have the same volume in DM would be appreciated, or you can just say that you don't want to spend the time doing it. "
Pressing play in Winamp/Audacity and trigger a sample in Defle hoping the same amplitude is very innocent. Both are two different worlds with different limitations running on different capsules (defle is emulating soundchips). Requests denied because it doesn't have any sense, for more details refer to this thread (http://www.deflemask.com/forum/general/(split)-questions-about-samples-in-defle/).
Title: Re: Requests!
Post by: Alianger on April 28, 2016, 09:24:04 PM
Yeah I heard you the first time, doesn't answer the question lol.

It does make sense, it's obviously more convenient to have the same volume levels in a tracker as in the output from it or what goes into it so you don't have to do these adjustments over and over. Just come back to this one when you're in a better mood or whatever.
Title: Re: Requests!
Post by: mihaelkyeah on April 28, 2016, 11:34:16 PM
Ahem. I take back what I said.

I too second Alianger's request for a volume change. My reasons behind this request would be:
1) To cover/replicate existing music with more accurate volumes (a competent musician doesn't replicate stuff for a living, so I know this isn't too relevant.)
2) To have a true notion of the final/exported product clipping or not – for this it would be cool if the default volume setting was alike that of an emulator's?

One of the things I disliked about VGM Music Maker was how easy it was to make earrape music, because all you had to do was lower the master volume with the slider in the program's settings and the clipping was gone, thus resulting in a saturated exported VGM clipping everywhere.

Reference: Gryzor87 made the Maldita Castilla soundtrack in TFM MM; I got hold of a music test ROM of which I made a VGM rip, and I had to use vgm_ptch to lower the volume of all songs to 25% and the clipping was still noticeable because most of the instrument carrier operators had TL values from 5 to 0.
Title: Re: Requests!
Post by: Delek on April 29, 2016, 12:33:44 AM
You are mixing things kyusawamura, Alianger is requesting for a PCM volume adjustment, not for the whole soundchip (you're talking about the FM parts)

And Shiru added that master volume control because volume and clipping behavior is even different on emulators, players and revisions of the hardware itself. I really think you have no clear idea of what you are requesting, only because your in_vgm tune sounds globally quieter or louder doesn't mean anything at all.
However, if the RELATION between PCM/FM or PCM/PSG sounds different then yes, we have a thing to solve (however, this was tested already and it is pretty acceptable for every hardware revision).

Please show examples of what you are trying to make me do on this thread:
http://www.deflemask.com/forum/general/(split)-questions-about-samples-in-defle/

Another post about this topic here will be deleted, I'm open to talk about this, don't get me wrong, but to maintain the requests cleaner please post on this other instead.
Title: Re: Requests!
Post by: Zlew on April 30, 2016, 08:48:01 PM
can we get, like, a pop-up optional visualizer for all the  channels?
-every channel gets its own visualizer
-for use in videos/livestreams
Title: Re: Requests!
Post by: Delek on April 30, 2016, 11:40:49 PM
Yeah!! I was thinking in adding a visualizer mode for Defle. Maybe in v0.12.1 :D
Title: Re: Requests!
Post by: mihaelkyeah on May 01, 2016, 01:10:32 AM
That would look pretty cool, kinda like in FastTracker 2. :) Or were you suggesting something different?
Title: Re: Requests!
Post by: mihaelkyeah on May 03, 2016, 10:13:47 PM
I have a UI related request!

Would it be possible to manually type in values of sliders for parameters with ample resolutions? I mainly thought about this concerning the TL and ADSR parameters in FM instruments.

(http://s32.postimg.org/vso8d5vfp/value_typing_mockup.png)

I made the attack value look yellow as if someone was going to type something there; as for the text box contours, I placed them there suggesting what sliders would (in my opinion) do best with a value text box, but I'm not sure about the look in itself being likeable. >.<

What do you think? c:
Title: Re: Requests!
Post by: Heavy Viper on May 04, 2016, 04:51:55 AM
...

What do you think? c:

Seconding this, would really speed up workflow!
Title: Re: Requests!
Post by: Crash on May 07, 2016, 03:13:18 PM
Can you add the rest of Sonic 2's samples to the file? It would be a big help to my music, as I am currently working on inputting the entire Sonic 2 soundtrack into DMF.
Title: Re: Requests!
Post by: Raijin on May 07, 2016, 05:33:36 PM
Here is the full pack of Sonic 2 Samples again. Just remember the Conga/Timpani/Tom need to be manually dropped some semitones to achieve the rest of the set since Deflemask doesn't operate like a driver.
Title: Re: Requests!
Post by: Alianger on May 14, 2016, 02:23:27 PM
1. Could you make it so that doing stuff in the instrument editor doesn't affect stuff behind it, like the pattern matrix? I know it can be moved but I still tend to put it to the left often when making tracks.
2. Is it because of low res that I can't see the entire instrument editor window at once? It gets tedious having to scroll up and down all the time to get to the last operator and back to loading an instrument so it would be good if the window was a little smaller.
3. Would be nice if we could edit in the ini or something how quickly DM increases or decreases values when holding down LMB on for example a pattern or the steps counter, or if the default was like 2x faster. Another option would be to be able to input the value yourself.

Title: Re: Requests!
Post by: Delek on May 14, 2016, 02:44:24 PM
1. Is already fixed, I think you're using v11? Please check pre-v12.
2. Yes, it's because of your low resolution.
3. I will look into adding that value in config.ini.
Title: Re: Requests!
Post by: Alianger on May 14, 2016, 03:09:36 PM
1. Uh no, I'm using the pre-release from 05 08/may 8th. It might be a bug then; If I'm tampering with a psg envelope it can affect stuff in the background.
2. Then the request is: Make the window a bit smaller for us laptop users.
3. Thanks!
Title: Re: Requests!
Post by: Delek on May 14, 2016, 04:52:09 PM
2. Then the request is: Make the window a bit smaller for us laptop users.
What is your vertical pixels count?
Title: Re: Requests!
Post by: Alianger on May 14, 2016, 07:03:49 PM
It's 900. 8)
Title: Re: Requests!
Post by: Delek on May 17, 2016, 12:25:24 AM
I added your requests Alianger among other things, check out the pre-release thread.
Title: Re: Requests!
Post by: MegaSphere on May 27, 2016, 09:33:05 AM
A feature request, it'd prob take a bit of work actually.
Mock: http://i.imgur.com/7Hz93MH.png

The ability to leave notes in dmf files. The notes of course wouldn't affect rom or vgm files but it'd make collaborations and even solo work easier.
The notes would share the same pattern as CH in the pattern matrix so that it doesn't get in the way. You could also have the option to hide notes if your screen can't fit it all in and the horizontal scroll bar is annoying you.

There's no need to go overboard and add colour options to it, that'd be silly.
Title: Re: Requests!
Post by: Delek on May 27, 2016, 11:43:02 AM
I think it is a nice feature! But maybe it will be added at most in v0.12.1 because the current pre-release is already in the launching pad.
Title: Re: Requests!
Post by: Demick12 on May 27, 2016, 03:53:51 PM
How about THIS for a request:

Adding a filter variable (lowpass and highpass with Cutoff and Q) to the output with the ability to load and save different filter presets? The reason for this is that each revision of certain systems seem to have different lowpass and highpass configurations when it comes to filtering out the high frequencies. The Sega Genesis comes to mind, and so do the OPLx soundcards for the PC. I know that the Nintendo has highpass and lowpass filter configurations as well (it's in FamiTracker). I would also settle for an n-band equalizer...  :D
Title: Re: Requests!
Post by: Heavy Viper on May 27, 2016, 05:16:19 PM
I can definitely get behind some filtering options that approximate that of the original systems, especially with the Mega Drive.
Title: Re: Requests!
Post by: Zlew on June 01, 2016, 02:22:38 PM
OK, so since there's so much space on the bottom bar (BPM and module title) why not fill it with some kind of Effect explanation?

mockup:
(http://puu.sh/pcPKI/50b4143c05.png)
Title: Re: Requests!
Post by: Delek on June 01, 2016, 03:02:41 PM
I think is a good idea indeed, very useful for newcomers. Will be added on v0.12.1 (v12 is on the launch pad already)
Title: Re: Requests!
Post by: AlexE on June 02, 2016, 05:44:14 PM
Title: Re: Requests!
Post by: mihaelkyeah on June 03, 2016, 12:15:16 PM
An equalizer that affects samples before finally setting them in order to supplement the natural bit-crushing.
Bit-crushing only happens with 8-bit samples. Converting them to 16 bit bypasses this. Lest you're referring to the lack of anti aliasing filters.
(for which you may want to resample your samples with Wavosaur or another program of the sort before opening them with Defle)

--------

I have another request.
What are your thoughts on 'hacking' square/rectangle/pulse wave chips to play samples in them?
Here I have a few SID and SMS examples, and I'm aware the same could be done with the PC speaker/beeper.
Title: Re: Requests!
Post by: Torisuke on June 11, 2016, 04:35:34 AM
Deflemask newbie here to chime in,


I'm really liking Deflemask overall, but years of it/ft2 muscle memory is making Deflemask's workflow feel absolutely glacial to me.
Title: Re: Requests!
Post by: Pegmode on June 11, 2016, 06:48:53 AM
I just got my .sid's working on the C64 hardware and I noticed that I had written my SIDs for PAL while I only have access to NTSC C64's. This got me thinking I should try giving my 2 cents on some requests.


Some kind of pattern sync would be nice for writing things for more than one chip eg:dual SID. I keep on finding myself having to go back and change the pattern constantly when I play back songs that use more than one instance of DefleMask.
Title: Re: Requests!
Post by: letmeregisterffs on June 20, 2016, 03:15:50 PM
Requests? All possible FM chips, especially YM2413 aka SMS FM. Make Sega Great Again <3
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on June 20, 2016, 03:24:54 PM
I have changed the title of this thread because some users don't realize that the new systems are decided by a poll rather than by spamming the requests thread. xD
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: MegaBytez on June 20, 2016, 05:09:15 PM
If this is at all possible... I would think that it would be very helpful if you could have more than one deflemask window open. It would help alot. Also I dont know if it exists (I'm just too lazy to check) an effect similar to the QXX effect in famitracker.

P.S. Deflemask is a great tracker and its become my main one now! ;)

Keep up the good work!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Demick12 on June 21, 2016, 01:01:06 PM
Actually, you can have two DM's open at once (even more). This is what Global Play is for (that's in the manual), so check it out and have fun with it. :)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on June 21, 2016, 09:28:06 PM
Also I dont know if it exists (I'm just too lazy to check) an effect similar to the QXX effect in famitracker.
Portamento to note? Yes, it does. E1xy goes upwards and E2xy goes downwards, where x is the speed and y is the amount of semitones, both from 1 to F.
(I'm not sure if E10y or E20y with y≠0 do anything.)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: LeCheeseMaster16 on June 23, 2016, 11:50:48 PM
- Make deflemask compatable to smaller screens (800x300) by a new UI

- Since laptop/tablet computers are being released, create an option of touch support
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on June 24, 2016, 08:45:58 AM
If UI adjustments were possible, I would request the feature to have DefleMask use system fonts. c:
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: 3noneTwo on June 25, 2016, 12:11:39 PM
 
- Make deflemask compatable to smaller screens (800x300) by a new UI
Echoing this one, it's something I've noticed while using Windows 10's split view. Although Deflemask asks for a minimum window width of 800px, the octave/time options start getting cut off at 930px width, so all these options end up hidden (http://3nonetwo.com/zpers/images/defle800hmm.png). To combat this, Deflemask could automatically move these options underneath the pattern/instruments windows, like so (http://3nonetwo.com/zpers/images/defle800edit.png).

Also, requesting to remove the automatic "CTRL" modifier from Keyboard shortcuts. I'd prefer to set my own modifier, or even have none at all for some shortcuts!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: LeCheeseMaster16 on June 26, 2016, 01:23:34 AM
- Make deflemask compatable to smaller screens (800x300) by a new UI
Echoing this one, it's something I've noticed while using Windows 10's split view. Although Deflemask asks for a minimum window width of 800px, the octave/time options start getting cut off at 930px width, so all these options end up hidden (http://3nonetwo.com/zpers/images/defle800hmm.png). To combat this, Deflemask could automatically move these options underneath the pattern/instruments windows, like so (http://3nonetwo.com/zpers/images/defle800edit.png).

Also, requesting to remove the automatic "CTRL" modifier from Keyboard shortcuts. I'd prefer to set my own modifier, or even have none at all for some shortcuts!

Should make it like an auto-hide feature so if we want to use the options, we can put our mouse to the bottom of the window and the options pop up.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: 3noneTwo on June 26, 2016, 02:59:32 AM
Should make it like an auto-hide feature so if we want to use the options, we can put our mouse to the bottom of the window and the options pop up.
The options alone don't really take up enough space to warrant hiding them away automatically.

Although, maybe a "Pattern-Only" view could be useful: A toggle option that hides or reveals the pattern matrix, instrument list, and song options, so that only the pattern and main menu are visible. Useful for anyone who uses DefleMask on a small screen, or has it resized to 800x320 for whatever reason.


Having played with DefleMask's Global Play feature (it's super handy), I have a couple requests!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on July 12, 2016, 05:24:56 PM
Request regarding sample bank management!

I personally think it's a little bit troublesome to have the sample bank change affect every channel playing samples on the Sega PCM (as well as the TG16 sample playback, probably) - and, if it were to be implemented, in the YM2612 DAC + SN76489 1-bit/4-bit sample playback...

I would vote for having the sample bank commands only affect the channel they're entered in, or otherwise, that they're strictly associated with the note event they're placed with.
I hope this doesn't represent a very tedious task. ^^; It would make things easier using multisample instruments or just a large number of drumkit pieces.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: 3noneTwo on July 13, 2016, 06:34:33 AM
Correct me if I'm wrong, but I'm assuming that the way sample banks function in DefleMask is actually because of hardware limitations. At least with the SegaPCM, I believe you can only access one sample bank at any given time, so a bank switch command would affect all channels on a real SegaPCM chip anyway.

For more complex multi-sample instruments, you'd be better off waiting until DefleMask supports a more powerful PCM chip, like the OKI-M6295 or the SNES soundchip (https://en.wikipedia.org/wiki/Nintendo_S-SMP). In the meantime, get creative by combining FM and samples to create more complex drumkits, and make good use of the 20xx (Set Sample Delta) effect to get more pitch control out of your samples.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on July 13, 2016, 12:23:04 PM
Correct me if I'm wrong, but I'm assuming that the way sample banks function in DefleMask is actually because of hardware limitations.

I'm not entirely sure about this. I believe the reason DefleMask manages samples in banks is because they're assigned to note keys. I've noticed this on FamiTracker as well, and it isn't a huge issue using samples in a single channel. But Shiru's VGM MM has the Sxx effect for samples, which gives you 256 different possibilities for sample playback without changing banks (lest banks are automatically managed in a way we can't see).

I'm not sure about requesting to replace note events for samples with a "sample playback" effect code, as I imagine that would imply dramatically modifying the program's code as a whole, but what I mean is that I don't understand why banks in DefleMask are so restrictive when otherwise it would only be a way to manage samples in order to play them using note keys.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on July 13, 2016, 03:45:47 PM
It is possible to make the sample bank selection a per channel memory. I will have to do some heavy modding in the main pattern code, but it can be done.

The thing that worries me is what will happen with modules that already uses the sample bank change as global. :S
I will have to add a compatibility pass to old modules that use a sample banks and copy all EBxx on all channels in the same row (to make the change global as before). The thing is that there could be a module file that doesn't have any free effect column on some channel when another channel changes the banks. I will think about this, how will this impact backward compatibility and if the feature is more useful than troublesome.

One option is to not consider backward compatibility and put a heavy warning (as I did with arpeggio tick). But I don't like that "solution" so much.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: 3noneTwo on July 13, 2016, 04:12:30 PM
Is it really possible? I was going by what I've read on Sega Retro's page about SegaPCM (http://segaretro.org/SegaPCM), but I'd be more than happy to be wrong about this!
Quote
It presumably allows up to 16MB of sample ROM provided by the board but has additional banking hardware with a six bit bank number leading to a total of up to 1GB of addressable sample data (assuming optimal conditions).
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on July 13, 2016, 05:08:27 PM
The thing is that the "sample bank" in Defle has nothing to do with the hardware sample banking.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Radaron on July 19, 2016, 12:57:03 PM
Request: Ability to import wavetable dumps from NEZ player/NEZPlug to Deflemask.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Speedy on July 24, 2016, 10:46:43 PM
Request: Ability to import wavetable dumps from NEZ player/NEZPlug to Deflemask.

I'd like to see this if it's possible. It'd make importing PC Engine instruments a lot more convenient since you wouldn't have to convert everything from hexadecimal to decimal.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: DevEd on July 26, 2016, 02:40:13 PM
I would like to see copy/paste support for instrument/wavetable editors.

Also related: Allow entering instrument/wavetable values in hexadecimal.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: MegaBytez on August 03, 2016, 03:56:42 AM
Something I would like to see implemented into deflemask is Double Clicking to highlight an entire column.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Ozaleto on August 04, 2016, 05:32:38 PM
Probably a dumb request and maybe should have been pointed to ValleyBell (guy who is a genius about SMPS), but I would love to somehow export Sega Genesis tracks from DefleMask into SMPS format, so it would be playable in Sonic ROM hacks. It's not really high priority, but I'm just wondering if it's possible.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: DevEd on August 04, 2016, 06:37:54 PM
Probably a dumb request and maybe should have been pointed to ValleyBell (guy who is a genius about SMPS), but I would love to somehow export Sega Genesis tracks from DefleMask into SMPS format, so it would be playable in Sonic ROM hacks. It's not really high priority, but I'm just wondering if it's possible.
THIS. I WANT THIS. NOW.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Genatari on August 04, 2016, 09:09:06 PM
A crappy sample channel for C64 using hardware accelerated samples, and one for the SMS.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: VertX on August 08, 2016, 10:03:23 PM
Request: NTSC for C64? The american C64 fans need some love too.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Pegmode on August 08, 2016, 11:10:46 PM
Request: NTSC for C64? The american C64 fans need some love too.
You can set the Clock speed to 60hz for NTSC.  I attached a WIP example ;) (fun fact it was meant to be a BotB submission and the title is a wink to a certain someones submission (http://battleofthebits.org/arena/Entry/%5Binsert+creative+title+that+involves+the+word+%22chip%22+here%5D/22565/) *COUGH)

Though you can achieve NTSC that way it would still be nice to have the NTSC option included with Defle. I second this.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on August 09, 2016, 11:36:50 AM
A crappy sample channel for C64 using hardware accelerated samples, and one for the SMS.
From what I've seen at SMSpower.org, it's possible to play samples on any square wave channel on the SMS, from 1-bit to 4-bit (1-bit being louder than 4-bit), and I believe the same applies for the AY-3-8910 in the CPC, Spectrum, ST and others - the Robocop .ay music file from the ZX Spectrum game had voice samples in it.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Genatari on August 09, 2016, 11:24:41 PM
From what I've seen at SMSpower.org, it's possible to play samples on any square wave channel on the SMS, from 1-bit to 4-bit (1-bit being louder than 4-bit), and I believe the same applies for the AY-3-8910 in the CPC, Spectrum, ST and others - the Robocop .ay music file from the ZX Spectrum game had voice samples in it.

Then can it be handled like the Genesis's DAC by putting a command to change from square to sample?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Dadalama on August 14, 2016, 05:48:15 PM
Is it possible to allow for microtones? I wouldn't want to add anything that isn't possible with the original hardware but I think it would be awesome, even if it's just an effect that adds/subtracts 50 cents from the current sound for quarter tones.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on August 14, 2016, 08:01:38 PM
RTFM. E5xx
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Dadalama on August 15, 2016, 04:59:29 AM
RTFM. E5xx
Ahhh I missed that, I could have sworn I read all the extended effects. It probably just didn't register.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on August 15, 2016, 01:03:43 PM
LOL.

"RTFM"
-Delek

This is what he'll be remembered for :P
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: keito940 on August 26, 2016, 07:58:20 AM
LOL.

"RTFM"
-Delek

This is what he'll be remembered for :P
LOL.
This is Beginner?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on August 26, 2016, 09:58:11 PM
LOL.
This is Beginner?

I don't understand what you mean. But RTFM stands for "read the f***ing manual".
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Dadalama on August 28, 2016, 05:04:41 AM
LOL.

"RTFM"
-Delek

This is what he'll be remembered for :P
It was quite funny I do admit. It was fair though, I asked a stupid question. I found deflemask has good resolution (nearly .8 cents), I've already mapped out 13edo.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Radaron on August 28, 2016, 07:24:49 AM
nearly .8 cents
8 cents?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Dadalama on August 28, 2016, 02:57:25 PM
nearly .8 cents
8 cents?
well 0.8 cents. The money terminology is because it is 1/100th of a standard semitone.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Harley201 on September 02, 2016, 04:06:42 AM
I don't know if anyone actually requested this yet but I really wish there was a way to load in the actual music from the systems like loading in vgz files for Sega Genesis music or Nsf files for NES music so we can use the exact wave tables without having to mess around a lot or to use there sequences in a remix
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Crash on September 03, 2016, 02:38:11 PM
I'm pretty sure the Sega 32X uses it's own special channel for playing samples.  When I was viewing the memory of Knuckles Chaotix, I noticed that even though samples are playing, there is full usage of the YM2612's six FM channels.  And someone mentioned the usage of 1-bit and 4-bit samples filtered through the SN76489 square channels, but that game has full use of the SN76489.  If that is the case, maybe Deflemask should have a feature like that to have support for Sega 32X style samples?  I'm pretty sure the sampling quality of the 32X's special channel is pretty close to that of the YM2612's sixth channel DAC mode.

Edit: It is quieter than the Sega Genesis's DAC mode, but a lot of 32X samples themselves are louder.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on September 04, 2016, 04:37:14 PM
I'm pretty sure the Sega 32X uses it's own special channel for playing samples.  When I was viewing the memory of Knuckles Chaotix, I noticed that even though samples are playing, there is full usage of the YM2612's six FM channels.  And someone mentioned the usage of 1-bit and 4-bit samples filtered through the SN76489 square channels, but that game has full use of the SN76489.  If that is the case, maybe Deflemask should have a feature like that to have support for Sega 32X style samples?

I noticed the dramatic difference in sample playback in the 32X playing the pixel-perfect port of Space Harrier for the 32X. The drums even sound like they're panned independently from each other, there's velocity/volume control on the samples, and furhtermore, it even sounds like they kept the sampled bass from the original. It sounds amazingly almost the same as the YM2203 + Sega PCM combo from the original Space Harrier and Hang-On arcade systems.
It almost sounds as if they hacked a Sega PCM emulator into the DAC.

EDIT: doing some little research (as opposed to NONE I had made before saying that), I found out about the PWM sound in the 32X. But the two sources I read say different things about the 32X's sound hardware.
https://forums.sonicretro.org/index.php?showtopic=29056
http://sega.wikia.com/wiki/Sega_32X <- Here it says that the PWM has many more than just "two" or "four" channels as they say in Sonic Retro, and it even talks about the 32X having a Q-Sound instance. What??

This makes me wish that the 32X had more durability than it did.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: B00daW on September 12, 2016, 04:43:33 PM
I request a little rewrite about the "Sega Genesis" system mode(s) to simplify things a bit and promote additional progress:

1.) Deprecate the older "Sega Genesis" engine and move forward with the  "Sega Genesis CH3" engine; calling it "Sega Genesis".  Also rewrite "Sega Genesis" instrument formats.
2.) Add a boolean value for if Sega Genesis instruments are "non-special" or "special".
2a.) If instrument is "non-special" it can be placed on any of the FM rows.
2b.) If a "non-special" instrument is placed on CH3, the additional potential "special" rows are inaccessible.
2c.) If a "special" instrument is placed on the first row of CH3, then it can be used in special mode; disallowing "non-special" instruments to be placed on "special" rows.
3.) Deflemask would have to check which instrument numbers are special or not special as well so that users could not change the instrument value to an incompatible one on CH3; or simply not parse the information and it would be silent.

Hopefully this will free up some of the engine "real estate" for potential systems. :)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on September 12, 2016, 06:58:01 PM
I have a few requests if you don't mind.

1) C-0 :)
2) When we were discussing using FM/PCM in Channel 6 awhile back, it made me realise there should be a Sample Cut effect separately for PCM, that way, the cut effect won't cut both FM and PCM.
3) Re-Do function, so when we need to input notes/effects, we don't have to re-input it every time, we would just be able to hit the Re-Do key, and the full effect we used last would be added again.
4) Hold function. Similarly to Famitracker's latest beta, I asked jsr if adding an effect to skip re-triggering an instrument upon reaching a new note, and he added an effect in place of the instrument number. By using "&&" in the instrument number column, upon reaching a new note, instruments would simply jump to the new note while continuing the previous ADSR value from the last instrument. Do you think something like that can be done in Deflemask?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on September 17, 2016, 09:27:49 PM
File handling suggestion:
Would it be possible to add a favourites feature for the open/save dialogue?
This is what it looks like in FL Studio:

(https://s9.postimg.org/6y1v5fb3j/markersexample.png)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: keito940 on September 22, 2016, 06:36:50 AM
I request a little rewrite about the "Sega Genesis" system mode(s) to simplify things a bit and promote additional progress:

1.) Deprecate the older "Sega Genesis" engine and move forward with the  "Sega Genesis CH3" engine; calling it "Sega Genesis".  Also rewrite "Sega Genesis" instrument formats.
2.) Add a boolean value for if Sega Genesis instruments are "non-special" or "special".
2a.) If instrument is "non-special" it can be placed on any of the FM rows.
2b.) If a "non-special" instrument is placed on CH3, the additional potential "special" rows are inaccessible.
2c.) If a "special" instrument is placed on the first row of CH3, then it can be used in special mode; disallowing "non-special" instruments to be placed on "special" rows.
3.) Deflemask would have to check which instrument numbers are special or not special as well so that users could not change the instrument value to an incompatible one on CH3; or simply not parse the information and it would be silent.

Hopefully this will free up some of the engine "real estate" for potential systems. :)

..in Other Words Adding For CSM Mode?
For more information To CSM Mode: http://www.deflemask.com/forum/general/ym2612-multi-frequency-mode-and-csm-mode/
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: B00daW on September 23, 2016, 12:32:19 AM
keito940:  No, actually.  My post is regarding that there don't need to be two different Genesis modes.  With the information provided it would result in a scheme for having all abilities within one engine; including CSM mode -- but I was not directly referencing it.  Within the post that you linked I provide information on how to reverse engineer CSM mode prerequisites so that Delek can understand how it works and implement it.

Thanks for the interest. :)

~~~~~~~~~~~~~~~~~~~~~~~

This also brings up an interesting note about futureproofing Sega Master System (Non-Japan), Sega Master System (Japan) and Game Gear.

Game Gear has the ability for software mixed stereo.  Sega Master System (Japan) has the YM2413 with it.  We would only need two engines.

1.) If "Sega Master System (Japan)" is opened, the user would have access to SN76489 and YM2413 instruments, but not be able to use software mixing.
2.) If "Sega Master System (Non-Japan)/Sega Game Gear" is selected, the user could have access to SN76489 instruments and software stereo mixing; however if software mixing commands are used then it would automatically export to only GG binaries and GG VGMs.  If no software stereo mixing registers are used, it can be exported to SMS, GG, or SMS VGM.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: keito940 on September 23, 2016, 07:08:32 AM
keito940:  No, actually.  My post is regarding that there don't need to be two different Genesis modes.  With the information provided it would result in a scheme for having all abilities within one engine; including CSM mode -- but I was not directly referencing it.  Within the post that you linked I provide information on how to reverse engineer CSM mode prerequisites so that Delek can understand how it works and implement it.

Thanks for the interest. :)

~~~~~~~~~~~~~~~~~~~~~~~

This also brings up an interesting note about futureproofing Sega Master System (Non-Japan), Sega Master System (Japan) and Game Gear.

Game Gear has the ability for software mixed stereo.  Sega Master System (Japan) has the YM2413 with it.  We would only need two engines.

1.) If "Sega Master System (Japan)" is opened, the user would have access to SN76489 and YM2413 instruments, but not be able to use software mixing.
2.) If "Sega Master System (Non-Japan)/Sega Game Gear" is selected, the user could have access to SN76489 instruments and software stereo mixing; however if software mixing commands are used then it would automatically export to only GG binaries and GG VGMs.  If no software stereo mixing registers are used, it can be exported to SMS, GG, or SMS VGM.

I get it.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on October 07, 2016, 09:23:50 PM
Something I'm kind of surprised hasn't been requested before: a "project timer", to keep track of how much time has been spent on a project. ^^
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Theultimate12 on October 08, 2016, 02:37:30 AM
Hmm, I dont know if this has been put in another update, but what about MIDI support? I tried using a MIDI to DMF program, but I couldnt find any way to use it nor have I found any help for it, so that`s basically why I`m asking this.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on October 08, 2016, 05:20:09 PM
1) C-0 :)
And C-8 too, maybe? I noticed the driver used in Atari's Marble Madness (YM2151) had C-8 as the highest range limit, maybe it works differently for the OPM, but if it actually works for the OPN2, that would be great to have too.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on October 08, 2016, 05:53:58 PM
1) C-0 :)
And C-8 too, maybe? I noticed the driver used in Atari's Marble Madness (YM2151) had C-8 as the highest range limit, maybe it works differently for the OPM, but if it actually works for the OPN2, that would be great to have too.
The OPN2 goes from C-0 to G#8 iirc, I'm just not bugging Delek about that yet. I am actually more concerned about what he thinks about my other suggestions.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Demick12 on October 17, 2016, 01:19:51 AM
Quote from: b00daw
however if software mixing commands are used then it would automatically export to only GG binaries and GG VGMs.

^
 L This would be confusing to me.

Instead, where the instrument says STD, one could choose from the following: STD (Sega Mark III Vanilla), FM (Sega Mark III J), and GG (Game Gear - Soft Panning) and also have in the track editor the FM channels become greyed out by default until an FM instrument is put in and goes back to being greyed out when last FM instrument is deleted. It should be so that if ANY FM instruments are present then the GG can not be selected, but when ANY GG instruments are present then the converse is true.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Jankenpopp on October 21, 2016, 07:38:36 PM
Hi Delek, hi guys :)

As a french guy I use an 'azerty' keyboard.
On OSX I have no keyboard problems.
But on my Linux workstation Deflemask gets my 'azerty' keyboard as a 'querty' so I can't really track on that machine.. ^^'
It would be sweet to have a keyboard layout option on Deflemask for french guys.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: keito940 on November 11, 2016, 09:07:42 AM

Instead, where the instrument says STD, one could choose from the following: STD (Sega Mark III Vanilla), FM (Sega Mark III J), and GG (Game Gear - Soft Panning) and also have in the track editor the FM channels become greyed out by default until an FM instrument is put in and goes back to being greyed out when last FM instrument is deleted. It should be so that if ANY FM instruments are present then the GG can not be selected, but when ANY GG instruments are present then the converse is true.


...Probably short of the FM Card(OPLL) And Game Gear Support?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Michirin9801 on November 13, 2016, 12:20:56 AM
Here's a suggestion for a feature: A noise mode envelope for the PC engine, one similar to the Wave Macro, except all it does is turn on and off the Noise mode on channels 5 and 6, that would make it a lot easier to make custom noise + wave drums!

Here's a couple of examples where that would be useful: Imagine that I want to have a wave play just for just 1 or 2 ticks, and then switch to Noise in the next one without having to fiddle around with the ticks-per-row count, or what if I want to keep switching between a wave and white noise on every tick, I'd have to have the ticks-per-row count on the minimum and that would make the song go too fast and more difficult to arrange tunes on...

This noise mode macro isn't a dire necessity, but it sure would be nice!
(Just like the bringing back the old window to load wavetables and instruments)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: SpoonyBard on November 13, 2016, 09:51:47 PM
Here's a suggestion for a feature: A noise mode envelope for the PC engine, one similar to the Wave Macro, except all it does is turn on and off the Noise mode on channels 5 and 6, that would make it a lot easier to make custom noise + wave drums!

Here's a couple of examples where that would be useful: Imagine that I want to have a wave play just for just 1 or 2 ticks, and then switch to Noise in the next one without having to fiddle around with the ticks-per-row count, or what if I want to keep switching between a wave and white noise on every tick, I'd have to have the ticks-per-row count on the minimum and that would make the song go too fast and more difficult to arrange tunes on...

This noise mode macro isn't a dire necessity, but it sure would be nice!
(Just like the bringing back the old window to load wavetables and instruments)

That would definitely be a good idea!
I'm also suggesting an effect to control the AMS/PMS in the arcade module. Looking at what's available right now, this effect could probably be 1Exy, where x sets the AMS, with values from 0-3, and y sets the PMS, with values from 0-7. It could work, and, from what I understand, it would make smaller files than using vibrato.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Demick12 on November 15, 2016, 02:33:32 AM

...Probably short of the FM Card(OPLL) And Game Gear Support?


Yeah: STD, FM, and GG. FM, as in the OPLL FM Card.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Xavier Blue on November 16, 2016, 05:34:06 PM
Hi there,
I've been composing for trackers many years.
Just register here for suggestions, if they may be implemented.

I have tested Deflemask, and have some suggestions which improve for sure its usage:

#1: GENERAL OUTPUT VOLUME SLIDER. Just to avoid clipping for some TFM/other patches when importing them. Lowering instruments (one by one) is a hard job since FM output operators could be different in each case.

#2: INSTRUMENT VOLUME SLIDER for TESTING: Just to avoid play them at maximun one (by default and fixed). This is good to compare and try chords or notes when composing. This could be attached to keyboard graphic (test purposes)

#3: INSTRUMENT NUMBER ON/OFF when writing notes in a channel. For example you write an arpeggio and want to try different LOADED instruments for all notes. You have to erase every instrument number (blue).

#4: Selection functions like: Volume gradient/Volume % (raise or lower for a selection of notes) EDIT: Found very useful Ctrl+I (similar to gradient) and ctrl+F1,F2 (similar to % increase/decrease)

#5: MUTE/SOLO BUTTONS on every Channel. This is extremely useful. (Yes, I know there is the Ctrl+1,2,3,4,5,6,7,8)

#6: Double click on a channel-->Select it all (for copying/erasing/transposing/whatever)--> Have heard the next version will have it.

#7: Apply different color on OUTPUT FM OPERATORS. Depending on algorithm chosen the carrier/modulator changes. With this you have interesting tweaking options at eye.

#8: Possibility of loading a GROUP OF INSTRUMENTS instead of one by one. This is extremely useful when you know which ones are going to perform the piece.

Thanks in advance.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on November 17, 2016, 10:21:58 AM
#1: GENERAL OUTPUT VOLUME SLIDER. Just to avoid clipping for some TFM/other patches when importing them. Lowering instruments (one by one) is a hard job since FM output operators could be different in each case.
I assume you're trying to import instruments from TFM Music Maker. The problem is not DefleMask saturating, the problem is that those instruments are, for the most part, way too loud. Not only do the YM2612/YM2151 and the YM2203 behave differently, but if you have instruments with carrier TLs set to zero, some of them are bound to clip, especially instruments with algorithms from 5 to 8.

#4: Selection functions like: Volume gradient/Volume % (raise or lower for a selection of notes)
While not in a percentage scale, you can do this by pressing Ctrl+F1 and Ctrl+F2 (raise or lower by 1) or Ctrl+F3 and Ctrl+F4 (raise or lower by 12).

#5: MUTE/SOLO BUTTONS on every Channel. This is extremely useful. (Yes, I know there is the Ctrl+1,2,3,4,5,6,7,8)
Those are already there. They're the 'leds' over the ON/OFF signs. Single clicking mutes a channel, double clicking makes it play solo.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Xavier Blue on November 17, 2016, 11:01:09 AM
Even though if the instrument carrier's TL are close to zero (in the safe zone), if you set a chord -for example- and it makes clipping, it is much more useful a general output level than re-tweaking each of them. Definitely.

Cheers.
Title: Re: Requests!
Post by: MegaSphere on December 05, 2016, 04:00:00 PM
A feature request, it'd prob take a bit of work actually.
Mock: http://i.imgur.com/7Hz93MH.png

The ability to leave notes in dmf files. The notes of course wouldn't affect rom or vgm files but it'd make collaborations and even solo work easier.
The notes would share the same pattern as CH in the pattern matrix so that it doesn't get in the way. You could also have the option to hide notes if your screen can't fit it all in and the horizontal scroll bar is annoying you.

There's no need to go overboard and add colour options to it, that'd be silly.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on December 06, 2016, 08:04:12 PM
A feature request, it'd prob take a bit of work actually.
Mock: http://i.imgur.com/7Hz93MH.png

The ability to leave notes in dmf files.
I remember when you requested this feature and I'm still waiting to have the opportunity to see what use I could make of it.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: RazerBlue6 on December 12, 2016, 06:56:02 AM
My only request in a long time:

Having the Mednafen PC Engine core instead of the Ootake core

And if possible, having the ability to have the 12-bit ADPCM with a PC Engine CD enabled mode. (Actually 10-bits get output by the MSM5205, but you get what I mean)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: keito940 on December 16, 2016, 07:36:27 AM
My only request in a long time:

Having the Mednafen PC Engine core instead of the Ootake core

And if possible, having the ability to have the 12-bit ADPCM with a PC Engine CD enabled mode. (Actually 10-bits get output by the MSM5205, but you get what I mean)
Create To PC Engine (Super) CD-ROM 2 Sound(PC Engine+4-bit 64KB ADPCM).
It's 10-bits or so ... the performance seems to be poor.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Michirin9801 on December 21, 2016, 02:58:31 AM
My only request in a long time:

Having the Mednafen PC Engine core instead of the Ootake core

And if possible, having the ability to have the 12-bit ADPCM with a PC Engine CD enabled mode. (Actually 10-bits get output by the MSM5205, but you get what I mean)

I second that!
In fact, I just came here to suggest them to add the PC engine CD as a system! I mean just add the ADPCM as a 7th channel on top of what's already there on the regular PC engine! Yeah I know we have to vote for new systems on a poll, but I feel that if I don't suggest PCE CD here it's not even gonna be on the poll...

[Edit]
Also this:
https://www.youtube.com/watch?v=V845pHyaePk

^That's a thing the PCE can do that's not supported... Although it looks like it, it's not wave-phasing! I can't explain exactly how it works, but the description of the video gives you a rough idea of what's happening...

And don't forget the noise mode envelope for channels 5 and 6 I've suggested before!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: djmaximum on December 21, 2016, 03:55:37 AM
Quote
^That's a thing the PCE can do that's not supported... Although it looks like it, it's not wave-phasing! I can't explain exactly how it works, but the description of the video gives you a rough idea of what's happening...

And don't forget the noise mode envelope for channels 5 and 6 I've suggested before!
I was doing something very similar in Deflemask version 9 on the gameboy, where the waveform does that similar effect.
Note, the following GBS files that I've attached will only play correctly in NEZplay.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Michirin9801 on December 21, 2016, 01:14:22 PM
Quote
^That's a thing the PCE can do that's not supported... Although it looks like it, it's not wave-phasing! I can't explain exactly how it works, but the description of the video gives you a rough idea of what's happening...

And don't forget the noise mode envelope for channels 5 and 6 I've suggested before!
I was doing something very similar in Deflemask version 9 on the gameboy, where the waveform does that similar effect.
Note, the following GBS files that I've attached will only play correctly in NEZplay.

Are you using the wave macro or something else?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: djmaximum on December 21, 2016, 04:50:28 PM
I was using wave macros for the phasing effect. It's what happens when the wave channel attempts to change the waveform without reseting it every single time.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: keito940 on December 23, 2016, 12:20:26 AM
Sega CD,Mega Drive+64KB(Same as PC Engine CD-ROM2.) 8ch ADPCM.(Would you say that a good thing about SNES, CD-ROM2 and Genesis?)
And Sega 32X, Mega Drive+PWM 2ch. 32X+CD, I will use both extended sound chip.
Plz!  ;)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: elmer on January 02, 2017, 11:56:00 PM
My 1st post here!

I'm a programmer that usually hangs out in the PCEngineFX forums ... "hello, folks!"


My only request in a long time:

Having the Mednafen PC Engine core instead of the Ootake core

I don't believe that Delek would be willing to do that.

Mednafen is the absolute gold-standard in emulation accuracy ... but it is released under the GPL license.

Delek couldn't (easily) use Mednafen's sound core without releasing deflemask under GPL.

Given what he's doing, he *could* ask the Mednafen team for a special exemption, but he probably wouldn't get it, because they may not even be sure themselves who would have the rights to give permission for what.

It's a feature/curse of the GPL and is, IMHO, one of the reasons why an increasing number of Open Source projects are using more-liberal licenses (like MIT) instead.


And if possible, having the ability to have the 12-bit ADPCM with a PC Engine CD enabled mode. (Actually 10-bits get output by the MSM5205, but you get what I mean)

Create To PC Engine (Super) CD-ROM 2 Sound(PC Engine+4-bit 64KB ADPCM).
It's 10-bits or so ... the performance seems to be poor.

Err ... the chip actually sounds quite decent to me, but then, I've written my own converter to the format that doesn't suffer from the horrible bugs in SOX's OKI ADPCM converter.

16KHz output, with little-to-no CPU hit ...  that's pretty good, especially for a drum channel.


I second that!
In fact, I just came here to suggest them to add the PC engine CD as a system! I mean just add the ADPCM as a 7th channel on top of what's already there on the regular PC engine! Yeah I know we have to vote for new systems on a poll, but I feel that if I don't suggest PCE CD here it's not even gonna be on the poll...

Hi Michirin9801, I said that I'd come over here, eventually!  ;)

I'd love to see a deflemask PCE-variant with just an extra 7th-channel for sample-only playback. You wouldn't need to tune it, or add a new chip, or even add the ADPCM-algorithm (although I could give you the code).

Just having that extra sample-only channel would allow composers to use it to create songs and/or sound effects.

Since I'm here, and causing trouble, I'll put in request for a 2nd PCE variant that allows for 2 extra sample-only channels.

That would allow people to create music for the NEC PC-FX, the successor to PC Engine, which uses the same PCE sound chip, but with 2 32KHz ADPCM channels.

I'm writing drivers for both systems so that us homebrew-game folks can use deflemask for creating music, rather than the MML-based toolchain that's the only-one available for the PCE.


And don't forget the noise mode envelope for channels 5 and 6 I've suggested before!

Yes, please!

Drums from BITD used 60Hz switching between tone and different frequencies of noise, together with a volume envelope.

It would be nice to have all the tools to replicate those technique in deflemask.  :)


<edit>

Oh ... when I say that "I'm writing a driver", I don't mean that it-might-work-one-day, I mean that I've got a working driver,  and I'm writing a converter for .dmf files and re-engineering the driver to accept the converted-data.  ;D

Here's a PCE ROM ...

https://www.dropbox.com/s/hu4vcerct79m1v7/huzak-navyseals-test1.pce?dl=0
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: RazerBlue6 on February 03, 2017, 05:50:47 PM
Actually I have a question towards Delek, since Delek doesn't want to implement Mednafen PC Engine soundcore in Deflemask, presumably because of it not having the FM, but then I have this question:

Byuu, the creator of Higan and within it the cycle accurate SNES emulation, and the soon to follow PC Engine and MegaDrive emulation (which will probably also be very very accurate), if it were to have the FM emulation in the soundcore and it indeed being a good/better soundcore than Ootake, would you rather implement that instead?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: YoungGabe20 on March 07, 2017, 10:41:17 PM
Add MIDI File Support And DOSBOX Emulation. And Apple II/GS Sound And CMS/Gameblaster and OPL2 OPL3 Support
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on March 08, 2017, 01:48:08 AM
Actually I have a question towards Delek, since Delek doesn't want to implement Mednafen PC Engine soundcore in Deflemask, presumably because of it not having the FM, but then I have this question:

Byuu, the creator of Higan and within it the cycle accurate SNES emulation, and the soon to follow PC Engine and MegaDrive emulation (which will probably also be very very accurate), if it were to have the FM emulation in the soundcore and it indeed being a good/better soundcore than Ootake, would you rather implement that instead?
Yes.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: lazygecko on March 09, 2017, 11:01:55 AM
Possible to add FX commands for automating more FM envelopes? You can change attack values at the moment, but I think having things like decay and release would be even more useful. That's what I feel is missing when programming FM guitars anyway.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Mednafen on March 09, 2017, 06:26:48 PM
Actually I have a question towards Delek, since Delek doesn't want to implement Mednafen PC Engine soundcore in Deflemask, presumably because of it not having the FM, but then I have this question:

Byuu, the creator of Higan and within it the cycle accurate SNES emulation, and the soon to follow PC Engine and MegaDrive emulation (which will probably also be very very accurate), if it were to have the FM emulation in the soundcore and it indeed being a good/better soundcore than Ootake, would you rather implement that instead?
Yes.

Not having the FM?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Lu9 on March 15, 2017, 05:04:27 AM
This has been requested last year by someone else, but I'm bringing it up again: A piano roll interface would be nice.
It can be easily more efficient than a tracker (though of course, keep both options)
even though there are the "controversies" with tracker "purists" who generally don't like piano rolls...
but unless you don't mind that, it would be a good thing...

IF that's not realizable, a MIDI import for all supported systems would be nice.
I even had some ideas for it - once you import it, you select which MIDI channels to import,
separate windows would show up for every MIDI track (not all at once) so you can tell DefleMask which system's channel
you want to assign it to, and maybe edit the instrument for it. As well as separate instrument editors for each "note" in the percussion channel (Channel 10)
But probably that would be more complicated...
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Speedy on March 15, 2017, 02:56:21 PM
This has been requested last year by someone else, but I'm bringing it up again: A piano roll interface would be nice.
It can be easily more efficient than a tracker (though of course, keep both options)
even though there are the "controversies" with tracker "purists" who generally don't like piano rolls...
but unless you don't mind that, it would be a good thing...

Why though? This is a tracker, not a typical DAW. If you want a piano roll, go use FL Studio with some VSTs (YM2612 and YM2151 now have VSTs that offer real hardware playback, those being FMDrive and VOPMex).
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on March 15, 2017, 05:55:32 PM
I added a piano to visualize but also to input notes to help those people that don't feel so confortable with the tracker interface, but that's all I will do for them. Defle IS a tracker.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Lu9 on March 16, 2017, 03:58:18 AM
This has been requested last year by someone else, but I'm bringing it up again: A piano roll interface would be nice.
It can be easily more efficient than a tracker (though of course, keep both options)
even though there are the "controversies" with tracker "purists" who generally don't like piano rolls...
but unless you don't mind that, it would be a good thing...

Why though? This is a tracker, not a typical DAW. If you want a piano roll, go use FL Studio with some VSTs (YM2612 and YM2151 now have VSTs that offer real hardware playback, those being FMDrive and VOPMex).
I'm well aware of these VSTs, but I'm looking more forward to NES and Game Boy music... (which, for the former WILL be delivered by the future Chipsynth VST, from what I've known) but it would still be interesting to see a MIDI importer in DefleMask... A few years ago I was able to use the old (glitchy) MIDI importer from FamiTracker, and after doing several tweaks and effects obviously, it turned out quite right.
In any way, thanks for the replies.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Pegmode on March 16, 2017, 03:09:56 PM
A few years ago I was able to use the old (glitchy) MIDI importer from FamiTracker, and after doing several tweaks and effects obviously, it turned out quite right.

If you want midi to gameboy and were able to get MIDI import working with FamiTracker then why don't you try using  this  (http://forums.famitracker.com/viewtopic.php?f=4&t=1834)?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on March 28, 2017, 03:11:03 AM
I support this systems.

Sound chip:
YM2610 (Neo-Geo MVS) [6 FM Channels, 6 PCM Channels, 1 Delta-T and 3 PSG Channels]
YM3812 (OPL2) [14 FM Channels]
YMF262 (OPL3) [23 FM Channels]
K053260 and uPD7759 (Arcade Konami) with YM2203 and YM2151 [FM Changes, 4 PCM and 1 uPD7759 PCM]
OKIM6295 (Others Arcade) with YM2203, YM2612 and YM2151 (Changed) [FM Changes, 4 PCM Channels]

Plz!  :D
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: CosmoBG on March 28, 2017, 10:14:21 PM
Just gonna do a blind shoot here at the risk of a scolding.

What are the possibilities of having a right-click function in deflemask? This could very well just be a thing with me personally, so if it is decided that everyone else is perfectly fine with this, my request stands null and void, but i often find my compositions go a lot smoother and more elaborate, and feel quicker when i have a right-click function dealing with stuff like cut, copy, paste, transpose, among others, like how most trackers do it. I like this tracker a lot, and i like it enough to use it despite that, but i do think it would be nice and i would use it more often if it had that function. I have otherwise gotten used to its functions enough that i don't ask for a lot personally. This is really all there is. Again, if it is me alone, don't listen to me, i'm just one weirdo. :P
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on March 29, 2017, 01:20:29 PM
And the options inside that double click menu would be the same as in the "edit" in the menu bar?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: CosmoBG on March 29, 2017, 09:00:08 PM
And the options inside that double click menu would be the same as in the "edit" in the menu bar?

Yeah, that would be about right.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on March 30, 2017, 01:06:22 AM
Why create the tracker Sega 32x, and More Systems...  :P
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on April 02, 2017, 04:33:42 AM
I support this systems.

Sound chip:
YM2610 (Neo-Geo MVS) [6 FM Channels, 6 PCM Channels, 1 Delta-T and 3 PSG Channels]
YM3812 (OPL2) [14 FM Channels]
YMF262 (OPL3) [23 FM Channels]
K053260 and uPD7759 (Arcade Konami) with YM2203 and YM2151 [FM Changes, 4 PCM and 1 uPD7759 PCM]
OKIM6295 (Others Arcade) with YM2203, YM2612 and YM2151 (Changed) [FM Changes, 4 PCM Channels]

Plz!  :D

With supported sound chip this uPD7759.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on April 03, 2017, 02:39:25 AM
Uses tracker, tempo - 3.00 on <> and <<>> with Arcades and OPL2-3

Plz!  ;)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Speedy on April 03, 2017, 07:56:01 PM
I support this systems.

Sound chip:
YM2610 (Neo-Geo MVS) [6 FM Channels, 6 PCM Channels, 1 Delta-T and 3 PSG Channels]
YM3812 (OPL2) [14 FM Channels]
YMF262 (OPL3) [23 FM Channels]
K053260 and uPD7759 (Arcade Konami) with YM2203 and YM2151 [FM Changes, 4 PCM and 1 uPD7759 PCM]
OKIM6295 (Others Arcade) with YM2203, YM2612 and YM2151 (Changed) [FM Changes, 4 PCM Channels]

Plz! :D

First off, this isn't the system requests topic.

Second, there's no good reason to add OPL2/OPL3 support for the time being. AdLib Tracker II is great for both of those and has and insane variety of options and track effects that I don't think could be topped. You would be better off making a fork of AdLib Tracker II and adding some features rather than trying to squeeze OPL support into DefleMask. The only systems out of the ones you listed that I could see reason in adding is the YM2610 and the YM2203 by it self as an alternative to those who want to make PC-88 music. OKIM, K053260, uPD7759 are functionally identical to the already existing YM2151 + SEGA PCM configuration.

On that topic, I don't think there's much benefit in adding SEGA 32X support as well. The sample quality on that thing is sub-par and you would be better off coding something to allow for multi-PCM playback on the YM2612.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: DevEd on April 05, 2017, 01:44:06 PM
PLEASE increase the undo buffer length. As it is, it's pitifully small. There is literally no reason for it to be so small!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: sc00pj0hn on April 05, 2017, 06:53:07 PM
Looking at the SegaPCM's channels, there are 16 channels, while deflemask uses 5 out of 16. I mean, wouldn't be nice if for future versions of DefleMask there's support for up to 16 channels for the SegaPCM!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on April 06, 2017, 01:19:51 PM
PLEASE increase the undo buffer length. As it is, it's pitifully small. There is literally no reason for it to be so small!
There are memory reasons, but I will double the size. Actually it would be better to have the value in config.ini. Believe me, the undo buffer eat lots of memory.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Therektafire on April 06, 2017, 10:26:02 PM
 ??? Deflemask is a chiptracker, if you want to use a bunch of sample channels why not use a tracker that deals with samples in particular? Milkytracker, Impuse/Schism Tracker, Protracker, Sunvox...

Though while we are on the topic of systems, a YM2149 based machine would be nice, even though we have the SMS which already uses an all PSG chip. I tried out Vortex Tracker 2 a couple of months ago but I don't really like the interface that much, do you guys know of any other trackers for say ZX Spectrum, Atari ST, etc? I also tried Beepola but that is only beeper and I'm looking for a full YM/AY one.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: 3noneTwo on April 09, 2017, 09:34:34 AM
Looking at the SegaPCM's channels, there are 16 channels, while deflemask uses 5 out of 16. I mean, wouldn't be nice if for future versions of DefleMask there's support for up to 16 channels for the SegaPCM!
Yeah, the limit on SegaPCM channels that can be used in Deflemask seems arbitrary. It'd make more sense to offer the full capabilities of supported systems.

Speaking of PCM though: Would any of the current PCM/Sample-capable chips support Sample Offsets? ie: Playing from a specific point in the sample, rather than simply playing the entire sample. There's a couple tricks that allow this to be faked (set channel volume to 0, sample pitch to a high value, and then reset both values when the sample reaches the desired point), but obviously having some way to directly set the sample offset would be ideal - if it's even possible.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on April 16, 2017, 04:26:29 PM
I'm supporting new effect this Gxx - Halt.
Halt playback of the module, use this to prevent infinite looping of songs.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on April 17, 2017, 01:22:10 PM
Songs won't loop unless you add a Bxx command.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: lazygecko on April 17, 2017, 06:31:03 PM
Looking at the SegaPCM's channels, there are 16 channels, while deflemask uses 5 out of 16. I mean, wouldn't be nice if for future versions of DefleMask there's support for up to 16 channels for the SegaPCM!
Yeah, the limit on SegaPCM channels that can be used in Deflemask seems arbitrary. It'd make more sense to offer the full capabilities of supported systems.

Speaking of PCM though: Would any of the current PCM/Sample-capable chips support Sample Offsets? ie: Playing from a specific point in the sample, rather than simply playing the entire sample. There's a couple tricks that allow this to be faked (set channel volume to 0, sample pitch to a high value, and then reset both values when the sample reaches the desired point), but obviously having some way to directly set the sample offset would be ideal - if it's even possible.

Triggering sample at different offsets should at least be possible on Genesis, since there are already games that do it. Chris Hulsbeck uses a lot of offset changes on the drums in his soundtracks, to do stuff like make cymbals last longer or make snares sound shorter/softer.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: freezedream on April 19, 2017, 04:45:17 AM
I have a fix request and opinion request relating to the Genesis / Mega Drive system. What do people think about the overall level (i.e. volume) of the PSG compared to that of real hardware? To me the PSG seems overly loud compared to the real hardware. If I change the level of the PSG in Deflemask to properly mix with the FM then on the hardware it is too quiet, sometimes so quiet I can't even hear it! It seems that if the level is set to 5 or lower then it is inaudible on hardware. Has anyone else noticed this or is it just my console?

Thanks!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on April 19, 2017, 11:37:32 AM
Every console HW revision has different balances for the YM2612 and the SN76489.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Speedy on April 23, 2017, 02:12:22 PM
Every console HW revision has different balances for the YM2612 and the SN76489.

I don't think that's exactly true; the Model 1s stayed pretty similar throughout their life, although iirc both revisions of the Model 2 have different FM/PSG volume levels.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on April 26, 2017, 03:37:26 AM
Well i supporting Atari Pokey sound chip
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on May 01, 2017, 02:29:01 AM
This feature has already been requested here. (http://www.deflemask.com/forum/general/psg-samples/)
BUT in addition to it, would it be possible to implement SnoozeTracker's (https://github.com/tEFFx/SnoozeTracker) PSG features to DefleMask? (custom waveform usage, PCM sample usage with looping, volume control and chromatic pitch allowed)

I know I could just make a SnoozeTracker VGM and glue it with a DefleMask VGM, but this doesn't always work well. On top of that the timing is not always reliable between the two, it's a bit troublesome having to guess what the right PSG/YM2612 levels will be, and on the other hand, SnoozeTracker is currently locked to a 50 Hz clock speed.

Because of this, I would like to know if it would be too troublesome to convert the source code in Unity to the language you've written DefleMask in. On the other hand, tEFFx has also written an SN76489 emulator in C++, (https://github.com/tEFFx/SN76489-emu) so hopefully that would help a bit. (not sure if this Sega PSG emulator has the PSG features SnoozeTracker has...)

Thanks in advance! ^^
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on May 07, 2017, 06:24:41 PM
Delek, I'd like to request a sample offset capability for the Genesis DAC. If you are familiar with Famitracker, it has an effect (Yxx) which tells it to play the current sample at a specific starting point. It turns out several games actually do this (Mega Turrican, Panorama Cotton for example).

Also, while I am at it, I might as well report that there is a bug in the sample sliders. For example, if you use ctrl+scroll wheel on the volume slider, it doesn't actually change the volume.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on May 07, 2017, 10:47:38 PM
Support the sound chip arcade maker.
Uses YM2203, YM2151, YM2610, YM3812, K053260, uPD7759, OKIM6295, DAC and SEGA PCM.
And uses Tempo with <> and <<>> with Genesis, NES and Arcade Machine OK!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Alfórium on May 17, 2017, 08:00:27 AM
Hello,

I have a suggestion regarding the editor. Sometimes, in the final version of a song, many instruments are left unused. However, looking for them and removing them by hand is very time-consuming. I think it would be neat to have an automatic "optimize instruments" option that would remove all unused instruments and automatically rearrange instrument numbers in the song.

I have no idea if this would be very hard to code or not, but I think it would be a very good addition to the program. Most professional audio editors include file cleaning options, and it would save time and help keep filesizes small.

If this has been suggested before, then I'm sorry for repeating it!

Thanks,

A.

EDIT: request modified, because I hadn't realised that unused patterns already clear themselves...
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: keito940 on May 19, 2017, 10:10:25 AM
Support the sound chip arcade maker.
Uses YM2203, YM2151, YM2610, YM3812, K053260, uPD7759, OKIM6295, DAC and SEGA PCM.
And uses Tempo with <> and <<>> with Genesis, NES and Arcade Machine OK!
Please do it here.(...But YM2608 Support.)
http://www.deflemask.com/forum/general/next-system-to-be-added/
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on June 06, 2017, 01:20:56 PM
I support Sega Genesis from sound engine the DefleMask Tracker to...

SMPS 68k
SMPS Z80
Sound Images v1.0
Sound Images v1.2
Sound Images v1.5
GEMS
Krisalis/Shaun Hollingworth
Cube/Dougen Shibuya
Konami/Vampire Killer
Konami/Hyperstone Heist
Konami/Lethal Enforcers
Taito/Thunder Fox
Data East/High Seas Havoc
Psygnosis/Martin Walker
Sunsoft custom
Capcom custom

Link to see the sound engines: http://gdri.smspower.org/wiki/index.php/Mega_Drive/Genesis_Sound_Engine_List (http://gdri.smspower.org/wiki/index.php/Mega_Drive/Genesis_Sound_Engine_List)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on June 06, 2017, 02:45:22 PM
Support the sound chip arcade maker.
Uses YM2203, YM2151, YM2610, YM3812, K053260, uPD7759, OKIM6295, DAC and SEGA PCM.
And uses Tempo with <> and <<>> with Genesis, NES and Arcade Machine OK!
Please do it here.(...But YM2608 Support.)
http://www.deflemask.com/forum/general/next-system-to-be-added/
Or more than you need an Arcade Music Tracker a new Tracker for arcade systems.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: freezedream on June 07, 2017, 06:10:47 AM
Feature Request For Sega Genesis System: Panning option in instrument editor to set global panning for each instrument. This may be overridden by a tracker 08XX command.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on June 09, 2017, 07:48:30 PM
Feature Request For Sega Genesis System: Panning option in instrument editor to set global panning for each instrument. This may be overridden by a tracker 08XX command.
What is panning a instruments the sound engine Sega Genesis to SMPS 68K/Z80, Sound Images, GEMS, Krisalis and Konami?

This pan 0811 command the GEMS.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on June 13, 2017, 07:55:41 PM
So they need to use NES as they use DACs and PCMs that use sound engine as seen in games.
More than using DPCM are loaded from DMC file to edit Delta Modulator and load the WAV file to convert to edit DPCM, as they use FamiTracker.
I support Delta Modulator Editor from NES to DefleMask.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: EnderDude on June 17, 2017, 02:31:03 PM
I should say that, with the nes, that there may be an option to export a song as a .nsf
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Bruce A. Dyson on June 21, 2017, 12:06:46 AM
Though while we are on the topic of systems, a YM2149 based machine would be nice, even though we have the SMS which already uses an all PSG chip. I tried out Vortex Tracker 2 a couple of months ago but I don't really like the interface that much, do you guys know of any other trackers for say ZX Spectrum, Atari ST, etc? I also tried Beepola but that is only beeper and I'm looking for a full YM/AY one.

You can use the Sunsoft 5B chip in 0cc-Famitracker (A NES/Famicom sound tracker), since it's a YM2149F derivative. 0cc-Famitracker has a good interface, and is easy to use.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on July 04, 2017, 12:29:11 AM
They need to support the clock of sounds in MHz, KHz and Hz, for Sega Genesis, NES and Arcade systems, which change Hertz Hz.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on July 04, 2017, 01:29:22 PM
Support tools to open and save a file using PSG and PCM, because they came with new files and samples of files.
There they come that support files.

Programmable sound generators:
.psg
.fti (NES only)

Pulse code modulation:
.pcm
.apcm (YM2608, YM2610 only)
.pwm (Sega 32X only)
.dcm / .dpcm (NES only)
.brr (SNES only)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on July 05, 2017, 01:37:05 AM
And then the voting is over, and I can now support Sega Mega-CD and Sega 32X.  :D
http://www.deflemask.com/forum/general/sega-mega-cd-andor-sega-32x-support/msg7092/#msg7092 (http://www.deflemask.com/forum/general/sega-mega-cd-andor-sega-32x-support/msg7092/#msg7092)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Paul999 on July 05, 2017, 11:46:58 AM
And then the voting is over, and I can now support Sega Mega-CD and Sega 32X.  :D
http://www.deflemask.com/forum/general/sega-mega-cd-andor-sega-32x-support/msg7092/#msg7092 (http://www.deflemask.com/forum/general/sega-mega-cd-andor-sega-32x-support/msg7092/#msg7092)
Voted by YM2608 and I already support the sound system chip the YM2608. http://www.deflemask.com/forum/cafe/delek-it's-been-at-least-1-2-years-since-a-system-was-added-to-deflemask-p/msg7096/#msg7096 (http://www.deflemask.com/forum/cafe/delek-it's-been-at-least-1-2-years-since-a-system-was-added-to-deflemask-p/msg7096/#msg7096)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: EnderDude on July 05, 2017, 03:55:13 PM
Being able to export genesis music in the sonic smps format. For the hacks.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: MegaSphere on July 08, 2017, 03:31:06 PM
When making instruments,
When you hover your mouse over a slider, you should be able to scroll the scroll wheel on your mouse to change the value by 1.
This is helpful because if you only want to change the value by 3 for example, instead of trying to move your mouse ever so slightly which takes a lot of effort, you can just scroll 3 times.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on July 09, 2017, 09:02:24 PM
When making instruments,
When you hover your mouse over a slider, you should be able to scroll the scroll wheel on your mouse to change the value by 1.
This is helpful because if you only want to change the value by 3 for example, instead of trying to move your mouse ever so slightly which takes a lot of effort, you can just scroll 3 times.
I hate to say this but, RTFM!:
Quote from: DefleMask Manual - Page 14
Sliders precise
change
Ctrl+Mouse Wheel over a slider
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: JetStar1997 on July 09, 2017, 10:18:42 PM
When making instruments,
When you hover your mouse over a slider, you should be able to scroll the scroll wheel on your mouse to change the value by 1.
This is helpful because if you only want to change the value by 3 for example, instead of trying to move your mouse ever so slightly which takes a lot of effort, you can just scroll 3 times.
I hate to say this but, RTFM!:
Quote from: DefleMask Manual - Page 14
Sliders precise
change
Ctrl+Mouse Wheel over a slider


Does anyone else read the Deflemask manual? It really helped me into getting to know the program's features
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: rnbwdragoneyes on August 14, 2017, 07:42:18 PM
I'm working on a pretty ambitious game soundtrack within 0CC Famitracker as well as Deflemask. For my highly specific situation, I would absolutely love a "shared clipboard" between the two programs, so I can copy notes and values etc from Fami into Defle, since I'm essentially creating two versions of each track within the game itself.  In any case, I think it would be a supremely useful feature for die-hard Famitrackists to "port" their existing works into Defle, to experiment with the same composition using different chips!

I wonder if anyone else has any interest in this idea, or perhaps an alternate idea to accomplish the same?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Calculuswhiz on September 03, 2017, 03:17:50 AM
I think it would be kind of cool to have a comment track running along the right side, kind of like how programmers put comments into their code. That would make navigating through a track way easier, I think, especially when the songs get long.
Or some way to take notes on the song would be nice.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: slider on September 04, 2017, 10:12:08 PM
Perhaps it is time for an effects macro per individual instrument? I find high tracking speed inefficient and me copying the same volume/effect/note chain over and over again is silly when a macro should do the job no matter what tracking speed.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: mihaelkyeah on September 20, 2017, 11:26:02 AM
I think it would be kind of cool to have a comment track running along the right side, kind of like how programmers put comments into their code. That would make navigating through a track way easier, I think, especially when the songs get long.
Or some way to take notes on the song would be nice.
This has been requested before with a picture mockup, and again I think it would be very nice to have it.

-------------

Also, 4-bit sample playback for Sega Genesis? Some samples might not sound that much worse when converted to 4-bit and it could save memory.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: slipbeastchiptunes on November 29, 2017, 07:53:56 PM
Hey delek Can you add a pcm on a gameboy system for your tracker? thanks.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on December 23, 2017, 08:40:39 PM
Hey Delek. I'd like to request a few things that I have been thinking about for some time which would definitely be very useful. I'll try to keep it short and simple. This is all taking into account the Genesis first, but they would be useful for all chips.

1) The addition of a 'repeat' key.
The repeat key would make it so you can simply press that key in order to instantly reuse the last note placed/last effect used without having to retype it over again.

2) A 'hold' function.
If you are familiar with Famitracker's current beta version, there is an effect that can be input into the instrument number column, and instead of the number of the instrument appearing, the '&&' symbol appears in its place. This makes it hold the last envelope/macro from the previous instrument used without retriggering it when placing a new note, so its extremely useful for jumping between notes without the envelope reinitiating itself for sound effects and other things. Can Deflemask do something like an '&&' effect in the instrument number column?

3) A sample offset effect.
Again, if you are familiar with Famitracker, it has a sample offset effect (Yxx) which initiates a new sample from 64 bytes ahead per step. It turns out Genesis games do this, and it would be a very useful thing to have. Deflemask doesn't necessarily have to use 64 bytes per step, but some small, fine amount would be best for sure.

I really hope you consider these. They will be very much appreciated features.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Michirin9801 on December 24, 2017, 01:37:17 AM
3) A sample offset effect.
Again, if you are familiar with Famitracker, it has a sample offset effect (Yxx) which initiates a new sample from 64 bytes ahead per step. It turns out Genesis games do this, and it would be a very useful thing to have. Deflemask doesn't necessarily have to use 64 bytes per step, but some small, fine amount would be best for sure.
The PCE could also do that, in fact, some PCE games even loop samples at an offset (see PCE Batman, the basses are sampled)
so if this feature is added, it should probably also work on the PCE...
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on December 24, 2017, 02:04:41 AM
The PCE could also do that, in fact, some PCE games even loop samples at an offset (see PCE Batman, the basses are sampled)
so if this feature is added, it should probably also work on the PCE...

Yeah, same thing on the Genesis. There's a ton of offsetting being done with the snares in some Mega Turrican tracks, and the looped Guitar in Skitchin'. If the sample offset effect is accurate enough for looped samples (if Delek adds it), that would be an excellent feature, as well as the hold function, which would add new possibilities in Deflemask :)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on January 02, 2018, 03:13:58 PM
Sample offset is something definitely needed and will be added on future builds. Maybe after releasing the new version that is coming.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on January 02, 2018, 04:23:18 PM
That is excellent news, Delek! It will be such a great feature.

Btw, what are your thoughts on the hold effect? I think something like that would be very useful, to jump to new notes without the use of a pitch bend effect. Would be nice for guitar solos and such :p
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on January 02, 2018, 05:50:19 PM
I'm thinking about it, it should be easy to add because the effect makes only a change in the frequency register of the channel (instead of the whole process of a note on event which is a lot more work actually)
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on January 02, 2018, 07:38:12 PM
Yeah, it should simply change to a new frequency (the note you place the effect on) instantaneously, and the envelope from the previous note won't reset (similar to using 3xx, but without the rise/fall in pitch).
If you can do the '&&' effect in Deflemask, it will save you from wasting an fx column effect, and it will still be compatible with all other systems. It can be initiated with some unused key, like H (for 'hold') or something.

Anyway, thanks for considering this too. I actually find myself needing something like that fairly often. ;x
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: CathodeRayBlues on January 20, 2018, 05:06:08 PM
I haven't a clue if this was asked before, but I would love to use a Dual or Triple SID configuration for this tracker adding stereo sound, as that is a popular mod done to C64s by musicians. I understand that you can sort of use more SID chips using multiple instances of the program, but there would be no stereo separation and no way to export them in one SID file. I would also imagine proper NTSC support for this console is on the way, yes?

Nevermind, let me just put it this way; here is my wishlist for the program:

-proper dual and triple SID support
-NTSC option for C64 (I get that you can just use a custom 60hz mode but I think that might cause issues when exporting to SID when I want the SID file to be NTSC.)
-Support for NES sound expansions such as VRC6 or N163

So far I am very happy with this program and am stoked for future improvements like the planned MIDI file import option. Keep up the good work, mate!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: ThumpyPuppy on February 06, 2018, 03:25:40 PM
The ability to re-skin all UI elements.
(Also, a comprehensive guide on what each value/image controls would be nice.)

Presently there doesn't seem to be a way to control the background (it's just black and grey, except under some circumstances in which it becomes a dark red?) and the cursor when recording is always red (except when some portion of the "Row" colour value is green, in which case it becomes darker or black).

(https://pbs.twimg.com/media/DVVeCrDU8AEskBf.jpg)

It's the one element that messes up my custom skins. The colour it is when you're not in recording mode can be customised, but that red blemish remains. :P

Otherwise this is probably my favourite tracker. Really friendly to use, lots of neat tricks, works great.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: darkfact on February 16, 2018, 03:20:06 PM
Hopefully this is a simple request.

I love Deflemask but it is very cumbersome to use in Linux as I have to install quite a few i386 libraries every time I want to use it. When I got back to programming I usually have to re-install all of my 64-bit libraries which makes switching between these two things a pain. Could you please build a 64-bit version of DefleMask for Linux? I would also be more than happy to port it if you don't have time. I think this is one of the best trackers out there for classic systems so it would be worthwhile.

Cheers.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Demick12 on February 17, 2018, 12:00:48 AM
I second the non-portamento pitch hold effect aforementioned. It would make this tracker useful for making advanced FM sound effects!

Sample offsets as well!

BTW, I am glad the tracker is still alive and well after all this time. Good sign indeed!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: franciscod on March 29, 2018, 02:25:38 AM
I think it would be neat to have an automatic "optimize instruments" option that would remove all unused instruments and automatically rearrange instrument numbers in the song.

Sounds awesome :)
Title: DefleMask not running without graphics card installed
Post by: vee on April 03, 2018, 05:08:21 AM
I don't have my graphics card installed and tried to install DefleMask and I got this ERROR:
    Impossible to create the Window. Please update your Videocard/OpenGL drivers. CODE: 0xF4E7372F

It's not a heavy software, why does it need a graphics card to run? :(
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on April 03, 2018, 05:32:10 PM
Defle requires OpenGL 2.0 because reasons, will be fixed on next update.
Title: Re: DefleMask not running without graphics card installed
Post by: franciscod on April 03, 2018, 07:06:33 PM
I don't have my graphics card installed and tried to install DefleMask and I got this ERROR:
    Impossible to create the Window. Please update your Videocard/OpenGL drivers. CODE: 0xF4E7372F

It's not a heavy software, why does it need a graphics card to run? :(

That's weird. Do you have graphic drivers installed?

DefleMask runs on "netbooks" with Intel Atom CPUs with very limited graphics capabilities... what computer are you running it on?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: franciscod on April 03, 2018, 07:08:25 PM
Hopefully this is a simple request.

I love Deflemask but it is very cumbersome to use in Linux as I have to install quite a few i386 libraries every time I want to use it. When I got back to programming I usually have to re-install all of my 64-bit libraries which makes switching between these two things a pain. Could you please build a 64-bit version of DefleMask for Linux? I would also be more than happy to port it if you don't have time. I think this is one of the best trackers out there for classic systems so it would be worthwhile.

Cheers.

What Linux distro are you running? It should run okay on 64bit systems, for example here's an AUR package (for Arch Linux): https://aur.archlinux.org/packages/deflemask/
Title: Re: DefleMask not running without graphics card installed
Post by: vee on April 04, 2018, 03:59:49 AM
I don't have my graphics card installed and tried to install DefleMask and I got this ERROR:
    Impossible to create the Window. Please update your Videocard/OpenGL drivers. CODE: 0xF4E7372F

It's not a heavy software, why does it need a graphics card to run? :(

That's weird. Do you have graphic drivers installed?

DefleMask runs on "netbooks" with Intel Atom CPUs with very limited graphics capabilities... what computer are you running it on?

When I install Catalyst, windows doesn't boot up, I got my graphics card fixed but after 3 months it's doing it again.
I'm getting a new graphics card.
Title: Re: DefleMask not running without graphics card installed
Post by: franciscod on April 04, 2018, 11:36:39 PM
I don't have my graphics card installed and tried to install DefleMask and I got this ERROR:
    Impossible to create the Window. Please update your Videocard/OpenGL drivers. CODE: 0xF4E7372F

It's not a heavy software, why does it need a graphics card to run? :(

That's weird. Do you have graphic drivers installed?

DefleMask runs on "netbooks" with Intel Atom CPUs with very limited graphics capabilities... what computer are you running it on?

When I install Catalyst, windows doesn't boot up, I got my graphics card fixed but after 3 months it's doing it again.
I'm getting a new graphics card.

Okay but even without a graphics card it should work, unless your integrated video is *really* old. That's why I'm asking about the computer you're using
Title: Re: DefleMask not running without graphics card installed
Post by: vee on April 08, 2018, 05:27:25 AM
I don't have my graphics card installed and tried to install DefleMask and I got this ERROR:
    Impossible to create the Window. Please update your Videocard/OpenGL drivers. CODE: 0xF4E7372F

It's not a heavy software, why does it need a graphics card to run? :(

That's weird. Do you have graphic drivers installed?

DefleMask runs on "netbooks" with Intel Atom CPUs with very limited graphics capabilities... what computer are you running it on?

When I install Catalyst, windows doesn't boot up, I got my graphics card fixed but after 3 months it's doing it again.
I'm getting a new graphics card.

Okay but even without a graphics card it should work, unless your integrated video is *really* old. That's why I'm asking about the computer you're using

I's not integrated, it's an AMD HD6600. Like Delek said it needs OpenGL 2 to run.
I'm in the process of buying a new Graphics Card, that's why I don't have my Graphics Card's Software (Catalyst) installed.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: lazygecko on May 03, 2018, 07:10:33 AM
Is it possible to extend the octave range of 2612/FM chips so that they can play lower pitches than currently allowed? It may seem like a trivial feature at a glance but this is actually pretty important for specific types of sound design, primarily due to how the instrument detune parameters scale with higher mult values. For example it's currently impossible to accurately reproduce the droning, heavy unison-esque sounds from Jesper Kyd soundtracks because the instruments rely on unusually high mult values played at very  low octaves for the desired effect.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on May 03, 2018, 06:44:37 PM
I second Gecko's request. To add onto what he said, someone who disassembled Jesper Kyd's driver has confirmed it uses up to the lowest possible frequencies the YM2612 is capable of producing (around octave -2. Yes, negative 2. I think that would be negative 3 in Deflemask since it starts at octave 0 though). Additionally, there are some frequencies slightly higher, above octave 8, that the YM2612 is also capable of.
There are some percussion sounds in Red Zone for example that are 100% impossible to recreate in Deflemask at the moment, because it plays at such a low frequency. Full octave range would be a fantastic addition.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Delek on May 04, 2018, 11:30:46 AM
Yeah, the chip can go down to 0hz but the accuracy will be compromised under octave 0. We will look into this. I'm worried about how to display in the tracker < 0 octaves now.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Raijin on May 04, 2018, 01:26:08 PM
Would it be possible to display special characters? Maybe you can display the negative numbers like this "C-1 C-2" and so on.
As for the keyboard display, there are players that just show the default 1-8 octaves, and the negative octaves show on C-1 (C-0 in Defle). Maybe Deflemask can do this too, unless you feel like expanding the keyboard.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: SriK on September 04, 2018, 01:05:19 AM
Is it possible to add a song-wide volume multiplier? If not for every chip, then at least for those with granular volume control (e.g. YM2151 + Sega PCM)?

I'm currently composing the soundtrack for my game with DefleMask (working with another composer), and a feature like this would really help in regards to mixing. For example, if I have a song composed at full volume and I want to bring up the bass instrument a ton, my only real option is to raise the volume, then work through the resulting clipping by slowly rebalancing all the other channels with Ctrl+F1/Ctrl+F2 (or trying to make the other channels softer at the exact points where I hear clips, or trying to balance FM / PCM volume parameters). It isn't a huge deal when you have a system with 5 simple sound channels like the NES, but our game is composed entirely using YM2151 + Sega PCM (13 channels, most of which are usually playing).
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: Alianger on November 15, 2018, 10:26:28 PM
Is it normal for vibrato to cancel out or be incompatible with so many other effects on MD? Detuning, volume fade out and in, mult effects... ugh.

1. I'd like there to be some automation tool in the interface for TL and mult effects so that they are faster to use. You could be able to copy a few rows and call back to this selection later when inputting new notes, like an additional envelope of sorts.

2. Volume control for samples on MD, since a bunch of sound drivers for games had it.

3. Maybe it's there and I'm just doing it wrong but being able to paste a single channel echo pattern over another pattern while keeping both would be nice.

4. Either make it possible to copy a single column from a pattern row to another part of a song, or make it possible to type in the number of the pattern you want to put at a specific part. It's sooo slow sitting there and changing the patterns for repeating parts in the later part of a longer track.

5. What SriK said, that would be great. Even better if you could mark a few columns and then pick change volume for them like with f1/f2 (?) but for multiple columns.

Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: HoneyWizard on December 09, 2018, 11:49:50 AM
Not sure if this has been suggested, but some simple color-coding options would be nice.

For instance, you could add an option to change the font color for selected notes in edit mode. On  long songs, it's sometimes hard to navigate through different sections that have motifs. You'll see a familiar series of notes in the main window, then go "oh shit, wait, this isn't  a verse repeat, it's a bridge  but borrows some phrases from an earlier verse." And looking at the pattern matrix isn't helpful at a glance, because you're using the same pattern for part of it. Being able to color-code song sections would fix this, and changing the font color could also show how different parts are related (like changing the font color to yellow in the bass when it's playing counterpoint and returning to white when it's playing roots).
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: ThatDamnNekomimi on December 22, 2018, 06:16:00 PM
What about supporting more the extra soundchips for NES and maybe some SNES support?
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: learninglab on January 09, 2019, 04:38:19 PM
i have a suggestion for helping with workflow. vgm music maker has a hotkey (enter) that lets you play the whole row only while the button is pressed. allowing you to "step" through each line to check your work. while composing within the program this is super helpful and fast for messing with harmonies of chords. press enter, hear only one row, hear a mistake, arrow key up just one row to the mistake, change it, press enter again to hear if its fixed.

in deflemask im finding it quite tedious to utilize "play from position" and have it keep scrolling, sometimes into the next pattern, when all i need to hear is one note. then having to page up, or click on the pattern the program ran over just to get back and do it all again lol.

I would love to see the addition of a new hotkey that allows you to play an entire row with each press in order to alleviate the cursor going 90 miles away from what you are trying to work on.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: freezedream on February 02, 2019, 09:15:26 AM
Hi Delek,

I have two feature requests:

1. Could you please add a track play timer. You know, one that starts when you hit play and shows you how long your track plays for - that would be really useful!

2. Could you please add the possibility to copy groups of patterns in one chunk. I mean so you could for example in the pattern sequence editor hold shift and use the arrow keys to highlight a block group of patterns together, then hit copy, then move to where you'd like to paste all those patterns and then paste them all there. In addition it would be good if you could add a duplicate checkbox or button so that instead of simply copying the patterns, they are copied and then when pasted the pattern numbers are all incremented so you effectively then have brand new patterns with the same data in them. That would make arranging tracks not so much of a nightmare!

Thank you for considering these ideas!
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: EnderDude on May 20, 2019, 03:37:04 AM
Can you easily implement the arpeggio function for FM instruments? That would be great.
Title: Re: Requests! (Don't ask for new systems, that will be decided by a poll)
Post by: SeregaZ on May 23, 2019, 09:10:00 AM
can you make one small thing?

(https://i109.fastpic.ru/big/2019/0523/97/70bf4857a71d6da80c2eeec906fe1b97.png)

maximum patterns can be as 127. it is .b type - byte. -127 up to 127. can it be changed to .a type? ancii how it names... 0 up to 255?

Quote
//PATTERN MATRIX VALUES (A matrix of SYSTEM_TOTAL_CHANNELS x TOTAL_ROWS_IN_PATTERN_MATRIX)
Repeat this SYSTEM_TOTAL_CHANNELS times
   Repeat this TOTAL_ROWS_IN_PATTERN_MATRIX times
      1 Byte: Pattern Matrix Value: (Index from SYSTEM_TOTAL_CHANNELS loop, Index from TOTAL_ROWS_IN_PATTERN_MATRIX loop)

with this 255 maximum value i can import more notes from midi file.

same is need to be done with 0B effect, that is make loop. i dont know wich type of param this effect have, but it need to .a type too, for correct jump to place, that will be over 127 value for pattern number.



not important: i am not familiar with Deflemask and it have a dificult navigation. can it have some search button? where i can set what exactly i want to search - note, or effect, or volume or whatever patterns can have. and this search will jump into that row and that pattern, where is lay that item, that i am search.

next not importand - can it have button: "remove all not using instruments" ?