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General / Question about pitch bending (YM2612)
« Last post by IRL Random Hajile on February 17, 2018, 08:24:25 PM »
Hello. Been getting into using DefleMask and learning on my own for a little while now. There is something that's been on my mind for a bit which is related to pitch bending instruments though, and that is trying to bend the pitch of FM instruments really fast to create a cool sounding effect.

Here's an example of what I mean. In the beginning (0:02) of the Blockout theme is what I'm refering to.
https://www.youtube.com/watch?v=teL3zCiYoOQ

Been having trouble trying to replicate the intro part where the instruments pitch bend extremely fast using portamento commands like 01xx, 02xx, 03xx. So I'm wondering... How was this achieved exactly?
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General / Re: Requests! (Don't ask for new systems, that will be decided by a poll)
« Last 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!
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General / Re: Requests! (Don't ask for new systems, that will be decided by a poll)
« Last 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.
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Show Off Your Work / Re: Video game music cover thread
« Last post by Wavetable Guy on February 16, 2018, 12:08:00 AM »
I decided to update my PC Engine cover of Cybernoid II. For this version, I decided to completely ditch the PCM samples and use waveform+noise for the percussion. I also changed some notes in some parts of the song. Enjoy!
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Show Off Your Work / Re: Video game music cover thread
« Last post by bca759577 on February 15, 2018, 10:42:41 AM »
I copy Thunder Force IV Fighting Back and Remix to Deflemask , and I convert original FM Sample to PCM ,
Because it's very easy to compose song for this type of sample

Video URL:
https://drive.google.com/file/d/1N7wZMoc_zQFHcgYS4b2j9wcbWCIXd4lR/view?usp=sharing
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Show Off Your Work / Re: Video game music cover thread
« Last post by bca759577 on February 15, 2018, 04:43:13 AM »
I tried to convert Gimmick! 5B channel to DPCM into deflemask
But the file would invalid ....  >:( >:( >:(

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Show Off Your Work / Wavetable Wolf's Cloudy Maze (Sega Genesis Original Song)
« Last post by Wavetable Guy on February 14, 2018, 02:50:48 PM »
So, I gave myself the challenge of making a Genesis song without using the PSG channels. Enjoy!
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ROM-builders / Re: [MD/GENESIS] A few Mega Drive ROM issues on hardware
« Last post by slashz on February 13, 2018, 06:48:01 PM »
...
- Finally, an odd one: in the track "CASSO_BOSS," there's a low, growling instrument hard-panned left and right in the first verse of the song (after the "DA-DA-DA!" from the kick drum). After the song loops back to this verse, the instrument turns into a more straight-forward "brassy" sound, and stays like that for every loop afterwards. What's interesting is this happens with ROM file exports of the track as well as VGM file exports! The instrument only stays "dark and growly" in Deflemask.
...
Anybody else encounter similar problems?

I do did, in DefleMask v0.12.0 . One instrument changes after loop and stays that way ever after when played as a VGM file, which is different from the (desired) DMF playback.

Uhm... While writing this post, the issue was somehow resolved by accident. I've been spending a bit of time on this issue, attempting different workarounds in trying to isolate the problem. I still have an older copy with the issue to compare with though, but I'm blind to whatever the difference is, given that I've tried the following:

  • Since the issue first manifested on FM1 after loop, I moved the instrument part before the loop to FM4. (There was a detuned copy on FM3 all along but didn't seem to cause any issues.)
  • Since the part before the loop had patterns with a gate effect (volume set to 7F, A0F, repeat) with no instrument set (a instrument with long decay was triggered in an earlier pattern), I attempted to set a note off before looping.
  • Since Heavy Viper mentioned panning, I tried setting panning to different values before/after loop.

While I couldn't isolate the issue, I decided to make some changes to the track while I finally had some time to spend with DefleMask :) , so I added some more volume slides on the part after the loop (attempting to emulate compression) and suddenly the VGM sounded like the DMF!
I hope my attachments can provide more useful information than I did. :P
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Show Off Your Work / (WIP) Savage Garden - I Want You (YM2151+PCM Cover)
« Last post by CordellCox on February 12, 2018, 09:03:36 PM »
Hello all! This is like the first song I wanted to cover. I'm still far from finished, though. Here's the beginning part of it which I'll just show as concept for now. Have a good one!
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Show Off Your Work / [C64] MegaSphere - Journey
« Last post by MegaSphere on February 10, 2018, 01:12:12 PM »

'Journey' text was generated by https://codepo8.github.io/logo-o-matic/#goto-orc with the 'Font by Conan used in Strike Force Movers Intro'.
My logo was drawn by me along with the CRT fx.

Chords are based off one of my friend JakeAbix's unreleased tracks, this is as close to the light of day that track will most likely ever get to see.

https://www.newgrounds.com/audio/listen/789376
https://soundcloud.com/megasphere/journey-c64-chiptune
https://www.youtube.com/watch?v=VMPqgAZXrBo
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