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  • Joined: 23 Sep 2011
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DefleMask Tracker
Post Posted: Fri Sep 23, 2011 7:50 pm
Last edited by Delek on Wed Jun 20, 2012 9:08 pm; edited 1 time in total
Hi there!. :D

I am programming a new Multi-System tracker: DefleMask. Currently supporting SMS, Genesis and a Mobile FM Soundchip (my idea is to support ALL the VGM format... and more).

The 3.9 version of this tracker will be released soon, after some small changes that I have to do. But I am here because I need to ask if it is a good idea to write the VGMs in 1.60 format.
I am very interested in it, mainly because of the "DAC Stream Control"... It seems to be a very useful thing, but VGMPlay 3.10 only support 1.50 VGMs, and I do not have time to code a VGM 1.60->Bin parser right now.

So, supporting the VGM 1.60 maybe prevents that the VGMs can be played on the Genesis (almost until that I code a DefleMask Format player for the Genesis), so I don't know what to do.

Suggestions?. :)

The DefleMask site is: http://delek.com.ar/deflemask_eng

Regards, Delek.
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Post Posted: Sat Sep 24, 2011 12:36 pm
Hmm ... a mobile FM chip I don't know ... that's interesting. (maybe something for the next vgm version)

About VGM: I think it's better to focus on v1.50 until v1.60 there is better support for v1.60. (I'm still very happy that someone is interested in the Stream Control commands.)
I'd prefer to choose between v1.60 and v1.50. (v1.60 is a little smaller and a lot easier to write, but v1.50 is more compatible because it's approx. 5 years old)

Maybe I could also write a tool to convert v1.60 to v1.50.
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Post Posted: Sat Sep 24, 2011 2:29 pm
Thanks, ValleyBell.

Then I will use VGM 1.50.

About the DAC streaming in 1.50:
The DAC Timing is faster than the normal events timing (~60hz vs ~8000hz/~30000hz), I have to make a mix of this two worlds?, or there is another way?.

.......
I was thinking the other day, it will be cool that the VGM format can support a way to send a "PCM" body and a "NO PCM" body, both with his owns wait commands.

In other "words":

Vgm SIZE
->HEADER
[START NO PCM WRITING]
[Command]
[WAIT]
[Command]
[0x66 END NO PCM]
[START PCM WRITING]
[Command]
[WAIT PCM]
[Command]
[WAIT PCM]
[Command]
[0x69 END PCM]
[GD3 TAGS]
[EOF]

In this way, a standard VGM player needs to "mix" the two blocks, because both starts at 0 time. But this is easy to implement, only needs to make the mix of the two timing blocks (actually, internally, the player will convert that file in a standard 1.50).

I think that this solution is cool, because it prevents mixing the two worlds (rapid PCM writes vs slow VSYNC writes), and we can still use the 1.50 commands for PCM Writing on the PCM Body, without destroying the 1.50 five years standard.

The players would be rapidly updated, because it is an almost trivial update. :D

Tell me what you think about this idea. :D
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Post Posted: Sun Sep 25, 2011 12:43 pm
In vgm v1.50 you need to "mix" normal YM2612 writes and DAC commands (which get translated to YM2612 writes, btw), that's right.
It looks like this (some parts from a vgm2txt):
VGMData:
0x00000040: 67 66 00    Data Block - Type 00: YM2612 PCM Database
                        Data Length: 0x000050BB
0x00005102: 52 28 00    YM2612:      Channel 0 Key On/Off: Slot1 Off, Slot2 Off, Slot3 Off, Slot4 Off
...
0x0000582C: 52 25 02    YM2612:      Timer A LSB: 02
0x0000582F: 72          Wait:    3 sample(s) (   0.07 ms)   (total   529 (00:00.01))
0x00005830: 52 24 96    YM2612:      Timer A MSB: 96
0x00005833: 52 27 1F    YM2612:      CSM Mode: Disable, 3 Slot Mode: Disable, Reset Timer A, Timer B Enable, Timer A Enable, Load/Start Timer B, Load/Start Timer A
0x00005836: 7A          Wait:   11 sample(s) (   0.25 ms)   (total   540 (00:00.01))
0x00005837: 52 2B 80    YM2612:      DAC Enable
0x0000583A: 53 B6 C0    YM2612:      Ch 5 PMS: 0x0, AMS: 0x0, Stereo: LR
0x0000583D: 74          Wait:    5 sample(s) (   0.11 ms)   (total   545 (00:00.01))
0x0000583E: E0 00 00 00 Seek to PCM Data Bank Pos: 00000000
0x00005843: 82          Wait:    2 sample(s) (   0.05 ms)   (total   547 (00:00.01))
0x00005844: 83          Wait:    3 sample(s) (   0.07 ms)   (total   550 (00:00.01))
0x00005845: 83          Wait:    3 sample(s) (   0.07 ms)   (total   553 (00:00.01))
0x00005846: 82          Wait:    2 sample(s) (   0.05 ms)   (total   555 (00:00.01))
0x00005847: 82          Wait:    2 sample(s) (   0.05 ms)   (total   557 (00:00.01))
...
0x000058A4: 83          Wait:    3 sample(s) (   0.07 ms)   (total   797 (00:00.01))
0x000058A5: 80          Wait:    0 sample(s) (   0.00 ms)   (total   797 (00:00.01))
0x000058A6: 61 1B 00    Wait:   27 samples (   0.61 ms)   (total   824 (00:00.01))
0x000058A9: 52 A5 14    YM2612:      Ch 1 F-Num (prepare) MSB = 4, Octave 2
0x000058AC: 71          Wait:    2 sample(s) (   0.05 ms)   (total   826 (00:00.01))
0x000058AD: 52 A1 3C    YM2612:      Ch 1 F-Num (set) LSB = 3C
0x000058B0: 7B          Wait:   12 sample(s) (   0.27 ms)   (total   838 (00:00.01))
0x000058B1: 52 A6 24    YM2612:      Ch 2 F-Num (prepare) MSB = 4, Octave 4
...
0x000058C5: 53 A1 3C    YM2612:      Ch 4 F-Num (set) LSB = 3C
0x000058C8: 61 1C 00    Wait:   28 samples (   0.63 ms)   (total   899 (00:00.02))
0x000058CB: 52 25 02    YM2612:      Timer A LSB: 02
0x000058CE: 72          Wait:    3 sample(s) (   0.07 ms)   (total   902 (00:00.02))
0x000058CF: 52 24 96    YM2612:      Timer A MSB: 96
0x000058D2: 52 27 1F    YM2612:      CSM Mode: Disable, 3 Slot Mode: Disable, Reset Timer A, Timer B Enable, Timer A Enable, Load/Start Timer B, Load/Start Timer A
0x000058D5: 7B          Wait:   12 sample(s) (   0.27 ms)   (total   914 (00:00.02))
0x000058D6: 82          Wait:    2 sample(s) (   0.05 ms)   (total   916 (00:00.02))
0x000058D7: 82          Wait:    2 sample(s) (   0.05 ms)   (total   918 (00:00.02))
0x000058D8: 83          Wait:    3 sample(s) (   0.07 ms)   (total   921 (00:00.02))

The DAC writes (the 8x commands, incorrectly titled with "Wait" instead of "DAC write and wait") are mixed with the "normal" YM2612 writes (52 commands).


I personally don't like the idea of a PCM body and a non-PCM body. It still breaks the compatibility and the players need to do additional work on the file. (either mixing the two blocks, which increases the loading time, or synchronizing the two streams, which may need a heavy rewrite of the vgm playback routine)
Both blocks would have a timing of 44.1 KHz either way.

That's my opinion, but I'd like to hear the opinion of other people.
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Post Posted: Sun Sep 25, 2011 1:11 pm
ValleyBell wrote
The DAC writes (the 8x commands, incorrectly titled with "Wait" instead of "DAC write and wait") are mixed with the "normal" YM2612 writes (52 commands).
Yeah, but this means that the YM2612 "normal" commands needs to be cutted in little pieces, only when you stream another thing at high sampling hz. :(

In the actual players for consoles (Genesis and Neo Geo, for example), you normally send "normal" YM2612 & PSG commands using the Motorola 68k (@VSYNC), and PCM data using the Z80. In this way you DONT cut the normal VSYNC when you stream to the PCM channel.

The idea of have two bodies is to obtain a multi processor like writes (like how this is done on the real consoles that stream PCM data), and make more easy the PCM streaming when you use the VGM format (not cutting the normal commands, and write the high speed commands on other body). :D

ValleyBell wrote

I personally don't like the idea of a PCM body and a non-PCM body. It still breaks the compatibility and the players need to do additional work on the file. (either mixing the two blocks, which increases the loading time, or synchronizing the two streams, which may need a heavy rewrite of the vgm playback routine)
Well, the playback routine will be exact the same, because, after mixing the two lists, you will obtain a 1.50 standard file, this is not difficult to implement, and the performance is not diminished at all because it is a trivial operation that requires an imperceptible time to do.

I think that this will be greeeeat if it's implemented. :D
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Post Posted: Sun Sep 25, 2011 1:45 pm
Delek wrote
In the actual players for consoles (Genesis and Neo Geo, for example), you normally send "normal" YM2612 & PSG commands using the Motorola 68k (@VSYNC), and PCM data using the Z80. In this way you DONT cut the normal VSYNC when you stream to the PCM channel.

The actual players for consoles (at least on MegaDrive/Genesis):
a) are Z80-only, so one block is easier (and faster) to process than two
b) are 68k + Z80 and stop streaming to the PCM channel when they need to send data to the FM channels (usually causing a gap of 20-120 samples), as the YM2612 does FM + PCM, so it's impossible to do FM and PCM writes at the same time
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Post Posted: Sun Sep 25, 2011 2:04 pm
ValleyBell wrote

a) are Z80-only, so one block is easier (and faster) to process than two
WOWW. Z80 ONLY?, for both FM and DAC streaming?, where?, I thought it was impossible for practical purposes. Do you have in mind a game or demo that uses this technic?.

Coding a decent Z80-only playback engine for both fm and dac will make you crazy I think. xD
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Post Posted: Sun Sep 25, 2011 3:16 pm
Ever heard of this game (or this one)?

All games on this list with SMPS/Z80 or GEMS sound driver run completely on the Z80.
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Post Posted: Sun Sep 25, 2011 4:17 pm
ValleyBell wrote
Ever heard of this game (or this one)?

All games on this list with SMPS/Z80 or GEMS sound driver run completely on the Z80.

My bad, Golden Axe came into to my mind when I thought in a Full Z80 sound driver (play a PCM will stop all other sounds in this game).
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Post Posted: Sun Sep 25, 2011 7:31 pm
The playback engine of my MD sound system is full Z80, here's one example of its output :

https://8bc.org/music/TmEE/Sunset%2C+beach+and+scrolling+text/

^^
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Post Posted: Sun Sep 25, 2011 8:23 pm
AWESOME, 2 PCM at the same time aswell?. AMAZING.

Question: In your sound system the cpu load of the Z80 is at 100% all the time?, or the updates are at a fixed rate?, if it is, the update rate becomes higher only when a PCM sample is playing?.

Btw, TmEE, what do you think about multiple bodies on a VGM file?.
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Post Posted: Mon Sep 26, 2011 7:15 pm
The CPU use is always 100% when there's any samples playing. when there's no samples then I just wait for YM timers to expire so I can process music or sound effects, during which there is no PCM being played. Processing does not take very long and I don't consider its effect on PCM quality so significant that I have to play some PCM while I mess with FM and PSG.

Regarding VGMs, I have not messed with them so I cannot answer the question...
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Post Posted: Wed Sep 28, 2011 12:42 am
Btw, DefleMask 3.9 Released!!.

News:
01: Added DAC Control (Samples) to the YM2612.
02: Support for both 1.50 and the NEW 1.60 VGM FORMAT (thanks to some Valley Bell help). :D
03: Removed Microsoft Redistributable C++ dependency.
04: Added a second Tick Time selector to obtain more specific tempo values.
05: NTSC/PAL value now is saved to the DMF files.
06: Now samples are selecteable on instrument list (only will play on the PCM Channel of the system however).
07: Due to a timing error, the YMU759 files size was huge. Now it is corrected, so the size of the MMFs is a lot smaller.
08: To make more clear the YMU759 Behavior, the unique ins that you can change is the very first one.
09: More optimization and some bugs corrected.
10: Resampling of imported wav files.
11: VGM writing optimization.

DOWNLOAD!
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Post Posted: Mon Oct 03, 2011 6:58 am
A new hot Fix for the 3.9!, check out the Changelog.

DOWNLOAD!

And take a look at Sonic 2 - Emerald Hill Zone done DefleMask Tracker. :D
YouTube Video

Module file available on my forum!!.
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Post Posted: Mon Oct 03, 2011 9:23 am
Your Sonic 2 module sounds good, it's a very faithful recreation of the original.
But it's Hill Top Zone, not Emerald Hill Zone.
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Post Posted: Mon Oct 03, 2011 2:54 pm
Ooops, that's right. It is Hill Top Zone!!... Editing...
Thanks.
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Post Posted: Fri Oct 07, 2011 12:49 pm
In a few days the 3.95 version will be released with great news :D, a "Save ROM" button, shrink/expand buttons and Note OFF for samples are some of them.

Also, listen to Sonic - Spring Yard Zone @DefleMask Tracker. There are some timing errors though, but it is almost fully accurate.
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Post Posted: Sun Oct 09, 2011 9:42 am
After various hours of coding and debugging DefleMask, I managed to turn off the "code mode" in my head and did a little basic tutorial.

I added to the video description this site:
http://www.smspower.org/Music/DefleMask
Because I explained that DefleMask supports VGM 1.60 format.

Video: DefleMask Tracker - Tutorial 1: Basics
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Post Posted: Thu Oct 13, 2011 7:08 pm
DefleMask 4.0 Released!, lot of news guys!.

NEWS:
01: Added NOTE OFF command to the Samples on GENESIS.
02: Button Added: SAVE ROM, this button will call to the the internal ROM Builder automatically, to convert the VGM to a BIN file.
03: The ROM builder is a new and exclusive VGM_Play version (it support VGMs 1.60), thanks MJS!.
04: Added Global Shrink and Global Expand buttons.
05: Added keyboard shortcut for local Shrink and local Expand (CTRL+S and CTRL+E).
06: Added support for backwards Bxx command and then, with this effect, you can create looped VGMs.
07: The performance of audio playback and buffering is way better now.
08: Added support for YM2612 ".ins" presets from MVS Tracker.
09: Max Value now is 0xFF, recalibrate your volumes please.
10: Emulators now are included inside DefleMask, in order to make the port to other SOs without Microsoft DLLs issues.
11: Now you can use the entire YM2612 octaves, from 0 to 8.
12: Faster Wav Exporting.
13: ESC key, Left Mouse Button or Enter key will skip the startup screen.
14: NTSC and PAL timing more accurate.
15: DAC/PCM Writing more accurate.
16: Data folder renamed to Extras, inside it you will found VGM_Play, the lastest in_vgm Winamp Plugin and more.
17: Solved a bug with the vertical scroll under Instrument Editor mode.
18: Fixed some compatibility issues with some versions of Windows 7.
19: A lot of bugs fixed.
20: Manual Updated.

HOT FIX: I disabled the PCM Playback to make some test and I forget to re-enable it. Fixed.

DOWNLOAD!
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Post Posted: Fri Oct 14, 2011 12:40 am
HOT FIX: Solved some bugs with the offset of the VGM Loop (Thanks to a Valley Bell private message).

DOWNLOAD!
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Post Posted: Fri Oct 14, 2011 4:20 am
Great chiptune tracker :)

If VGM ever supports PC Engine and your tracker supports all VGM formats, you will make a few very happy campers.
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Post Posted: Fri Oct 14, 2011 5:43 pm
Yeeess, my idea is to support most of the VGM format. And even more.

Btw, I was tracking Green Hill Zone in DefleMask and discovered some issues in the behavior of the Noise Channel of the SN76489. Also I added a shortcut to add the lastest pattern id in the pattern matrix.

Hot Fix @ 14/10/11:
01: Middle Mouse Button in the Pattern Matrix = ID to be the lastest one in the matrix.
02: Fixed a note triggering bug in the SN76489.
03: Fixed a noise mode issue in the SN76489.
04: Manual Updated.

DOWNLOAD!
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Post Posted: Sat Oct 15, 2011 1:11 am
DefleMask FTW!.
Check out Green Hill Zone running on DefleMask Tracker. There are some inaccuracies, but so far I love it.
:D
YouTube Video
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Post Posted: Sat Oct 15, 2011 2:18 am
Thank you. Delek!

Add the vibration editor. Is it possible?
For example
[ Mod2PSG2 ] .. Instrument editor

I'm sorry.
I can't speak English very well

Thank you.
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Post Posted: Sat Oct 15, 2011 2:29 am
I don't use MOD2PSG, could you explain how the "vibration editor" works?. Btw, the YM2612 has a FMS value, that you can modify dinamically to obtain vibrato. Maybe this can be useful to you.
Regards.
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Post Posted: Sun Oct 16, 2011 10:36 pm
Due to some requests, DefleMask 4.0 was updated.

NEWS:
01: Added EDxx - Note Delay Effect.
02: Added ECxx - Note Cut Effect.
03: Added support for load SMPS .bin instruments in the YM2612 Editor.
04: Manual Updated.

DOWNLOAD!
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Post Posted: Thu Oct 20, 2011 10:42 pm
I forgot to say that the noise problems of the SN76489 in DefleMask 4.0 were already solved.

So, you should re download DefleMask 4.0 to obtain the lastest fixed version.

PS: NICE TUNE!.
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Post Posted: Mon Oct 24, 2011 5:17 am
DefleMask 4.0 Update 5 arrived with AR commands thanks to some requests of a Famitracker Forum User:

NEWS:
01: Added 0x19 Global AR Control effect to Genesis.
02: Added 0x1A AR Operator 1 Control effect to Genesis.
03: Added 0x1B AR Operator 2 Control effect to Genesis.
04: Added 0x1C AR Operator 3 Control effect to Genesis.
05: Added 0x1D AR Operator 4 Control effect to Genesis.
06: Manual Updated.

DOWNLOAD!
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Post Posted: Mon Oct 31, 2011 2:33 am
Due to a huge demand of this points, the Update 7 for DefleMask arrived:

Update 7 @ 01/11/11:
01: Now you can add up to 4 columns for effects by pressing a "+" button in the upper part of each channel.
02: Added a button in the pattern matrix to send the current frame to the bottom.
03: Fixed some bugs.
04: Manual updated.

DOWNLOAD!
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Post Posted: Sun Nov 13, 2011 1:19 am
Update 8:

01: Fixed a bug in the instrument editor window.
02: Delek's GUI Engine optimized and more faster.
03: Other minor bugs fixed.

Prepare yourself for the next 5.0 release, featuring GameBoy Support and Envelopes Generators (Volume/Arpeggio).

DOWNLOAD!
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Post Posted: Sun Dec 04, 2011 10:40 pm
HOLY SHI!, DefleMask 5.0 RELEASED!. With Game Boy support and VGM 1.61!!. :D

NEWS:
01: System Added: Game Boy!!.
02: Envelopes Generators for SN76489, Game Boy or any non-FM soundchip!!.
03: Two types of instruments, Standard (STD, Envelopes) and Frequency Modulation (FM, Registers)!.
04: Re sampler and pitch/amplitude modifiers for loaded WAV files!.
05: Now you can set the sample rate of a particular sample independently, instead of having a global sample rate.
06: Added ROM Builder for SEGA Master System.
07: Effect for Game Boy Added: 0x10 Set WAVE.
08: Effect for Game Boy Added: 0x11 Set Noise Polynomial Counter Mode.
09: Effect for Game Boy Added: 0x12 Set Duty Cycle.
10: Now the instrument editor is a transparent floating sub window, so you can select a channel in the patterns and test out melodies while you are tracking.
- (because of this change, the copy/paste/switch instruments shortcuts commands, inside the instrument window, changed to shift+ctrl+c to copy, shift+ctrl+v to paste and shift+left/shift+right to switch, in order to avoid conflicts with the patterns movements and copies/pastes).
11: Now the volume values are soundchip dependent, so, for example, now you can set volume values from 0 to F in Game Boy or SN76489 soundchips, but up to 7F in YM2612. This is more intuitive than the previous method of a global 0 to FF volume values (old dmf modules will be re-scaled).
12: Standard Effect Added: 0x09 - Set Speed 1.
13: Standard Effect Added: 0x0F - Set Speed 2.
14: Two new textures added for skins: Graph Background and Graph.
15: Three new color for skins added: Graph Line, Graph Back and Graph Point.
16: The "presets" label is changed to "instruments" in all the DefleMask code.
17: Instruments limit expanded to 128.
18: A lot of changes and updates to the GUI engine code.
19: Better interface.
20: Lot of fixed bugs.
21: Manual Updated.

DOWNLOAD!
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Post Posted: Sun Dec 04, 2011 11:32 pm
DefleMask playing a Game Boy Tune @YouTube!: :D
Delek - BeachBoy (@DefleMask Tracker - Game Boy)
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Post Posted: Mon Dec 05, 2011 9:38 am
will check your latest version to see if i can do something with it regarding master system stuff :p
please tell me u can pull a piano roll out of this ..
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Post Posted: Thu Dec 08, 2011 10:42 pm
DefleMask 5.1 Released with some fast requests and bugs fixed!.

01: Now the volume column will decrease the current envelope!.
02: Now you can use higher frequencies in the Noise Channel of the Game Boy (a bug in the freq formula was causing a lowered range of frequencies).
03: Lowered the contrast of the envelopes textures in the Default skin.
04: Some errors in the manual fixed.

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Post Posted: Sat Dec 10, 2011 8:52 pm
Because of the very very useful feedback of jrlepage (a FT forum user) and some tweaks done by myself, this is the new cleaned DefleMask 5.1b.

NEWS:

01: Game Boy Effect Added: 13xy - Hardware Sweep.
02: Game Boy Effect Added: 14xx - Sweep Time.
03: Now you can change the TL value on Genesis System while a note is triggering.
04: Serious bug fixed: A bad concatenation while saving an instrument could make DefleMask crash.
05: Note Delay Effect EDxx Fixed on Game Boy and SN76489.
06: Fixed a error in the frequency table that produced the same pitch for notes A#6 and B6.
07: Fixed a desynchronization issue with the follow row mode.
08: Now you can use the Axx effect with an envelope without problems.
09: Now you can press apart from Enter, the enter from the Numpad to play/stop the song.
10: Fixed a potential bug with the panning effect.
11: Fixed the fact that you could move to the right in the rows indefinitely (now the limit works right regardless of the system selected).
12: Fixed an Operator order issue, the order was 1 3 2 4, now it is 1 2 3 4. If you have a module that uses operator based effects, you should switch operator 2 and 3.
13: Moved a little to the left the save instrument dialog.
14: Manual Updated.

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Post Posted: Sat Dec 17, 2011 8:25 pm
Some huge changes will be introduced on the 5.2 version, a new soundchip ftw (SID maybe?).

So far, DefleMask 5.1d released!:

NEWS:
01: Now, if you use a large resolution, the buttons and information will be spaced under an acceptable limit.
02: Value added on config.ini: Skip_Intro. Setting it to 1 will tell to DefleMask not to show any intro screen.
03: Checkbox added on Options menu: Play on Load. Check it if you want not to start hearing the track just after load it.
04: Keyboard Shortcuts Added: Ctrl+ADD/Ctrl+SUBTRACT -> Change Step.
05: Now the buttons under the instrument editor window while it is in the right side will be hidden.
06: Now the highlights settings will be saved on your modules.
07: The waveforms of the YMU759 remained always on the left side, now they follow the instrument editor window correctly.
08: Now the System's string "Game Boy" is stored on the Game Boy's VGMs.
09: A sync bug with the Bxx effect while doing a loop is now fixed.
10: Manual Updated.

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Post Posted: Mon Jan 02, 2012 12:48 am
Btw, more than a decade ago, I listened to a CORE's keygen and I fall in love with it. I tracked it using SEGA Genesis system and I love how it sounds in FM. <3

Check it out on YouTube: Delek - End Of Gaem (CORE's Keygen Tune @DefleMask Tracker)

The module file is available on DefleMask's Forum.
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Post Posted: Sun Jan 08, 2012 9:40 pm
Some bug fixes before the 5.2 release!.

DefleMask 5.1e Released!:

NEWS:
01: Bug Fixed: Now you can use the Operator 2 of the YMU759 in 2 Operators mode.
02: Bug Fixed: Some strange noise while you were editing FM instruments dinamically.
03: Bug Fixed: Now the follow mode can be disabled correctly.
04: Bug Fixed: The "X" close instrument window button will not be obstructed by the envelope display in a FM Instrument.
05: Bug Fixed: Now the channel numbers display is correct on YMU759.

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Post Posted: Mon Apr 02, 2012 6:06 am
DefleMask 5.2 finally released ftw!.

NEWS:
01: Added Arpeggio Envelopes.
02: Added Duty Cycle Envelopes.
03: Added Waveform Envelopes (for the systems that support its, Game Boy for example).
04: Standard Effect Added: E5xx - Set Fine Tune.
05: Added compression to the DMF Format, compression ratio 40/1 (for example, Delek - Dojo.dmf -> 308kb now 8kb, Green Hill Zone 159kb now 6kb).
06: All DMFs were saved saved on the new format, so the DefleMask package is lighter now.
07: Added a new window to confirm before closing and starting a new song!.
08: Changed the struct of the save menu popup, now it is on a new floating window.
09: Fixed a frequency limit bug in the SN76489 soundchip!.
10: Fixed the behavior of the Volume effects, for example now it speed depends on the precision of the current system.
11: Fixed screen movement bugs while you were using more than 2 extra effect in any channel.
12: Fixed an AR slider bug under YAMAHA YMU759 system.
13: Now you can have more than 1 instance of DefleMask running on your computer.
14: Manual updated.

I added tracks done by DefleMask users in SEGA Master System, Game Boy and SEGA Genesis.
The Game Boy ROM Builder and PC-Engine support are almost done, but I decided to release DefleMask 5.2 today to keep users with the latest additions.

DOWNLOAD!

Best Regards,
Delek.
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Post Posted: Mon Apr 02, 2012 8:27 am
Delek, I still invite you to join http://vgm.mdscene.net/forum/, you would be more than welcome :)
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Post Posted: Sat Jun 09, 2012 3:47 am
Kaminari wrote
Great chiptune tracker :)

If VGM ever supports PC Engine and your tracker supports all VGM formats, you will make a few very happy campers.
This is a reality now!. :D

best regards
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Post Posted: Wed Jun 20, 2012 7:53 pm
DefleMask 7 released!:

NEWS SO FAR:
01: Linux Build!, I tested it on Ubuntu 10 and runs pretty good.
02: The ROM Builders now are faster and transparent, they are included in DefleMask Core.
03: Fixed some issues with insert/backspace commands in a selection.
04: Fixed a bug related to the size of a song in memory, cleaned lot of things.
05: Lot of bugs fixed.
06: Manual Updated.

DOWNLOAD!

I need feedback about the Linux Build guys!, and MacOS X build coming soon!.
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Post Posted: Sun Jul 01, 2012 11:33 pm
DefleMask 7f released!, Game Boy ROM BUILDER FTWWWWW!!.

NEWS:
01: Game Boy ROM and GBS Exporter! (remember always to use an accurate Game Boy Emulator, such as Visual Boy Advance, or the actual Hardware!).
02: Custom Keyboard Layouts added and keys editor!.
03: Fixed a bug regarding to the Note Up shortcut, it was limited to octave 3.
04: Fixed a bug introduced in the latest release, regarding to loading a premade instrument.
05: Fixed a bug in the GENESIS Rom Builder, it was disabled in the previous release.
06: Manual Updated.

Both Linux and Windows builds updated!.

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Post Posted: Tue Sep 11, 2012 11:18 pm
WOW!, DefleMask 8 Released!. MANY NEWS! and changed a little the work flow of the tracker.

NEWS:
Soundchip Added: Ricoh 2A03
System Added: Ni****do NES
Effect Added: EFxx - Global Fine Pitch (AWESOMEEE!!).
Added NSF Export for Ni****do NES.
Added support for raw PCM samples in Ni****do NES.
Added support for no limit range in the Arpeggio Macro (no more 2 octaves limit).
Added an sound output waveform viewer to the main DefleMask screen (very useful while you are editing FM Instruments!).
Added control to the Noise mode of the soundchips by using the Duty Macro/Effects.
Added a new texture for skins: backwaveform.
Added a new color for skins: waveform.
Added some changes to the GUI.
Fixed the impossibility to change the noise mode of the Game Boy while a note is sounding.
Fixed a bad functionality of the undo/redo system.
Fixed a PCM Samples desynchronization.
Fixed a bug with the wavetables save window.
Fixed a bug while concatenating portamento to note effects.
Fixed an unsynch bug related to having uneven count of total rows.
Fixed the impossibility to use a channel of the SN76489 without a volume envelope.
Fixed lot of minor bugs.
Both Windows and Linux builds updated.
Manual Updated (please read it, there are some very useful things there, for example: the use of the Arpeggio Macro with PCM Samples to trigger them freely).

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Post Posted: Wed Oct 31, 2012 3:21 am
Well, there are lot of news in DefleMask, check out the FULL CHANGELOG for more details, the latest update was minutes ago!. Regards.
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Post Posted: Fri Jun 21, 2013 1:21 am
Hey guys, hey Delek!

I've been asking how I can contribute here for the SMSPower site.. Well, I've found a solution to contribute for both the site here AND Deflemask.
Here is the first track I ever wrote in a tracker, and proudly it's for the Sega Master System, hehe. VGM 1.60.

Hope You guys enjoy it! And please be gentle - it's the very first try! :D

PS: Delek thou art mine hero111
PPS: If You guys want me to upload the files in VGM and/or SMS format, just tell me!
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Post Posted: Mon Jun 24, 2013 12:36 am
Nice track!, if you want you can share with us the DMF file and I will include it in the Official DefleMask's SMS Demo Songs package.
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Post Posted: Mon Jun 24, 2013 4:01 am
Thanks again! :)
Mind if I train my skills a little and in a little time send You a much longer and more technical track for demo? :)) Still need to exercise a little more with controlling the white noise generator and effects!

PS: All the little things grow big someday, lol
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Post Posted: Sat Nov 16, 2013 3:17 pm
Can this be used for composing tunes to be played on the real hardware, without using the "streaming 400 kB VGM" approach, or is it only meant for VGM output?
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Post Posted: Thu Oct 08, 2015 1:37 pm
DefleMask 11 was released!

https://www.youtube.com/watch?v=VLMXTskA1sI



Changelog:

DefleMask 11 (@10/06/15):
- ARCADE (YM2151+SEGA PCM) support!
- .OPM instruments loader!
- More precise fine tune effect (E5xx)
- Added a Refresh button to the MIDI input menu to detect new connected devices.
- Fixed the position of the Edit Keys window on small screens
- Fixed a bug regarding to selecting from right to left (Thanks InversePhase)
- Fixed some bugs regarding to looping songs in an exported .vgm file.
- Now you can move instruments by using some fresh new arrow buttons!
- Now the volume changes are also delayed when a EDxx is setted on that row too
- Game Boy: More accurate volume of the WAVE channel.
- The DefleMask logo is back but on the right side and smaller than in previous versions. I missed it a lot!
- Lot of code cleaning and fixed some possible crashes.
- Manual Updated.


>DOWNLOAD!<
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